| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403 | 
							- #pragma once
 
- #include "../../lib/AI_Base.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CObjectHandler.h"
 
- #include "../../lib/CThreadHelper.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- #include "../../lib/CBuildingHandler.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/CTownHandler.h"
 
- #include "../../lib/CSpellHandler.h"
 
- #include "../../lib/CObjectHandler.h"
 
- #include "../../lib/Connection.h"
 
- #include "../../lib/CGameState.h"
 
- #include "../../lib/map.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/CondSh.h"
 
- #include "../../lib/CStopWatch.h"
 
- struct QuestInfo;
 
- typedef const int3& crint3;
 
- typedef const std::string& crstring;
 
- //provisional class for AI to store a reference to an owned hero object
 
- //checks if it's valid on access, should be used in place of const CGHeroInstance*
 
- struct HeroPtr
 
- {
 
- 	const CGHeroInstance *h;
 
- 	int hid; //hero id (object subID or type ID)
 
- public:
 
- 	std::string name;
 
- 	
 
- 	HeroPtr();
 
- 	HeroPtr(const CGHeroInstance *H);
 
- 	~HeroPtr();
 
- 	operator bool() const
 
- 	{
 
- 		return validAndSet();
 
- 	}
 
- 	bool operator<(const HeroPtr &rhs) const;
 
- 	const CGHeroInstance *operator->() const;
 
- 	const CGHeroInstance *operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
 
- 	const CGHeroInstance *get(bool doWeExpectNull = false) const;
 
- 	bool validAndSet() const;
 
- };
 
- enum BattleState
 
- {
 
- 	NO_BATTLE,
 
- 	UPCOMING_BATTLE,
 
- 	ONGOING_BATTLE,
 
- 	ENDING_BATTLE
 
- };
 
- class AIStatus
 
- {
 
- 	boost::mutex mx;
 
- 	boost::condition_variable cv;
 
- 	BattleState battle;
 
- 	std::map<int, std::string> remainingQueries;
 
- 	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)
 
- 	bool havingTurn;
 
- public:
 
- 	AIStatus();
 
- 	~AIStatus();
 
- 	void setBattle(BattleState BS);
 
- 	BattleState getBattle();
 
- 	void addQuery(int ID, std::string description);
 
- 	void removeQuery(int ID);
 
- 	int getQueriesCount();
 
- 	void startedTurn();
 
- 	void madeTurn();
 
- 	void waitTillFree();
 
- 	bool haveTurn();
 
- 	void attemptedAnsweringQuery(int queryID, int answerRequestID);
 
- 	void receivedAnswerConfirmation(int answerRequestID, int result);
 
- };
 
- enum EGoals
 
- {
 
- 	INVALID = -1,
 
- 	WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
 
- 	EXPLORE, GATHER_ARMY, BOOST_HERO,
 
- 	RECRUIT_HERO,
 
- 	BUILD_STRUCTURE, //if hero set, then in visited town
 
- 	COLLECT_RES,
 
- 	GATHER_TROOPS, // val of creatures with objid
 
- 	OBJECT_GOALS_BEGIN,
 
- 	GET_OBJ, //visit or defeat or collect the object
 
- 	FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
 
- 	VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
 
- 	GET_ART_TYPE,
 
- 	//BUILD_STRUCTURE,
 
- 	ISSUE_COMMAND,
 
- 	VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
 
- 	CLEAR_WAY_TO,
 
- 	DIG_AT_TILE //elementar with hero on tile
 
- };
 
- struct CGoal;
 
- typedef CGoal TSubgoal;
 
- #define SETTER(type, field) CGoal &set ## field(const type &rhs) { field = rhs; return *this; }
 
- #if 0
 
- 	#define SETTER
 
- #endif // _DEBUG
 
- enum {LOW_PR = -1};
 
- struct CGoal
 
- {
 
- 	EGoals goalType;
 
- 	bool isElementar; SETTER(bool, isElementar)
 
- 	bool isAbstract; SETTER(bool, isAbstract) //allows to remember abstract goals
 
- 	int priority; SETTER(bool, priority)
 
- 	virtual TSubgoal whatToDoToAchieve();
 
- 	CGoal(EGoals goal = INVALID) : goalType(goal)
 
- 	{
 
- 		priority = 0;
 
- 		isElementar = false;
 
- 		isAbstract = false;
 
- 		value = 0;
 
- 		objid = -1;
 
- 		aid = -1;
 
- 		resID = -1;
 
- 		tile = int3(-1, -1, -1);
 
