Nullkiller.cpp 9.0 KB

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  1. /*
  2. * Nullkiller.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Nullkiller.h"
  12. #include "../AIGateway.h"
  13. #include "../Behaviors/CaptureObjectsBehavior.h"
  14. #include "../Behaviors/RecruitHeroBehavior.h"
  15. #include "../Behaviors/BuyArmyBehavior.h"
  16. #include "../Behaviors/StartupBehavior.h"
  17. #include "../Behaviors/DefenceBehavior.h"
  18. #include "../Behaviors/BuildingBehavior.h"
  19. #include "../Behaviors/GatherArmyBehavior.h"
  20. #include "../Behaviors/ClusterBehavior.h"
  21. #include "../Behaviors/StayAtTownBehavior.h"
  22. #include "../Goals/Invalid.h"
  23. #include "../Goals/Composition.h"
  24. namespace NKAI
  25. {
  26. using namespace Goals;
  27. #if NKAI_TRACE_LEVEL >= 1
  28. #define MAXPASS 1000000
  29. #else
  30. #define MAXPASS 30
  31. #endif
  32. Nullkiller::Nullkiller()
  33. {
  34. memory.reset(new AIMemory());
  35. }
  36. void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
  37. {
  38. this->cb = cb;
  39. this->playerID = playerID;
  40. priorityEvaluator.reset(new PriorityEvaluator(this));
  41. priorityEvaluators.reset(
  42. new SharedPool<PriorityEvaluator>(
  43. [&]()->std::unique_ptr<PriorityEvaluator>
  44. {
  45. return std::make_unique<PriorityEvaluator>(this);
  46. }));
  47. dangerHitMap.reset(new DangerHitMapAnalyzer(this));
  48. buildAnalyzer.reset(new BuildAnalyzer(this));
  49. objectClusterizer.reset(new ObjectClusterizer(this));
  50. dangerEvaluator.reset(new FuzzyHelper(this));
  51. pathfinder.reset(new AIPathfinder(cb.get(), this));
  52. armyManager.reset(new ArmyManager(cb.get(), this));
  53. heroManager.reset(new HeroManager(cb.get(), this));
  54. decomposer.reset(new DeepDecomposer());
  55. armyFormation.reset(new ArmyFormation(cb, this));
  56. }
  57. Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
  58. {
  59. Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
  60. return task->priority;
  61. });
  62. return bestTask;
  63. }
  64. Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
  65. {
  66. boost::this_thread::interruption_point();
  67. logAi->debug("Checking behavior %s", behavior->toString());
  68. auto start = std::chrono::high_resolution_clock::now();
  69. Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
  70. Goals::TTaskVec tasks;
  71. boost::this_thread::interruption_point();
  72. for(auto goal : elementarGoals)
  73. {
  74. Goals::TTask task = Goals::taskptr(*goal);
  75. if(task->priority <= 0)
  76. task->priority = priorityEvaluator->evaluate(goal);
  77. tasks.push_back(task);
  78. }
  79. if(tasks.empty())
  80. {
  81. logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
  82. return Goals::taskptr(Goals::Invalid());
  83. }
  84. auto task = choseBestTask(tasks);
  85. logAi->debug(
  86. "Behavior %s returns %s, priority %f. Time taken %ld",
  87. behavior->toString(),
  88. task->toString(),
  89. task->priority,
  90. timeElapsed(start));
  91. return task;
  92. }
  93. void Nullkiller::resetAiState()
  94. {
  95. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  96. lockedResources = TResources();
  97. scanDepth = ScanDepth::MAIN_FULL;
  98. playerID = ai->playerID;
  99. lockedHeroes.clear();
  100. dangerHitMap->reset();
  101. useHeroChain = true;
  102. }
  103. void Nullkiller::updateAiState(int pass, bool fast)
  104. {
  105. boost::this_thread::interruption_point();
  106. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  107. auto start = std::chrono::high_resolution_clock::now();
  108. activeHero = nullptr;
  109. setTargetObject(-1);
  110. decomposer->reset();
  111. buildAnalyzer->update();
  112. if(!fast)
  113. {
  114. memory->removeInvisibleObjects(cb.get());
  115. dangerHitMap->updateHitMap();
  116. dangerHitMap->calculateTileOwners();
  117. boost::this_thread::interruption_point();
  118. heroManager->update();
  119. logAi->trace("Updating paths");
  120. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  121. for(auto hero : cb->getHeroesInfo())
  122. {
  123. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  124. continue;
  125. activeHeroes[hero] = heroManager->getHeroRole(hero);
  126. }
  127. PathfinderSettings cfg;
  128. cfg.useHeroChain = useHeroChain;
  129. if(scanDepth == ScanDepth::SMALL)
  130. {
  131. cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
  132. }
  133. if(scanDepth != ScanDepth::ALL_FULL)
  134. {
  135. cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
  136. }
  137. boost::this_thread::interruption_point();
  138. pathfinder->updatePaths(activeHeroes, cfg);
  139. boost::this_thread::interruption_point();
  140. objectClusterizer->clusterize();
  141. }
  142. armyManager->update();
  143. logAi->debug("AI state updated in %ld", timeElapsed(start));
  144. }
  145. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  146. {
