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https://github.com/vcmi/vcmi.git
synced 2025-03-29 21:56:54 +02:00
Some work towards useful AI:
-It is possible to toggle adventure AI on / off typing "ai" in the console (default is true) -General cleaning and formatting of code -Some minor optimizations -Teal console log for AI AI tends to hang in the maze of mutexes and current player interface, further investigation is needed. Fixed #580 minor tweaks
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73a4c2e446
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@ -100,11 +100,11 @@ void Priorities::fillFeatures(const CGeniusAI::HypotheticalGameState & hgs)
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float Priorities::getCost(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
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{
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if(resourceCosts.size()==0)return -1;
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if(!resourceCosts.size())return -1;
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//TODO: replace with ann
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float cost = resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0;
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if(moved!=NULL) //TODO: multiply by importance of hero
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if(moved) //TODO: multiply by importance of hero
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cost+=distOutOfTheWay/10000.0;
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return cost;
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}
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@ -210,25 +210,24 @@ float Priorities::getValue(const CGeniusAI::AIObjective & obj)
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//objectNetworks[53][hobj->object->subID].feedForward(stateFeatures);
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case 113://TODO: replace with value of skill for the hero
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return 0;
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case 103:case 58://TODO: replace with value of seeing x number of new tiles
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case 103: case 58://TODO: replace with value of seeing x number of new tiles
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return 0;
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default:
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if(objectNetworks[hobj->object->ID].size()!=0)
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if (objectNetworks[hobj->object->ID].size())
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return objectNetworks[hobj->object->ID][0].feedForward(stateFeatures);
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cout << "don't know the value of ";
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tlog6 << "don't know the value of ";
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switch(obj.type)
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{
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case CGeniusAI::AIObjective::visit:
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cout << "visiting " << hobj->object->ID;
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tlog6 << "visiting " << hobj->object->ID;
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break;
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case CGeniusAI::AIObjective::attack:
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cout << "attacking " << hobj->object->ID;
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tlog6 << "attacking " << hobj->object->ID;
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break;
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case CGeniusAI::AIObjective::finishTurn:
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obj.print();
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break;
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}
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cout << endl;
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tlog6 << endl;
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}
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}
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else //town objective
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@ -240,9 +239,9 @@ float Priorities::getValue(const CGeniusAI::AIObjective & obj)
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return buildingNetworks[tnObj->whichTown->t->subID][tnObj->which].feedForward(stateFeatures);
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else
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{
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cout << "don't know the value of ";
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tlog6 << "don't know the value of ";
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obj.print();
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cout << endl;
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tlog6 << endl;
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}
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}
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File diff suppressed because it is too large
Load Diff
@ -28,11 +28,10 @@ class CGeniusAI : public CGlobalAI
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{
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private:
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// TODO: cb... come back, croach busters!?
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ICallback* m_cb;
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ICallback* m_cb;
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geniusai::BattleAI::CBattleLogic* m_battleLogic;
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geniusai::GeneralAI::CGeneralAI m_generalAI;
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geniusai::Priorities* m_priorities;
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geniusai::Priorities* m_priorities;
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CondSh<BattleState> m_state; //are we engaged into battle?
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@ -71,7 +70,7 @@ private:
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void update(CGeniusAI & ai);
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CGeniusAI * AI;
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std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
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std::vector<int> resourceAmounts;
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std::vector<ui32> resourceAmounts;
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std::vector<HeroModel> heroModels;
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std::vector<TownModel> townModels;
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std::set< AIObjectContainer > knownVisitableObjects;
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@ -110,7 +109,7 @@ private:
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public:
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HypotheticalGameState hgs;
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int3 pos;
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const CGObjectInstance * object;
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const CGObjectInstance * object; //interactive object
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mutable std::vector<HypotheticalGameState::HeroModel*> whoCanAchieve;
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//HeroObjective(){}
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@ -45,11 +45,7 @@ template <typename ruleType, typename facts> template <typename cond> void Exper
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++goalCounter;
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}
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}
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matchedConditions = 0;
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//modify set until something happens (hopefully!)
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for (iF = factsToErase.begin(); iF != factsToErase.end(); iF++)
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factList.erase(knowledge.find(*iF));
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factsToErase.clear(); //TODO: what if fact is remembered by rule, yet already erased?
