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222 lines
5.2 KiB
C++
222 lines
5.2 KiB
C++
/*
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* CaptureObjectsBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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#include "../Goals/Composition.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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using namespace Goals;
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template <typename T>
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bool vectorEquals(const std::vector<T> & v1, const std::vector<T> & v2)
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{
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return vstd::contains_if(v1, [&](T o) -> bool
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{
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return vstd::contains(v2, o);
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});
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}
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std::string CaptureObjectsBehavior::toString() const
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{
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return "Capture objects";
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}
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bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) const
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{
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if(specificObjects != other.specificObjects)
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return false;
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if(specificObjects)
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return vectorEquals(objectsToCapture, other.objectsToCapture);
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return vectorEquals(objectTypes, other.objectTypes)
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&& vectorEquals(objectSubTypes, other.objectSubTypes);
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}
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Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
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{
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Goals::TGoalVec tasks;
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tasks.reserve(paths.size());
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const AIPath * closestWay = nullptr;
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std::vector<ExecuteHeroChain *> waysToVisitObj;
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for(auto & path : paths)
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{
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tasks.push_back(sptr(Goals::Invalid()));
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
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continue;
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger();
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if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT && danger == 0 && path.exchangeCount > 1)
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continue;
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auto firstBlockedAction = path.getFirstBlockedAction();
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if(firstBlockedAction)
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{
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auto subGoal = firstBlockedAction->decompose(path.targetHero);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
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#endif
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if(!subGoal->invalid())
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{
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Composition composition;
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composition.addNext(ExecuteHeroChain(path, objToVisit));
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composition.addNext(subGoal);
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tasks[tasks.size() - 1] = sptr(composition);
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}
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continue;
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}
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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objToVisit ? objToVisit->getObjectName() : path.targetTile().toString(),
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hero->name,
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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auto newWay = new ExecuteHeroChain(path, objToVisit);
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TSubgoal sharedPtr;
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sharedPtr.reset(newWay);
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if(!closestWay || closestWay->movementCost() > path.movementCost())
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closestWay = &path;
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if(!ai->nullkiller->arePathHeroesLocked(path))
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{
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waysToVisitObj.push_back(newWay);
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tasks[tasks.size() - 1] = sharedPtr;
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}
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}
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}
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assert(closestWay || waysToVisitObj.empty());
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for(auto way : waysToVisitObj)
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{
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way->closestWayRatio
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= closestWay->movementCost() / way->getPath().movementCost();
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}
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return tasks;
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}
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Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
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{
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if(objs.empty())
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{
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return;
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}
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logAi->debug("Scanning objects, count %d", objs.size());
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for(auto objToVisit : objs)
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{
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if(!objectMatchesFilter(objToVisit))
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continue;
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
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#endif
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const int3 pos = objToVisit->visitablePos();
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auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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std::shared_ptr<ExecuteHeroChain> closestWay;
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
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}
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vstd::erase_if(tasks, [](TSubgoal task) -> bool
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{
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return task->invalid();
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});
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};
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if(specificObjects)
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{
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captureObjects(objectsToCapture);
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}
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else if(objectTypes.size())
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{
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captureObjects(
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std::vector<const CGObjectInstance *>(
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ai->nullkiller->memory->visitableObjs.begin(),
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ai->nullkiller->memory->visitableObjs.end()));
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}
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else
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{
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captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
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if(tasks.empty())
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captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
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}
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return tasks;
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}
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bool CaptureObjectsBehavior::objectMatchesFilter(const CGObjectInstance * obj) const
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{
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if(objectTypes.size() && !vstd::contains(objectTypes, obj->ID.num))
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{
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return false;
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}
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if(objectSubTypes.size() && !vstd::contains(objectSubTypes, obj->subID))
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{
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return false;
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}
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return true;
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}
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