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/CThreadHelper.h"
  7. #include "../../lib/GameConstants.h"
  8. #include "../../lib/VCMI_Lib.h"
  9. #include "../../lib/CBuildingHandler.h"
  10. #include "../../lib/CCreatureHandler.h"
  11. #include "../../lib/CTownHandler.h"
  12. #include "../../lib/mapObjects/MiscObjects.h"
  13. #include "../../lib/spells/CSpellHandler.h"
  14. #include "../../lib/Connection.h"
  15. #include "../../lib/CondSh.h"
  16. struct QuestInfo;
  17. /*
  18. * VCAI.h, part of VCMI engine
  19. *
  20. * Authors: listed in file AUTHORS in main folder
  21. *
  22. * License: GNU General Public License v2.0 or later
  23. * Full text of license available in license.txt file, in main folder
  24. *
  25. */
  26. class AIStatus
  27. {
  28. boost::mutex mx;
  29. boost::condition_variable cv;
  30. BattleState battle;
  31. std::map<QueryID, std::string> remainingQueries;
  32. 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)
  33. std::vector<const CGObjectInstance*> objectsBeingVisited;
  34. bool ongoingHeroMovement;
  35. bool ongoingChannelProbing; // true if AI currently explore bidirectional teleport channel exits
  36. bool havingTurn;
  37. public:
  38. AIStatus();
  39. ~AIStatus();
  40. void setBattle(BattleState BS);
  41. void setMove(bool ongoing);
  42. void setChannelProbing(bool ongoing);
  43. bool channelProbing();
  44. BattleState getBattle();
  45. void addQuery(QueryID ID, std::string description);
  46. void removeQuery(QueryID ID);
  47. int getQueriesCount();
  48. void startedTurn();
  49. void madeTurn();
  50. void waitTillFree();
  51. bool haveTurn();
  52. void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
  53. void receivedAnswerConfirmation(int answerRequestID, int result);
  54. void heroVisit(const CGObjectInstance *obj, bool started);
  55. template <typename Handler> void serialize(Handler &h, const int version)
  56. {
  57. h & battle & remainingQueries & requestToQueryID & havingTurn;
  58. }
  59. };
  60. enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
  61. struct SectorMap
  62. {
  63. //a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
  64. struct Sector
  65. {
  66. int id;
  67. std::vector<int3> tiles;
  68. std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
  69. std::vector<const CGObjectInstance *> visitableObjs;
  70. bool water; //all tiles of sector are land or water
  71. Sector()
  72. {
  73. id = -1;
  74. }
  75. };
  76. bool valid; //some kind of lazy eval
  77. std::map<int3, int3> parent;
  78. std::vector<std::vector<std::vector<unsigned char>>> sector;
  79. //std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
  80. std::map<int, Sector> infoOnSectors;
  81. std::shared_ptr<boost::multi_array<TerrainTile*, 3>> visibleTiles;
  82. SectorMap();
  83. SectorMap(HeroPtr h);
  84. void update();
  85. void clear();
  86. void exploreNewSector(crint3 pos, int num, CCallback * cbp);
  87. void write(crstring fname);
  88. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t);
  89. bool markIfBlocked(ui8 &sec, crint3 pos);
  90. unsigned char &retreiveTile(crint3 pos);
  91. TerrainTile* getTile(crint3 pos) const;
  92. std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
  93. void makeParentBFS(crint3 source);
  94. int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
  95. int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
  96. };
  97. class VCAI : public CAdventureAI
  98. {
  99. public:
  100. //internal methods for town development
  101. //try build an unbuilt structure in maxDays at most (0 = indefinite)
  102. /*bool canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);*/
  103. bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);
  104. //try build ANY unbuilt structure
  105. BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  106. bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  107. //try build first unbuilt structure
  108. bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
  109. friend class FuzzyHelper;
  110. std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > knownTeleportChannels;
  111. std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
  112. ObjectInstanceID destinationTeleport;
  113. int3 destinationTeleportPos;
  114. std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
  115. //std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
  116. std::map<HeroPtr, std::set<const CGTownInstance *> > townVisitsThisWeek;
  117. std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
  118. std::map<HeroPtr, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
  119. std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
  120. //sets are faster to search, also do not contain duplicates
  121. std::set<const CGObjectInstance *> visitableObjs;
  122. std::set<const CGObjectInstance *> alreadyVisited;
  123. std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
  124. std::map <HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
  125. TResources saving;
  126. AIStatus status;
  127. std::string battlename;
  128. std::shared_ptr<CCallback> myCb;
  129. std::unique_ptr<boost::thread> makingTurn;
  130. VCAI(void);
  131. virtual ~VCAI(void);
  132. //TODO: use only smart pointers?
