VCAI.h 18 KB

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  1. #pragma once
  2. #include "AIUtility.h"
  3. #include "Goals.h"
  4. #include "../../lib/AI_Base.h"
  5. #include "../../CCallback.h"
  6. #include "../../lib/CDefObjInfoHandler.h"
  7. #include "../../lib/CThreadHelper.h"
  8. #include "../../lib/GameConstants.h"
  9. #include "../../lib/VCMI_Lib.h"
  10. #include "../../lib/CBuildingHandler.h"
  11. #include "../../lib/CCreatureHandler.h"
  12. #include "../../lib/CTownHandler.h"
  13. #include "../../lib/CSpellHandler.h"
  14. #include "../../lib/CObjectHandler.h"
  15. #include "../../lib/Connection.h"
  16. #include "../../lib/CGameState.h"
  17. #include "../../lib/mapping/CMap.h"
  18. #include "../../lib/NetPacks.h"
  19. #include "../../lib/CondSh.h"
  20. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  21. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  22. struct QuestInfo;
  23. /*
  24. * VCAI.h, part of VCMI engine
  25. *
  26. * Authors: listed in file AUTHORS in main folder
  27. *
  28. * License: GNU General Public License v2.0 or later
  29. * Full text of license available in license.txt file, in main folder
  30. *
  31. */
  32. class AIStatus
  33. {
  34. boost::mutex mx;
  35. boost::condition_variable cv;
  36. BattleState battle;
  37. std::map<QueryID, std::string> remainingQueries;
  38. 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)
  39. std::vector<const CGObjectInstance*> objectsBeingVisited;
  40. bool ongoingHeroMovement;
  41. bool havingTurn;
  42. public:
  43. AIStatus();
  44. ~AIStatus();
  45. void setBattle(BattleState BS);
  46. void setMove(bool ongoing);
  47. BattleState getBattle();
  48. void addQuery(QueryID ID, std::string description);
  49. void removeQuery(QueryID ID);
  50. int getQueriesCount();
  51. void startedTurn();
  52. void madeTurn();
  53. void waitTillFree();
  54. bool haveTurn();
  55. void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
  56. void receivedAnswerConfirmation(int answerRequestID, int result);
  57. void heroVisit(const CGObjectInstance *obj, bool started);
  58. template <typename Handler> void serialize(Handler &h, const int version)
  59. {
  60. h & battle & remainingQueries & requestToQueryID & havingTurn;
  61. }
  62. };
  63. enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
  64. struct SectorMap
  65. {
  66. //a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
  67. struct Sector
  68. {
  69. int id;
  70. std::vector<int3> tiles;
  71. std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
  72. std::vector<const CGObjectInstance *> subterraneanGates;
  73. bool water; //all tiles of sector are land or water
  74. Sector()
  75. {
  76. id = -1;
  77. }
  78. };
  79. bool valid; //some kind of lazy eval
  80. std::map<int3, int3> parent;
  81. std::vector<std::vector<std::vector<unsigned char>>> sector;
  82. //std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
  83. std::map<int, Sector> infoOnSectors;
  84. SectorMap();
  85. SectorMap(HeroPtr h);
  86. void update();
  87. void clear();
  88. void exploreNewSector(crint3 pos, int num, CCallback * cbp);
  89. void write(crstring fname);
  90. unsigned char &retreiveTile(crint3 pos);
  91. void makeParentBFS(crint3 source);
  92. int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
  93. int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
  94. };
  95. //Set of buildings for different goals. Does not include any prerequisites.
  96. const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  97. const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  98. const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  99. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  100. const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  101. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  102. const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  103. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  104. const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  105. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  106. const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  107. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  108. class VCAI : public CAdventureAI
  109. {
  110. public:
  111. //internal methods for town development
  112. //try build an unbuilt structure in maxDays at most (0 = indefinite)
  113. /*bool canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);*/
  114. bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);
  115. //try build ANY unbuilt structure
  116. BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  117. bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  118. //try build first unbuilt structure
  119. bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  120. friend class FuzzyHelper;
  121. std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
  122. //std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
  123. std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
  124. std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
  125. std::map<HeroPtr, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
  126. std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
  127. //sets are faster to search, also do not contain duplicates
  128. std::set<const CGObjectInstance *> visitableObjs;
  129. std::set<const CGObjectInstance *> alreadyVisited;
  130. std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
  131. TResources saving;
  132. AIStatus status;
  133. std::string battlename;
  134. shared_ptr<CCallback> myCb;
  135. unique_ptr<boost::thread> makingTurn;
  136. VCAI(void);
  137. ~VCAI(void);
  138. //TODO: use only smart pointers?