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for (iF = factsToAdd.begin(); iF != factsToAdd.end(); iF++)
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factList.insert(*iF);
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if (factsToAdd.size())
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@ -58,6 +54,9 @@ template <typename ruleType, typename facts> template <typename cond> void Exper
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factWasAdded = true;
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}
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}
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for (iF = factsToErase.begin(); iF != factsToErase.end(); iF++) //remove facts discarded in this run
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factList.erase(knowledge.find(*iF));
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factsToErase.clear(); //erase only after all rules had a chance to trigger
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for (ir = rulesToErase.begin(); ir != rulesToErase.end(); ir++)
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knowledge.erase(knowledge.find(*ir));
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rulesToErase.clear();
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@ -89,13 +88,13 @@ void BonusRule::fireRule()
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case BonusCondition::duration:
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if (!it->first.functor(it->second->object->duration, it->first.value)) return;
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break;
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case BonusCondition::source:
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case BonusCondition::source: //likely to handle by selector
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if (!it->first.functor(it->second->object->source, it->first.value)) return;
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break;
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case BonusCondition::id:
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if (!it->first.functor(it->second->object->id, it->first.value)) return;
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break;
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case BonusCondition::valType:
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case BonusCondition::valType: //ever needed?
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if (!it->first.functor(it->second->object->valType, it->first.value)) return;
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break;
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case BonusCondition::additionalInfo:
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@ -110,12 +109,18 @@ void BonusRule::fireRule()
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}
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//TODO: add new fact or modify existing one
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}
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//TODO: find out why it does not compile
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//template <typename input, typename conType> void Rule<input, conType>::refreshRule(std::set<conType> &conditionSet)
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//{
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// cons.clear();
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// for (std::set<conType>::iterator it = conditionSet.begin(); it != conditionSet.end(); it++)
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// cons.insert(std::make_pair<conType,input*>(*it, NULL)); //pointer to condition and null fact
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//}
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//template <typename input, typename conType> void Rule<input, conType>::refreshRule()
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//{
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// for (std::set<std::pair<conType, input*>>::iterator it = cons.begin(); it != cons.end(); it++)
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// *it->second = NULL;
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//}
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bool BonusCondition::matchesFact(Bonus &fact)
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{
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if (object(fact)) //Bonus(fact) matches local Selector(object)
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@ -53,7 +53,7 @@ public:
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};
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template <typename input> class condition
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{//determines selected object parameter with value using functor
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{//compares selected object parameter with value using functor. universal logic handler
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public:
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input object; //what the fact is, or what it's like (CSelector)
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si32 value;
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@ -74,9 +74,13 @@ public:
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protected:
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std::set<std::pair<conType, input*>> cons; //conditions and matching facts
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input decision;
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virtual void canBeFired(); //if this data makes any sense for rule
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virtual void fireRule(std::set<input*> &feed);
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virtual void canBeFired(); //if this data makes any sense for rule - type check
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virtual bool checkCondition(); //if condition is true or false
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virtual bool checkCondition(std::set<input*> &feed);
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virtual void fireRule(); //use paired conditions and facts by default
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virtual void fireRule(ExpertSystemShell<input, conType> &system);
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virtual void fireRule(std::set<input*> &feed);
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virtual void refreshRule();
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virtual void refreshRule(std::set<conType> &conditionSet); //in case conditions were erased
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public:
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Rule(){fired = false; conditionCounter = 0; decision = NULL;};
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@ -124,21 +128,56 @@ public:
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};
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bool matchesFact(Bonus &fact);
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};
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class BonusHolder : public AIholder<Bonus>
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{
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public:
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BonusHolder(Bonus &bonus){object = &bonus; aiValue = bonus.val;}
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BonusHolder(Bonus &bonus, si32 val){object = &bonus; aiValue = val;}
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};
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class BonusRule : public Rule <BonusHolder, BonusCondition>
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{
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protected:
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void fireRule();
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};
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bool greaterThan (int prop, si32 val)
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inline bool greaterThan (int prop, si32 val)
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{
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if ((si32)prop > val)
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return true;
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return false;
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}
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}
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inline bool lessThan (int prop, si32 val)
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{
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if ((si32)prop < val)
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return true;
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return false;
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}
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inline bool eqal (int prop, si32 val)
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{
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if ((si32)prop == val)
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return true;
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return false;
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}
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inline bool unequal (int prop, si32 val)
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{
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if ((si32)prop != val)
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return true;
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return false;
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}
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inline bool present (int prop, si32 val=0)
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//inline bool present (int prop) //TODO: can we use function with less arguments?