  133. void tryRealize(Goals::Explore & g);
  134. void tryRealize(Goals::RecruitHero & g);
  135. void tryRealize(Goals::VisitTile & g);
  136. void tryRealize(Goals::VisitHero & g);
  137. void tryRealize(Goals::BuildThis & g);
  138. void tryRealize(Goals::DigAtTile & g);
  139. void tryRealize(Goals::CollectRes & g);
  140. void tryRealize(Goals::Build & g);
  141. void tryRealize(Goals::Invalid & g);
  142. void tryRealize(Goals::AbstractGoal & g);
  143. int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
  144. int3 explorationNewPoint(HeroPtr h);
  145. int3 explorationDesperate(HeroPtr h);
  146. bool isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved
  147. void recruitHero();
  148. virtual std::string getBattleAIName() const override;
  149. virtual void init(std::shared_ptr<CCallback> CB) override;
  150. virtual void yourTurn() override;
  151. 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
  152. virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
  153. 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.
  154. 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
  155. virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
  156. virtual void saveGame(COSer & h, const int version) override; //saving
  157. virtual void loadGame(CISer & h, const int version) override; //loading
  158. virtual void finish() override;
  159. virtual void availableCreaturesChanged(const CGDwelling *town) override;
  160. virtual void heroMoved(const TryMoveHero & details) override;
  161. virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) override;
  162. virtual void heroInGarrisonChange(const CGTownInstance *town) override;
  163. virtual void centerView(int3 pos, int focusTime) override;
  164. virtual void tileHidden(const std::unordered_set<int3, ShashInt3> &pos) override;
  165. virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
  166. virtual void artifactAssembled(const ArtifactLocation &al) override;
  167. virtual void showTavernWindow(const CGObjectInstance *townOrTavern) override;
  168. virtual void showThievesGuildWindow (const CGObjectInstance * obj) override;
  169. virtual void playerBlocked(int reason, bool start) override;
  170. virtual void showPuzzleMap() override;
  171. virtual void showShipyardDialog(const IShipyard *obj) override;
  172. virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
  173. virtual void artifactPut(const ArtifactLocation &al) override;
  174. virtual void artifactRemoved(const ArtifactLocation &al) override;
  175. virtual void stacksErased(const StackLocation &location) override;
  176. virtual void artifactDisassembled(const ArtifactLocation &al) override;
  177. virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start) override;
  178. virtual void availableArtifactsChanged(const CGBlackMarket *bm = nullptr) override;
  179. virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
  180. virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos) override;
  181. virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
  182. virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
  183. virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
  184. virtual void heroMovePointsChanged(const CGHeroInstance * hero) override;
  185. virtual void stackChangedType(const StackLocation &location, const CCreature &newType) override;
  186. virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) override;
  187. virtual void newObject(const CGObjectInstance * obj) override;
  188. virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) override;
  189. virtual void playerBonusChanged(const Bonus &bonus, bool gain) override;
  190. virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack) override;
  191. virtual void heroCreated(const CGHeroInstance*) override;
  192. virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) override;
  193. virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) override;
  194. virtual void requestRealized(PackageApplied *pa) override;
  195. virtual void receivedResource(int type, int val) override;
  196. virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) override;
  197. virtual void objectRemoved(const CGObjectInstance *obj) override;
  198. virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) override;
  199. virtual void heroManaPointsChanged(const CGHeroInstance * hero) override;
  200. virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
  201. virtual void battleResultsApplied() override;
  202. virtual void objectPropertyChanged(const SetObjectProperty * sop) override;
  203. virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) override;
  204. virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) override;
  205. virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
  206. void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
  207. virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
  208. virtual void battleEnd(const BattleResult *br) override;
  209. void makeTurn();
  210. void makeTurnInternal();
  211. void performTypicalActions();
  212. void buildArmyIn(const CGTownInstance * t);
  213. void striveToGoal(Goals::TSubgoal ultimateGoal);
  214. Goals::TSubgoal striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract);
  215. void endTurn();
  216. void wander(HeroPtr h);
  217. void setGoal(HeroPtr h, Goals::TSubgoal goal);
  218. void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero
  219. void striveToQuest (const QuestInfo &q);