  139. void tryRealize(Goals::Explore & g);
  140. void tryRealize(Goals::RecruitHero & g);
  141. void tryRealize(Goals::VisitTile & g);
  142. void tryRealize(Goals::VisitHero & g);
  143. void tryRealize(Goals::BuildThis & g);
  144. void tryRealize(Goals::DigAtTile & g);
  145. void tryRealize(Goals::CollectRes & g);
  146. void tryRealize(Goals::Build & g);
  147. void tryRealize(Goals::Invalid & g);
  148. void tryRealize(Goals::AbstractGoal & g);
  149. int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
  150. int3 explorationNewPoint(HeroPtr h);
  151. int3 explorationDesperate(HeroPtr h);
  152. bool canReachTile (const CGHeroInstance * h, int3 t);
  153. void recruitHero();
  154. virtual std::string getBattleAIName() const override;
  155. virtual void init(shared_ptr<CCallback> CB) override;
  156. virtual void yourTurn() override;
  157. virtual 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
  158. virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
  159. virtual 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.
  160. virtual 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
  161. virtual void saveGame(COSer<CSaveFile> &h, const int version) override; //saving
  162. virtual void loadGame(CISer<CLoadFile> &h, const int version) override; //loading
  163. virtual void finish() override;
  164. virtual void availableCreaturesChanged(const CGDwelling *town) override;
  165. virtual void heroMoved(const TryMoveHero & details) override;
  166. virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) override;
  167. virtual void heroInGarrisonChange(const CGTownInstance *town) override;
  168. virtual void centerView(int3 pos, int focusTime) override;
  169. virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos) override;
  170. virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
  171. virtual void artifactAssembled(const ArtifactLocation &al) override;
  172. virtual void showTavernWindow(const CGObjectInstance *townOrTavern) override;
  173. virtual void showThievesGuildWindow (const CGObjectInstance * obj) override;
  174. virtual void playerBlocked(int reason, bool start) override;
  175. virtual void showPuzzleMap() override;
  176. virtual void showShipyardDialog(const IShipyard *obj) override;
  177. virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
  178. virtual void artifactPut(const ArtifactLocation &al) override;
  179. virtual void artifactRemoved(const ArtifactLocation &al) override;
  180. virtual void stacksErased(const StackLocation &location) override;
  181. virtual void artifactDisassembled(const ArtifactLocation &al) override;
  182. virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start) override;
  183. virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr) override;
  184. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
  185. virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos) override;
  186. virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
  187. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
  188. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
  189. virtual void heroMovePointsChanged(const CGHeroInstance * hero) override;
  190. virtual void stackChangedType(const StackLocation &location, const CCreature &newType) override;
  191. virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) override;
  192. virtual void newObject(const CGObjectInstance * obj) override;
  193. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
  194. virtual void playerBonusChanged(const Bonus &bonus, bool gain) override;
  195. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack) override;
  196. virtual void heroCreated(const CGHeroInstance*) override;
  197. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
  198. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) override;
  199. virtual void requestRealized(PackageApplied *pa) override;
  200. virtual void receivedResource(int type, int val) override;
  201. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) override;
  202. virtual void objectRemoved(const CGObjectInstance *obj) override;
  203. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
  204. virtual void heroManaPointsChanged(const CGHeroInstance * hero) override;
  205. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
  206. virtual void battleResultsApplied() override;
  207. virtual void objectPropertyChanged(const SetObjectProperty * sop) override;
  208. virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override;
  209. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) override;
  210. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
  211. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
  212. virtual void battleEnd(const BattleResult *br) override;
  213. void makeTurn();
  214. void makeTurnInternal();
  215. void performTypicalActions();
  216. void buildArmyIn(const CGTownInstance * t);
  217. void striveToGoal(Goals::TSubgoal ultimateGoal);
  218. Goals::TSubgoal striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract);
  219. void endTurn();
  220. void wander(HeroPtr h);
  221. void setGoal(HeroPtr h, Goals::TSubgoal goal);
  222. void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero
  223. void striveToQuest (const QuestInfo &q);
  224. void recruitHero(const CGTownInstance * t, bool throwing = false);
