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- /*
- * CaptureObjectsBehavior.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../Goals/Composition.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/Invalid.h"
- #include "CaptureObjectsBehavior.h"
- #include "../AIUtility.h"
- namespace NKAI
- {
- using namespace Goals;
- template <typename T>
- bool vectorEquals(const std::vector<T> & v1, const std::vector<T> & v2)
- {
- return vstd::contains_if(v1, [&](T o) -> bool
- {
- return vstd::contains(v2, o);
- });
- }
- std::string CaptureObjectsBehavior::toString() const
- {
- return "Capture objects";
- }
- bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) const
- {
- if(specificObjects != other.specificObjects)
- return false;
- if(specificObjects)
- return vectorEquals(objectsToCapture, other.objectsToCapture);
- return vectorEquals(objectTypes, other.objectTypes)
- && vectorEquals(objectSubTypes, other.objectSubTypes);
- }
- Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(
- const std::vector<AIPath> & paths,
- const Nullkiller * nullkiller,
- const CGObjectInstance * objToVisit,
- bool force)
- {
- Goals::TGoalVec tasks;
- tasks.reserve(paths.size());
- std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
- std::vector<ExecuteHeroChain *> waysToVisitObj;
- for(auto & path : paths)
- {
- tasks.push_back(sptr(Goals::Invalid()));
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path found %s", path.toString());
- #endif
- if(nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
- #endif
- continue;
- }
- if(objToVisit && !force && !shouldVisit(nullkiller, path.targetHero, objToVisit))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
- #endif
- continue;
- }
- auto hero = path.targetHero;
- auto danger = path.getTotalDanger();
- if(nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
- && (path.getTotalDanger() == 0 || path.turn() > 0)
- && path.exchangeCount > 1)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Hero %s is SCOUT, chain used and no danger", path.targetHero->getNameTranslated());
- #endif
- continue;
- }
- auto firstBlockedAction = path.getFirstBlockedAction();
- if(firstBlockedAction)
- {
- auto subGoal = firstBlockedAction->decompose(nullkiller, path.targetHero);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
- #endif
- if(!subGoal->invalid())
- {
- Composition composition;
- composition.addNext(ExecuteHeroChain(path, objToVisit));
- composition.addNext(subGoal);
- tasks[tasks.size() - 1] = sptr(composition);
- }
- continue;
- }
- auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace(
- "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
- isSafe ? "safe" : "not safe",
- objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
- hero->getObjectName(),
- path.getHeroStrength(),
- danger,
- path.getTotalArmyLoss());
- #endif
- if(isSafe)
- {
- auto newWay = new ExecuteHeroChain(path, objToVisit);
- TSubgoal sharedPtr;
- sharedPtr.reset(newWay);
- auto heroRole = nullkiller->heroManager->getHeroRole(path.targetHero);
- auto & closestWay = closestWaysByRole[heroRole];
- if(!closestWay || closestWay->movementCost() > path.movementCost())
- {
- closestWay = &path;
- }
- if(!nullkiller->arePathHeroesLocked(path))
- {
- waysToVisitObj.push_back(newWay);
- tasks[tasks.size() - 1] = sharedPtr;
- }
- }
- }
- for(auto way : waysToVisitObj)
- {
- auto heroRole = nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
- auto closestWay = closestWaysByRole[heroRole];
- if(closestWay)
- {
- way->closestWayRatio
- = closestWay->movementCost() / way->getPath().movementCost();
- }
- }
- return tasks;
- }
- void CaptureObjectsBehavior::decomposeObjects(
- Goals::TGoalVec & result,
- const std::vector<const CGObjectInstance *> & objs,
- const Nullkiller * nullkiller) const
- {
- if(objs.empty())
- {
- return;
- }
- std::mutex sync;
- logAi->debug("Scanning objects, count %d", objs.size());
- // tbb::blocked_range<size_t> r(0, objs.size());
- tbb::parallel_for(
- tbb::blocked_range<size_t>(0, objs.size()),
- [this, &objs, &sync, &result, nullkiller](const tbb::blocked_range<size_t> & r)
- {
- std::vector<AIPath> paths;
- Goals::TGoalVec tasksLocal;
- for(auto i = r.begin(); i != r.end(); i++)
- {
- auto objToVisit = objs[i];
- if(!objectMatchesFilter(objToVisit))
- continue;
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
- #endif
- nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->isObjectGraphAllowed());
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Found %d paths", paths.size());
- #endif
- vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit, specificObjects));
- }
- std::lock_guard lock(sync); // FIXME: consider using tbb::parallel_reduce instead to avoid mutex overhead
- vstd::concatenate(result, tasksLocal);
- });
- }
- Goals::TGoalVec CaptureObjectsBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- vstd::erase_if(tasks, [](TSubgoal task) -> bool
- {
- return task->invalid();
- });
- if(specificObjects)
- {
- decomposeObjects(tasks, objectsToCapture, ai);
- }
- else if(objectTypes.size())
- {
- decomposeObjects(
- tasks,
- std::vector<const CGObjectInstance *>(
- ai->memory->visitableObjs.begin(),
- ai->memory->visitableObjs.end()),
- ai);
- }
- else
- {
- decomposeObjects(tasks, ai->objectClusterizer->getNearbyObjects(), ai);
- if(tasks.empty() || ai->getScanDepth() != ScanDepth::SMALL)
- decomposeObjects(tasks, ai->objectClusterizer->getFarObjects(), ai);
- }
- return tasks;
- }
- bool CaptureObjectsBehavior::objectMatchesFilter(const CGObjectInstance * obj) const
- {
- if(objectTypes.size() && !vstd::contains(objectTypes, obj->ID.num))
- {
- return false;
- }
- if(objectSubTypes.size() && !vstd::contains(objectSubTypes, obj->subID))
- {
- return false;
- }
- return true;
- }
- }
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