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- /*
- * AIGateway.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"
- #include "Engine/Nullkiller.h"
- namespace NKAI
- {
- 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)
- {
- h & battle;
- h & remainingQueries;
- h & requestToQueryID;
- h & havingTurn;
- }
- };
- // The gateway is responsible for AI events handling. Copied from VCAI.h and refined a bit
- // Probably we can use concept of hooks to handle event in their related goals
- class DLL_EXPORT AIGateway : public CAdventureAI
- {
- public:
- 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::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 *> 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;
- bool announcedCheatingProblem;
- public:
- ObjectInstanceID selectedObject;
- std::unique_ptr<Nullkiller> nullkiller;
- AIGateway();
- virtual ~AIGateway();
- //TODO: extract to apropriate goals
- void tryRealize(Goals::DigAtTile & g);
- void tryRealize(Goals::Trade & g);
- std::string getBattleAIName() const override;
- void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
- void yourTurn(QueryID queryID) override;
- void heroGotLevel(const CGHeroInstance * hero, 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, bool safeToAutoaccept) 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(const CGHeroInstance * hero, 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) override; //saving
- void loadGame(BinaryDeserializer & h) 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> & pos) override;
- void artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst) override;
- void artifactAssembled(const ArtifactLocation & al) override;
- void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) 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> & pos) override;
- void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
- void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
- void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level, QueryID queryID) 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, SpellID spellID) override;
- void showInfoDialog(EInfoWindowMode type, 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, const PlayerColor & initiator) override;
- void showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
- void heroManaPointsChanged(const CGHeroInstance * hero) override;
- void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
- void battleResultsApplied() override;
- void beforeObjectPropertyChanged(const SetObjectProperty * sop) 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, QueryID queryID) override;
- void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
- std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
- void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
- void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
- void makeTurn();
- void buildArmyIn(const CGTownInstance * t);
- void endTurn();
- // TODO: all the routines like recruiting hero or building army should be removed from here and extracted to elementar goals or whatever
- 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 makePossibleUpgrades(const CArmedInstance * obj);
- bool moveHeroToTile(int3 dst, HeroPtr h);
- void buildStructure(const CGTownInstance * t, BuildingID building);
- void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
- void waitTillFree();
- void addVisitableObj(const CGObjectInstance * obj);
- 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 retrieveVisitableObjs();
- virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
- 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);
- template<typename Handler> void serializeInternal(Handler & h)
- {
- h & nullkiller->memory->knownTeleportChannels;
- h & nullkiller->memory->knownSubterraneanGates;
- h & destinationTeleport;
- h & nullkiller->memory->visitableObjs;
- h & nullkiller->memory->alreadyVisited;
- h & status;
- h & battlename;
- }
- };
- }
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