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vcmi/AI/Nullkiller2/Behaviors/CaptureObjectsBehavior.cpp

258 lines
6.5 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 NK2AI
{
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 Nullkiller * nullkiller,
const CGObjectInstance * objToVisit,
bool force)
{
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 NK2AI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString());
#endif
if(objToVisit && !force && !shouldVisit(nullkiller, path.targetHero, objToVisit))
{
#if NK2AI_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 (hero->getOwner() != nullkiller->playerID)
continue;
if(nullkiller->heroManager->getHeroRoleOrDefaultInefficient(hero) == HeroRole::SCOUT
&& (path.getTotalDanger() == 0 || path.turn() > 0)
&& path.exchangeCount > 1)
{
#if NK2AI_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(nullkiller, path.targetHero);
#if NK2AI_TRACE_LEVEL >= 2
// subGoal->toString() was crashing sometims before thread local fix with SET_GLOBAL_STATE_TBB
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, nullkiller->settings->getSafeAttackRatio());
#if NK2AI_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 = nullkiller->heroManager->getHeroRoleOrDefaultInefficient(path.targetHero);
auto & closestWay = closestWaysByRole[heroRole];
if(!closestWay || closestWay->movementCost() > path.movementCost())
{
closestWay = &path;
}
if(!nullkiller->arePathHeroesLocked(path))
{
waysToVisitObj.push_back(newWay);
tasks[tasks.size() - 1] = sharedPtr;
}
}
}
for(auto * way : waysToVisitObj)
{
auto heroRole = nullkiller->heroManager->getHeroRoleOrDefaultInefficient(way->getPath().targetHero);
const auto * closestWay = closestWaysByRole[heroRole];
if(closestWay)
{
way->closestWayRatio = closestWay->movementCost() / way->getPath().movementCost();
}
}
return tasks;
}
void CaptureObjectsBehavior::decomposeObjects(
Goals::TGoalVec & result,
const std::vector<const CGObjectInstance *> & objs,
const Nullkiller * nullkiller) const
{
if(objs.empty())
return;
std::mutex sync;
logAi->debug("Scanning objects, count %d", objs.size());
tbb::parallel_for(
tbb::blocked_range<size_t>(0, objs.size()),
[this, &objs, &sync, &result, nullkiller](const tbb::blocked_range<size_t> & r)
{
SET_GLOBAL_STATE_TBB(nullkiller->aiGw);
std::vector<AIPath> paths;
Goals::TGoalVec tasksLocal;
for(auto i = r.begin(); i != r.end(); i++)
{
const auto * objToVisit = objs[i];
if(!objectMatchesFilter(objToVisit))
continue;
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
// FIXME: Mircea: This one uses the deleted hero
nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->isObjectGraphAllowed());
#if NK2AI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit, specificObjects));
}
std::lock_guard lock(sync); // FIXME: consider using tbb::parallel_reduce instead to avoid mutex overhead
vstd::concatenate(result, tasksLocal);
}
);
}
Goals::TGoalVec CaptureObjectsBehavior::decompose(const Nullkiller * aiNk) const
{
Goals::TGoalVec tasks;
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
return task->invalid();
});
if(specificObjects)
{
decomposeObjects(tasks, objectsToCapture, aiNk);
}
else if(objectTypes.size())
{
decomposeObjects(
tasks,
std::vector<const CGObjectInstance *>(
aiNk->memory->visitableObjs.begin(),
aiNk->memory->visitableObjs.end()),
aiNk);
}
else
{
decomposeObjects(tasks, aiNk->objectClusterizer->getNearbyObjects(), aiNk);
if(tasks.empty() || aiNk->getScanDepth() != ScanDepth::SMALL)
decomposeObjects(tasks, aiNk->objectClusterizer->getFarObjects(), aiNk);
}
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;
}
}