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vcmi/AI/Nullkiller/Engine/Nullkiller.h
Xilmi 2d715f4d7e Trading logic
Added trading-logic to Nullkiller-AI.
The AI can now identify which resources it is lacking the most and buy them to fix softlocks in their build-order. It can also sell excess resources that it doesn't have a need for.
2024-07-19 15:21:56 +02:00

137 lines
3.9 KiB
C++

/*
* Nullkiller.h, 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
*
*/
#pragma once
#include "PriorityEvaluator.h"
#include "FuzzyHelper.h"
#include "Settings.h"
#include "AIMemory.h"
#include "DeepDecomposer.h"
#include "../Analyzers/DangerHitMapAnalyzer.h"
#include "../Analyzers/BuildAnalyzer.h"
#include "../Analyzers/ArmyManager.h"
#include "../Analyzers/HeroManager.h"
#include "../Analyzers/ObjectClusterizer.h"
#include "../Helpers/ArmyFormation.h"
namespace NKAI
{
const float MIN_PRIORITY = 0.01f;
const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
enum class HeroLockedReason
{
NOT_LOCKED = 0,
STARTUP = 1,
DEFENCE = 2,
HERO_CHAIN = 3
};
enum class ScanDepth
{
MAIN_FULL = 0,
SMALL = 1,
ALL_FULL = 2
};
struct TaskPlanItem
{
std::vector<ObjectInstanceID> affectedObjects;
Goals::TSubgoal task;
TaskPlanItem(Goals::TSubgoal goal);
};
class TaskPlan
{
private:
std::vector<TaskPlanItem> tasks;
public:
Goals::TTaskVec getTasks() const;
void merge(Goals::TSubgoal task);
};
class Nullkiller
{
private:
const CGHeroInstance * activeHero;
int3 targetTile;
ObjectInstanceID targetObject;
std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
ScanDepth scanDepth;
TResources lockedResources;
bool useHeroChain;
AIGateway * gateway;
bool openMap;
bool useObjectGraph;
public:
static std::unique_ptr<ObjectGraph> baseGraph;
std::unique_ptr<DangerHitMapAnalyzer> dangerHitMap;
std::unique_ptr<BuildAnalyzer> buildAnalyzer;
std::unique_ptr<ObjectClusterizer> objectClusterizer;
std::unique_ptr<PriorityEvaluator> priorityEvaluator;
std::unique_ptr<SharedPool<PriorityEvaluator>> priorityEvaluators;
std::unique_ptr<AIPathfinder> pathfinder;
std::unique_ptr<HeroManager> heroManager;
std::unique_ptr<ArmyManager> armyManager;
std::unique_ptr<AIMemory> memory;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
std::unique_ptr<DeepDecomposer> decomposer;
std::unique_ptr<ArmyFormation> armyFormation;
std::unique_ptr<Settings> settings;
PlayerColor playerID;
std::shared_ptr<CCallback> cb;
std::mutex aiStateMutex;
Nullkiller();
void init(std::shared_ptr<CCallback> cb, AIGateway * gateway);
void makeTurn();
bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
bool isHeroLocked(const CGHeroInstance * hero) const;
HeroPtr getActiveHero() { return activeHero; }
HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
int3 getTargetTile() const { return targetTile; }
ObjectInstanceID getTargetObject() const { return targetObject; }
void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
bool arePathHeroesLocked(const AIPath & path) const;
TResources getFreeResources() const;
int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
void lockResources(const TResources & res);
const TResources & getLockedResources() const { return lockedResources; }
ScanDepth getScanDepth() const { return scanDepth; }
bool isOpenMap() const { return openMap; }
bool isObjectGraphAllowed() const { return useObjectGraph; }
bool handleTrading();
private:
void resetAiState();
void updateAiState(int pass, bool fast = false);
void decompose(Goals::TGoalVec & result, Goals::TSubgoal behavior, int decompositionMaxDepth) const;
Goals::TTask choseBestTask(Goals::TGoalVec & tasks) const;
Goals::TTaskVec buildPlan(Goals::TGoalVec & tasks, int priorityTier = 3) const;
bool executeTask(Goals::TTask task);
bool areAffectedObjectsPresent(Goals::TTask task) const;
HeroRole getTaskRole(Goals::TTask task) const;
};
}