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- #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/Mapping/CMap.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;
- ObjectInstanceID hid;
- 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)
- std::string name() const;
- virtual TSubgoal whatToDoToAchieve();
- CGoal(EGoals goal = INVALID) : goalType(goal)
- {
- priority = 0;
- isElementar = false;
- isAbstract = false;
- value = 0;
- 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)
- bool operator== (CGoal &g)
- {
- switch (goalType)
- {
- case EGoals::GET_OBJ:
- return objid == g.objid;
- }
- return false;
- }
- };
- 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
- {
- ObjectInstanceID id;
- const CGObjectInstance *operator->() const;
- operator const CGObjectInstance *() const;
- ObjectIdRef(ObjectInstanceID _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, BuildingID building, unsigned int maxDays=0);
- //try build ANY unbuilt structure
- bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=0);
- //try build first unbuilt structure
- bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> 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 visted 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 std::string getBattleAIName() const OVERRIDE;
- virtual void init(CCallback * CB) OVERRIDE;
- virtual void yourTurn() OVERRIDE;
- virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &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(PlayerColor 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(ObjectInstanceID hero1, ObjectInstanceID 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, BuildingID 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);
- bool fulfillsGoal (CGoal &goal, CGoal &mainGoal);
- bool fulfillsGoal (CGoal &goal, const CGoal &mainGoal); //TODO: something smarter
- void recruitHero(const CGTownInstance * t, bool throwing = false);
- 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);
- };
- 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
- {
- public:
- CGoal goal;
- explicit goalFulfilledException(CGoal Goal) : goal(Goal)
- {
- }
- virtual ~goalFulfilledException() throw ()
- {
- };
- const char *what() const throw () OVERRIDE
- {
- return goal.name().c_str();
- }
- };
- 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);
- bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2);
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