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vcmi/AI/Nullkiller/Engine/Nullkiller.cpp

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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"
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#include "../AIGateway.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../Behaviors/RecruitHeroBehavior.h"
#include "../Behaviors/BuyArmyBehavior.h"
#include "../Behaviors/StartupBehavior.h"
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#include "../Behaviors/DefenceBehavior.h"
#include "../Behaviors/BuildingBehavior.h"
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#include "../Behaviors/GatherArmyBehavior.h"
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#include "../Behaviors/ClusterBehavior.h"
#include "../Goals/Invalid.h"
#include "../Goals/Composition.h"
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namespace NKAI
{
extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
using namespace Goals;
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#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>
{
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return std::make_unique<PriorityEvaluator>(this);
}));
dangerHitMap.reset(new DangerHitMapAnalyzer(this));
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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();
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logAi->debug("Checking behavior %s", behavior->toString());
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auto start = std::chrono::high_resolution_clock::now();
Goals::TGoalVec elementarGoals = decomposer->decompose(behavior, decompositionMaxDepth);
Goals::TTaskVec tasks;
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boost::this_thread::interruption_point();
for(auto goal : elementarGoals)
{
Goals::TTask task = Goals::taskptr(*goal);
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if(task->priority <= 0)
task->priority = priorityEvaluator->evaluate(goal);
tasks.push_back(task);
}
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if(tasks.empty())
{
logAi->debug("Behavior %s found no tasks. Time taken %ld", behavior->toString(), timeElapsed(start));
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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()
{
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lockedResources = TResources();
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scanDepth = ScanDepth::MAIN_FULL;
playerID = ai->playerID;
lockedHeroes.clear();
dangerHitMap->reset();
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useHeroChain = true;
}
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void Nullkiller::updateAiState(int pass, bool fast)
{
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boost::this_thread::interruption_point();
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auto start = std::chrono::high_resolution_clock::now();
activeHero = nullptr;
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setTargetObject(-1);
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if(!fast)
{
memory->removeInvisibleObjects(cb.get());
dangerHitMap->calculateTileOwners();
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dangerHitMap->updateHitMap();
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boost::this_thread::interruption_point();
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heroManager->update();
logAi->trace("Updating paths");
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std::map<const CGHeroInstance *, HeroRole> activeHeroes;
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for(auto hero : cb->getHeroesInfo())
{
if(getHeroLockedReason(hero) == HeroLockedReason::DEFENCE)
continue;
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activeHeroes[hero] = heroManager->getHeroRole(hero);
}
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PathfinderSettings cfg;
cfg.useHeroChain = useHeroChain;
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if(scanDepth == ScanDepth::SMALL)
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{
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cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
}
if(scanDepth != ScanDepth::ALL_FULL)
{
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
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}
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boost::this_thread::interruption_point();
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pathfinder->updatePaths(activeHeroes, cfg);
boost::this_thread::interruption_point();
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objectClusterizer->clusterize();
}
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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)
{
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#if NKAI_TRACE_LEVEL >= 1
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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)
{
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#if NKAI_TRACE_LEVEL >= 1
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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);
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Goals::TTask bestTask = taskptr(Goals::Invalid());
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for(;i <= MAXPASS; i++)
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{
Goals::TTaskVec fastTasks = {
choseBestTask(sptr(BuyArmyBehavior()), 1),
choseBestTask(sptr(BuildingBehavior()), 1)
};
bestTask = choseBestTask(fastTasks);
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if(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY)
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{
executeTask(bestTask);
updateAiState(i, true);
}
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else
{
break;
}
}
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Goals::TTaskVec bestTasks = {
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bestTask,
choseBestTask(sptr(RecruitHeroBehavior()), 1),
choseBestTask(sptr(CaptureObjectsBehavior()), 1),
choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
};
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if(cb->getDate(Date::DAY) == 1)
{
bestTasks.push_back(choseBestTask(sptr(StartupBehavior()), 1));
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}
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bestTask = choseBestTask(bestTasks);
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HeroPtr hero = bestTask->getHero();
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HeroRole heroRole = HeroRole::MAIN;
if(hero.validAndSet())
heroRole = heroManager->getHeroRole(hero);
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
useHeroChain = false;
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// TODO: better to check turn distance here instead of priority
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if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
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&& scanDepth == ScanDepth::MAIN_FULL)
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{
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useHeroChain = false;
scanDepth = ScanDepth::SMALL;
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logAi->trace(
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"Goal %s has low priority %f so decreasing scan depth to gain performance.",
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bestTask->toString(),
bestTask->priority);
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}
if(bestTask->priority < MIN_PRIORITY)
{
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auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
return h->movementPointsRemaining() > 100;
});
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
bestTask->toString(),
bestTask->priority);
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
return;
}
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executeTask(bestTask);
}
}
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void Nullkiller::executeTask(Goals::TTask task)
{
auto start = std::chrono::high_resolution_clock::now();
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std::string taskDescr = task->toString();
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boost::this_thread::interruption_point();
logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, task->priority);
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try
{
task->accept(ai.get());
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
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}
catch(goalFulfilledException &)
{
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
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}
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catch(cannotFulfillGoalException & e)
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{
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logAi->error("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->error("The error message was: %s", e.what());
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#if NKAI_TRACE_LEVEL == 0
throw; // will be recatched and AI turn ended
#endif
}
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}
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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}
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}