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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

AI pathfinding: buy boat

This commit is contained in:
Andrii Danylchenko 2018-10-09 22:31:44 +03:00
parent 32c480c33d
commit 72aff02418
22 changed files with 530 additions and 223 deletions

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@ -29,11 +29,11 @@ bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
return resourceManager->notifyGoalCompleted(goal);
}
void AIhelper::setCB(CPlayerSpecificInfoCallback * CB)
void AIhelper::init(CPlayerSpecificInfoCallback * CB)
{
resourceManager->setCB(CB);
buildingManager->setCB(CB);
pathfindingManager->setCB(CB);
resourceManager->init(CB);
buildingManager->init(CB);
pathfindingManager->init(CB);
}
void AIhelper::setAI(VCAI * AI)

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@ -63,7 +63,7 @@ public:
private:
bool notifyGoalCompleted(Goals::TSubgoal goal);
void setCB(CPlayerSpecificInfoCallback * CB) override;
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
};

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@ -127,7 +127,7 @@ bool BuildingManager::tryBuildNextStructure(const CGTownInstance * t, std::vecto
return false; //Nothing to build
}
void BuildingManager::setCB(CPlayerSpecificInfoCallback * CB)
void BuildingManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}

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@ -29,7 +29,7 @@ class DLL_EXPORT IBuildingManager //: public: IAbstractManager
{ //info about town development
public:
virtual ~IBuildingManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual bool getBuildingOptions(const CGTownInstance * t) = 0;
@ -69,6 +69,6 @@ private:
std::vector<PotentialBuilding> immediateBuildings; //what we can build right now in current town
std::vector<PotentialBuilding> expensiveBuildings; //what we coudl build but can't afford
void setCB(CPlayerSpecificInfoCallback * CB) override;
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
};

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@ -76,18 +76,14 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
return as;
}
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
{
float turns = 0.0f;
float distance = distanceToTile(h, tile);
if(distance)
if(goal.evaluationContext.movementCost != 0)
{
if(distance < h->movement) //we can move there within one turn
turns = (fl::scalar)distance / h->movement;
else
turns = 1 + (fl::scalar)(distance - h->movement) / h->maxMovePoints(true); //bool on land?
return goal.evaluationContext.movementCost / (float)goal.hero->maxMovePoints(true);
}
return turns;
return distanceToTile(goal.hero.h, goal.tile) / (float)goal.hero->maxMovePoints(true);
}
TacticalAdvantageEngine::TacticalAdvantageEngine()
@ -276,8 +272,8 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
turnDistance->addTerm(new fl::Ramp("SHORT", 0.5, 0));
turnDistance->addTerm(new fl::Triangle("MEDIUM", 0.1, 0.8));
turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 3));
turnDistance->setRange(0.0, 3.0);
turnDistance->addTerm(new fl::Ramp("LONG", 0.5, 10));
turnDistance->setRange(0.0, 10.0);
missionImportance->addTerm(new fl::Ramp("LOW", 2.5, 0));
missionImportance->addTerm(new fl::Triangle("MEDIUM", 2, 3));
@ -319,7 +315,7 @@ HeroMovementGoalEngineBase::HeroMovementGoalEngineBase()
void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & goal)
{
float turns = calculateTurnDistanceInputValue(goal.hero.h, goal.tile);
float turns = calculateTurnDistanceInputValue(goal);
float missionImportanceData = 0;
if(vstd::contains(ai->lockedHeroes, goal.hero))
missionImportanceData = ai->lockedHeroes[goal.hero]->priority;

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@ -52,7 +52,7 @@ protected:
fl::OutputVariable * value;
private:
float calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const;
float calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const;
};
class VisitTileEngine : public HeroMovementGoalEngineBase