  225. bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h);
  226. std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
  227. void buildStructure(const CGTownInstance * t);
  228. //void recruitCreatures(const CGTownInstance * t);
  229. void recruitCreatures(const CGDwelling * d);
  230. bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
  231. void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
  232. void moveCreaturesToHero(const CGTownInstance * t);
  233. bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
  234. void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
  235. bool moveHeroToTile(int3 dst, HeroPtr h);
  236. void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
  237. void waitTillFree();
  238. void addVisitableObj(const CGObjectInstance *obj);
  239. void markObjectVisited (const CGObjectInstance *obj);
  240. void reserveObject (HeroPtr h, const CGObjectInstance *obj); //TODO: reserve all objects that heroes attempt to visit
  241. void unreserveObject (HeroPtr h, const CGObjectInstance *obj);
  242. void markHeroUnableToExplore (HeroPtr h);
  243. void markHeroAbleToExplore (HeroPtr h);
  244. bool isAbleToExplore (HeroPtr h);
  245. void clearHeroesUnableToExplore();
  246. void validateObject(const CGObjectInstance *obj); //checks if object is still visible and if not, removes references to it
  247. void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
  248. void validateVisitableObjs();
  249. void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
  250. void retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned = false) const;
  251. std::vector<const CGObjectInstance *> getFlaggedObjects() const;
  252. const CGObjectInstance *lookForArt(int aid) const;
  253. bool isAccessible(const int3 &pos);
  254. HeroPtr getHeroWithGrail() const;
  255. const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
  256. bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
  257. const CGTownInstance *findTownWithTavern() const;
  258. bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
  259. Goals::TSubgoal getGoal (HeroPtr h) const;
  260. bool canAct(HeroPtr h) const;
  261. std::vector<HeroPtr> getUnblockedHeroes() const;
  262. HeroPtr primaryHero() const;
  263. TResources freeResources() const; //owned resources minus gold reserve
  264. TResources estimateIncome() const;
  265. bool containsSavedRes(const TResources &cost) const;
  266. void checkHeroArmy (HeroPtr h);
  267. void requestSent(const CPackForServer *pack, int requestID) override;
  268. void answerQuery(QueryID queryID, int selection);
  269. //special function that can be called ONLY from game events handling thread and will send request ASAP
  270. void requestActionASAP(std::function<void()> whatToDo);
  271. template <typename Handler> void registerGoals(Handler &h)
  272. {
  273. //h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
  274. h.template registerType<Goals::AbstractGoal, Goals::Build>();
  275. h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
  276. //h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
  277. h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
  278. h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
  279. h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
  280. h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
  281. h.template registerType<Goals::AbstractGoal, Goals::Explore>();
  282. h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
  283. h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
  284. h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
  285. h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
  286. h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
  287. h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
  288. //h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
  289. h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
  290. h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
  291. h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
  292. h.template registerType<Goals::AbstractGoal, Goals::Win>();
  293. }
  294. template <typename Handler> void serializeInternal(Handler &h, const int version)
  295. {
  296. h & knownSubterraneanGates & townVisitsThisWeek & lockedHeroes & reservedHeroesMap; //FIXME: cannot instantiate abstract class
  297. h & visitableObjs & alreadyVisited & reservedObjs;
  298. h & saving & status & battlename;
  299. h & heroesUnableToExplore;
  300. //myCB is restored after load by init call
  301. }
  302. };
  303. class cannotFulfillGoalException : public std::exception
  304. {
  305. std::string msg;
  306. public:
  307. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  308. {
  309. }
  310. virtual ~cannotFulfillGoalException() throw ()
  311. {
  312. };
  313. const char *what() const throw () override
  314. {
  315. return msg.c_str();
  316. }
  317. };
  318. class goalFulfilledException : public std::exception
  319. {
  320. public:
  321. Goals::TSubgoal goal;
  322. explicit goalFulfilledException(Goals::TSubgoal Goal) : goal(Goal)
  323. {
  324. }
  325. virtual ~goalFulfilledException() throw ()
  326. {
  327. };
  328. const char *what() const throw () override
  329. {
  330. return goal->name().c_str();
  331. }
  332. };
  333. void makePossibleUpgrades(const CArmedInstance *obj);