mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
251 lines
8.6 KiB
C++
251 lines
8.6 KiB
C++
#ifndef __CGENIUSAI_H__
|
|
#define __CGENIUSAI_H__
|
|
|
|
#include "Common.h"
|
|
#include "BattleLogic.h"
|
|
#include "GeneralAI.h"
|
|
#include "..\..\lib\CondSh.h"
|
|
//#include "../../lib/VCMI_Lib.h"
|
|
//#include "../../global.h"
|
|
//#include "../../client/CGameInfo.h"
|
|
#include <set>
|
|
#include <list>
|
|
#include <queue>
|
|
|
|
class CBuilding;
|
|
|
|
namespace GeniusAI {
|
|
|
|
enum BattleState
|
|
{
|
|
NO_BATTLE,
|
|
UPCOMING_BATTLE,
|
|
ONGOING_BATTLE,
|
|
ENDING_BATTLE
|
|
};
|
|
|
|
class CGeniusAI : public CGlobalAI
|
|
{
|
|
private:
|
|
ICallback* m_cb;
|
|
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
|
|
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
|
|
|
|
CondSh<BattleState> m_state; //are we engaged into battle?
|
|
|
|
class AIObjectContainer
|
|
{
|
|
public:
|
|
AIObjectContainer(const CGObjectInstance * o):o(o){}
|
|
const CGObjectInstance * o;
|
|
bool operator<(const AIObjectContainer& b)const
|
|
{
|
|
if (o->pos!=b.o->pos)
|
|
return o->pos<b.o->pos;
|
|
return o->id<b.o->id;
|
|
}
|
|
};
|
|
|
|
class HypotheticalGameState
|
|
{
|
|
public:
|
|
HypotheticalGameState(){}
|
|
HypotheticalGameState(CGeniusAI & AI)
|
|
:knownVisitableObjects(AI.knownVisitableObjects)
|
|
{
|
|
std::vector < const CGHeroInstance *> heroes = AI.m_cb->getHeroesInfo();
|
|
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
|
|
heroModels.push_back(HeroModel(*i));
|
|
|
|
std::vector < const CGTownInstance *> towns = AI.m_cb->getTownsInfo();
|
|
for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
|
|
townModels.push_back(TownModel(*i));
|
|
|
|
if(AI.m_cb->howManyTowns()!=0)
|
|
AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
|
|
|
|
for(int i = 0; i < 7;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
|
|
}
|
|
|
|
class TownModel
|
|
{
|
|
public:
|
|
TownModel(const CGTownInstance *t):t(t){visitingHero=(t->visitingHero!=NULL);}
|
|
const CGTownInstance *t;
|
|
bool visitingHero;
|
|
};
|
|
class HeroModel
|
|
{
|
|
public:
|
|
HeroModel(const CGHeroInstance * h):h(h){
|
|
pos = h->getPosition(false);remainingMovement = h->movement;
|
|
}
|
|
int3 pos;
|
|
int remainingMovement;
|
|
const CGHeroInstance * h;
|
|
};
|
|
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
|
|
std::vector<int> resourceAmounts;
|
|
std::vector<HeroModel> heroModels;
|
|
std::vector<TownModel> townModels;
|
|
std::set< AIObjectContainer > knownVisitableObjects;
|
|
};
|
|
|
|
class AIObjective
|
|
{
|
|
public:
|
|
enum Type
|
|
{
|
|
//hero objectives
|
|
visit,
|
|
attack,
|
|
flee,
|
|
dismissUnits,
|
|
dismissYourself,
|
|
finishTurn, //uses up remaining motion to get somewhere nice.