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{
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return(prop); //unfixable warning :(
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}
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class KnowledgeHandler///I'd opt for one omniscent knowledge manager, so no templates here
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{
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public:
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std::list<BonusRule> knowledge; //permanent storage of rules
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void parseKnowledge(std::string &filename){};
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void addKnowledge(ExpertSystemShell<BRule,Bonus> &expert);
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void addFacts(ExpertSystemShell<BRule,Bonus> &expert);
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};
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@ -42,6 +42,7 @@
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#define CONSOLE_YELLOW FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY
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#define CONSOLE_WHITE FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY
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#define CONSOLE_GRAY FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE
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#define CONSOLE_TEAL FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY
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#endif
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TColor defColor;
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@ -168,6 +169,9 @@ void CConsoleHandler::setColor(int level)
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case 5:
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color = CONSOLE_GRAY;
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break;
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case -2:
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color = CONSOLE_TEAL;
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break;
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default:
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color = defColor;
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break;
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@ -75,7 +75,6 @@ Point screenLT = Point(0, 0); //position of top left corner of the screen
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Point screenLTmax = Point(0, 0); //,maximal values for screenLT coordinates
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static boost::thread *mainGUIThread;
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SystemOptions GDefaultOptions;
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VCMIDirs GVCMIDirs;
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std::queue<SDL_Event*> events;
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@ -428,6 +427,11 @@ void processCommand(const std::string &message)
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{
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gOnlyAI = true;
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}
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else if (cn == "ai")
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{
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VLC->IS_AI_ENABLED = !VLC->IS_AI_ENABLED;
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tlog4 << "Current AI status: " << (VLC->IS_AI_ENABLED ? "enabled" : "disabled") << std::endl;
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}
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else if(cn == "mp" && adventureInt)
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{
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if(const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(adventureInt->selection))
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int crid = creatures[which].ID,
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dstslot = dst-> getSlotFor(crid);
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if(dstslot < 0) //no available slot
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if(dstslot < 0 && !vstd::contains(CGI->arth->bigArtifacts,CGI->arth->convertMachineID(crid, true))) //no available slot
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{
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std::string txt;
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if(dst->ID == HEROI_TYPE)
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1
global.h
1
global.h
@ -358,6 +358,7 @@ extern DLL_EXPORT CLogger tlog2; //magenta - major warnings
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extern DLL_EXPORT CLogger tlog3; //yellow - minor warnings
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extern DLL_EXPORT CLogger tlog4; //white - detailed log info
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extern DLL_EXPORT CLogger tlog5; //gray - minor log info
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extern DLL_EXPORT CLogger tlog6; //teal - AI info
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//XXX pls dont - 'debug macros' are usually more trouble than it's worth
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#define HANDLE_EXCEPTION \
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@ -34,6 +34,7 @@ DLL_EXPORT CLogger tlog2(2);
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DLL_EXPORT CLogger tlog3(3);
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DLL_EXPORT CLogger tlog4(4);
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DLL_EXPORT CLogger tlog5(5);
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DLL_EXPORT CLogger tlog6(-2);
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DLL_EXPORT CConsoleHandler *console = NULL;
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DLL_EXPORT std::ostream *logfile = NULL
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@ -205,6 +206,8 @@ void LibClasses::init()
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spellh = new CSpellHandler;
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spellh->loadSpells();
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tlog0<<"\tSpell handler: "<<pomtime.getDif()<<std::endl;
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IS_AI_ENABLED = true;
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}
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void LibClasses::clear()
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@ -26,6 +26,7 @@ class CGeneralTextHandler;
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class DLL_EXPORT LibClasses
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{
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public:
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bool IS_AI_ENABLED; //VLC is teh only object visible from both CMT and GeniusAI
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CArtHandler * arth;
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CHeroHandler * heroh;
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CCreatureHandler * creh;
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@ -45,7 +46,7 @@ public:
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void callWhenDeserializing(); //should be called only by serialize !!!
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & heroh & arth & creh & townh & objh & dobjinfo & buildh & spellh;
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h & heroh & arth & creh & townh & objh & dobjinfo & buildh & spellh & IS_AI_ENABLED;;
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if(!h.saving)
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{
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callWhenDeserializing();
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