mirror of
https://github.com/vcmi/vcmi.git
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394 lines
18 KiB
C++
394 lines
18 KiB
C++
#pragma once
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#include "AIUtility.h"
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#include "Goals.h"
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#include "../../lib/AI_Base.h"
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#include "../../CCallback.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CondSh.h"
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struct QuestInfo;
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/*
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* VCAI.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class AIStatus
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{
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boost::mutex mx;
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boost::condition_variable cv;
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BattleState battle;
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std::map<QueryID, std::string> remainingQueries;
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std::map<int, QueryID> requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
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std::vector<const CGObjectInstance*> objectsBeingVisited;
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bool ongoingHeroMovement;
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bool ongoingChannelProbing; // true if AI currently explore bidirectional teleport channel exits
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bool havingTurn;
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public:
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AIStatus();
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~AIStatus();
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void setBattle(BattleState BS);
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void setMove(bool ongoing);
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void setChannelProbing(bool ongoing);
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bool channelProbing();
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BattleState getBattle();
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void addQuery(QueryID ID, std::string description);
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void removeQuery(QueryID ID);
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int getQueriesCount();
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void startedTurn();
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void madeTurn();
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void waitTillFree();
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bool haveTurn();
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void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
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void receivedAnswerConfirmation(int answerRequestID, int result);
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void heroVisit(const CGObjectInstance *obj, bool started);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & battle & remainingQueries & requestToQueryID & havingTurn;
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}
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};
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enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
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struct SectorMap
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{
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//a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
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struct Sector
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{
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int id;
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std::vector<int3> tiles;
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std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
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std::vector<const CGObjectInstance *> subterraneanGates;
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bool water; //all tiles of sector are land or water
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Sector()
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{
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id = -1;
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}
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};
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bool valid; //some kind of lazy eval
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std::map<int3, int3> parent;
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std::vector<std::vector<std::vector<unsigned char>>> sector;
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//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
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std::map<int, Sector> infoOnSectors;
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shared_ptr<boost::multi_array<TerrainTile*, 3>> visibleTiles;
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SectorMap();
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SectorMap(HeroPtr h);
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void update();
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void clear();
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void exploreNewSector(crint3 pos, int num, CCallback * cbp);
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void write(crstring fname);
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bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t);
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bool markIfBlocked(ui8 &sec, crint3 pos);
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unsigned char &retreiveTile(crint3 pos);
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TerrainTile* getTile(crint3 pos) const;
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void makeParentBFS(crint3 source);
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int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
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int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
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};
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class VCAI : public CAdventureAI
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{
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public:
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//internal methods for town development
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//try build an unbuilt structure in maxDays at most (0 = indefinite)
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/*bool canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);*/
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bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);
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//try build ANY unbuilt structure
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BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
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bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
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//try build first unbuilt structure
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bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
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friend class FuzzyHelper;
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std::map<TeleportChannelID, shared_ptr<TeleportChannel> > knownTeleportChannels;
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std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
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ObjectInstanceID destinationTeleport;
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std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
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//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
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std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
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std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
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std::map<HeroPtr, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
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//sets are faster to search, also do not contain duplicates
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std::set<const CGObjectInstance *> visitableObjs;
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std::set<const CGObjectInstance *> alreadyVisited;
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std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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std::map <HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
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TResources saving;
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AIStatus status;
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std::string battlename;
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shared_ptr<CCallback> myCb;
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unique_ptr<boost::thread> makingTurn;
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VCAI(void);
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~VCAI(void);
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//TODO: use only smart pointers?
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void tryRealize(Goals::Explore & g);
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void tryRealize(Goals::RecruitHero & g);
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void tryRealize(Goals::VisitTile & g);
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void tryRealize(Goals::VisitHero & g);
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void tryRealize(Goals::BuildThis & g);
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void tryRealize(Goals::DigAtTile & g);
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void tryRealize(Goals::CollectRes & g);
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void tryRealize(Goals::Build & g);
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void tryRealize(Goals::Invalid & g);
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void tryRealize(Goals::AbstractGoal & g);
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int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
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int3 explorationNewPoint(HeroPtr h);
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int3 explorationDesperate(HeroPtr h);
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bool isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved
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void recruitHero();
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virtual std::string getBattleAIName() const override;
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virtual void init(shared_ptr<CCallback> CB) override;
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virtual void yourTurn() override;
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virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID) override;
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virtual void saveGame(COSer & h, const int version) override; //saving
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virtual void loadGame(CISer & h, const int version) override; //loading
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virtual void finish() override;
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virtual void availableCreaturesChanged(const CGDwelling *town) override;
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virtual void heroMoved(const TryMoveHero & details) override;
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virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) override;
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virtual void heroInGarrisonChange(const CGTownInstance *town) override;
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virtual void centerView(int3 pos, int focusTime) override;
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virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos) override;
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virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
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virtual void artifactAssembled(const ArtifactLocation &al) override;
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virtual void showTavernWindow(const CGObjectInstance *townOrTavern) override;
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virtual void showThievesGuildWindow (const CGObjectInstance * obj) override;
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virtual void playerBlocked(int reason, bool start) override;
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virtual void showPuzzleMap() override;
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virtual void showShipyardDialog(const IShipyard *obj) override;
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virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
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virtual void artifactPut(const ArtifactLocation &al) override;
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virtual void artifactRemoved(const ArtifactLocation &al) override;
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virtual void stacksErased(const StackLocation &location) override;
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virtual void artifactDisassembled(const ArtifactLocation &al) override;
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virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start) override;
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virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr) override;
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
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virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos) override;
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virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