- 		town = NULL;
 
- 	}
 
- 	bool invalid() const;
 
- 	static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is NULL, then we'll explore
 
- 	static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
 
- 	static TSubgoal tryRecruitHero();
 
- 	int value; SETTER(int, value)
 
- 	int resID; SETTER(int, resID)
 
- 	int objid; SETTER(int, objid)
 
- 	int aid; SETTER(int, aid)
 
- 	int3 tile; SETTER(int3, tile)
 
- 	HeroPtr hero; SETTER(HeroPtr, hero)
 
- 	const CGTownInstance *town; SETTER(CGTownInstance *, town)
 
- 	int bid; SETTER(int, bid)
 
- };
 
- enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
 
- struct SectorMap
 
- {
 
- 	//a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
 
- 	struct Sector
 
- 	{
 
- 		int id;
 
- 		std::vector<int3> tiles;
 
- 		std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
 
- 		bool water; //all tiles of sector are land or water
 
- 		Sector()
 
- 		{
 
- 			id = -1;
 
- 		}
 
- 	};
 
- 	bool valid; //some kind of lazy eval
 
- 	std::map<int3, int3> parent;
 
- 	std::vector<std::vector<std::vector<unsigned char>>> sector;
 
- 	//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
 
- 	std::map<int, Sector> infoOnSectors;
 
- 	SectorMap();
 
- 	void update();
 
- 	void clear();
 
- 	void exploreNewSector(crint3 pos, int num);
 
- 	void write(crstring fname);
 
- 	unsigned char &retreiveTile(crint3 pos);
 
- 	void makeParentBFS(crint3 source);
 
- 	int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
 
- };
 
- struct CIssueCommand : CGoal
 
- {
 
- 	boost::function<bool()> command;
 
- 	CIssueCommand(boost::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
 
- };
 
- // AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
 
- // This class stores object id, so we can detect when we lose access to the underlying object.
 
- struct ObjectIdRef
 
- {
 
- 	int id;
 
- 	const CGObjectInstance *operator->() const;
 
- 	operator const CGObjectInstance *() const;
 
- 	ObjectIdRef(int _id);
 
- 	ObjectIdRef(const CGObjectInstance *obj);
 
- 	bool operator<(const ObjectIdRef &rhs) const;
 
- };
 
- class ObjsVector : public std::vector<ObjectIdRef>
 
- {
 
- private:
 
- };
 
- class VCAI : public CAdventureAI
 
- {
 
- 	//internal methods for town development
 
- 	//try build an unbuilt structure in maxDays at most (0 = indefinite)
 
- 	bool tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays=0);
 
- 	//try build ANY unbuilt structure
 
- 	bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
 
- 	//try build first unbuilt structure
 
- 	bool tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
 
- public:
 
- 	friend class FuzzyHelper;
 
- 	std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
 
- 	std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
 
- 	std::map<HeroPtr, std::vector<const CGTownInstance *> > townVisitsThisWeek;
 
- 	std::map<HeroPtr, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
 
- 	std::map<HeroPtr, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
 
- 	std::vector<const CGObjectInstance *> visitableObjs;
 
- 	std::vector<const CGObjectInstance *> alreadyVisited;
 
- 	std::vector<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
 
- 	TResources saving;
 
- 	AIStatus status;
 
- 	std::string battlename;
 
- 	CCallback *myCb;
 
- 	VCAI(void);
 
- 	~VCAI(void);
 
- 	CGObjectInstance * visitedObject; //remember currently viisted object
 
- 	boost::thread *makingTurn;
 
- 	void tryRealize(CGoal g);
 
- 	int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
 
- 	int3 explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles);
 
- 	void recruitHero();
 
- 	virtual void init(CCallback * CB);
 
- 	virtual void yourTurn();
 
- 	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
 
- 	virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE; //TODO
 
- 	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.
 
- 	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
 
- 	virtual void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
 
- 	virtual void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
 
- 	virtual void finish() OVERRIDE;
 
- 	virtual void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
 
- 	virtual void heroMoved(const TryMoveHero & details) OVERRIDE;
 
- 	virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE;
 
- 	virtual void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
 
- 	virtual void centerView(int3 pos, int focusTime) OVERRIDE;
 
- 	virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
 
- 	virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) OVERRIDE;
 
- 	virtual void artifactAssembled(const ArtifactLocation &al) OVERRIDE;
 
- 	virtual void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
 
- 	virtual void showThievesGuildWindow (const CGObjectInstance * obj) OVERRIDE;
 
