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- #pragma once
- #include "AIUtility.h"
- #include "Goals.h"
- #include "../../lib/AI_Base.h"
- #include "../../CCallback.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/GameConstants.h"
- #include "../../lib/VCMI_Lib.h"
- #include "../../lib/CBuildingHandler.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/CTownHandler.h"
- #include "../../lib/mapObjects/MiscObjects.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/CondSh.h"
- struct QuestInfo;
- /*
- * 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
- *
- */
- 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);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & battle & remainingQueries & requestToQueryID & havingTurn;
- }
- };
- 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
- std::vector<const CGObjectInstance *> visitableObjs;
- 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;
- std::shared_ptr<boost::multi_array<TerrainTile*, 3>> visibleTiles;
- SectorMap();
- SectorMap(HeroPtr h);
- void update();
- void clear();
- void exploreNewSector(crint3 pos, int num, CCallback * cbp);
- void write(crstring fname);
- bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t);
- bool markIfBlocked(ui8 &sec, crint3 pos);
- unsigned char &retreiveTile(crint3 pos);
- TerrainTile* getTile(crint3 pos) const;
- std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
- 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?
- int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
- };
- class VCAI : public CAdventureAI
- {
- public:
- //internal methods for town development
- //try build an unbuilt structure in maxDays at most (0 = indefinite)
- /*bool canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);*/
- bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);
- //try build ANY unbuilt structure
- BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
- bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
- //try build first unbuilt structure
- bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
- friend class FuzzyHelper;
- 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::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::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
- TResources saving;
- AIStatus status;
- std::string battlename;
- std::shared_ptr<CCallback> myCb;
- std::unique_ptr<boost::thread> makingTurn;
- VCAI(void);
- virtual ~VCAI(void);
- //TODO: use only smart pointers?
- void tryRealize(Goals::Explore & g);
- void tryRealize(Goals::RecruitHero & g);
- void tryRealize(Goals::VisitTile & g);
- void tryRealize(Goals::VisitHero & g);
- void tryRealize(Goals::BuildThis & g);
- void tryRealize(Goals::DigAtTile & g);
- void tryRealize(Goals::CollectRes & g);
- void tryRealize(Goals::Build & g);
- void tryRealize(Goals::Invalid & g);
- void tryRealize(Goals::AbstractGoal & g);
- int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
- int3 explorationNewPoint(HeroPtr h);
- int3 explorationDesperate(HeroPtr h);
- bool isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved
- void recruitHero();
- virtual std::string getBattleAIName() const override;
- virtual void init(std::shared_ptr<CCallback> CB) override;
- virtual void yourTurn() override;
- virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::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
- virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
- virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID 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, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
- virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
- virtual void saveGame(BinarySerializer & h, const int version) override; //saving
- virtual void loadGame(BinaryDeserializer & 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 std::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, bool start) override;
- virtual void showPuzzleMap() override;
- virtual void showShipyardDialog(const IShipyard *obj) override;
- virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) 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 = nullptr) override;
- virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override;
- virtual void tileRevealed(const std::unordered_set<int3, ShashInt3> &pos) override;
- virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) 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;
- void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) 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(Goals::TSubgoal ultimateGoal);
- Goals::TSubgoal striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract);
- void endTurn();
- void wander(HeroPtr h);
- void setGoal(HeroPtr h, Goals::TSubgoal goal);
- void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero
- void striveToQuest (const QuestInfo &q);
- void recruitHero(const CGTownInstance * t, bool throwing = false);
- bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm);
- void buildStructure(const CGTownInstance * t);
- //void recruitCreatures(const CGTownInstance * t);
- void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
- 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 pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
- 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); //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 retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
- void retreiveVisitableObjs();
- std::vector<const CGObjectInstance *> getFlaggedObjects() const;
- const CGObjectInstance *lookForArt(int aid) const;
- bool isAccessible(const int3 &pos);
- 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
- std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
- const CGTownInstance *findTownWithTavern() const;
- bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
- Goals::TSubgoal getGoal (HeroPtr h) const;
- bool canAct(HeroPtr h) const;
- std::vector<HeroPtr> getUnblockedHeroes() const;
- HeroPtr primaryHero() const;
- TResources freeResources() const; //owned resources minus gold reserve
- TResources estimateIncome() const;
- bool containsSavedRes(const TResources &cost) 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);
- template <typename Handler> void registerGoals(Handler &h)
- {
- //h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
- h.template registerType<Goals::AbstractGoal, Goals::Build>();
- h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
- //h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
- h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
- h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
- h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
- h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
- h.template registerType<Goals::AbstractGoal, Goals::Explore>();
- h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
- h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
- h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
- h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
- h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
- h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
- //h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
- h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
- h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
- h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
- h.template registerType<Goals::AbstractGoal, Goals::Win>();
- }
- template <typename Handler> void serializeInternal(Handler &h, const int version)
- {
- h & knownTeleportChannels & knownSubterraneanGates & destinationTeleport;
- h & townVisitsThisWeek & lockedHeroes & reservedHeroesMap; //FIXME: cannot instantiate abstract class
- h & visitableObjs & alreadyVisited & reservedObjs;
- h & saving & status & battlename;
- h & heroesUnableToExplore;
- //myCB is restored after load by init call
- }
- };
- 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:
- Goals::TSubgoal goal;
- explicit goalFulfilledException(Goals::TSubgoal Goal) : goal(Goal)
- {
- }
- virtual ~goalFulfilledException() throw ()
- {
- };
- const char *what() const throw () override
- {
- return goal->name().c_str();
- }
- };
- void makePossibleUpgrades(const CArmedInstance *obj);
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