|
|
|
|
//town objectives
|
|
recruitHero,
|
|
recruitCreatures,
|
|
upgradeCreatures,
|
|
buildBuilding
|
|
};
|
|
|
|
Type type;
|
|
//virtual bool operator < (const AIObjective &)const=0;
|
|
//virtual bool stillPossible(const HypotheticalGameState &)const = 0;
|
|
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
|
|
virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
|
|
virtual float getValue() const=0; //how much is it worth to the AI to achieve
|
|
};
|
|
|
|
class HeroObjective: public AIObjective
|
|
{
|
|
public:
|
|
int3 pos;
|
|
const CGObjectInstance * object;
|
|
std::vector<HypotheticalGameState::HeroModel *> whoCanAchieve;
|
|
|
|
HeroObjective(){}
|
|
HeroObjective(Type t):object(NULL){type = t;}
|
|
HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object)
|
|
{
|
|
pos = object->pos;
|
|
type = t;
|
|
whoCanAchieve.push_back(h);
|
|
_value = rand();
|
|
}
|
|
bool operator < (const HeroObjective &other)const
|
|
{
|
|
if(type != other.type)
|
|
return type<other.type;
|
|
if(pos!=other.pos)
|
|
return pos < other.pos;
|
|
if(object->id!=other.object->id)
|
|
return object->id < other.object->id;
|
|
return false;
|
|
}
|
|
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
|
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
|
|
float getValue() const{return _value;}
|
|
private:
|
|
float _value;
|
|
};
|
|
|
|
//town objectives
|
|
//recruitHero,
|
|
//recruitCreatures,
|
|
//upgradeCreatures,
|
|
//buildBuilding
|
|
|
|
class TownObjective: public AIObjective
|
|
{
|
|
public:
|
|
HypotheticalGameState::TownModel * whichTown;
|
|
int which; //which hero, which building, which creature,
|
|
|
|
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int which):whichTown(tn),which(which){type = t;_value = rand();}
|
|
|
|
bool operator < (const TownObjective &other)const
|
|
{
|
|
if(type != other.type)
|
|
return type<other.type;
|
|
if(whichTown->t->id!=other.whichTown->t->id)
|
|
return whichTown->t->id < other.whichTown->t->id;
|
|
return false;
|
|
}
|
|
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
|
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
|
|
float getValue() const {return _value;}
|
|
private:
|
|
float _value;
|
|
};
|
|
|
|
class AIObjectivePtrCont
|
|
{
|
|
public:
|
|
AIObjectivePtrCont():obj(NULL){}
|
|
AIObjectivePtrCont(AIObjective * obj):obj(obj){};
|
|
AIObjective * obj;
|
|
bool operator < (const AIObjectivePtrCont & other) const
|
|
{return obj->getValue()<other.obj->getValue();}
|
|
|
|
};
|
|
HypotheticalGameState trueGameState;
|
|
AIObjective * getBestObjective();
|
|
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
|
|
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
|
|
void fillObjectiveQueue(HypotheticalGameState & hgs);
|
|
|
|
void reportResources();
|
|
int turn;
|
|
bool firstTurn;
|
|
std::set< AIObjectContainer > knownVisitableObjects;
|
|
std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
|
|
std::set<TownObjective> currentTownObjectives;
|
|
std::vector<AIObjectivePtrCont> objectiveQueue;
|
|
|
|
public:
|
|
CGeniusAI();
|
|
virtual ~CGeniusAI();
|
|
|
|
virtual void init(ICallback * CB);
|
|
virtual void yourTurn();
|
|
virtual void heroKilled(const CGHeroInstance *);
|
|
virtual void heroCreated(const CGHeroInstance *);
|
|
virtual void heroMoved(const TryMoveHero &);
|
|
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
|
|
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
|
|
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //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.
|
|
virtual void tileRevealed(int3 pos);
|
|
virtual void tileHidden(int3 pos);
|
|
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
|
|
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
|
|
virtual void playerBlocked(int reason);
|
|
|
|
virtual void objectRemoved(const CGObjectInstance *obj); //eg. collected resource, picked artifact, beaten hero
|
|
virtual void newObject(const CGObjectInstance * obj); //eg. ship built in shipyard
|
|
|
|
|
|
// battle
|
|
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
|
|
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
|
|
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
|
|
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
|
|
virtual void battleEnd(BattleResult *br);
|
|
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
|
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
|
|
virtual void battleSpellCast(SpellCast *sc);
|
|
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
|
|
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
|
|
//
|
|
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
|
|
virtual void battleStackAttacking(int ID, int dest);
|
|
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
|
|
virtual BattleAction activeStack(int stackID);
|
|
void battleResultsApplied();
|
|
};
|
|
}
|
|
|
|
#endif // __CGENIUSAI_H__
|