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virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
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virtual void heroMovePointsChanged(const CGHeroInstance * hero) override;
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virtual void stackChangedType(const StackLocation &location, const CCreature &newType) override;
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virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) override;
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virtual void newObject(const CGObjectInstance * obj) override;
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virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
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virtual void playerBonusChanged(const Bonus &bonus, bool gain) override;
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virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack) override;
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virtual void heroCreated(const CGHeroInstance*) override;
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virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) override;
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virtual void requestRealized(PackageApplied *pa) override;
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virtual void receivedResource(int type, int val) override;
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virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) override;
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virtual void objectRemoved(const CGObjectInstance *obj) override;
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virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
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virtual void heroManaPointsChanged(const CGHeroInstance * hero) override;
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virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
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virtual void battleResultsApplied() override;
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virtual void objectPropertyChanged(const SetObjectProperty * sop) override;
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virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override;
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virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) override;
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virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleEnd(const BattleResult *br) override;
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void makeTurn();
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void makeTurnInternal();
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void performTypicalActions();
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void buildArmyIn(const CGTownInstance * t);
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void striveToGoal(Goals::TSubgoal ultimateGoal);
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Goals::TSubgoal striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract);
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void endTurn();
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void wander(HeroPtr h);
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void setGoal(HeroPtr h, Goals::TSubgoal goal);
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void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero
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void striveToQuest (const QuestInfo &q);
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void recruitHero(const CGTownInstance * t, bool throwing = false);
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bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm);
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std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
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void buildStructure(const CGTownInstance * t);
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//void recruitCreatures(const CGTownInstance * t);
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void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
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bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
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void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
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void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
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void moveCreaturesToHero(const CGTownInstance * t);
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bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
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void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
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bool moveHeroToTile(int3 dst, HeroPtr h);
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void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
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void waitTillFree();
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void addVisitableObj(const CGObjectInstance *obj);
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void markObjectVisited (const CGObjectInstance *obj);
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void reserveObject (HeroPtr h, const CGObjectInstance *obj); //TODO: reserve all objects that heroes attempt to visit
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void unreserveObject (HeroPtr h, const CGObjectInstance *obj);
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void markHeroUnableToExplore (HeroPtr h);
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void markHeroAbleToExplore (HeroPtr h);
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bool isAbleToExplore (HeroPtr h);
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void clearPathsInfo();
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void validateObject(const CGObjectInstance *obj); //checks if object is still visible and if not, removes references to it
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void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
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void validateVisitableObjs();
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void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
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void retreiveVisitableObjs();
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std::vector<const CGObjectInstance *> getFlaggedObjects() const;
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const CGObjectInstance *lookForArt(int aid) const;
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bool isAccessible(const int3 &pos);
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HeroPtr getHeroWithGrail() const;
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const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
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bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
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//optimization - use one SM for every hero call
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std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
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const CGTownInstance *findTownWithTavern() const;
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bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
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Goals::TSubgoal getGoal (HeroPtr h) const;
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bool canAct(HeroPtr h) const;
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std::vector<HeroPtr> getUnblockedHeroes() const;
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HeroPtr primaryHero() const;
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TResources freeResources() const; //owned resources minus gold reserve
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TResources estimateIncome() const;
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bool containsSavedRes(const TResources &cost) const;
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void checkHeroArmy (HeroPtr h);
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void requestSent(const CPackForServer *pack, int requestID) override;
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void answerQuery(QueryID queryID, int selection);
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//special function that can be called ONLY from game events handling thread and will send request ASAP
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void requestActionASAP(std::function<void()> whatToDo);
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template <typename Handler> void registerGoals(Handler &h)
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{
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//h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
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h.template registerType<Goals::AbstractGoal, Goals::Build>();
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h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
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//h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
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h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
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h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
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h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
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h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
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h.template registerType<Goals::AbstractGoal, Goals::Explore>();
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h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
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h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
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h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
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h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
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h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
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h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
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//h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
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h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
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h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
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h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
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h.template registerType<Goals::AbstractGoal, Goals::Win>();
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}
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template <typename Handler> void serializeInternal(Handler &h, const int version)
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{
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h & knownTeleportChannels & knownSubterraneanGates & destinationTeleport;
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h & townVisitsThisWeek & lockedHeroes & reservedHeroesMap; //FIXME: cannot instantiate abstract class
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h & visitableObjs & alreadyVisited & reservedObjs;
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h & saving & status & battlename;
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h & heroesUnableToExplore;
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//myCB is restored after load by init call
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}
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};
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class cannotFulfillGoalException : public std::exception
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{
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std::string msg;
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public:
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explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
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{
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}
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virtual ~cannotFulfillGoalException() throw ()
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{
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};
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const char *what() const throw () override
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{
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return msg.c_str();
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}
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};
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class goalFulfilledException : public std::exception
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{
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public:
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Goals::TSubgoal goal;
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explicit goalFulfilledException(Goals::TSubgoal Goal) : goal(Goal)
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{
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}
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virtual ~goalFulfilledException() throw ()
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{
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};
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const char *what() const throw () override
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{
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return goal->name().c_str();
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}
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};
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void makePossibleUpgrades(const CArmedInstance *obj);
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