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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
- };
- class Nullkiller
- {
- private:
- const CGHeroInstance * activeHero;
- int3 targetTile;
- ObjectInstanceID targetObject;
- std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
- ScanDepth scanDepth;
- TResources lockedResources;
- bool useHeroChain;
- public:
- 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, PlayerColor playerID);
- 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; }
- private:
- void resetAiState();
- void updateAiState(int pass, bool fast = false);
- Goals::TTask choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const;
- Goals::TTask choseBestTask(Goals::TTaskVec & tasks) const;
- void executeTask(Goals::TTask task);
- };
- }
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