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							- /*
 
- * Nullkiller.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
 
- *
 
- */
 
- #pragma once
 
- #include "PriorityEvaluator.h"
 
- #include "FuzzyHelper.h"
 
- #include "Settings.h"
 
- #include "AIMemory.h"
 
- #include "DeepDecomposer.h"
 
- #include "../Analyzers/DangerHitMapAnalyzer.h"
 
- #include "../Analyzers/BuildAnalyzer.h"
 
- #include "../Analyzers/ArmyManager.h"
 
- #include "../Analyzers/HeroManager.h"
 
- #include "../Analyzers/ObjectClusterizer.h"
 
- #include "../Helpers/ArmyFormation.h"
 
- namespace NKAI
 
- {
 
- const float MIN_PRIORITY = 0.01f;
 
- const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
 
- enum class HeroLockedReason
 
- {
 
- 	NOT_LOCKED = 0,
 
- 	STARTUP = 1,
 
- 	DEFENCE = 2,
 
- 	HERO_CHAIN = 3
 
- };
 
- enum class ScanDepth
 
- {
 
- 	MAIN_FULL = 0,
 
- 	SMALL = 1,
 
- 	ALL_FULL = 2
 
- };
 
- struct TaskPlanItem
 
- {
 
- 	std::vector<ObjectInstanceID> affectedObjects;
 
- 	Goals::TSubgoal task;
 
- 	TaskPlanItem(Goals::TSubgoal goal);
 
- };
 
- class TaskPlan
 
- {
 
- private:
 
- 	std::vector<TaskPlanItem> tasks;
 
- public:
 
- 	Goals::TTaskVec getTasks() const;
 
- 	void merge(Goals::TSubgoal task);
 
- };
 
- class Nullkiller
 
- {
 
- private:
 
- 	const CGHeroInstance * activeHero;
 
- 	int3 targetTile;
 
- 	ObjectInstanceID targetObject;
 
- 	std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
 
- 	ScanDepth scanDepth;
 
- 	TResources lockedResources;
 
- 	bool useHeroChain;
 
- 	AIGateway * gateway;
 
- 	bool openMap;
 
- 	bool useObjectGraph;
 
- public:
 
- 	static std::unique_ptr<ObjectGraph> baseGraph;
 
- 	std::unique_ptr<DangerHitMapAnalyzer> dangerHitMap;
 
- 	std::unique_ptr<BuildAnalyzer> buildAnalyzer;
 
- 	std::unique_ptr<ObjectClusterizer> objectClusterizer;
 
- 	std::unique_ptr<PriorityEvaluator> priorityEvaluator;
 
- 	std::unique_ptr<SharedPool<PriorityEvaluator>> priorityEvaluators;
 
- 	std::unique_ptr<AIPathfinder> pathfinder;
 
- 	std::unique_ptr<HeroManager> heroManager;
 
- 	std::unique_ptr<ArmyManager> armyManager;
 
- 	std::unique_ptr<AIMemory> memory;
 
- 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 
- 	std::unique_ptr<DeepDecomposer> decomposer;
 
- 	std::unique_ptr<ArmyFormation> armyFormation;
 
- 	std::unique_ptr<Settings> settings;
 
- 	PlayerColor playerID;
 
- 	std::shared_ptr<CCallback> cb;
 
- 	std::mutex aiStateMutex;
 
- 	Nullkiller();
 
- 	void init(std::shared_ptr<CCallback> cb, AIGateway * gateway);
 
- 	void makeTurn();
 
- 	bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
 
- 	bool isHeroLocked(const CGHeroInstance * hero) const;
 
- 	HeroPtr getActiveHero() { return activeHero; }
 
- 	HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
 
- 	int3 getTargetTile() const { return targetTile; }
 
- 	ObjectInstanceID getTargetObject() const { return targetObject; }
 
- 	void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
 
- 	void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
 
- 	void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
 
- 	void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
 
- 	bool arePathHeroesLocked(const AIPath & path) const;
 
- 	TResources getFreeResources() const;
 
- 	int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
 
- 	void lockResources(const TResources & res);
 
- 	const TResources & getLockedResources() const { return lockedResources; }
 
- 	ScanDepth getScanDepth() const { return scanDepth; }
 
- 	bool isOpenMap() const { return openMap; }
 
- 	bool isObjectGraphAllowed() const { return useObjectGraph; }
 
- 	bool handleTrading();
 
- private:
 
- 	void resetAiState();
 
- 	void updateAiState(int pass, bool fast = false);
 
- 	void decompose(Goals::TGoalVec & result, Goals::TSubgoal behavior, int decompositionMaxDepth) const;
 
- 	Goals::TTask choseBestTask(Goals::TGoalVec & tasks) const;
 
- 	Goals::TTaskVec buildPlan(Goals::TGoalVec & tasks, int priorityTier) const;
 
- 	bool executeTask(Goals::TTask task);
 
- 	bool areAffectedObjectsPresent(Goals::TTask task) const;
 
- 	HeroRole getTaskRole(Goals::TTask task) const;
 
- };
 
- }
 
 
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