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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/ConditionalWait.h"
- #include "../../lib/GameConstants.h"
- #include "../../lib/GameLibrary.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/callback/CAdventureAI.h"
- #include "../../lib/mapObjects/MiscObjects.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "Pathfinding/AIPathfinder.h"
- VCMI_LIB_NAMESPACE_BEGIN
- struct QuestInfo;
- class PathfinderCache;
- class AsyncRunner;
- VCMI_LIB_NAMESPACE_END
- class AIhelper;
- class AIStatus
- {
- std::mutex mx;
- std::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;
- std::unique_ptr<PathfinderCache> pathfinderCache;
- //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<AsyncRunner> asyncTasks;
- ThreadInterruption makingTurnInterrupption;
- 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 FowTilesType & 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 FowTilesType & pos) override;
- void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
- void heroExperienceChanged(const CGHeroInstance * hero, si64 val) 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, BattleSide 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);
- std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h) const;
- void invalidatePaths() override;
- 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 executeActionAsync(const std::string & description, const 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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