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vcmi/AI/Nullkiller/AIGateway.h
Konstantin 4617ce10e5 vcmi: allow showing more than one components in infobar
Up to 8, AFAIK. So, we can show multi-reward in infobox now.
One issue remain - cannot dynamically choose components size
based on text size.
2023-03-11 21:41:57 +03:00

224 lines
11 KiB
C++

/*
* AIGateway.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AIUtility.h"
#include "Goals/AbstractGoal.h"
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CondSh.h"
#include "Pathfinding/AIPathfinder.h"
#include "Engine/Nullkiller.h"
namespace NKAI
{
class AIStatus
{
boost::mutex mx;
boost::condition_variable cv;
BattleState battle;
std::map<QueryID, std::string> remainingQueries;
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)
std::vector<const CGObjectInstance *> objectsBeingVisited;
bool ongoingHeroMovement;
bool ongoingChannelProbing; // true if AI currently explore bidirectional teleport channel exits
bool havingTurn;
public:
AIStatus();
~AIStatus();
void setBattle(BattleState BS);
void setMove(bool ongoing);
void setChannelProbing(bool ongoing);
bool channelProbing();
BattleState getBattle();
void addQuery(QueryID ID, std::string description);
void removeQuery(QueryID ID);
int getQueriesCount();
void startedTurn();
void madeTurn();
void waitTillFree();
bool haveTurn();
void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
void receivedAnswerConfirmation(int answerRequestID, int result);
void heroVisit(const CGObjectInstance * obj, bool started);
template<typename Handler> void serialize(Handler & h, const int version)
{
h & battle;
h & remainingQueries;
h & requestToQueryID;
h & havingTurn;
}
};
// The gateway is responsible for AI events handling. Copied from VCAI.h and refined a bit
// Probably we can use concept of hooks to handle event in their related goals
class DLL_EXPORT AIGateway : public CAdventureAI
{
public:
ObjectInstanceID destinationTeleport;
int3 destinationTeleportPos;
std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
//std::set<HeroPtr> invalidPathHeroes; //FIXME, just a workaround
//std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
//std::map<HeroPtr, std::set<const CGObjectInstance *>> reservedHeroesMap; //objects reserved by specific heroes
//std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
//sets are faster to search, also do not contain duplicates
//std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
//std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround
AIStatus status;
std::string battlename;
std::shared_ptr<CCallback> myCb;
std::unique_ptr<boost::thread> makingTurn;
private:
boost::mutex turnInterruptionMutex;
public:
ObjectInstanceID selectedObject;
std::unique_ptr<Nullkiller> nullkiller;
AIGateway();
virtual ~AIGateway();
//TODO: extract to apropriate goals
void tryRealize(Goals::DigAtTile & g);
void tryRealize(Goals::Trade & g);
std::string getBattleAIName() const override;
void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
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
void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
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.
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
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
void saveGame(BinarySerializer & h, const int version) override; //saving
void loadGame(BinaryDeserializer & h, const int version) override; //loading
void finish() override;
void availableCreaturesChanged(const CGDwelling * town) override;
void heroMoved(const TryMoveHero & details, bool verbose = true) override;
void heroInGarrisonChange(const CGTownInstance * town) override;
void centerView(int3 pos, int focusTime) override;
void tileHidden(const std::unordered_set<int3, ShashInt3> & pos) override;
void artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst) override;
void artifactAssembled(const ArtifactLocation & al) override;
void showTavernWindow(const CGObjectInstance * townOrTavern) override;
void showThievesGuildWindow(const CGObjectInstance * obj) override;
void playerBlocked(int reason, bool start) override;
void showPuzzleMap() override;
void showShipyardDialog(const IShipyard * obj) override;
void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
void artifactPut(const ArtifactLocation & al) override;
void artifactRemoved(const ArtifactLocation & al) override;
void artifactDisassembled(const ArtifactLocation & al) override;
void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
void availableArtifactsChanged(const CGBlackMarket * bm = nullptr) override;
void heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town) override;
void tileRevealed(const std::unordered_set<int3, ShashInt3> & pos) override;
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level) override;
void heroMovePointsChanged(const CGHeroInstance * hero) override;
void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;
void newObject(const CGObjectInstance * obj) override;
void showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor) override;
void playerBonusChanged(const Bonus & bonus, bool gain) override;
void heroCreated(const CGHeroInstance *) override;
void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
void requestRealized(PackageApplied * pa) override;
void receivedResource() override;
void objectRemoved(const CGObjectInstance * obj) override;
void showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor) override;
void heroManaPointsChanged(const CGHeroInstance * hero) override;
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
void battleResultsApplied() override;
void objectPropertyChanged(const SetObjectProperty * sop) override;
void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
void battleEnd(const BattleResult * br) override;
void makeTurn();
void buildArmyIn(const CGTownInstance * t);
void endTurn();
// TODO: all the routines like recruiting hero or building army should be removed from here and extracted to elementar goals or whatever
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
void moveCreaturesToHero(const CGTownInstance * t);
void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
bool makePossibleUpgrades(const CArmedInstance * obj);
bool moveHeroToTile(int3 dst, HeroPtr h);
void buildStructure(const CGTownInstance * t, BuildingID building);
void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
void waitTillFree();
void addVisitableObj(const CGObjectInstance * obj);
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
void retrieveVisitableObjs();
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
HeroPtr getHeroWithGrail() const;
const CGTownInstance * findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
void requestSent(const CPackForServer * pack, int requestID) override;
void answerQuery(QueryID queryID, int selection);
//special function that can be called ONLY from game events handling thread and will send request ASAP
void requestActionASAP(std::function<void()> whatToDo);
template<typename Handler> void serializeInternal(Handler & h, const int version)
{
h & nullkiller->memory->knownTeleportChannels;
h & nullkiller->memory->knownSubterraneanGates;
h & destinationTeleport;
h & nullkiller->memory->visitableObjs;
h & nullkiller->memory->alreadyVisited;
h & status;
h & battlename;
}
};
}