  220. void recruitHero(const CGTownInstance * t, bool throwing = false);
  221. bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm);
  222. void buildStructure(const CGTownInstance * t);
  223. //void recruitCreatures(const CGTownInstance * t);
  224. void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
  225. bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
  226. void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
  227. void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
  228. void moveCreaturesToHero(const CGTownInstance * t);
  229. bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
  230. void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
  231. bool moveHeroToTile(int3 dst, HeroPtr h);
  232. void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
  233. void waitTillFree();
  234. void addVisitableObj(const CGObjectInstance *obj);
  235. void markObjectVisited (const CGObjectInstance *obj);
  236. void reserveObject (HeroPtr h, const CGObjectInstance *obj); //TODO: reserve all objects that heroes attempt to visit
  237. void unreserveObject (HeroPtr h, const CGObjectInstance *obj);
  238. void markHeroUnableToExplore (HeroPtr h);
  239. void markHeroAbleToExplore (HeroPtr h);
  240. bool isAbleToExplore (HeroPtr h);
  241. void clearPathsInfo();
  242. void validateObject(const CGObjectInstance *obj); //checks if object is still visible and if not, removes references to it
  243. void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
  244. void validateVisitableObjs();
  245. void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
  246. void retreiveVisitableObjs();
  247. std::vector<const CGObjectInstance *> getFlaggedObjects() const;
  248. const CGObjectInstance *lookForArt(int aid) const;
  249. bool isAccessible(const int3 &pos);
  250. HeroPtr getHeroWithGrail() const;
  251. const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
  252. bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
  253. //optimization - use one SM for every hero call
  254. std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
  255. const CGTownInstance *findTownWithTavern() const;
  256. bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
  257. Goals::TSubgoal getGoal (HeroPtr h) const;
  258. bool canAct(HeroPtr h) const;
  259. std::vector<HeroPtr> getUnblockedHeroes() const;
  260. HeroPtr primaryHero() const;
  261. TResources freeResources() const; //owned resources minus gold reserve
  262. TResources estimateIncome() const;
  263. bool containsSavedRes(const TResources &cost) const;
  264. void checkHeroArmy (HeroPtr h);
  265. void requestSent(const CPackForServer *pack, int requestID) override;
  266. void answerQuery(QueryID queryID, int selection);
  267. //special function that can be called ONLY from game events handling thread and will send request ASAP
  268. void requestActionASAP(std::function<void()> whatToDo);
  269. template <typename Handler> void registerGoals(Handler &h)
  270. {
  271. //h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
  272. h.template registerType<Goals::AbstractGoal, Goals::Build>();
  273. h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
  274. //h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
  275. h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
  276. h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
  277. h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
  278. h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
  279. h.template registerType<Goals::AbstractGoal, Goals::Explore>();
  280. h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
  281. h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
  282. h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
  283. h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
  284. h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
  285. h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
  286. //h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
  287. h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
  288. h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
  289. h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
  290. h.template registerType<Goals::AbstractGoal, Goals::Win>();
  291. }
  292. template <typename Handler> void serializeInternal(Handler &h, const int version)
  293. {
  294. h & knownTeleportChannels & knownSubterraneanGates & destinationTeleport;
  295. h & townVisitsThisWeek & lockedHeroes & reservedHeroesMap; //FIXME: cannot instantiate abstract class
  296. h & visitableObjs & alreadyVisited & reservedObjs;
  297. h & saving & status & battlename;
  298. h & heroesUnableToExplore;
  299. //myCB is restored after load by init call
  300. }
  301. };
  302. class cannotFulfillGoalException : public std::exception
  303. {
  304. std::string msg;
  305. public:
  306. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  307. {
  308. }
  309. virtual ~cannotFulfillGoalException() throw ()
  310. {
  311. };
  312. const char *what() const throw () override
  313. {
  314. return msg.c_str();
  315. }
  316. };
  317. class goalFulfilledException : public std::exception
  318. {
  319. public:
  320. Goals::TSubgoal goal;
  321. explicit goalFulfilledException(Goals::TSubgoal Goal) : goal(Goal)
  322. {
  323. }
  324. virtual ~goalFulfilledException() throw ()
  325. {
  326. };
  327. const char *what() const throw () override
  328. {
  329. return goal->name().c_str();
  330. }
  331. };
  332. void makePossibleUpgrades(const CArmedInstance *obj);