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@ -11,6 +11,7 @@
#include "FuzzyHelper.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "Goals.h"
#include "VCAI.h"
FuzzyHelper * fh;
@ -79,6 +80,19 @@ float FuzzyHelper::evaluate(Goals::VisitTile & g)
{
return visitTileEngine.evaluate(g);
}
float FuzzyHelper::evaluate(Goals::BuildBoat & g)
{
const float buildBoatPenalty = 0.25;
if(!g.parent)
{
return 0;
}
return g.parent->accept(this) - buildBoatPenalty;
}
float FuzzyHelper::evaluate(Goals::VisitObj & g)
{
return visitObjEngine.evaluate(g);
@ -90,8 +104,7 @@ float FuzzyHelper::evaluate(Goals::VisitHero & g)
return -100; //hero died in the meantime
else
{
auto dummyGoal = Goals::VisitTile(obj->visitablePos()).sethero(g.hero).setisAbstract(g.isAbstract);
g.setpriority(dummyGoal.accept(this));
g.setpriority(Goals::VisitTile(obj->visitablePos()).sethero(g.hero).accept(this));
}
return g.priority;
}

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@ -29,6 +29,7 @@ public:
float evaluate(Goals::CollectRes & g);
float evaluate(Goals::Build & g);
float evaluate(Goals::BuyArmy & g);
float evaluate(Goals::BuildBoat & g);
float evaluate(Goals::GatherArmy & g);
float evaluate(Goals::ClearWayTo & g);
float evaluate(Goals::Invalid & g);

