Nullkiller.cpp 9.4 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. // while we play vcmieagles graph can be shared
  28. std::unique_ptr<ObjectGraph> Nullkiller::baseGraph;
  29. Nullkiller::Nullkiller()
  30. :activeHero(nullptr), scanDepth(ScanDepth::MAIN_FULL), useHeroChain(true)
  31. {
  32. memory = std::make_unique<AIMemory>();
  33. settings = std::make_unique<Settings>();
  34. }
  35. void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
  36. {
  37. this->cb = cb;
  38. this->playerID = playerID;
  39. priorityEvaluator.reset(new PriorityEvaluator(this));
  40. priorityEvaluators.reset(
  41. new SharedPool<PriorityEvaluator>(
  42. [&]()->std::unique_ptr<PriorityEvaluator>
  43. {
  44. return std::make_unique<PriorityEvaluator>(this);
  45. }));
  46. dangerHitMap.reset(new DangerHitMapAnalyzer(this));
  47. buildAnalyzer.reset(new BuildAnalyzer(this));
  48. objectClusterizer.reset(new ObjectClusterizer(this));
  49. dangerEvaluator.reset(new FuzzyHelper(this));
  50. pathfinder.reset(new AIPathfinder(cb.get(), this));
  51. armyManager.reset(new ArmyManager(cb.get(), this));
  52. heroManager.reset(new HeroManager(cb.get(), this));
  53. decomposer.reset(new DeepDecomposer());
  54. armyFormation.reset(new ArmyFormation(cb, this));
  55. }
  56. Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
  57. {
  58. Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
  59. return task->priority;
  60. });
  61. return bestTask;
  62. }
  63. Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
  64. {
  65. boost::this_thread::interruption_point();
  66. logAi->debug("Checking behavior %s", behavior->toString());
  67. auto start = std::chrono::high_resolution_clock::now();
  68. Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
  69. Goals::TTaskVec tasks;
  70. boost::this_thread::interruption_point();
  71. for(auto goal : elementarGoals)
  72. {
  73. Goals::TTask task = Goals::taskptr(*goal);
  74. if(task->priority <= 0)
  75. task->priority = priorityEvaluator->evaluate(goal);
  76. tasks.push_back(task);
  77. }
  78. if(tasks.empty())
  79. {
  80. logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
  81. return Goals::taskptr(Goals::Invalid());
  82. }
  83. auto task = choseBestTask(tasks);
  84. logAi->debug(
  85. "Behavior %s returns %s, priority %f. Time taken %ld",
  86. behavior->toString(),
  87. task->toString(),
  88. task->priority,
  89. timeElapsed(start));
  90. return task;
  91. }
  92. void Nullkiller::resetAiState()
  93. {
  94. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  95. lockedResources = TResources();
  96. scanDepth = ScanDepth::MAIN_FULL;
  97. playerID = ai->playerID;
  98. lockedHeroes.clear();
  99. dangerHitMap->reset();
  100. useHeroChain = true;
  101. if(!baseGraph)
  102. {
  103. baseGraph = std::make_unique<ObjectGraph>();
  104. baseGraph->updateGraph(this);
  105. }
  106. }
  107. void Nullkiller::updateAiState(int pass, bool fast)
  108. {
  109. boost::this_thread::interruption_point();
  110. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  111. auto start = std::chrono::high_resolution_clock::now();
  112. activeHero = nullptr;
  113. setTargetObject(-1);
  114. decomposer->reset();
  115. buildAnalyzer->update();
  116. if(!fast)
  117. {
  118. memory->removeInvisibleObjects(cb.get());
  119. dangerHitMap->updateHitMap();
  120. dangerHitMap->calculateTileOwners();
  121. boost::this_thread::interruption_point();
  122. heroManager->update();
  123. logAi->trace("Updating paths");
  124. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  125. for(auto hero : cb->getHeroesInfo())
  126. {
  127. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  128. continue;
  129. activeHeroes[hero] = heroManager->getHeroRole(hero);
  130. }
  131. PathfinderSettings cfg;
  132. cfg.useHeroChain = useHeroChain;
  133. if(scanDepth == ScanDepth::SMALL)
  134. {
  135. cfg.mainTurnDistanceLimit = ai->nullkiller->settings->getMainHeroTurnDistanceLimit();
  136. }
  137. if(scanDepth != ScanDepth::ALL_FULL)
  138. {
  139. cfg.scoutTurnDistanceLimit = ai->nullkiller->settings->getScoutHeroTurnDistanceLimit();
  140. }
  141. boost::this_thread::interruption_point();
  142. pathfinder->updatePaths(activeHeroes, cfg);
  143. pathfinder->updateGraphs(activeHeroes);
  144. boost::this_thread::interruption_point();
  145. objectClusterizer->clusterize();
  146. }
  147. armyManager->update();
  148. logAi->debug("AI state updated in %ld", timeElapsed(start));
  149. }
  150. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  151. {
  152. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  153. }
  154. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  155. {
