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- #ifndef __CGENIUSAI_H__
- #define __CGENIUSAI_H__
- #include "Common.h"
- #include "BattleLogic.h"
- #include "GeneralAI.h"
- #include "../../lib/CondSh.h"
- #include <set>
- #include <list>
- #include <queue>
- class CBuilding;
- namespace geniusai {
- enum BattleState
- {
- NO_BATTLE,
- UPCOMING_BATTLE,
- ONGOING_BATTLE,
- ENDING_BATTLE
- };
- class Priorities;
- class CGeniusAI : public CGlobalAI
- {
- private:
- // TODO: cb... come back, croach busters!?
- CCallback* m_cb;
- geniusai::BattleAI::CBattleLogic* m_battleLogic;
- geniusai::GeneralAI::CGeneralAI m_generalAI;
- geniusai::Priorities* m_priorities;
-
- CondSh<BattleState> m_state; //are we engaged into battle?
- struct AIObjectContainer
- {
- AIObjectContainer(const CGObjectInstance * o):o(o){}
- const CGObjectInstance * o;
- bool operator<(const AIObjectContainer& b)const;
- };
-
- class HypotheticalGameState
- {
- public:
- struct HeroModel
- {
- HeroModel(){}
- HeroModel(const CGHeroInstance * h);
- int3 pos;
- int3 previouslyVisited_pos;
- int3 interestingPos;
- bool finished;
- int remainingMovement;
- const CGHeroInstance * h;
- };
- struct TownModel
- {
- TownModel(const CGTownInstance *t);
- const CGTownInstance *t;
- std::vector<std::pair<ui32, std::vector<ui32> > > creaturesToRecruit;
- //CCreatureSet creaturesInGarrison; //type, num
- bool hasBuilt;
- };
- HypotheticalGameState(){}
- HypotheticalGameState(CGeniusAI & ai);
- void update(CGeniusAI & ai);
- CGeniusAI * AI;
- std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
- std::vector<ui32> resourceAmounts;
- std::vector<HeroModel> heroModels;
- std::vector<TownModel> townModels;
- std::set< AIObjectContainer > knownVisitableObjects;
- };
- class AIObjective
- {
- public:
- enum Type
- {
- //hero objectives
- visit, //done TODO: upon visit friendly hero, trade
- attack, //done
- //flee,
- dismissUnits,
- dismissYourself,
- rearangeTroops,
- finishTurn, //done //uses up remaining motion to get somewhere interesting.
- //town objectives
- recruitHero, //done
- buildBuilding, //done
- recruitCreatures, //done
- upgradeCreatures //done
- };
- CGeniusAI * AI;
- Type type;
- virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
- virtual HypotheticalGameState pretend(const HypotheticalGameState&) =0;
- virtual void print() const=0;
- virtual float getValue() const=0; //how much is it worth to the AI to achieve
- };
- class HeroObjective: public AIObjective
- {
- public:
- HypotheticalGameState hgs;
- int3 pos;
- const CGObjectInstance * object; //interactive object
- mutable std::vector<HypotheticalGameState::HeroModel*> whoCanAchieve;
-
- //HeroObjective(){}
- //HeroObjective(Type t):object(NULL){type = t;}
- HeroObjective(const HypotheticalGameState &hgs,
- Type t,
- const CGObjectInstance* object,
- HypotheticalGameState::HeroModel* h,
- CGeniusAI* AI);
- bool operator< (const HeroObjective &other) const;
- void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
- HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
- float getValue() const;
- void print() const;
- private:
- mutable float _value;
- mutable float _cost;
- };
- //town objectives
- //recruitHero
- //buildBuilding
- //recruitCreatures
- //upgradeCreatures
- class TownObjective: public AIObjective
- {
- public:
- HypotheticalGameState hgs;
- HypotheticalGameState::TownModel * whichTown;
- int which; //which hero, which building, which creature,
- TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * AI);
-
- bool operator < (const TownObjective &other)const;
- void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
- HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
- float getValue() const;
- void print() const;
- private:
- mutable float _value;
- mutable float _cost;
- };
- class AIObjectivePtrCont
- {
- public:
- AIObjectivePtrCont():obj(NULL){}
- AIObjectivePtrCont(AIObjective * obj):obj(obj){};
- AIObjective * obj;
- bool operator < (const AIObjectivePtrCont & other) const{return obj->getValue()<other.obj->getValue();}
- };
- HypotheticalGameState trueGameState;
- AIObjective * getBestObjective();
- void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
- void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
- void fillObjectiveQueue(HypotheticalGameState & hgs);
-
- void reportResources();
- void startFirstTurn();
- std::map<int,bool> isHeroStrong;//hero
- std::set< AIObjectContainer > knownVisitableObjects;
- std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
- std::set<TownObjective> currentTownObjectives;
- std::vector<AIObjectivePtrCont> objectiveQueue;
- public:
- CGeniusAI();
- virtual ~CGeniusAI();
- virtual void init(CCallback * CB);
- virtual void yourTurn();
- virtual void heroKilled(const CGHeroInstance *);
- virtual void heroCreated(const CGHeroInstance *);
- virtual void heroMoved(const TryMoveHero &);
- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) {};
- virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
- virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //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 tileRevealed(int3 pos);
- virtual void tileHidden(int3 pos);
- virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
- virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd);
- virtual void playerBlocked(int reason);
- virtual void objectRemoved(const CGObjectInstance *obj); //eg. collected resource, picked artifact, beaten hero
- virtual void newObject(const CGObjectInstance * obj); //eg. ship built in shipyard
-
-
- // battle
- virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
- virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
- virtual void battleAttack(const BattleAttack *ba); //called when stack is performing attack
- virtual void battleStacksAttacked(const std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
- virtual void battleEnd(const BattleResult *br);
- virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- virtual void battleStackMoved(int ID, std::vector<THex> dest, int distance);
- virtual void battleSpellCast(const BattleSpellCast *sc);
- virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
- //virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
- //
- //virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
- virtual void battleStackAttacking(int ID, int dest);
- virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
- virtual BattleAction activeStack(const CStack * stack);
- void battleResultsApplied();
- friend class Priorities;
- };
- }
- #endif // __CGENIUSAI_H__
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