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							- /*
 
-  * VCAI.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/CCreatureHandler.h"
 
- #include "../../lib/mapObjects/MiscObjects.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "Pathfinding/AIPathfinder.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- struct QuestInfo;
 
- VCMI_LIB_NAMESPACE_END
 
- class AIhelper;
 
- 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);
 
- };
 
- class DLL_EXPORT VCAI : public CAdventureAI
 
- {
 
- public:
 
- 	friend class FuzzyHelper;
 
- 	friend class ResourceManager;
 
- 	friend class BuildingManager;
 
- 	std::map<TeleportChannelID, std::shared_ptr<TeleportChannel>> knownTeleportChannels;
 
- 	std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
 
- 	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::map<HeroPtr, std::set<const CGTownInstance *>> townVisitsThisWeek;
 
- 	//part of mainLoop, but accessible from outside
 
- 	std::vector<Goals::TSubgoal> basicGoals;
 
- 	Goals::TGoalVec goalsToRemove;
 
- 	Goals::TGoalVec goalsToAdd;
 
- 	std::map<Goals::TSubgoal, Goals::TGoalVec> ultimateGoalsFromBasic; //theoreticlaly same goal can fulfill multiple basic goals
 
- 	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 *> visitableObjs;
 
- 	std::set<const CGObjectInstance *> alreadyVisited;
 
- 	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;
 
- public:
 
- 	ObjectInstanceID selectedObject;
 
- 	AIhelper * ah;
 
- 	VCAI();
 
- 	virtual ~VCAI();
 
- 	//TODO: use only smart pointers?
 
- 	void tryRealize(Goals::Explore & g);
 
- 	void tryRealize(Goals::RecruitHero & g);
 
- 	void tryRealize(Goals::VisitTile & g);
 
- 	void tryRealize(Goals::VisitObj & g);
 
- 	void tryRealize(Goals::VisitHero & g);
 
- 	void tryRealize(Goals::BuildThis & g);
 
- 	void tryRealize(Goals::DigAtTile & g);
 
- 	void tryRealize(Goals::Trade & g);
 
- 	void tryRealize(Goals::BuyArmy & g);
 
- 	void tryRealize(Goals::Invalid & g);
 
- 	void tryRealize(Goals::AbstractGoal & g);
 
- 	bool isTileNotReserved(const CGHeroInstance * h, int3 t) const; //the tile is not occupied by allied hero and the object is not reserved
 
- 	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 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;
 
- 	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;
 
- 	std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
 
- 	void makeTurn();
 
- 	void mainLoop();
 
- 	void performTypicalActions();
 
- 	void buildArmyIn(const CGTownInstance * t);
 
- 	void striveToGoal(Goals::TSubgoal ultimateGoal);
 
- 	Goals::TSubgoal decomposeGoal(Goals::TSubgoal ultimateGoal);
 
- 	void endTurn();
 
- 	void wander(HeroPtr h);
 
- 	void setGoal(HeroPtr h, Goals::TSubgoal goal);
 
- 	void evaluateGoal(HeroPtr h); //evaluates goal assigned to hero, if any
 
- 	void completeGoal(Goals::TSubgoal goal); //safely removes goal from reserved hero
 
- 	void recruitHero(const CGTownInstance * t, bool throwing = false);
 
- 	bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, std::optional<float> movementCostLimit = std::nullopt);
 
- 	bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const;
 
- 	//void recruitCreatures(const CGTownInstance * t);
 
- 	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 moveHeroToTile(int3 dst, HeroPtr h);
 
- 	void buildStructure(const CGTownInstance * t, BuildingID building); //TODO: move to BuildingManager
 
- 	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); //TODO: reserve all objects that heroes attempt to visit
 
- 	void unreserveObject(HeroPtr h, const CGObjectInstance * obj);
 
- 	void markHeroUnableToExplore(HeroPtr h);
 
- 	void markHeroAbleToExplore(HeroPtr h);
 
- 	bool isAbleToExplore(HeroPtr h);
 
- 	void clearPathsInfo();
 
- 	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 validateVisitableObjs();
 
- 	void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
 
- 	void retrieveVisitableObjs();
 
- 	virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
 
- 	const CGObjectInstance * lookForArt(ArtifactID aid) const;
 
- 	bool isAccessible(const int3 & pos) const;
 
- 	HeroPtr getHeroWithGrail() const;
 
- 	const CGObjectInstance * getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate);
 
- 	bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
 
- 	//optimization - use one SM for every hero call
 
- 	const CGTownInstance * findTownWithTavern() const;
 
- 	bool canRecruitAnyHero(const CGTownInstance * t = nullptr) const;
 
- 	Goals::TSubgoal getGoal(HeroPtr h) const;
 
- 	bool canAct(HeroPtr h) const;
 
- 	std::vector<HeroPtr> getUnblockedHeroes() const;
 
- 	std::vector<HeroPtr> getMyHeroes() const;
 
- 	HeroPtr primaryHero() const;
 
- 	void checkHeroArmy(HeroPtr h);
 
- 	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);
 
- };
 
- class cannotFulfillGoalException : public std::exception
 
- {
 
- 	std::string msg;
 
- public:
 
- 	explicit cannotFulfillGoalException(crstring _Message)
 
- 		: msg(_Message)
 
- 	{
 
- 	}
 
- 	const char * what() const noexcept override
 
- 	{
 
- 		return msg.c_str();
 
- 	}
 
- };
 
- class goalFulfilledException : public std::exception
 
- {
 
- 	std::string msg;
 
- public:
 
- 	Goals::TSubgoal goal;
 
- 	explicit goalFulfilledException(Goals::TSubgoal Goal)
 
- 		: goal(Goal)
 
- 	{
 
- 		msg = goal->name();
 
- 	}
 
- 	const char * what() const noexcept override
 
- 	{
 
- 		return msg.c_str();
 
- 	}
 
- };
 
- void makePossibleUpgrades(const CArmedInstance * obj);
 
 
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