View File

@ -115,70 +115,94 @@ std::string Goals::AbstractGoal::name() const //TODO: virtualize
return desc;
}
bool Goals::AbstractGoal::operator==(AbstractGoal & g)
bool Goals::BuildBoat::operator==(const BuildBoat & other) const
{
/*this operator checks if goals are EQUIVALENT, ie. if they represent same objective
it does not not check isAbstract or isElementar, as this is up to VCAI decomposition logic
*/
if(g.goalType != goalType)
return false;
return shipyard->o->id == other.shipyard->o->id;
}
switch(goalType)
{
//no parameters
case INVALID:
case WIN:
case DO_NOT_LOSE:
case RECRUIT_HERO: //overloaded
return true;
break;
bool Goals::Explore::operator==(const Explore & other) const
{
return other.hero.h == hero.h;
}
//assigned to hero, no parameters
case CONQUER:
case EXPLORE:
case BOOST_HERO:
return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
break;
bool Goals::Conquer::operator==(const Conquer & other) const
{
return other.hero.h == hero.h;
}
case GATHER_ARMY: //actual value is indifferent
return (g.hero.h == hero.h || town == g.town); //TODO: gather army for town maybe?
break;
bool Goals::GatherArmy::operator==(const GatherArmy & other) const
{
return other.hero.h == hero.h || town == other.town;
}
//assigned hero and tile
case VISIT_TILE:
case CLEAR_WAY_TO:
case DIG_AT_TILE:
return (g.hero.h == hero.h && g.tile == tile);
break;
bool Goals::BuyArmy::operator==(const BuyArmy & other) const
{
return town == other.town;
}
//assigned hero and object
case VISIT_OBJ:
case FIND_OBJ: //TODO: use subtype?
case VISIT_HERO:
case GET_ART_TYPE:
return (g.hero.h == hero.h && g.objid == objid);
break;
bool Goals::BoostHero::operator==(const BoostHero & other) const
{
return other.hero.h == hero.h;
}
case BUILD_STRUCTURE:
return (town == g.town && bid == g.bid); //build specific structure in specific town
break;
bool Goals::BuildThis::operator==(const BuildThis & other) const
{
return town == other.town && bid == other.bid;
}
case BUY_ARMY:
return town == g.town;
bool Goals::CollectRes::operator==(const CollectRes & other) const
{
return resID == other.resID;
}
//no check atm
case COLLECT_RES:
case TRADE: //TODO
return (resID == g.resID); //every hero may collect resources
break;
case BUILD: //abstract build is indentical, TODO: consider building anything in town
return true;
break;
case GATHER_TROOPS:
case ISSUE_COMMAND:
default:
return false;
}
bool Goals::Trade::operator==(const Trade & other) const
{
return resID == other.resID;
}
bool Goals::GatherTroops::operator==(const GatherTroops & other) const
{
return objid == other.objid;
}
bool Goals::VisitObj::operator==(const VisitObj & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
bool Goals::FindObj::operator==(const FindObj & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
bool Goals::VisitHero::operator==(const VisitHero & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
bool Goals::GetArtOfType::operator==(const GetArtOfType & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
bool Goals::VisitTile::operator==(const VisitTile & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
bool Goals::ClearWayTo::operator==(const ClearWayTo & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
bool Goals::DigAtTile::operator==(const DigAtTile & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
bool Goals::AbstractGoal::operator==(const AbstractGoal & g) const
{
return false;
}
bool Goals::AbstractGoal::operator<(AbstractGoal & g) //for std::unique
@ -263,14 +287,6 @@ namespace Goals
return get() < rhs.get(); //compae by value
}
bool BuyArmy::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
//if (hero && hero != g.hero)
// return false;
return town == g.town;
}
bool BuyArmy::fulfillsMe(TSubgoal goal)
{
//if (hero && hero != goal->hero)
@ -294,16 +310,6 @@ TSubgoal Trade::whatToDoToAchieve()
{
return iAmElementar();
}
bool Trade::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
if (g.resID == resID)
if (g.value == value) //TODO: not sure if that logic is consitent
return true;
return false;
}
//TSubgoal AbstractGoal::whatToDoToAchieve()
//{
@ -465,6 +471,57 @@ TSubgoal Win::whatToDoToAchieve()
return sptr(Goals::Invalid());
}
TSubgoal BuildBoat::whatToDoToAchieve()
{
if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
return fh->chooseSolution(ai->ah->howToVisitObj(shipyard->o));
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
TResources boatCost;
shipyard->getBoatCost(boatCost);
return ai->ah->whatToDo(boatCost, this->iAmElementar());
}
void BuildBoat::accept(VCAI * ai)
{
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(boatCost))
{
throw cannotFulfillGoalException("Can not afford boat");
}
if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
cb->buildBoat(shipyard);
}
std::string BuildBoat::name() const
{
return "BuildBoat";
}
std::string BuildBoat::completeMessage() const
{
return "Boat have been built at " + shipyard->o->visitablePos().toString();
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
@ -575,13 +632,6 @@ Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::VISIT_OBJ)
priority = 3;
}
bool Goals::VisitObj::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.objid == objid;
}
bool VisitObj::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == Goals::VISIT_TILE)
@ -622,13 +672,6 @@ TSubgoal VisitHero::whatToDoToAchieve()
return sptr(Goals::Invalid());
}
bool Goals::VisitHero::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.hero == hero && g.objid == objid;
}
bool VisitHero::fulfillsMe(TSubgoal goal)
{
//TODO: VisitObj shoudl not be used for heroes, but...
@ -665,13 +708,6 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
return (fh->chooseSolution(getAllPossibleSubgoals()));
}
bool Goals::ClearWayTo::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == tile;
}
bool Goals::ClearWayTo::fulfillsMe(TSubgoal goal)
{
if (goal->goalType == Goals::VISIT_TILE)
@ -876,14 +912,6 @@ TSubgoal RecruitHero::whatToDoToAchieve()
return ai->ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
}
bool Goals::RecruitHero::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
//TODO: check town and hero
return true; //for now, recruiting any hero will do
}
std::string VisitTile::completeMessage() const
{
return "Hero " + hero.get()->name + " visited tile " + tile.toString();
@ -909,13 +937,6 @@ TSubgoal VisitTile::whatToDoToAchieve()
return ret;
}
bool Goals::VisitTile::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == tile;
}
TGoalVec VisitTile::getAllPossibleSubgoals()
{
assert(cb->isInTheMap(tile));
@ -970,13 +991,6 @@ TSubgoal DigAtTile::whatToDoToAchieve()
return sptr(Goals::VisitTile(tile));
}
bool Goals::DigAtTile::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == tile;
}
TSubgoal BuildThis::whatToDoToAchieve()
{
auto b = BuildingID(bid);
@ -1195,17 +1209,6 @@ bool CollectRes::fulfillsMe(TSubgoal goal)
return false;
}
bool Goals::CollectRes::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
if (g.resID == resID)
if (g.value == value) //TODO: not sure if that logic is consitent
return true;
return false;
}
TSubgoal GatherTroops::whatToDoToAchieve()
{
std::vector<const CGDwelling *> dwellings;

