mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
ff635edc0b
preparation for having client and server in a single process
406 lines
16 KiB
C++
406 lines
16 KiB
C++
/*
|
|
* VCAI.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"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
struct QuestInfo;
|
|
|
|
VCMI_LIB_NAMESPACE_END
|
|
|
|
class AIhelper;
|
|
|
|
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;
|
|
}
|
|
};
|
|
|
|
class DLL_EXPORT VCAI : public CAdventureAI
|
|
{
|
|
public:
|
|
|
|
friend class FuzzyHelper;
|
|
friend class ResourceManager;
|
|
friend class BuildingManager;
|
|
|
|
std::map<TeleportChannelID, std::shared_ptr<TeleportChannel>> knownTeleportChannels;
|
|
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
|
|
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::map<HeroPtr, std::set<const CGTownInstance *>> townVisitsThisWeek;
|
|
|
|
//part of mainLoop, but accessible from outisde
|
|
std::vector<Goals::TSubgoal> basicGoals;
|
|
Goals::TGoalVec goalsToRemove;
|
|
Goals::TGoalVec goalsToAdd;
|
|
std::map<Goals::TSubgoal, Goals::TGoalVec> ultimateGoalsFromBasic; //theoreticlaly same goal can fulfill multiple basic goals
|
|
|
|
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 *> visitableObjs;
|
|
std::set<const CGObjectInstance *> alreadyVisited;
|
|
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;
|
|
|
|
AIhelper * ah;
|
|
|
|
VCAI();
|
|
virtual ~VCAI();
|
|
|
|
//TODO: use only smart pointers?
|
|
void tryRealize(Goals::Explore & g);
|
|
void tryRealize(Goals::RecruitHero & g);
|
|
void tryRealize(Goals::VisitTile & g);
|
|
void tryRealize(Goals::VisitObj & g);
|
|
void tryRealize(Goals::VisitHero & g);
|
|
void tryRealize(Goals::BuildThis & g);
|
|
void tryRealize(Goals::DigAtTile & g);
|
|
void tryRealize(Goals::Trade & g);
|
|
void tryRealize(Goals::BuyArmy & g);
|
|
void tryRealize(Goals::Invalid & g);
|
|
void tryRealize(Goals::AbstractGoal & g);
|
|
|
|
bool isTileNotReserved(const CGHeroInstance * h, int3 t) const; //the tile is not occupied by allied hero and the object is not reserved
|
|
|
|
std::string getBattleAIName() const override;
|
|
|
|
void init(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(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) 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 mainLoop();
|
|
void performTypicalActions();
|
|
|
|
void buildArmyIn(const CGTownInstance * t);
|
|
void striveToGoal(Goals::TSubgoal ultimateGoal);
|
|
Goals::TSubgoal decomposeGoal(Goals::TSubgoal ultimateGoal);
|
|
void endTurn();
|
|
void wander(HeroPtr h);
|
|
void setGoal(HeroPtr h, Goals::TSubgoal goal);
|
|
void evaluateGoal(HeroPtr h); //evaluates goal assigned to hero, if any
|
|
void completeGoal(Goals::TSubgoal goal); //safely removes goal from reserved hero
|
|
|
|
void recruitHero(const CGTownInstance * t, bool throwing = false);
|
|
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<float> movementCostLimit = boost::none);
|
|
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const;
|
|
//void recruitCreatures(const CGTownInstance * t);
|
|
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 moveHeroToTile(int3 dst, HeroPtr h);
|
|
void buildStructure(const CGTownInstance * t, BuildingID building); //TODO: move to BuildingManager
|
|
|
|
void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
|
|
void waitTillFree();
|
|
|
|
void addVisitableObj(const CGObjectInstance * obj);
|
|
void markObjectVisited(const CGObjectInstance * obj);
|
|
void reserveObject(HeroPtr h, const CGObjectInstance * obj); //TODO: reserve all objects that heroes attempt to visit
|
|
void unreserveObject(HeroPtr h, const CGObjectInstance * obj);
|
|
|
|
void markHeroUnableToExplore(HeroPtr h);
|
|
