mirror of
https://github.com/vcmi/vcmi.git
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264 lines
6.3 KiB
C++
264 lines
6.3 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 "../Goals/Invalid.h"
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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namespace NKAI
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{
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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(
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const std::vector<AIPath> & paths,
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const Nullkiller * nullkiller,
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const CGObjectInstance * objToVisit,
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bool force)
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{
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Goals::TGoalVec tasks;
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tasks.reserve(paths.size());
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std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
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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 NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(objToVisit && !force && !shouldVisit(nullkiller, path.targetHero, objToVisit))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
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#endif
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continue;
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}
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger();
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if (hero->getOwner() != nullkiller->playerID)
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continue;
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if(nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
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&& (path.getTotalDanger() == 0 || path.turn() > 0)
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&& path.exchangeCount > 1)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Hero %s is SCOUT, chain used and no danger", path.targetHero->getNameTranslated());
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#endif
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continue;
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}
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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(nullkiller, path.targetHero);
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#if NKAI_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, nullkiller->settings->getSafeAttackRatio());
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#if NKAI_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->getObjectName(),
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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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auto heroRole = nullkiller->heroManager->getHeroRole(path.targetHero);
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auto & closestWay = closestWaysByRole[heroRole];
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if(!closestWay || closestWay->movementCost() > path.movementCost())
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{
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closestWay = &path;
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}
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if(!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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for(auto way : waysToVisitObj)
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{
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auto heroRole = nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
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auto closestWay = closestWaysByRole[heroRole];
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if(closestWay)
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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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}
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return tasks;
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}
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void CaptureObjectsBehavior::decomposeObjects(
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Goals::TGoalVec & result,
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const std::vector<const CGObjectInstance *> & objs,
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const Nullkiller * nullkiller) const
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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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std::mutex sync;
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logAi->debug("Scanning objects, count %d", objs.size());
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// tbb::blocked_range<size_t> r(0, objs.size());
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tbb::parallel_for(
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tbb::blocked_range<size_t>(0, objs.size()),
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[this, &objs, &sync, &result, nullkiller](const tbb::blocked_range<size_t> & r)
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{
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std::vector<AIPath> paths;
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Goals::TGoalVec tasksLocal;
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for(auto i = r.begin(); i != r.end(); i++)
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{
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auto objToVisit = objs[i];
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if(!objectMatchesFilter(objToVisit))
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continue;
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#if NKAI_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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nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->isObjectGraphAllowed());
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#if NKAI_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(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit, specificObjects));
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}
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std::lock_guard lock(sync); // FIXME: consider using tbb::parallel_reduce instead to avoid mutex overhead
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vstd::concatenate(result, tasksLocal);
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});
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}
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Goals::TGoalVec CaptureObjectsBehavior::decompose(const Nullkiller * ai) const
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{
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Goals::TGoalVec tasks;
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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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if(specificObjects)
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{
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decomposeObjects(tasks, objectsToCapture, ai);
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}
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else if(objectTypes.size())
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{
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decomposeObjects(
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tasks,
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std::vector<const CGObjectInstance *>(
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ai->memory->visitableObjs.begin(),
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ai->memory->visitableObjs.end()),
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ai);
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}
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else
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{
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decomposeObjects(tasks, ai->objectClusterizer->getNearbyObjects(), ai);
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if(tasks.empty() || ai->getScanDepth() != ScanDepth::SMALL)
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decomposeObjects(tasks, ai->objectClusterizer->getFarObjects(), ai);
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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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}
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