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@ -59,7 +59,8 @@ enum EGoals
CLEAR_WAY_TO,
DIG_AT_TILE,//elementar with hero on tile
BUY_ARMY, //at specific town
TRADE //val resID at object objid
TRADE, //val resID at object objid
BUILD_BOAT
};
//method chaining + clone pattern
@ -74,6 +75,18 @@ enum {LOW_PR = -1};
DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp);
struct DLL_EXPORT EvaluationContext
{
uint64_t movementCost;
int manaCost;
uint64_t danger;
EvaluationContext()
:movementCost(0), danger(0), manaCost(0)
{
}
};
class DLL_EXPORT AbstractGoal
{
public:
@ -88,9 +101,11 @@ public:
HeroPtr hero; VSETTER(HeroPtr, hero)
const CGTownInstance *town; VSETTER(CGTownInstance *, town)
int bid; VSETTER(int, bid)
TSubgoal parent; VSETTER(TSubgoal, parent)
EvaluationContext evaluationContext; VSETTER(EvaluationContext, evaluationContext)
AbstractGoal(EGoals goal = INVALID)
: goalType (goal)
: goalType (goal), evaluationContext()
{
priority = 0;
isElementar = false;
@ -120,7 +135,7 @@ public:
EGoals goalType;
std::string name() const;
virtual std::string name() const;
virtual std::string completeMessage() const
{
return "This goal is unspecified!";
@ -130,20 +145,24 @@ public:
static TSubgoal goVisitOrLookFor(const CGObjectInstance * obj); //if obj is nullptr, then we'll explore
static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
static TSubgoal tryRecruitHero();
///Visitor pattern
//TODO: make accept work for std::shared_ptr... somehow
virtual void accept(VCAI * ai); //unhandled goal will report standard error
virtual float accept(FuzzyHelper * f);
virtual bool operator==(AbstractGoal & g);
virtual bool operator==(const AbstractGoal & g) const;
bool operator<(AbstractGoal & g); //final
virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check
{
return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately
}
bool operator!=(const AbstractGoal & g) const
{
return !(*this == g);
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & goalType;
@ -209,6 +228,16 @@ public:
//h & goalType & isElementar & isAbstract & priority;
//h & value & resID & objid & aid & tile & hero & town & bid;
}
virtual bool operator==(const AbstractGoal & g) const override
{
if(goalType != g.goalType)
return false;
return (*this) == (dynamic_cast<const T &>(g));
}
virtual bool operator==(const T & other) const = 0;
};
class DLL_EXPORT Invalid : public CGoal<Invalid>
@ -224,6 +253,11 @@ public:
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Invalid & other) const override
{
return true;
}
};
class DLL_EXPORT Win : public CGoal<Win>
@ -239,6 +273,11 @@ public:
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Win & other) const override
{
return true;
}
};
class DLL_EXPORT NotLose : public CGoal<NotLose>
@ -254,6 +293,11 @@ public:
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const NotLose & other) const override
{
return true;
}
};
class DLL_EXPORT Conquer : public CGoal<Conquer>
@ -266,6 +310,7 @@ public:
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Conquer & other) const override;
};
class DLL_EXPORT Build : public CGoal<Build>
@ -279,6 +324,33 @@ public:
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const Build & other) const override
{
return true;
}
};
class DLL_EXPORT BuildBoat : public CGoal<BuildBoat>
{
private:
const IShipyard * shipyard;
public:
BuildBoat(const IShipyard * shipyard)
: CGoal(Goals::BUILD_BOAT), shipyard(shipyard)
{
priority = 0;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
void accept(VCAI * ai) override;
std::string name() const override;
std::string completeMessage() const override;
virtual bool operator==(const BuildBoat & other) const override;
