Nullkiller.cpp 9.4 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 "../AIGateway.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 "../Behaviors/StayAtTownBehavior.h"
  22. #include "../Goals/Invalid.h"
  23. #include "../Goals/Composition.h"
  24. namespace NKAI
  25. {
  26. using namespace Goals;
  27. // while we play vcmieagles graph can be shared
  28. std::unique_ptr<ObjectGraph> Nullkiller::baseGraph;
  29. Nullkiller::Nullkiller()
  30. :activeHero(nullptr), scanDepth(ScanDepth::MAIN_FULL), useHeroChain(true)
  31. {
  32. memory = std::make_unique<AIMemory>();
  33. settings = std::make_unique<Settings>();
  34. }
  35. void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
  36. {
  37. this->cb = cb;
  38. this->playerID = playerID;
  39. baseGraph.reset();
  40. priorityEvaluator.reset(new PriorityEvaluator(this));
  41. priorityEvaluators.reset(
  42. new SharedPool<PriorityEvaluator>(
  43. [&]()->std::unique_ptr<PriorityEvaluator>
  44. {
  45. return std::make_unique<PriorityEvaluator>(this);
  46. }));
  47. dangerHitMap.reset(new DangerHitMapAnalyzer(this));
  48. buildAnalyzer.reset(new BuildAnalyzer(this));
  49. objectClusterizer.reset(new ObjectClusterizer(this));
  50. dangerEvaluator.reset(new FuzzyHelper(this));
  51. pathfinder.reset(new AIPathfinder(cb.get(), this));
  52. armyManager.reset(new ArmyManager(cb.get(), this));
  53. heroManager.reset(new HeroManager(cb.get(), this));
  54. decomposer.reset(new DeepDecomposer());
  55. armyFormation.reset(new ArmyFormation(cb, this));
  56. }
  57. Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
  58. {
  59. Goals::TTask bestTask = *vstd::maxElementByFun(tasks, [](Goals::TTask task) -> float{
  60. return task->priority;
  61. });
  62. return bestTask;
  63. }
  64. Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositionMaxDepth) const
  65. {
  66. boost::this_thread::interruption_point();
  67. logAi->debug("Checking behavior %s", behavior->toString());
  68. auto start = std::chrono::high_resolution_clock::now();
  69. Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
  70. Goals::TTaskVec tasks;
  71. boost::this_thread::interruption_point();
  72. for(auto goal : elementarGoals)
  73. {
  74. Goals::TTask task = Goals::taskptr(*goal);
  75. if(task->priority <= 0)
  76. task->priority = priorityEvaluator->evaluate(goal);
  77. tasks.push_back(task);
  78. }
  79. if(tasks.empty())
  80. {
  81. logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
  82. return Goals::taskptr(Goals::Invalid());
  83. }
  84. auto task = choseBestTask(tasks);
  85. logAi->debug(
  86. "Behavior %s returns %s, priority %f. Time taken %ld",
  87. behavior->toString(),
  88. task->toString(),
  89. task->priority,
  90. timeElapsed(start));
  91. return task;
  92. }
  93. void Nullkiller::resetAiState()
  94. {
  95. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  96. lockedResources = TResources();
  97. scanDepth = ScanDepth::MAIN_FULL;
  98. playerID = ai->playerID;
  99. lockedHeroes.clear();
  100. dangerHitMap->reset();
  101. useHeroChain = true;
  102. if(!baseGraph)
  103. {
  104. baseGraph = std::make_unique<ObjectGraph>();
  105. baseGraph->updateGraph(this);
  106. }
  107. }
  108. void Nullkiller::updateAiState(int pass, bool fast)
  109. {
  110. boost::this_thread::interruption_point();
  111. std::unique_lock<std::mutex> lockGuard(aiStateMutex);
  112. auto start = std::chrono::high_resolution_clock::now();
  113. activeHero = nullptr;
  114. setTargetObject(-1);
  115. decomposer->reset();
  116. buildAnalyzer->update();
  117. if(!fast)
  118. {
  119. memory->removeInvisibleObjects(cb.get());
  120. dangerHitMap->updateHitMap();
  121. dangerHitMap->calculateTileOwners();
  122. boost::this_thread::interruption_point();
  123. heroManager->update();
  124. logAi->trace("Updating paths");
  125. std::map<const CGHeroInstance *, HeroRole> activeHeroes;
  126. for(auto hero : cb->getHeroesInfo())
  127. {
  128. if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
  129. continue;
  130. activeHeroes[hero] = heroManager->getHeroRole(hero);
  131. }
  132. PathfinderSettings cfg;
  133. cfg.useHeroChain = useHeroChain;
  134. cfg.allowBypassObjects = true;
  135. if(scanDepth == ScanDepth::SMALL)
  136. {
  137. cfg.mainTurnDistanceLimit = ai->nullkiller->settings->getMainHeroTurnDistanceLimit();
  138. }
  139. if(scanDepth != ScanDepth::ALL_FULL)
  140. {
  141. cfg.scoutTurnDistanceLimit = ai->nullkiller->settings->getScoutHeroTurnDistanceLimit();
  142. }
  143. boost::this_thread::interruption_point();
  144. pathfinder->updatePaths(activeHeroes, cfg);
  145. pathfinder->updateGraphs(activeHeroes);
  146. boost::this_thread::interruption_point();
  147. objectClusterizer->clusterize();
  148. }
  149. armyManager->update();
  150. logAi->debug("AI state updated in %ld", timeElapsed(start));
  151. }
  152. bool Nullkiller::isHeroLocked(const CGHeroInstance * hero) const
  153. {
  154. return getHeroLockedReason(hero) != HeroLockedReason::NOT_LOCKED;
