Nullkiller.cpp 9.7 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. baseGraph.reset();
  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. if(!baseGraph && ai->nullkiller->settings->isObjectGraphAllowed())
  103. {
  104. baseGraph = std::make_unique<ObjectGraph>();
  105. baseGraph->updateGraph(this);
  106. }
  107. }
  108. void Nullkiller::updateAiState(int pass, bool fast)
  109. {
  110. boost::this_thread::interruption_point();
  111. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  112. auto start = std::chrono::high_resolution_clock::now();
  113. activeHero = nullptr;
  114. setTargetObject(-1);
  115. decomposer->reset();
  116. buildAnalyzer->update();
  117. if(!fast)
  118. {
  119. memory->removeInvisibleObjects(cb.get());
  120. dangerHitMap->updateHitMap();
  121. dangerHitMap->calculateTileOwners();
  122. boost::this_thread::interruption_point();
  123. heroManager->update();
  124. logAi->trace("Updating paths");
  125. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  126. for(auto hero : cb->getHeroesInfo())
  127. {
  128. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  129. continue;
  130. activeHeroes[hero] = heroManager->getHeroRole(hero);
  131. }
  132. PathfinderSettings cfg;
  133. cfg.useHeroChain = useHeroChain;
  134. cfg.allowBypassObjects = true;
  135. if(scanDepth == ScanDepth::SMALL || settings->isObjectGraphAllowed())
  136. {
  137. cfg.mainTurnDistanceLimit = settings->getMainHeroTurnDistanceLimit();
  138. }
  139. if(scanDepth != ScanDepth::ALL_FULL || settings->isObjectGraphAllowed())
  140. {
  141. cfg.scoutTurnDistanceLimit =settings->getScoutHeroTurnDistanceLimit();
  142. }
  143. boost::this_thread::interruption_point();
  144. pathfinder->updatePaths(activeHeroes, cfg);
  145. if(settings->isObjectGraphAllowed())
  146. {
  147. pathfinder->updateGraphs(activeHeroes);
  148. }
  149. boost::this_thread::interruption_point();
  150. objectClusterizer->clusterize();
  151. }
  152. armyManager->update();
  153. logAi->debug("AI state updated in %ld", timeElapsed(start));
  154. }
  155. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  156. {
  157. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  158. }
  159. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  160. {
  161. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  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. for(auto & node : path.nodes)
  169. {
  170. auto lockReason = getHeroLockedReason(node.targetHero);
  171. if(lockReason != HeroLockedReason::NOT_LOCKED)
  172. {
  173. #if NKAI_TRACE_LEVEL >= 1
  174. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  175. #endif
  176. return true;
  177. }
  178. }
  179. return false;
  180. }
  181. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  182. {
  183. auto found = lockedHeroes.find(hero);
  184. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  185. }
  186. void Nullkiller::makeTurn()
  187. {
  188. boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
  189. const int MAX_DEPTH = 10;
  190. const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
  191. resetAiState();
  192. for(int i = 1; i <= settings->getMaxPass(); i++)
  193. {
  194. updateAiState(i);
  195. Goals::TTask bestTask = taskptr(Goals::Invalid());
  196. for(;i <= settings->getMaxPass(); i++)
  197. {
  198. Goals::TTaskVec fastTasks = {
  199. choseBestTask(sptr(BuyArmyBehavior()), 1),
  200. choseBestTask(sptr(BuildingBehavior()), 1)
  201. };
  202. bestTask = choseBestTask(fastTasks);
  203. if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
  204. {
  205. executeTask(bestTask);
  206. updateAiState(i, true);
  207. }
  208. else
  209. {
  210. break;
  211. }
  212. }
  213. Goals::TTaskVec bestTasks = {
  214. bestTask,
  215. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  216. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  217. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  218. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  219. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
  220. choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
  221. };
  222. if(cb->getDate(Date::DAY) == 1)
  223. {
  224. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  225. }
  226. bestTask = choseBestTask(bestTasks);
  227. std::string taskDescription = bestTask->toString();
  228. HeroPtr hero = bestTask->getHero();
  229. HeroRole heroRole = HeroRole::MAIN;
  230. if(hero.validAndSet())
  231. heroRole = heroManager->getHeroRole(hero);
  232. if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
  233. useHeroChain = false;
  234. // TODO: better to check turn distance here instead of priority
  235. if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
  236. && scanDepth == ScanDepth::MAIN_FULL
  237. && !settings->isObjectGraphAllowed())
  238. {
  239. useHeroChain = false;
  240. scanDepth = ScanDepth::SMALL;
  241. logAi->trace(
  242. "Goal %s has low priority %f so decreasing scan depth to gain performance.",
  243. taskDescription,
  244. bestTask->priority);
  245. }
  246. if(bestTask->priority < MIN_PRIORITY)
  247. {
  248. if(!settings->isObjectGraphAllowed())
  249. {
  250. auto heroes = cb->getHeroesInfo();
  251. auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
  252. {
  253. return h->movementPointsRemaining() > 100;
  254. });
  255. if(hasMp && scanDepth != ScanDepth::ALL_FULL)
  256. {
  257. logAi->trace(
  258. "Goal %s has too low priority %f so increasing scan depth to full.",
  259. taskDescription,
  260. bestTask->priority);
  261. scanDepth = ScanDepth::ALL_FULL;
  262. useHeroChain = false;
  263. continue;
  264. }
  265. }
  266. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
  267. return;
  268. }
  269. executeTask(bestTask);
  270. if(i == settings->getMaxPass())
  271. {
  272. logAi->warn("Goal %s exceeded maxpass. Terminating AI turn.", taskDescription);
  273. }
  274. }
  275. }
  276. void Nullkiller::executeTask(Goals::TTask task)
  277. {
  278. auto start = std::chrono::high_resolution_clock::now();
  279. std::string taskDescr = task->toString();
  280. boost::this_thread::interruption_point();
  281. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
  282. try
  283. {
  284. task->accept(ai);
  285. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  286. }
  287. catch(goalFulfilledException &)
  288. {
  289. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  290. }
  291. catch(cannotFulfillGoalException & e)
  292. {
  293. logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  294. logAi->error("The error message was: %s", e.what());
  295. #if NKAI_TRACE_LEVEL == 0
  296. throw; // will be recatched and AI turn ended
  297. #endif
  298. }
  299. }
  300. TResources Nullkiller::getFreeResources() const
  301. {
  302. auto freeRes = cb->getResourceAmount() - lockedResources;
  303. freeRes.positive();
  304. return freeRes;
  305. }
  306. void Nullkiller::lockResources(const TResources & res)
  307. {
  308. lockedResources += res;
  309. }
  310. }