};
class DLL_EXPORT Explore : public CGoal<Explore>
@ -299,6 +371,7 @@ public:
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const Explore & other) const override;
};
class DLL_EXPORT GatherArmy : public CGoal<GatherArmy>
@ -317,6 +390,7 @@ public:
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const GatherArmy & other) const override;
};
class DLL_EXPORT BuyArmy : public CGoal<BuyArmy>
@ -333,11 +407,11 @@ public:
value = val; //expressed in AI unit strength
priority = 3;//TODO: evaluate?
}
bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const BuyArmy & other) const override;
};
class DLL_EXPORT BoostHero : public CGoal<BoostHero>
@ -352,6 +426,7 @@ public:
{
return TGoalVec();
}
virtual bool operator==(const BoostHero & other) const override;
//TSubgoal whatToDoToAchieve() override {return sptr(Invalid());};
};
@ -363,12 +438,18 @@ public:
{
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
virtual bool operator==(const RecruitHero & other) const override
{
return true;
}
};
class DLL_EXPORT BuildThis : public CGoal<BuildThis>
@ -396,6 +477,7 @@ public:
}
TSubgoal whatToDoToAchieve() override;
//bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const BuildThis & other) const override;
};
class DLL_EXPORT CollectRes : public CGoal<CollectRes>
@ -416,7 +498,7 @@ public:
TSubgoal whatToDoToAchieve() override;
TSubgoal whatToDoToTrade();
bool fulfillsMe(TSubgoal goal) override; //TODO: Trade
bool operator==(AbstractGoal & g) override;
virtual bool operator==(const CollectRes & other) const override;
};
class DLL_EXPORT Trade : public CGoal<Trade>
@ -435,7 +517,7 @@ public:
priority = 3; //trading is instant, but picking resources is free
}
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
virtual bool operator==(const Trade & other) const override;
};
class DLL_EXPORT GatherTroops : public CGoal<GatherTroops>
@ -459,6 +541,7 @@ public:
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const GatherTroops & other) const override;
};
class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
@ -469,9 +552,9 @@ public:
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitObj & other) const override;
};
class DLL_EXPORT FindObj : public CGoal<FindObj>
@ -499,6 +582,7 @@ public:
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const FindObj & other) const override;
};
class DLL_EXPORT VisitHero : public CGoal<VisitHero>
@ -519,9 +603,9 @@ public:
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitHero & other) const override;
};
class DLL_EXPORT GetArtOfType : public CGoal<GetArtOfType>
@ -542,6 +626,7 @@ public:
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const GetArtOfType & other) const override;
};
class DLL_EXPORT VisitTile : public CGoal<VisitTile>
@ -558,8 +643,8 @@ public:
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitTile & other) const override;
};
class DLL_EXPORT ClearWayTo : public CGoal<ClearWayTo>
@ -584,8 +669,8 @@ public:
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const ClearWayTo & other) const override;
};
class DLL_EXPORT DigAtTile : public CGoal<DigAtTile>
@ -607,28 +692,7 @@ public:
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool operator==(AbstractGoal & g) override;
};
class DLL_EXPORT CIssueCommand : public CGoal<CIssueCommand>
{
std::function<bool()> command;
public:
CIssueCommand()
: CGoal(ISSUE_COMMAND)
{
}
CIssueCommand(std::function<bool()> _command)
: CGoal(ISSUE_COMMAND), command(_command)
{
priority = 1e10;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override {return sptr(Invalid());}
virtual bool operator==(const DigAtTile & other) const override;
};
}

