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454 lines
17 KiB
C++
454 lines
17 KiB
C++
#pragma once
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#include "../../lib/AI_Base.h"
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#include "../../CCallback.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/CThreadHelper.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/CSpellHandler.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/Map/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CondSh.h"
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#include "../../lib/CStopWatch.h"
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struct QuestInfo;
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typedef const int3& crint3;
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typedef const std::string& crstring;
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//provisional class for AI to store a reference to an owned hero object
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//checks if it's valid on access, should be used in place of const CGHeroInstance*
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struct HeroPtr
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{
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const CGHeroInstance *h;
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int hid; //hero id (object subID or type ID)
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public:
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std::string name;
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HeroPtr();
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HeroPtr(const CGHeroInstance *H);
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~HeroPtr();
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operator bool() const
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{
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return validAndSet();
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}
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bool operator<(const HeroPtr &rhs) const;
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const CGHeroInstance *operator->() const;
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const CGHeroInstance *operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
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const CGHeroInstance *get(bool doWeExpectNull = false) const;
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bool validAndSet() const;
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};
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enum BattleState
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{
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NO_BATTLE,
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UPCOMING_BATTLE,
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ONGOING_BATTLE,
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ENDING_BATTLE
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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<int, std::string> remainingQueries;
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std::map<int, int> 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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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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BattleState getBattle();
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void addQuery(int ID, std::string description);
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void removeQuery(int 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(int queryID, int answerRequestID);
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void receivedAnswerConfirmation(int answerRequestID, int result);
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};
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enum EGoals
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{
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INVALID = -1,
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WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
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EXPLORE, GATHER_ARMY, BOOST_HERO,
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RECRUIT_HERO,
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BUILD_STRUCTURE, //if hero set, then in visited town
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COLLECT_RES,
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GATHER_TROOPS, // val of creatures with objid
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OBJECT_GOALS_BEGIN,
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GET_OBJ, //visit or defeat or collect the object
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FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
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VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
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GET_ART_TYPE,
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//BUILD_STRUCTURE,
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ISSUE_COMMAND,
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VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
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CLEAR_WAY_TO,
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DIG_AT_TILE //elementar with hero on tile
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};
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struct CGoal;
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typedef CGoal TSubgoal;
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#define SETTER(type, field) CGoal &set ## field(const type &rhs) { field = rhs; return *this; }
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#if 0
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#define SETTER
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#endif // _DEBUG
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enum {LOW_PR = -1};
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struct CGoal
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{
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EGoals goalType;
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bool isElementar; SETTER(bool, isElementar)
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bool isAbstract; SETTER(bool, isAbstract) //allows to remember abstract goals
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int priority; SETTER(bool, priority)
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std::string name() const;
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virtual TSubgoal whatToDoToAchieve();
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CGoal(EGoals goal = INVALID) : goalType(goal)
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{
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priority = 0;
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isElementar = false;
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isAbstract = false;
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value = 0;
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objid = -1;
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aid = -1;
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resID = -1;
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tile = int3(-1, -1, -1);
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town = NULL;
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}
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bool invalid() const;
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static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is NULL, then we'll explore
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static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
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static TSubgoal tryRecruitHero();
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int value; SETTER(int, value)
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int resID; SETTER(int, resID)
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int objid; SETTER(int, objid)
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int aid; SETTER(int, aid)
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int3 tile; SETTER(int3, tile)
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HeroPtr hero; SETTER(HeroPtr, hero)
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const CGTownInstance *town; SETTER(CGTownInstance *, town)
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int bid; SETTER(int, bid)
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bool operator== (CGoal &g)
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{
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switch (goalType)
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{
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case EGoals::GET_OBJ:
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return objid == g.objid;
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}
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return false;
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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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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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SectorMap();
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void update();
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void clear();
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void exploreNewSector(crint3 pos, int num);
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void write(crstring fname);
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unsigned char &retreiveTile(crint3 pos);
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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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};
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struct CIssueCommand : CGoal
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{
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boost::function<bool()> command;
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CIssueCommand(boost::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
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};
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// AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
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// This class stores object id, so we can detect when we lose access to the underlying object.
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struct ObjectIdRef
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{
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int id;
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const CGObjectInstance *operator->() const;
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operator const CGObjectInstance *() const;
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ObjectIdRef(int _id);
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ObjectIdRef(const CGObjectInstance *obj);
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bool operator<(const ObjectIdRef &rhs) const;
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};
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class ObjsVector : public std::vector<ObjectIdRef>
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{
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private:
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};
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class VCAI : public CAdventureAI
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{
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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 tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays=0);
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//try build ANY unbuilt structure
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bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
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//try build first unbuilt structure
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bool tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
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public:
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friend class FuzzyHelper;
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std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
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std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
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std::map<HeroPtr, std::vector<const CGTownInstance *> > townVisitsThisWeek;
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std::map<HeroPtr, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
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std::map<HeroPtr, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::vector<const CGObjectInstance *> visitableObjs;
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std::vector<const CGObjectInstance *> alreadyVisited;
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std::vector<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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TResources saving;
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AIStatus status;
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std::string battlename;
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CCallback *myCb;
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VCAI(void);
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~VCAI(void);
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CGObjectInstance * visitedObject; //remember currently viisted object
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boost::thread *makingTurn;
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void tryRealize(CGoal g);
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int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
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int3 explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles);
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void recruitHero();
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virtual std::string getBattleAIName() const OVERRIDE;
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virtual void init(CCallback * CB) OVERRIDE;
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virtual void yourTurn() OVERRIDE;
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int 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, int queryID) OVERRIDE; //TODO
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 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, int queryID) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
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virtual void serialize(CISer<CLoadFile> &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 boost::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) 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(ui8 player, bool victory) 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 = NULL) OVERRIDE;
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
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virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
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virtual void heroExchangeStarted(si32 hero1, si32 hero2) 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, int 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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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(const CGoal &ultimateGoal);
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void endTurn();
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void wander(HeroPtr h);
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void setGoal(HeroPtr h, const CGoal goal);
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void setGoal(HeroPtr h, EGoals goalType = INVALID);
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void completeGoal (const CGoal goal); //safely removes goal from reserved hero
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void striveToQuest (const QuestInfo &q);
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bool fulfillsGoal (CGoal &goal, CGoal &mainGoal);
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bool fulfillsGoal (CGoal &goal, const CGoal &mainGoal); //TODO: something smarter
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void recruitHero(const CGTownInstance * t);
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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);
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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 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);
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//void removeVisitableObj(const CGObjectInstance *obj);
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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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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 boost::function<bool(const CGObjectInstance *)> &predicate);
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bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
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const CGTownInstance *findTownWithTavern() const;
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std::vector<HeroPtr> getUnblockedHeroes() const;
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HeroPtr primaryHero() const;
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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(int 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(boost::function<void()> whatToDo);
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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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CGoal goal;
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explicit goalFulfilledException(CGoal 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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template<int id>
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bool objWithID(const CGObjectInstance *obj)
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{
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return obj->ID == id;
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}
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bool isBlockedBorderGate(int3 tileToHit);
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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void makePossibleUpgrades(const CArmedInstance *obj);
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2); |