CaptureObjectsBehavior.cpp 5.5 KB

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  1. /*
  2. * CaptureObjectsBehavior.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 "../AIGateway.h"
  12. #include "../Engine/Nullkiller.h"
  13. #include "../Goals/Composition.h"
  14. #include "../Goals/ExecuteHeroChain.h"
  15. #include "../Goals/Invalid.h"
  16. #include "CaptureObjectsBehavior.h"
  17. #include "../AIUtility.h"
  18. namespace NKAI
  19. {
  20. using namespace Goals;
  21. template <typename T>
  22. bool vectorEquals(const std::vector<T> & v1, const std::vector<T> & v2)
  23. {
  24. return vstd::contains_if(v1, [&](T o) -> bool
  25. {
  26. return vstd::contains(v2, o);
  27. });
  28. }
  29. std::string CaptureObjectsBehavior::toString() const
  30. {
  31. return "Capture objects";
  32. }
  33. bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) const
  34. {
  35. if(specificObjects != other.specificObjects)
  36. return false;
  37. if(specificObjects)
  38. return vectorEquals(objectsToCapture, other.objectsToCapture);
  39. return vectorEquals(objectTypes, other.objectTypes)
  40. && vectorEquals(objectSubTypes, other.objectSubTypes);
  41. }
  42. Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
  43. {
  44. Goals::TGoalVec tasks;
  45. tasks.reserve(paths.size());
  46. std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
  47. std::vector<ExecuteHeroChain *> waysToVisitObj;
  48. for(auto & path : paths)
  49. {
  50. tasks.push_back(sptr(Goals::Invalid()));
  51. #if NKAI_TRACE_LEVEL >= 2
  52. logAi->trace("Path found %s", path.toString());
  53. #endif
  54. if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
  55. {
  56. #if NKAI_TRACE_LEVEL >= 2
  57. logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
  58. #endif
  59. continue;
  60. }
  61. if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
  62. continue;
  63. auto hero = path.targetHero;
  64. auto danger = path.getTotalDanger();
  65. if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT && path.exchangeCount > 1)
  66. continue;
  67. auto firstBlockedAction = path.getFirstBlockedAction();
  68. if(firstBlockedAction)
  69. {
  70. auto subGoal = firstBlockedAction->decompose(path.targetHero);
  71. #if NKAI_TRACE_LEVEL >= 2
  72. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  73. #endif
  74. if(!subGoal->invalid())
  75. {
  76. Composition composition;
  77. composition.addNext(ExecuteHeroChain(path, objToVisit));
  78. composition.addNext(subGoal);
  79. tasks[tasks.size() - 1] = sptr(composition);
  80. }
  81. continue;
  82. }
  83. auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
  84. #if NKAI_TRACE_LEVEL >= 2
  85. logAi->trace(
  86. "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
  87. isSafe ? "safe" : "not safe",
  88. objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
  89. hero->getObjectName(),
  90. path.getHeroStrength(),
  91. danger,
  92. path.getTotalArmyLoss());
  93. #endif
  94. if(isSafe)
  95. {
  96. auto newWay = new ExecuteHeroChain(path, objToVisit);
  97. TSubgoal sharedPtr;
  98. sharedPtr.reset(newWay);
  99. auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
  100. auto & closestWay = closestWaysByRole[heroRole];
  101. if(!closestWay || closestWay->movementCost() > path.movementCost())
  102. {
  103. closestWay = &path;
  104. }
  105. if(!ai->nullkiller->arePathHeroesLocked(path))
  106. {
  107. waysToVisitObj.push_back(newWay);
  108. tasks[tasks.size() - 1] = sharedPtr;
  109. }
  110. }
  111. }
  112. for(auto way : waysToVisitObj)
  113. {
  114. auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
  115. auto closestWay = closestWaysByRole[heroRole];
  116. if(closestWay)
  117. {
  118. way->closestWayRatio
  119. = closestWay->movementCost() / way->getPath().movementCost();
  120. }
  121. }
  122. return tasks;
  123. }
  124. Goals::TGoalVec CaptureObjectsBehavior::decompose() const
  125. {
  126. Goals::TGoalVec tasks;
  127. auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
  128. {
  129. if(objs.empty())
  130. {
  131. return;
  132. }
  133. logAi->debug("Scanning objects, count %d", objs.size());
  134. for(auto objToVisit : objs)
  135. {
  136. if(!objectMatchesFilter(objToVisit))
  137. continue;
  138. #if NKAI_TRACE_LEVEL >= 1
  139. logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
  140. #endif
  141. const int3 pos = objToVisit->visitablePos();
  142. auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
  143. std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
  144. std::shared_ptr<ExecuteHeroChain> closestWay;
  145. #if NKAI_TRACE_LEVEL >= 1
  146. logAi->trace("Found %d paths", paths.size());
  147. #endif
  148. vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
  149. }
  150. vstd::erase_if(tasks, [](TSubgoal task) -> bool
  151. {
  152. return task->invalid();
  153. });
  154. };
  155. if(specificObjects)
  156. {
  157. captureObjects(objectsToCapture);
  158. }
  159. else if(objectTypes.size())
  160. {
  161. captureObjects(
  162. std::vector<const CGObjectInstance *>(
  163. ai->nullkiller->memory->visitableObjs.begin(),
  164. ai->nullkiller->memory->visitableObjs.end()));
  165. }
  166. else
  167. {
  168. captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
  169. if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
  170. captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
  171. }
  172. return tasks;
  173. }
  174. bool CaptureObjectsBehavior::objectMatchesFilter(const CGObjectInstance * obj) const
  175. {
  176. if(objectTypes.size() && !vstd::contains(objectTypes, obj->ID.num))
  177. {
  178. return false;
  179. }
  180. if(objectSubTypes.size() && !vstd::contains(objectSubTypes, obj->subID))
  181. {
  182. return false;
  183. }
  184. return true;
  185. }
  186. }