View File

@ -38,15 +38,34 @@ bool AINodeStorage::isBattleNode(const CGPathNode * node) const
return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
}
AIPathNode * AINodeStorage::getNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber)
boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
{
return &nodes[coord.x][coord.y][coord.z][layer][chainNumber];
auto chains = nodes[pos.x][pos.y][pos.z][layer];
for(AIPathNode & node : chains)
{
if(node.chainMask == chainNumber)
{
return &node;
}
if(node.chainMask == 0)
{
node.chainMask = chainNumber;
return &node;
}
}
return boost::none;
}
CGPathNode * AINodeStorage::getInitialNode()
{
auto hpos = hero->getPosition(false);
auto initialNode = getNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, 0);
auto initialNode =
getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN)
.get();
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
@ -61,7 +80,9 @@ void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPat
{
AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
heroNode.chainMask = i;
heroNode.chainMask = 0;
heroNode.danger = 0;
heroNode.specialAction.reset();
heroNode.update(coord, layer, accessibility);
}
}
@ -92,12 +113,12 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto nextNode = getNode(neighbour, i, srcNode->chainMask);
auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
if(nextNode->accessible == CGPathNode::NOT_SET)
if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(nextNode);
neighbours.push_back(nextNode.get());
}
}
@ -115,9 +136,12 @@ std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
for(auto & neighbour : accessibleExits)
{
auto node = getNode(neighbour, source.node->layer, srcNode->chainMask);
auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
neighbours.push_back(node);
if(!node)
continue;
neighbours.push_back(node.get());
}
return neighbours;
@ -183,8 +207,11 @@ std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos) const
pathNode.coord = current->coord;
path.nodes.push_back(pathNode);
path.specialAction = current->specialAction;
current = getAINode(current->theNodeBefore);
}
paths.push_back(path);
}

View File

@ -13,17 +13,19 @@
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
#include "../Goals.h"
class IVirtualObject
class ISpecialAction
{
public:
virtual void materialize();
virtual Goals::TSubgoal whatToDo(HeroPtr hero) const = 0;
};
struct AIPathNode : public CGPathNode
{
uint32_t chainMask;
uint64_t danger;
std::shared_ptr<const ISpecialAction> specialAction;
};
struct AIPathNodeInfo
@ -38,6 +40,7 @@ struct AIPathNodeInfo
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
std::shared_ptr<const ISpecialAction> specialAction;
AIPath();
@ -63,9 +66,13 @@ private:
public:
/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
static const int NUM_CHAINS = 2;
static const int NORMAL_CHAIN = 0;
static const int BATTLE_CHAIN = 1;
static const int NUM_CHAINS = 3;
// chain flags, can be combined
static const int NORMAL_CHAIN = 1;
static const int BATTLE_CHAIN = 2;
static const int CAST_CHAIN = 4;
static const int RESOURCE_CHAIN = 8;
AINodeStorage(const int3 & sizes);
~AINodeStorage();
@ -90,7 +97,7 @@ public:
bool isBattleNode(const CGPathNode * node) const;
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
AIPathNode * getNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
std::vector<AIPath> getChainInfo(int3 pos) const;
void setHero(HeroPtr heroPtr)

View File

@ -16,8 +16,8 @@ std::vector<std::shared_ptr<AINodeStorage>> AIPathfinder::storagePool;
std::map<HeroPtr, std::shared_ptr<AINodeStorage>> AIPathfinder::storageMap;
boost::mutex AIPathfinder::storageMutex;
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb)
:cb(cb)
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai)
:cb(cb), ai(ai)
{
}
@ -48,7 +48,7 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
storageMap[hero] = nodeStorage;
auto config = std::make_shared<AIPathfinderConfig>(cb, nodeStorage);
auto config = std::make_shared<AIPathfinderConfig>(cb, ai, nodeStorage);
nodeStorage->setHero(hero.get());
cb->calculatePaths(config, hero.get());

View File

@ -10,8 +10,9 @@
#pragma once
#include "../AIUtility.h"
#include "AINodeStorage.h"
#include "../AIUtility.h"
#include "../VCAI.h"
class AIPathfinder
{
@ -20,9 +21,10 @@ private:
static std::map<HeroPtr, std::shared_ptr<AINodeStorage>> storageMap;
static boost::mutex storageMutex;
CPlayerSpecificInfoCallback * cb;
VCAI * ai;
public:
AIPathfinder(CPlayerSpecificInfoCallback * cb);
AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai);
std::vector<AIPath> getPathInfo(HeroPtr hero, int3 tile);
void clear();
};