- 	virtual void playerBlocked(int reason) OVERRIDE;
 
- 	virtual void showPuzzleMap() OVERRIDE;
 
- 	virtual void showShipyardDialog(const IShipyard *obj) OVERRIDE;
 
- 	virtual void gameOver(ui8 player, bool victory) OVERRIDE;
 
- 	virtual void artifactPut(const ArtifactLocation &al) OVERRIDE;
 
- 	virtual void artifactRemoved(const ArtifactLocation &al) OVERRIDE;
 
- 	virtual void stacksErased(const StackLocation &location) OVERRIDE;
 
- 	virtual void artifactDisassembled(const ArtifactLocation &al) OVERRIDE;
 
- 	virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start) OVERRIDE;
 
- 	virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE;
 
- 	virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
 
- 	virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
 
- 	virtual void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
 
- 	virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
 
- 	virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
 
- 	virtual void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
 
- 	virtual void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE;
 
- 	virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE;
 
- 	virtual void newObject(const CGObjectInstance * obj) OVERRIDE;
 
- 	virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
 
- 	virtual void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
 
- 	virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE;
 
- 	virtual void heroCreated(const CGHeroInstance*) OVERRIDE;
 
- 	virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE;
 
- 	virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
 
- 	virtual void requestRealized(PackageApplied *pa) OVERRIDE;
 
- 	virtual void receivedResource(int type, int val) OVERRIDE;
 
- 	virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
 
- 	virtual void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
 
- 	virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
 
- 	virtual void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
 
- 	virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
 
- 	virtual void battleResultsApplied() OVERRIDE;
 
- 	virtual void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
 
- 	virtual void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE;
 
- 	virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;
 
- 	virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
 
- 	virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE;
 
- 	virtual void battleEnd(const BattleResult *br) OVERRIDE;
 
- 	void makeTurn();
 
- 	void makeTurnInternal();
 
- 	void performTypicalActions();
 
- 	void buildArmyIn(const CGTownInstance * t);
 
- 	void striveToGoal(const CGoal &ultimateGoal);
 
- 	void endTurn();
 
- 	void wander(HeroPtr h);
 
- 	void setGoal(HeroPtr h, const CGoal goal);
 
- 	void setGoal(HeroPtr h, EGoals goalType = INVALID);
 
- 	void completeGoal (const CGoal goal); //safely removes goal from reserved hero
 
- 	void striveToQuest (const QuestInfo &q); 
 
- 	void recruitHero(const CGTownInstance * t);
 
- 	std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
 
- 	void buildStructure(const CGTownInstance * t);
 
- 	//void recruitCreatures(const CGTownInstance * t);
 
- 	void recruitCreatures(const CGDwelling * d);
 
- 	bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
 
- 	void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
 
- 	void moveCreaturesToHero(const CGTownInstance * t);
 
- 	bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
 
- 	void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
 
- 	bool moveHeroToTile(int3 dst, HeroPtr h);
 
- 	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);
 
- 	//void removeVisitableObj(const CGObjectInstance *obj);
 
- 	void validateVisitableObjs();
 
- 	void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
 
- 	std::vector<const CGObjectInstance *> getFlaggedObjects() const;
 
- 	const CGObjectInstance *lookForArt(int aid) const;
 
- 	bool isAccessible(const int3 &pos);
 
- 	HeroPtr getHeroWithGrail() const;
 
- 	const CGObjectInstance *getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate);
 
- 	bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
 
- 	const CGTownInstance *findTownWithTavern() const;
 
- 	std::vector<HeroPtr> getUnblockedHeroes() const;
 
- 	HeroPtr primaryHero() const;
 
- 	TResources estimateIncome() const;
 
- 	bool containsSavedRes(const TResources &cost) const;
 
- 	void checkHeroArmy (HeroPtr h);
 
- 	void requestSent(const CPackForServer *pack, int requestID) OVERRIDE;
 
- 	void answerQuery(int queryID, int selection);
 
- 	//special function that can be called ONLY from game events handling thread and will send request ASAP
 
- 	void requestActionASAP(boost::function<void()> whatToDo); 
 
- };
 
- template<int id>
 
- bool objWithID(const CGObjectInstance *obj)
 
- {
 
- 	return obj->ID == id;
 
- }
 
- bool isBlockedBorderGate(int3 tileToHit);
 
- bool isWeeklyRevisitable (const CGObjectInstance * obj);
 
- bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
 
- void makePossibleUpgrades(const CArmedInstance *obj);
 
 
  |