  156. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  157. {
  158. #if NKAI_TRACE_LEVEL >= 1
  159. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  160. #endif
  161. return true;
  162. }
  163. for(auto & node : path.nodes)
  164. {
  165. auto lockReason = getHeroLockedReason(node.targetHero);
  166. if(lockReason != HeroLockedReason::NOT_LOCKED)
  167. {
  168. #if NKAI_TRACE_LEVEL >= 1
  169. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  170. #endif
  171. return true;
  172. }
  173. }
  174. return false;
  175. }
  176. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  177. {
  178. auto found = lockedHeroes.find(hero);
  179. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  180. }
  181. void Nullkiller::makeTurn()
  182. {
  183. boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
  184. const int MAX_DEPTH = 10;
  185. const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
  186. resetAiState();
  187. for(int i = 1; i <= settings->getMaxPass(); i++)
  188. {
  189. updateAiState(i);
  190. Goals::TTask bestTask = taskptr(Goals::Invalid());
  191. for(;i <= settings->getMaxPass(); i++)
  192. {
  193. Goals::TTaskVec fastTasks = {
  194. choseBestTask(sptr(BuyArmyBehavior()), 1),
  195. choseBestTask(sptr(BuildingBehavior()), 1)
  196. };
  197. bestTask = choseBestTask(fastTasks);
  198. if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
  199. {
  200. executeTask(bestTask);
  201. updateAiState(i, true);
  202. }
  203. else
  204. {
  205. break;
  206. }
  207. }
  208. Goals::TTaskVec bestTasks = {
  209. bestTask,
  210. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  211. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  212. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  213. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  214. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
  215. choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
  216. };
  217. if(cb->getDate(Date::DAY) == 1)
  218. {
  219. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  220. }
  221. bestTask = choseBestTask(bestTasks);
  222. std::string taskDescription = bestTask->toString();
  223. HeroPtr hero = bestTask->getHero();
  224. HeroRole heroRole = HeroRole::MAIN;
  225. if(hero.validAndSet())
  226. heroRole = heroManager->getHeroRole(hero);
  227. if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
  228. useHeroChain = false;
  229. // TODO: better to check turn distance here instead of priority
  230. if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
  231. && scanDepth == ScanDepth::MAIN_FULL)
  232. {
  233. useHeroChain = false;
  234. scanDepth = ScanDepth::SMALL;
  235. logAi->trace(
  236. "Goal %s has low priority %f so decreasing scan depth to gain performance.",
  237. taskDescription,
  238. bestTask->priority);
  239. }
  240. if(bestTask->priority < MIN_PRIORITY)
  241. {
  242. auto heroes = cb->getHeroesInfo();
  243. auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
  244. {
  245. return h->movementPointsRemaining() > 100;
  246. });
  247. if(hasMp && scanDepth != ScanDepth::ALL_FULL)
  248. {
  249. logAi->trace(
  250. "Goal %s has too low priority %f so increasing scan depth to full.",
  251. taskDescription,
  252. bestTask->priority);
  253. scanDepth = ScanDepth::ALL_FULL;
  254. useHeroChain = false;
  255. continue;
  256. }
  257. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
  258. return;
  259. }
  260. executeTask(bestTask);
  261. if(i == settings->getMaxPass())
  262. {
  263. logAi->warn("Goal %s exceeded maxpass. Terminating AI turn.", taskDescription);
  264. }
  265. }
  266. }
  267. void Nullkiller::executeTask(Goals::TTask task)
  268. {
  269. auto start = std::chrono::high_resolution_clock::now();
  270. std::string taskDescr = task->toString();
  271. boost::this_thread::interruption_point();
  272. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
  273. try
  274. {
  275. task->accept(ai);
  276. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  277. }
  278. catch(goalFulfilledException &)
  279. {
  280. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  281. }
  282. catch(cannotFulfillGoalException & e)
  283. {
  284. logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  285. logAi->error("The error message was: %s", e.what());
  286. #if NKAI_TRACE_LEVEL == 0
  287. throw; // will be recatched and AI turn ended
  288. #endif
  289. }
  290. }
  291. TResources Nullkiller::getFreeResources() const
  292. {
  293. auto freeRes = cb->getResourceAmount() - lockedResources;
  294. freeRes.positive();
  295. return freeRes;
  296. }
  297. void Nullkiller::lockResources(const TResources & res)
  298. {
  299. lockedResources += res;
  300. }
  301. }