void markHeroAbleToExplore(HeroPtr h);
|
|
bool isAbleToExplore(HeroPtr h);
|
|
void clearPathsInfo();
|
|
|
|
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 validateVisitableObjs();
|
|
void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
|
|
void retrieveVisitableObjs();
|
|
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
|
|
|
|
const CGObjectInstance * lookForArt(int aid) const;
|
|
bool isAccessible(const int3 & pos) const;
|
|
HeroPtr getHeroWithGrail() const;
|
|
|
|
const CGObjectInstance * getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate);
|
|
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
|
|
//optimization - use one SM for every hero call
|
|
|
|
const CGTownInstance * findTownWithTavern() const;
|
|
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
|
|
|
|
Goals::TSubgoal getGoal(HeroPtr h) const;
|
|
bool canAct(HeroPtr h) const;
|
|
std::vector<HeroPtr> getUnblockedHeroes() const;
|
|
std::vector<HeroPtr> getMyHeroes() const;
|
|
HeroPtr primaryHero() const;
|
|
void checkHeroArmy(HeroPtr h);
|
|
|
|
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);
|
|
|
|
#if 0
|
|
//disabled due to issue 2890
|
|
template<typename Handler> void registerGoals(Handler & h)
|
|
{
|
|
//h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::Build>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
|
|
//h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::Explore>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::VisitObj>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
|
|
//h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
|
|
h.template registerType<Goals::AbstractGoal, Goals::Win>();
|
|
}
|
|
#endif
|
|
|
|
template<typename Handler> void serializeInternal(Handler & h, const int version)
|
|
{
|
|
h & knownTeleportChannels;
|
|
h & knownSubterraneanGates;
|
|
h & destinationTeleport;
|
|
h & townVisitsThisWeek;
|
|
|
|
#if 0
|
|
//disabled due to issue 2890
|
|
h & lockedHeroes;
|
|
#else
|
|
{
|
|
ui32 length = 0;
|
|
h & length;
|
|
if(!h.saving)
|
|
{
|
|
std::set<ui32> loadedPointers;
|
|
lockedHeroes.clear();
|
|
for(ui32 index = 0; index < length; index++)
|
|
{
|
|
HeroPtr ignored1;
|
|
h & ignored1;
|
|
|
|
ui8 flag = 0;
|
|
h & flag;
|
|
|
|
if(flag)
|
|
{
|
|
ui32 pid = 0xffffffff;
|
|
h & pid;
|
|
|
|
if(!vstd::contains(loadedPointers, pid))
|
|
{
|
|
loadedPointers.insert(pid);
|
|
|
|
ui16 typeId = 0;
|
|
//this is the problem requires such hack
|
|
//we have to explicitly ignore invalid goal class type id
|
|
h & typeId;
|
|
Goals::AbstractGoal ignored2;
|
|
ignored2.serialize(h, version);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
h & reservedHeroesMap; //FIXME: cannot instantiate abstract class
|
|
h & visitableObjs;
|
|
h & alreadyVisited;
|
|
h & reservedObjs;
|
|
h & status;
|
|
h & battlename;
|
|
h & heroesUnableToExplore;
|
|
|
|
//myCB is restored after load by init call
|
|
}
|
|
};
|
|
|
|
class cannotFulfillGoalException : public std::exception
|
|
{
|
|
std::string msg;
|
|
|
|
public:
|
|
explicit cannotFulfillGoalException(crstring _Message)
|
|
: msg(_Message)
|
|
{
|
|
}
|
|
|
|
virtual ~cannotFulfillGoalException() throw ()
|
|
{
|
|
};
|
|
|
|
const char * what() const throw () override
|
|
{
|
|
return msg.c_str();
|
|
}
|
|
};
|
|
|
|
class goalFulfilledException : public std::exception
|
|
{
|
|
std::string msg;
|
|
|
|
public:
|
|
Goals::TSubgoal goal;
|
|
|
|
explicit goalFulfilledException(Goals::TSubgoal Goal)
|
|
: goal(Goal)
|
|
{
|
|
msg = goal->name();
|
|
}
|
|
|
|
virtual ~goalFulfilledException() throw ()
|
|
{
|
|
};
|
|
|
|
const char * what() const throw () override
|
|
{
|
|
return msg.c_str();
|
|
}
|
|
};
|
|
|
|
void makePossibleUpgrades(const CArmedInstance * obj);
|