  155. }
  156. bool Nullkiller::arePathHeroesLocked(const AIPath & path) const
  157. {
  158. if(getHeroLockedReason(path.targetHero) == HeroLockedReason::STARTUP)
  159. {
  160. #if NKAI_TRACE_LEVEL >= 1
  161. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  162. #endif
  163. return true;
  164. }
  165. for(auto & node : path.nodes)
  166. {
  167. auto lockReason = getHeroLockedReason(node.targetHero);
  168. if(lockReason != HeroLockedReason::NOT_LOCKED)
  169. {
  170. #if NKAI_TRACE_LEVEL >= 1
  171. logAi->trace("Hero %s is locked by STARTUP. Discarding %s", path.targetHero->getObjectName(), path.toString());
  172. #endif
  173. return true;
  174. }
  175. }
  176. return false;
  177. }
  178. HeroLockedReason Nullkiller::getHeroLockedReason(const CGHeroInstance * hero) const
  179. {
  180. auto found = lockedHeroes.find(hero);
  181. return found != lockedHeroes.end() ? found->second : HeroLockedReason::NOT_LOCKED;
  182. }
  183. void Nullkiller::makeTurn()
  184. {
  185. boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
  186. const int MAX_DEPTH = 10;
  187. const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
  188. resetAiState();
  189. for(int i = 1; i <= settings->getMaxPass(); i++)
  190. {
  191. updateAiState(i);
  192. Goals::TTask bestTask = taskptr(Goals::Invalid());
  193. for(;i <= settings->getMaxPass(); i++)
  194. {
  195. Goals::TTaskVec fastTasks = {
  196. choseBestTask(sptr(BuyArmyBehavior()), 1),
  197. choseBestTask(sptr(BuildingBehavior()), 1)
  198. };
  199. bestTask = choseBestTask(fastTasks);
  200. if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
  201. {
  202. executeTask(bestTask);
  203. updateAiState(i, true);
  204. }
  205. else
  206. {
  207. break;
  208. }
  209. }
  210. Goals::TTaskVec bestTasks = {
  211. bestTask,
  212. choseBestTask(sptr(RecruitHeroBehavior()), 1),
  213. choseBestTask(sptr(CaptureObjectsBehavior()), 1),
  214. choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
  215. choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
  216. choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
  217. choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
  218. };
  219. if(cb->getDate(Date::DAY) == 1)
  220. {
  221. bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
  222. }
  223. bestTask = choseBestTask(bestTasks);
  224. std::string taskDescription = bestTask->toString();
  225. HeroPtr hero = bestTask->getHero();
  226. HeroRole heroRole = HeroRole::MAIN;
  227. if(hero.validAndSet())
  228. heroRole = heroManager->getHeroRole(hero);
  229. if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
  230. useHeroChain = false;
  231. // TODO: better to check turn distance here instead of priority
  232. if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
  233. && scanDepth == ScanDepth::MAIN_FULL)
  234. {
  235. useHeroChain = false;
  236. scanDepth = ScanDepth::SMALL;
  237. logAi->trace(
  238. "Goal %s has low priority %f so decreasing scan depth to gain performance.",
  239. taskDescription,
  240. bestTask->priority);
  241. }
  242. if(bestTask->priority < MIN_PRIORITY)
  243. {
  244. auto heroes = cb->getHeroesInfo();
  245. auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
  246. {
  247. return h->movementPointsRemaining() > 100;
  248. });
  249. if(hasMp && scanDepth != ScanDepth::ALL_FULL)
  250. {
  251. logAi->trace(
  252. "Goal %s has too low priority %f so increasing scan depth to full.",
  253. taskDescription,
  254. bestTask->priority);
  255. scanDepth = ScanDepth::ALL_FULL;
  256. useHeroChain = false;
  257. continue;
  258. }
  259. logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
  260. return;
  261. }
  262. executeTask(bestTask);
  263. if(i == settings->getMaxPass())
  264. {
  265. logAi->warn("Goal %s exceeded maxpass. Terminating AI turn.", taskDescription);
  266. }
  267. }
  268. }
  269. void Nullkiller::executeTask(Goals::TTask task)
  270. {
  271. auto start = std::chrono::high_resolution_clock::now();
  272. std::string taskDescr = task->toString();
  273. boost::this_thread::interruption_point();
  274. logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
  275. try
  276. {
  277. task->accept(ai);
  278. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  279. }
  280. catch(goalFulfilledException &)
  281. {
  282. logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
  283. }
  284. catch(cannotFulfillGoalException & e)
  285. {
  286. logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
  287. logAi->error("The error message was: %s", e.what());
  288. #if NKAI_TRACE_LEVEL == 0
  289. throw; // will be recatched and AI turn ended
  290. #endif
  291. }
  292. }
  293. TResources Nullkiller::getFreeResources() const
  294. {
  295. auto freeRes = cb->getResourceAmount() - lockedResources;
  296. freeRes.positive();
  297. return freeRes;
  298. }
  299. void Nullkiller::lockResources(const TResources & res)
  300. {
  301. lockedResources += res;
  302. }
  303. }