Nullkiller.cpp 6.7 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 "../VCAI.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 "../Goals/Invalid.h"
  22. #include "../Goals/Composition.h"
  23. extern boost::thread_specific_ptr<CCallback> cb;
  24. extern boost::thread_specific_ptr<VCAI> ai;
  25. using namespace Goals;
  26. #if AI_TRACE_LEVEL >= 1
  27. #define MAXPASS 1000000
  28. #else
  29. #define MAXPASS 30
  30. #endif
  31. Nullkiller::Nullkiller()
  32. {
  33. memory.reset(new AIMemory());
  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. }
  55. Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
  56. {
  57. Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
  58. return task->priority;
  59. });
  60. return bestTask;
  61. }
  62. Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
  63. {
  64. logAi->debug("Checking behavior %s", behavior->toString());
  65. auto start = boost::chrono::high_resolution_clock::now();
  66. Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
  67. Goals::TTaskVec tasks;
  68. boost::this_thread::interruption_point();
  69. for(auto goal : elementarGoals)
  70. {
  71. Goals::TTask task = Goals::taskptr(*goal);
  72. if(task->priority <= 0)
  73. task->priority = priorityEvaluator->evaluate(goal);
  74. tasks.push_back(task);
  75. }
  76. if(tasks.empty())
  77. {
  78. logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
  79. return Goals::taskptr(Goals::Invalid());
  80. }
  81. auto task = choseBestTask(tasks);
  82. logAi->debug(
  83. "Behavior %s returns %s, priority %f. Time taken %ld",
  84. behavior->toString(),
  85. task->toString(),
  86. task->priority,
  87. timeElapsed(start));
  88. return task;
  89. }
  90. void Nullkiller::resetAiState()
  91. {
  92. scanDepth = ScanDepth::SMALL;
  93. playerID = ai->playerID;
  94. lockedHeroes.clear();
  95. dangerHitMap->reset();
  96. }
  97. void Nullkiller::updateAiState(int pass)
  98. {
  99. boost::this_thread::interruption_point();
  100. auto start = boost::chrono::high_resolution_clock::now();
  101. activeHero = nullptr;
  102. memory->removeInvisibleObjects(cb.get());
  103. dangerHitMap->updateHitMap();
  104. boost::this_thread::interruption_point();
  105. heroManager->update();
  106. logAi->trace("Updating paths");
  107. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  108. for(auto hero : cb->getHeroesInfo())
  109. {
  110. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  111. continue;
  112. activeHeroes[hero] = heroManager->getHeroRole(hero);
  113. }
  114. PathfinderSettings cfg;
  115. cfg.useHeroChain = true;
  116. cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
  117. if(scanDepth != ScanDepth::FULL)
  118. {
  119. cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
  120. }
  121. pathfinder->updatePaths(activeHeroes, cfg);
  122. armyManager->update();
  123. objectClusterizer->clusterize();
  124. buildAnalyzer->update();
  125. decomposer->reset();
  126. logAi->debug("AI state updated in %ld", timeElapsed(start));
  127. }
  128. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  129. {
  130. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  131. }
  132. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  133. {
  134. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  135. {
  136. #if AI_TRACE_LEVEL >= 1
  137. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
  138. #endif
  139. return true;
  140. }
  141. for(auto & node : path.nodes)
  142. {
  143. auto lockReason = getHeroLockedReason(node.targetHero);
  144. if(lockReason != HeroLockedReason::NOT_LOCKED)
  145. {
  146. #if AI_TRACE_LEVEL >= 1
  147. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
  148. #endif
  149. return true;
  150. }
  151. }
  152. return false;
  153. }
  154. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  155. {
  156. auto found = lockedHeroes.find(hero);
  157. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  158. }
  159. void Nullkiller::makeTurn()
  160. {
  161. const int MAX_DEPTH = 10;
  162. resetAiState();
  163. for(int i = 1; i <= MAXPASS; i++)
  164. {
  165. updateAiState(i);
  166. Goals::TTaskVec bestTasks = {
  167. choseBestTask(sptr(BuyArmyBehavior()), 1),
  168. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  169. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  170. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  171. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  172. choseBestTask(sptr(BuildingBehavior()), 1),
  173. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
  174. };
  175. if(cb->getDate(Date::DAY) == 1)
  176. {
  177. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  178. }
  179. Goals::TTask bestTask = choseBestTask(bestTasks);
  180. HeroPtr hero = bestTask->getHero();
  181. if(bestTask->priority < NEXT_SCAN_MIN_PRIORITY
  182. && scanDepth != ScanDepth::FULL)
  183. {
  184. HeroRole heroRole = HeroRole::MAIN;
  185. if(hero.validAndSet())
  186. heroRole = heroManager->getHeroRole(hero);
  187. if(heroRole == HeroRole::MAIN)
  188. {
  189. logAi->trace(
  190. "Goal %s has too low priority %f so increasing scan depth",
  191. bestTask->toString(),
  192. bestTask->priority);
  193. scanDepth = (ScanDepth)((int)scanDepth + 1);
  194. continue;
  195. }
  196. }
  197. if(bestTask->priority < MIN_PRIORITY)
  198. {
  199. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
  200. return;
  201. }
  202. std::string taskDescr = bestTask->toString();
  203. boost::this_thread::interruption_point();
  204. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, bestTask->priority);
  205. try
  206. {
  207. bestTask->accept(ai.get());
  208. }
  209. catch(goalFulfilledException &)
  210. {
  211. logAi->trace("Task %s completed", bestTask->toString());
  212. }
  213. catch(std::exception & e)
  214. {
  215. logAi->debug("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  216. logAi->debug("The error message was: %s", e.what());
  217. return;
  218. }
  219. }
  220. }