Nullkiller.cpp 5.7 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. dangerHitMap.reset(new DangerHitMapAnalyzer(this));
  41. buildAnalyzer.reset(new BuildAnalyzer());
  42. objectClusterizer.reset(new ObjectClusterizer(this));
  43. dangerEvaluator.reset(new FuzzyHelper(this));
  44. pathfinder.reset(new AIPathfinder(cb.get(), this));
  45. armyManager.reset(new ArmyManager(cb.get(), this));
  46. heroManager.reset(new HeroManager(cb.get(), this));
  47. decomposer.reset(new DeepDecomposer());
  48. }
  49. Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
  50. {
  51. Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
  52. return task->priority;
  53. });
  54. return bestTask;
  55. }
  56. Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
  57. {
  58. logAi->debug("Checking behavior %s", behavior->toString());
  59. auto start = boost::chrono::high_resolution_clock::now();
  60. Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
  61. Goals::TTaskVec tasks;
  62. for(auto goal : elementarGoals)
  63. {
  64. Goals::TTask task = Goals::taskptr(*goal);
  65. if(task->priority <= 0)
  66. task->priority = priorityEvaluator->evaluate(goal);
  67. tasks.push_back(task);
  68. }
  69. if(tasks.empty())
  70. {
  71. logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
  72. return Goals::taskptr(Goals::Invalid());
  73. }
  74. auto task = choseBestTask(tasks);
  75. logAi->debug(
  76. "Behavior %s returns %s, priority %f. Time taken %ld",
  77. behavior->toString(),
  78. task->toString(),
  79. task->priority,
  80. timeElapsed(start));
  81. return task;
  82. }
  83. void Nullkiller::resetAiState()
  84. {
  85. playerID = ai->playerID;
  86. lockedHeroes.clear();
  87. dangerHitMap->reset();
  88. }
  89. void Nullkiller::updateAiState(int pass)
  90. {
  91. auto start = boost::chrono::high_resolution_clock::now();
  92. activeHero = nullptr;
  93. memory->removeInvisibleObjects(cb.get());
  94. dangerHitMap->updateHitMap();
  95. heroManager->update();
  96. logAi->trace("Updating paths");
  97. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  98. for(auto hero : cb->getHeroesInfo())
  99. {
  100. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  101. continue;
  102. activeHeroes[hero] = heroManager->getHeroRole(hero);
  103. }
  104. PathfinderSettings cfg;
  105. cfg.useHeroChain = true;
  106. cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
  107. pathfinder->updatePaths(activeHeroes, cfg);
  108. armyManager->update();
  109. objectClusterizer->clusterize();
  110. buildAnalyzer->update();
  111. decomposer->reset();
  112. logAi->debug("AI state updated in %ld", timeElapsed(start));
  113. }
  114. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  115. {
  116. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  117. }
  118. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  119. {
  120. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  121. {
  122. #if AI_TRACE_LEVEL >= 1
  123. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
  124. #endif
  125. return true;
  126. }
  127. for(auto & node : path.nodes)
  128. {
  129. auto lockReason = getHeroLockedReason(node.targetHero);
  130. if(lockReason != HeroLockedReason::NOT_LOCKED)
  131. {
  132. #if AI_TRACE_LEVEL >= 1
  133. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->name, path.toString());
  134. #endif
  135. return true;
  136. }
  137. }
  138. return false;
  139. }
  140. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  141. {
  142. auto found = lockedHeroes.find(hero);
  143. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  144. }
  145. void Nullkiller::makeTurn()
  146. {
  147. const int MAX_DEPTH = 10;
  148. resetAiState();
  149. for(int i = 1; i <= MAXPASS; i++)
  150. {
  151. updateAiState(i);
  152. Goals::TTaskVec bestTasks = {
  153. choseBestTask(sptr(BuyArmyBehavior()), 1),
  154. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  155. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  156. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  157. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  158. choseBestTask(sptr(BuildingBehavior()), 1),
  159. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
  160. };
  161. if(cb->getDate(Date::DAY) == 1)
  162. {
  163. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  164. }
  165. Goals::TTask bestTask = choseBestTask(bestTasks);
  166. if(bestTask->priority < MIN_PRIORITY)
  167. {
  168. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
  169. return;
  170. }
  171. logAi->debug("Trying to realize %s (value %2.3f)", bestTask->toString(), bestTask->priority);
  172. try
  173. {
  174. bestTask->accept(ai.get());
  175. }
  176. catch(goalFulfilledException &)
  177. {
  178. logAi->trace("Task %s completed", bestTask->toString());
  179. }
  180. catch(std::exception & e)
  181. {
  182. logAi->debug("Failed to realize subgoal of type %s, I will stop.", bestTask->toString());
  183. logAi->debug("The error message was: %s", e.what());
  184. return;
  185. }
  186. }
  187. }