View File

@ -10,6 +10,119 @@
#include "StdInc.h"
#include "AIPathfinderConfig.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
class BuildBoatAction : public ISpecialAction
{
private:
const IShipyard * shipyard;
public:
BuildBoatAction(const IShipyard * shipyard)
:shipyard(shipyard)
{
}
virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
{
return sptr(Goals::BuildBoat(shipyard));
}
};
class AILayerTransitionRule : public LayerTransitionRule
{
private:
CPlayerSpecificInfoCallback * cb;
VCAI * ai;
std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), ai(ai), nodeStorage(nodeStorage)
{
setup();
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
if(!destination.blocked)
{
return;
}
if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL
&& vstd::contains(virtualBoats, destination.coord))
{
logAi->trace("Bypassing virtual boat at %s!", destination.coord.toString());
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
std::shared_ptr<const BuildBoatAction> virtualBoat = virtualBoats.at(destination.coord);
auto boatNodeOptional = nodeStorage->getOrCreateNode(
node->coord,
node->layer,
node->chainMask | AINodeStorage::RESOURCE_CHAIN);
if(boatNodeOptional)
{
AIPathNode * boatNode = boatNodeOptional.get();
boatNode->specialAction = virtualBoat;
destination.blocked = false;
destination.action = CGPathNode::ENodeAction::EMBARK;
destination.node = boatNode;
}
else
{
logAi->trace(
"Can not allocate boat node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
}
});
}
}
private:
void setup()
{
std::vector<const IShipyard *> shipyards;
for(const CGTownInstance * t : cb->getTownsInfo())
{
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if(const IShipyard * shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
}
for(const IShipyard * shipyard : shipyards)
{
if(shipyard->shipyardStatus() == IShipyard::GOOD)
{
int3 boatLocation = shipyard->bestLocation();
virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
logAi->debug("Virtual boat added at %s", boatLocation.toString());
}
}
}
};
class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
{
@ -88,8 +201,25 @@ public:
return;
}
auto destNode = nodeStorage->getAINode(destination.node);
auto battleNode = nodeStorage->getNode(destination.coord, destination.node->layer, destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
auto battleNodeOptional = nodeStorage->getOrCreateNode(
destination.coord,
destination.node->layer,
destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
if(!battleNodeOptional)
{
logAi->trace(
"Can not allocate battle node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
destination.blocked = true;
return;
}
AIPathNode * battleNode = battleNodeOptional.get();
if(battleNode->locked)
{
@ -150,6 +280,13 @@ public:
if(blocker == BlockingReason::NONE)
return;
if(blocker == BlockingReason::DESTINATION_BLOCKED
&& destination.action == CGPathNode::EMBARK
&& nodeStorage->getAINode(destination.node)->specialAction)
{
return;
}
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
@ -216,6 +353,8 @@ public:
"Link src node %s to destination node %s while bypassing guard",
source.coord.toString(),
destination.coord.toString());
return;
}
}
@ -228,16 +367,27 @@ public:
"Link src node %s to destination node %s while bypassing visitable obj",
source.coord.toString(),
destination.coord.toString());
return;
}
auto aiSourceNode = nodeStorage->getAINode(source.node);
if(aiSourceNode->specialAction)
{
// there is some action on source tile which should be performed before we can bypass it
destination.node->theNodeBefore = source.node;
}
}
};
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<LayerTransitionRule>(),
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
std::make_shared<MovementCostRule>(),
@ -250,7 +400,8 @@ std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, nodeStorage))
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
{
}

View File

@ -11,9 +11,13 @@
#pragma once
#include "AINodeStorage.h"
#include "../VCAI.h"
class AIPathfinderConfig : public PathfinderConfig
{
public:
AIPathfinderConfig(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage);
AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage);
};

