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vcmi/AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp

253 lines
6.1 KiB
C++

/*
* CaptureObjectsBehavior.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 "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/Invalid.h"
#include "CaptureObjectsBehavior.h"
#include "../AIUtility.h"
namespace NKAI
{
using namespace Goals;
template <typename T>
bool vectorEquals(const std::vector<T> & v1, const std::vector<T> & v2)
{
return vstd::contains_if(v1, [&](T o) -> bool
{
return vstd::contains(v2, o);
});
}
std::string CaptureObjectsBehavior::toString() const
{
return "Capture objects";
}
bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) const
{
if(specificObjects != other.specificObjects)
return false;
if(specificObjects)
return vectorEquals(objectsToCapture, other.objectsToCapture);
return vectorEquals(objectTypes, other.objectTypes)
&& vectorEquals(objectSubTypes, other.objectSubTypes);
}
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
{
Goals::TGoalVec tasks;
tasks.reserve(paths.size());
std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
std::vector<ExecuteHeroChain *> waysToVisitObj;
for(auto & path : paths)
{
tasks.push_back(sptr(Goals::Invalid()));
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString());
#endif
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
#endif
continue;
}
if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
#endif
continue;
}
auto hero = path.targetHero;
auto danger = path.getTotalDanger();
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
&& (path.getTotalDanger() == 0 || path.turn() > 0)
&& path.exchangeCount > 1)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s is SCOUT, chain used and no danger", path.targetHero->getNameTranslated());
#endif
continue;
}
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
#endif
if(!subGoal->invalid())
{
Composition composition;
composition.addNext(ExecuteHeroChain(path, objToVisit));
composition.addNext(subGoal);
tasks[tasks.size() - 1] = sptr(composition);
}
continue;
}
auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace(
"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
isSafe ? "safe" : "not safe",
objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
hero->getObjectName(),
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());
#endif
if(isSafe)
{
auto newWay = new ExecuteHeroChain(path, objToVisit);
TSubgoal sharedPtr;
sharedPtr.reset(newWay);
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto & closestWay = closestWaysByRole[heroRole];
if(!closestWay || closestWay->movementCost() > path.movementCost())
{
closestWay = &path;
}
if(!ai->nullkiller->arePathHeroesLocked(path))
{
waysToVisitObj.push_back(newWay);
tasks[tasks.size() - 1] = sharedPtr;
}
}
}
for(auto way : waysToVisitObj)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto closestWay = closestWaysByRole[heroRole];
if(closestWay)
{
way->closestWayRatio
= closestWay->movementCost() / way->getPath().movementCost();
}
}
return tasks;
}
Goals::TGoalVec CaptureObjectsBehavior::decompose() const
{
Goals::TGoalVec tasks;
auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
{
if(objs.empty())
{
return;
}
logAi->debug("Scanning objects, count %d", objs.size());
std::vector<AIPath> paths;
for(auto objToVisit : objs)
{
if(!objectMatchesFilter(objToVisit))
continue;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
const int3 pos = objToVisit->visitablePos();
bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
ai->nullkiller->pathfinder->calculatePathInfo(paths, pos, useObjectGraph);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
std::shared_ptr<ExecuteHeroChain> closestWay;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
}
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
return task->invalid();
});
};
if(specificObjects)
{
captureObjects(objectsToCapture);
}
else if(objectTypes.size())
{
captureObjects(
std::vector<const CGObjectInstance *>(
ai->nullkiller->memory->visitableObjs.begin(),
ai->nullkiller->memory->visitableObjs.end()));
}
else
{
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
}
return tasks;
}
bool CaptureObjectsBehavior::objectMatchesFilter(const CGObjectInstance * obj) const
{
if(objectTypes.size() && !vstd::contains(objectTypes, obj->ID.num))
{
return false;
}
if(objectSubTypes.size() && !vstd::contains(objectSubTypes, obj->subID))
{
return false;
}
return true;
}
}