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+/*
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+* Nullkiller.cpp, part of VCMI engine
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+*
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+* Authors: listed in file AUTHORS in main folder
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+*
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+* License: GNU General Public License v2.0 or later
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+* Full text of license available in license.txt file, in main folder
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+*
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+*/
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+#include "StdInc.h"
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+#include "DeepDecomposer.h"
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+#include "../VCAI.h"
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+#include "../Behaviors/CaptureObjectsBehavior.h"
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+#include "../Behaviors/RecruitHeroBehavior.h"
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+#include "../Behaviors/BuyArmyBehavior.h"
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+#include "../Behaviors/StartupBehavior.h"
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+#include "../Behaviors/DefenceBehavior.h"
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+#include "../Behaviors/BuildingBehavior.h"
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+#include "../Behaviors/GatherArmyBehavior.h"
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+#include "../Behaviors/ClusterBehavior.h"
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+#include "../Goals/Invalid.h"
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+#include "../Goals/Composition.h"
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+
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+extern boost::thread_specific_ptr<CCallback> cb;
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+extern boost::thread_specific_ptr<VCAI> ai;
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+
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+using namespace Goals;
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+
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+void DeepDecomposer::reset()
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+{
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+ decompositionCache.clear();
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+ goals.clear();
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+}
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+
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+Goals::TGoalVec DeepDecomposer::decompose(TSubgoal behavior, int depthLimit)
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+{
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+ TGoalVec tasks;
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+
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+ goals.clear();
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+ goals.resize(depthLimit);
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+ decompositionCache.resize(depthLimit);
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+ depth = 0;
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+
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+ goals[0] = {behavior};
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+
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+ while(goals[0].size())
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+ {
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+ bool fromCache;
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+ TSubgoal current = goals[depth].back();
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+ TGoalVec subgoals = decomposeCached(unwrapComposition(current), fromCache);
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+
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+#if AI_TRACE_LEVEL >= 1
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+ logAi->trace("Decomposition level %d returned %d goals", depth, subgoals.size());
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+#endif
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+
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+ if(depth < depthLimit - 1)
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+ {
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+ goals[depth + 1].clear();
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+ }
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+
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+ for(TSubgoal subgoal : subgoals)
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+ {
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+ if(subgoal->invalid())
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+ continue;
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+
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+ if(subgoal->isElementar())
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+ {
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+ // need to get rid of priority control in behaviors like Startup to avoid this check.
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+ // 0 - goals directly from behavior
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+ Goals::TSubgoal task = depth >= 1 ? aggregateGoals(0, subgoal) : subgoal;
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+
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+#if AI_TRACE_LEVEL >= 1
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+ logAi->trace("Found task %s", task->toString());
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+#endif
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+ if(!isCompositionLoop(subgoal))
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+ {
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+ tasks.push_back(task);
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+
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+ if(!fromCache)
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+ {
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+ addToCache(subgoal);
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+ }
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+ }
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+ }
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+ else if(depth < depthLimit - 1)
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+ {
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+#if AI_TRACE_LEVEL >= 1
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+ logAi->trace("Found abstract goal %s", subgoal->toString());
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+#endif
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+ if(!isCompositionLoop(subgoal))
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+ {
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+ // depth 0 gives reward, deepest goal - task to execute, all the rest is not important
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+ // so avoid details to reduce decomposition complexity but they can give some negative effect so
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+ auto goalToAdd = depth >= 1 ? unwrapComposition(subgoal) : subgoal;
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+
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+ if(!vstd::contains(goals[depth + 1], goalToAdd))
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+ {
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+ goals[depth + 1].push_back(subgoal);
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+ }
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+ }
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+ }
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+ }
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+
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+ if(depth < depthLimit - 1 && goals[depth + 1].size())
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+ {
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+ depth++;
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+ }
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+ else
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+ {
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+ goals[depth].pop_back();
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+
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+ while(depth > 0 && goals[depth].empty())
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+ {
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+ depth--;
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+ goals[depth].pop_back();
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+ }
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+ }
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+ }
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+
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+ return tasks;
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+}
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+
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+Goals::TSubgoal DeepDecomposer::aggregateGoals(int startDepth, TSubgoal last)
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+{
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+ Goals::Composition composition;
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+
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+ for(int i = 0; i <= depth; i++)
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+ {
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+ composition.addNext(goals[i].back());
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+ }
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+
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+ composition.addNext(last);
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+
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+ return sptr(composition);
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+}
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+
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+Goals::TSubgoal DeepDecomposer::unwrapComposition(Goals::TSubgoal goal)
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+{
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+ return goal->goalType == Goals::COMPOSITION ? goal->decompose().back() : goal;
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+}
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+
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+bool DeepDecomposer::isCompositionLoop(TSubgoal goal)
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+{
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+ auto goalsToTest = goal->goalType == Goals::COMPOSITION ? goal->decompose() : TGoalVec{goal};
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+
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+ for(auto goalToTest : goalsToTest)
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+ {
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+ for(int i = depth; i >= 0; i--)
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+ {
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+ auto parent = unwrapComposition(goals[i].back());
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+
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+ if(parent == goalToTest)
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+ {
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+ return true;
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+ }
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+ }
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+ }
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+
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+ return false;
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+}
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+
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+TGoalVec DeepDecomposer::decomposeCached(TSubgoal goal, bool & fromCache)
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+{
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+#if AI_TRACE_LEVEL >= 1
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+ logAi->trace("Decomposing %s, level %s", goal->toString(), depth);
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+#endif
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+
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+ if(goal->hasHash())
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+ {
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+ for(int i = 0; i <= depth; i++)
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+ {
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+ auto cached = decompositionCache[i].find(goal);
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+
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+ if(cached != decompositionCache[i].end())
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+ {
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+#if AI_TRACE_LEVEL >= 1
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+ logAi->trace("Use decomposition cache for %s, level: %d", goal->toString(), depth);
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+#endif
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+ fromCache = true;
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+
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+ return cached->second;
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+ }
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+ }
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+
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+ decompositionCache[depth][goal] = {}; // if goal decomposition yields no goals we still need it in cache to not decompose again
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+ }
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+
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+#if AI_TRACE_LEVEL >= 2
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+ logAi->trace("Calling decompose on %s, level %s", goal->toString(), depth);
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+#endif
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+
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+ fromCache = false;
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+
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+ return goal->decompose();
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+}
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+
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+void DeepDecomposer::addToCache(TSubgoal goal)
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+{
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+ bool trusted = true;
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+
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+ for(int parentDepth = 1; parentDepth <= depth; parentDepth++)
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+ {
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+ TSubgoal parent = unwrapComposition(goals[parentDepth].back());
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+
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+ if(parent->hasHash())
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+ {
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+ auto solution = parentDepth < depth ? aggregateGoals(parentDepth + 1, goal) : goal;
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+
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+#if AI_TRACE_LEVEL >= 2
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+ logAi->trace("Adding %s to decomosition cache of %s at level %d", solution->toString(), parent->toString(), parentDepth);
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+#endif
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+
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+ decompositionCache[parentDepth][parent].push_back(solution);
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+
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+ if(trusted && parentDepth != 0)
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+ {
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+ decompositionCache[0][parent].push_back(solution);
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+ trusted = false;
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+ }
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+ }
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+ }
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+}
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