View File

@ -19,10 +19,10 @@ PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI *
{
}
void PathfindingManager::setCB(CPlayerSpecificInfoCallback * CB)
void PathfindingManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
pathfinder.reset(new AIPathfinder(cb));
pathfinder.reset(new AIPathfinder(cb, ai));
}
void PathfindingManager::setAI(VCAI * AI)
@ -60,10 +60,17 @@ Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj)
Goals::TGoalVec PathfindingManager::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy)
{
return findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
auto result = findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
{
return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
});
for(Goals::TSubgoal solution : result)
{
solution->setparent(sptr(Goals::VisitTile(tile).sethero(hero).setevaluationContext(solution->evaluationContext)));
}
return result;
}
Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy)
@ -75,13 +82,20 @@ Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj,
int3 dest = obj->visitablePos();
return findPath(hero, dest, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
auto result = findPath(hero, dest, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
{
if(obj->ID.num == Obj::HERO && obj->getOwner() == hero->getOwner())
return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true));
else
return sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setisAbstract(true));
});
for(Goals::TSubgoal solution : result)
{
solution->setparent(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setevaluationContext(solution->evaluationContext)));
}
return result;
}
std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
@ -117,9 +131,24 @@ Goals::TGoalVec PathfindingManager::findPath(
{
logAi->trace("It's safe for %s to visit tile %s with danger %s", hero->name, dest.toString(), std::to_string(danger));
auto solution = dest == firstTileToGet
? doVisitTile(firstTileToGet)
: clearWayTo(hero, firstTileToGet);
Goals::TSubgoal solution;
if(path.specialAction)
{
solution = path.specialAction->whatToDo(hero);
}
else
{
solution = dest == firstTileToGet
? doVisitTile(firstTileToGet)
: clearWayTo(hero, firstTileToGet);
}
if(solution->evaluationContext.danger < danger)
solution->evaluationContext.danger = danger;
solution->evaluationContext.movementCost += path.movementCost();
result.push_back(solution);
continue;

View File

@ -17,7 +17,7 @@ class IPathfindingManager
{
public:
virtual ~IPathfindingManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual void resetPaths() = 0;
@ -49,7 +49,7 @@ public:
void resetPaths() override;
private:
void setCB(CPlayerSpecificInfoCallback * CB) override;
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
Goals::TGoalVec findPath(

View File

@ -30,7 +30,7 @@ ResourceManager::ResourceManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
{
}
void ResourceManager::setCB(CPlayerSpecificInfoCallback * CB)
void ResourceManager::init(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
}

View File

@ -40,7 +40,7 @@ class IResourceManager //: public: IAbstractManager
{
public:
virtual ~IResourceManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual TResources reservedResources() const = 0;
@ -94,7 +94,7 @@ protected: //not-const actions only for AI
virtual TResources estimateIncome() const;
virtual Goals::TSubgoal collectResourcesForOurGoal(ResourceObjective &o) const;
void setCB(CPlayerSpecificInfoCallback * CB) override;
void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
private:

View File

@ -613,7 +613,7 @@ void VCAI::init(std::shared_ptr<CCallback> CB)
myCb = CB;
cbc = CB;
ah->setCB(CB.get());
ah->init(CB.get());
NET_EVENT_HANDLER; //sets ah->rm->cb
playerID = *myCb->getMyColor();
@ -907,6 +907,14 @@ void VCAI::mainLoop()
completeGoal(e.goal); //put in goalsToRemove
break;
}
catch(cannotFulfillGoalException & e)
{
//it is impossible to continue some goals (like exploration, for example)
//complete abstract goal for now, but maybe main goal finds another path
goalsToRemove.push_back(basicGoal);
logAi->debug("Goal %s decomposition failed: %s", goalToDecompose->name(), e.what());
break;
}
catch (std::exception & e) //decomposition failed, which means we can't decompose entire tree
{
goalsToRemove.push_back(basicGoal);
@ -2397,6 +2405,7 @@ Goals::TSubgoal VCAI::decomposeGoal(Goals::TSubgoal ultimateGoal)
while (maxGoals)
{
boost::this_thread::interruption_point();
goal = goal->whatToDoToAchieve(); //may throw if decomposition fails
--maxGoals;
if (goal == ultimateGoal) //compare objects by value

View File

@ -696,6 +696,7 @@ void DestinationActionRule::process(
{
if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
{
logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
return;
}