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- /*
- * Nullkiller.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 "Nullkiller.h"
- #include "../AIGateway.h"
- #include "../Behaviors/CaptureObjectsBehavior.h"
- #include "../Behaviors/RecruitHeroBehavior.h"
- #include "../Behaviors/BuyArmyBehavior.h"
- #include "../Behaviors/StartupBehavior.h"
- #include "../Behaviors/DefenceBehavior.h"
- #include "../Behaviors/BuildingBehavior.h"
- #include "../Behaviors/GatherArmyBehavior.h"
- #include "../Behaviors/ClusterBehavior.h"
- #include "../Goals/Invalid.h"
- #include "../Goals/Composition.h"
- namespace NKAI
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- using namespace Goals;
- #if NKAI_TRACE_LEVEL >= 1
- #define MAXPASS 1000000
- #else
- #define MAXPASS 30
- #endif
- Nullkiller::Nullkiller()
- {
- memory.reset(new AIMemory());
- }
- void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
- {
- this->cb = cb;
- this->playerID = playerID;
- priorityEvaluator.reset(new PriorityEvaluator(this));
- priorityEvaluators.reset(
- new SharedPool<PriorityEvaluator>(
- [&]()->std::unique_ptr<PriorityEvaluator>
- {
- return std::make_unique<PriorityEvaluator>(this);
- }));
- dangerHitMap.reset(new DangerHitMapAnalyzer(this));
- buildAnalyzer.reset(new BuildAnalyzer(this));
- objectClusterizer.reset(new ObjectClusterizer(this));
- dangerEvaluator.reset(new FuzzyHelper(this));
- pathfinder.reset(new AIPathfinder(cb.get(), this));
- armyManager.reset(new ArmyManager(cb.get(), this));
- heroManager.reset(new HeroManager(cb.get(), this));
- decomposer.reset(new DeepDecomposer());
- armyFormation.reset(new ArmyFormation(cb, this));
- }
- Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
- {
- Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
- return task->priority;
- });
- return bestTask;
- }
- Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
- {
- boost::this_thread::interruption_point();
- logAi->debug("Checking behavior %s", behavior->toString());
- auto start = std::chrono::high_resolution_clock::now();
-
- Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
- Goals::TTaskVec tasks;
- boost::this_thread::interruption_point();
-
- for(auto goal : elementarGoals)
- {
- Goals::TTask task = Goals::taskptr(*goal);
- if(task->priority <= 0)
- task->priority = priorityEvaluator->evaluate(goal);
- tasks.push_back(task);
- }
- if(tasks.empty())
- {
- logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
- return Goals::taskptr(Goals::Invalid());
- }
- auto task = choseBestTask(tasks);
- logAi->debug(
- "Behavior %s returns %s, priority %f. Time taken %ld",
- behavior->toString(),
- task->toString(),
- task->priority,
- timeElapsed(start));
- return task;
- }
- void Nullkiller::resetAiState()
- {
- lockedResources = TResources();
- scanDepth = ScanDepth::FULL;
- playerID = ai->playerID;
- lockedHeroes.clear();
- dangerHitMap->reset();
- useHeroChain = true;
- }
- void Nullkiller::updateAiState(int pass, bool fast)
- {
- boost::this_thread::interruption_point();
- auto start = std::chrono::high_resolution_clock::now();
- activeHero = nullptr;
- setTargetObject(-1);
- if(!fast)
- {
- memory->removeInvisibleObjects(cb.get());
- dangerHitMap->calculateTileOwners();
- dangerHitMap->updateHitMap();
- boost::this_thread::interruption_point();
- heroManager->update();
- logAi->trace("Updating paths");
- std::map<const CGHeroInstance *, HeroRole> activeHeroes;
- for(auto hero : cb->getHeroesInfo())
- {
- if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
- continue;
- activeHeroes[hero] = heroManager->getHeroRole(hero);
- }
- PathfinderSettings cfg;
- cfg.useHeroChain = useHeroChain;
- cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
- if(scanDepth != ScanDepth::FULL)
- {
- cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
- }
- boost::this_thread::interruption_point();
- pathfinder->updatePaths(activeHeroes, cfg);
- boost::this_thread::interruption_point();
- objectClusterizer->clusterize();
- }
- armyManager->update();
- buildAnalyzer->update();
- decomposer->reset();
- logAi->debug("AI state updated in %ld", timeElapsed(start));
- }
- bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
- {
- return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
- }
- bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
- {
- if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
- #endif
- return true;
- }
- for(auto & node : path.nodes)
- {
- auto lockReason = getHeroLockedReason(node.targetHero);
- if(lockReason != HeroLockedReason::NOT_LOCKED)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
- #endif
- return true;
- }
- }
- return false;
- }
- HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
- {
- auto found = lockedHeroes.find(hero);
- return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
- }
- void Nullkiller::makeTurn()
- {
- boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
- const int MAX_DEPTH = 10;
- const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
- resetAiState();
- for(int i = 1; i <= MAXPASS; i++)
- {
- updateAiState(i);
- Goals::TTask bestTask = taskptr(Goals::Invalid());
-
- do
- {
- Goals::TTaskVec fastTasks = {
- choseBestTask(sptr(BuyArmyBehavior()), 1),
- choseBestTask(sptr(BuildingBehavior()), 1)
- };
- bestTask = choseBestTask(fastTasks);
- if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
- {
- executeTask(bestTask);
- updateAiState(i, true);
- }
- } while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
- Goals::TTaskVec bestTasks = {
- bestTask,
- choseBestTask(sptr(RecruitHeroBehavior()), 1),
- choseBestTask(sptr(CaptureObjectsBehavior()), 1),
- choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
- choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
- choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
- };
- if(cb->getDate(Date::DAY) == 1)
- {
- bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
- }
- bestTask = choseBestTask(bestTasks);
- HeroPtr hero = bestTask->getHero();
- HeroRole heroRole = HeroRole::MAIN;
- if(hero.validAndSet())
- heroRole = heroManager->getHeroRole(hero);
- if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
- useHeroChain = false;
- if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
- && scanDepth == ScanDepth::FULL)
- {
- useHeroChain = false;
- scanDepth = ScanDepth::SMALL;
- logAi->trace(
- "Goal %s has too low priority %f so increasing scan depth",
- bestTask->toString(),
- bestTask->priority);
- }
- if(bestTask->priority < MIN_PRIORITY)
- {
- logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
- return;
- }
- executeTask(bestTask);
- }
- }
- void Nullkiller::executeTask(Goals::TTask task)
- {
- auto start = std::chrono::high_resolution_clock::now();
- std::string taskDescr = task->toString();
- boost::this_thread::interruption_point();
- logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
- try
- {
- task->accept(ai.get());
- logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
- }
- catch(goalFulfilledException &)
- {
- logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
- }
- catch(cannotFulfillGoalException & e)
- {
- logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
- logAi->error("The error message was: %s", e.what());
- #if NKAI_TRACE_LEVEL == 0
- throw; // will be recatched and AI turn ended
- #endif
- }
- }
- TResources Nullkiller::getFreeResources() const
- {
- auto freeRes = cb->getResourceAmount() - lockedResources;
- freeRes.positive();
- return freeRes;
- }
- void Nullkiller::lockResources(const TResources & res)
- {
- lockedResources += res;
- }
- }
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