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- #pragma once
- typedef const int3& crint3;
- typedef const std::string& crstring;
- enum BattleState
- {
- NO_BATTLE,
- UPCOMING_BATTLE,
- ONGOING_BATTLE,
- ENDING_BATTLE
- };
- class AIStatus
- {
- boost::mutex mx;
- boost::condition_variable cv;
- BattleState battle;
- int remainingQueries;
- bool havingTurn;
- public:
- AIStatus();
- ~AIStatus();
- void setBattle(BattleState BS);
- BattleState getBattle();
- void addQueries(int val);
- void addQuery();
- void removeQuery();
- int getQueriesCount();
- void startedTurn();
- void madeTurn();
- void waitTillFree();
- bool haveTurn();
- };
- enum EGoals
- {
- INVALID = -1,
- WIN, DO_NOT_LOSE, CONQUER, BUILD, EXPLORE, GATHER_ARMY, BOOST_HERO,
- RECRUIT_HERO,
- BUILD_STRUCTURE, //if hero set, then in visited town
- COLLECT_RES,
- OBJECT_GOALS_BEGIN,
- GET_OBJ, //visit or defeat or collect the object
- GET_ART_TYPE,
- //BUILD_STRUCTURE,
- ISSUE_COMMAND,
- //hero
- //VISIT_OBJ, //hero + tile
- 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)
- int priority; SETTER(bool, priority)
- virtual TSubgoal whatToDoToAchieve();
- bool isBlockedBorderGate(int3 tileToHit);
- CGoal(EGoals goal = INVALID) : goalType(goal)
- {
- priority = 0;
- isElementar = false;
- objid = -1;
- aid = -1;
- tile = int3(-1, -1, -1);
- hero = NULL;
- 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.)
- 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)
- const CGHeroInstance *hero; SETTER(CGHeroInstance *, 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(const CGHeroInstance *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) {}
- };
- class VCAI : public CAdventureAI
- {
- public:
- friend class FuzzyHelper;
- std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
- std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
- std::map<const CGHeroInstance *, std::vector<const CGTownInstance *> > townVisitsThisWeek;
- std::map<const CGHeroInstance *, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
- std::vector<const CGObjectInstance *> visitableObjs;
- std::vector<const CGObjectInstance *> alreadyVisited;
- 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, const CGHeroInstance * h);
- int3 explorationNewPoint(int radius, const CGHeroInstance * 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, boost::function<void(ui32)> &callback) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
- 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, boost::function<void()> &onEnd) 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(const CGHeroInstance * h);
- void setGoal (const CGHeroInstance *h, const CGoal goal);
- void setGoal (const CGHeroInstance *h, EGoals goalType = INVALID);
- void recruitHero(const CGTownInstance * t);
- std::vector<const CGObjectInstance *> getPossibleDestinations(const CGHeroInstance *h);
- void buildStructure(const CGTownInstance * t);
- //void recruitCreatures(const CGTownInstance * t);
- void recruitCreatures(const CGDwelling * d);
- 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, const CGHeroInstance * h);
- void performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h);
- bool moveHeroToTile(int3 dst, const CGHeroInstance * h);
- void waitTillFree();
- void addVisitableObj(const CGObjectInstance *obj);
- void markObjectVisited (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);
- const CGHeroInstance *getHeroWithGrail() const;
- const CGObjectInstance *getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate);
- bool isAccessibleForHero(const int3 & pos, const CGHeroInstance * h) const;
- const CGTownInstance *findTownWithTavern() const;
- std::vector<const CGHeroInstance *> getUnblockedHeroes() const;
- const CGHeroInstance *primaryHero() const;
- TResources estimateIncome() const;
- bool containsSavedRes(const TResources &cost) const;
- };
- template<int id>
- bool objWithID(const CGObjectInstance *obj)
- {
- return obj->ID == id;
- }
- bool isWeeklyRevisitable (const CGObjectInstance * obj);
- bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj);
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