  147. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  148. }
  149. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  150. {
  151. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  152. {
  153. #if NKAI_TRACE_LEVEL >= 1
  154. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  155. #endif
  156. return true;
  157. }
  158. for(auto & node : path.nodes)
  159. {
  160. auto lockReason = getHeroLockedReason(node.targetHero);
  161. if(lockReason != HeroLockedReason::NOT_LOCKED)
  162. {
  163. #if NKAI_TRACE_LEVEL >= 1
  164. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  165. #endif
  166. return true;
  167. }
  168. }
  169. return false;
  170. }
  171. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  172. {
  173. auto found = lockedHeroes.find(hero);
  174. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  175. }
  176. void Nullkiller::makeTurn()
  177. {
  178. boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
  179. const int MAX_DEPTH = 10;
  180. const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
  181. resetAiState();
  182. for(int i = 1; i <= MAXPASS; i++)
  183. {
  184. updateAiState(i);
  185. Goals::TTask bestTask = taskptr(Goals::Invalid());
  186. for(;i <= MAXPASS; i++)
  187. {
  188. Goals::TTaskVec fastTasks = {
  189. choseBestTask(sptr(BuyArmyBehavior()), 1),
  190. choseBestTask(sptr(BuildingBehavior()), 1)
  191. };
  192. bestTask = choseBestTask(fastTasks);
  193. if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
  194. {
  195. executeTask(bestTask);
  196. updateAiState(i, true);
  197. }
  198. else
  199. {
  200. break;
  201. }
  202. }
  203. Goals::TTaskVec bestTasks = {
  204. bestTask,
  205. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  206. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  207. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  208. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  209. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
  210. choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
  211. };
  212. if(cb->getDate(Date::DAY) == 1)
  213. {
  214. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  215. }
  216. bestTask = choseBestTask(bestTasks);
  217. std::string taskDescription = bestTask->toString();
  218. HeroPtr hero = bestTask->getHero();
  219. HeroRole heroRole = HeroRole::MAIN;
  220. if(hero.validAndSet())
  221. heroRole = heroManager->getHeroRole(hero);
  222. if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
  223. useHeroChain = false;
  224. // TODO: better to check turn distance here instead of priority
  225. if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
  226. && scanDepth == ScanDepth::MAIN_FULL)
  227. {
  228. useHeroChain = false;
  229. scanDepth = ScanDepth::SMALL;
  230. logAi->trace(
  231. "Goal %s has low priority %f so decreasing scan depth to gain performance.",
  232. taskDescription,
  233. bestTask->priority);
  234. }
  235. if(bestTask->priority < MIN_PRIORITY)
  236. {
  237. auto heroes = cb->getHeroesInfo();
  238. auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
  239. {
  240. return h->movementPointsRemaining() > 100;
  241. });
  242. if(hasMp && scanDepth != ScanDepth::ALL_FULL)
  243. {
  244. logAi->trace(
  245. "Goal %s has too low priority %f so increasing scan depth to full.",
  246. taskDescription,
  247. bestTask->priority);
  248. scanDepth = ScanDepth::ALL_FULL;
  249. useHeroChain = false;
  250. continue;
  251. }
  252. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
  253. return;
  254. }
  255. executeTask(bestTask);
  256. if(i == MAXPASS)
  257. {
  258. logAi->error("Goal %s exceeded maxpass. Terminating AI turn.", taskDescription);
  259. }
  260. }
  261. }
  262. void Nullkiller::executeTask(Goals::TTask task)
  263. {
  264. auto start = std::chrono::high_resolution_clock::now();
  265. std::string taskDescr = task->toString();
  266. boost::this_thread::interruption_point();
  267. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
  268. try
  269. {
  270. task->accept(ai);
  271. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  272. }
  273. catch(goalFulfilledException &)
  274. {
  275. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  276. }
  277. catch(cannotFulfillGoalException & e)
  278. {
  279. logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  280. logAi->error("The error message was: %s", e.what());
  281. #if NKAI_TRACE_LEVEL == 0
  282. throw; // will be recatched and AI turn ended
  283. #endif
  284. }
  285. }
  286. TResources Nullkiller::getFreeResources() const
  287. {
  288. auto freeRes = cb->getResourceAmount() - lockedResources;
  289. freeRes.positive();
  290. return freeRes;
  291. }
  292. void Nullkiller::lockResources(const TResources & res)
  293. {
  294. lockedResources += res;
  295. }
  296. }