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2d715f4d7e
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.
137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
/*
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* Nullkiller.h, 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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#pragma once
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#include "PriorityEvaluator.h"
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#include "FuzzyHelper.h"
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#include "Settings.h"
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#include "AIMemory.h"
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#include "DeepDecomposer.h"
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#include "../Analyzers/DangerHitMapAnalyzer.h"
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#include "../Analyzers/BuildAnalyzer.h"
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#include "../Analyzers/ArmyManager.h"
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#include "../Analyzers/HeroManager.h"
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#include "../Analyzers/ObjectClusterizer.h"
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#include "../Helpers/ArmyFormation.h"
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namespace NKAI
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{
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const float MIN_PRIORITY = 0.01f;
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const float SMALL_SCAN_MIN_PRIORITY = 0.4f;
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enum class HeroLockedReason
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{
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NOT_LOCKED = 0,
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STARTUP = 1,
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DEFENCE = 2,
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HERO_CHAIN = 3
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};
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enum class ScanDepth
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{
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MAIN_FULL = 0,
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SMALL = 1,
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ALL_FULL = 2
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};
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struct TaskPlanItem
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{
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std::vector<ObjectInstanceID> affectedObjects;
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Goals::TSubgoal task;
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TaskPlanItem(Goals::TSubgoal goal);
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};
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class TaskPlan
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{
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private:
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std::vector<TaskPlanItem> tasks;
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public:
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Goals::TTaskVec getTasks() const;
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void merge(Goals::TSubgoal task);
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};
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class Nullkiller
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{
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private:
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const CGHeroInstance * activeHero;
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int3 targetTile;
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ObjectInstanceID targetObject;
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std::map<const CGHeroInstance *, HeroLockedReason> lockedHeroes;
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ScanDepth scanDepth;
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TResources lockedResources;
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bool useHeroChain;
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AIGateway * gateway;
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bool openMap;
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bool useObjectGraph;
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public:
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static std::unique_ptr<ObjectGraph> baseGraph;
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std::unique_ptr<DangerHitMapAnalyzer> dangerHitMap;
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std::unique_ptr<BuildAnalyzer> buildAnalyzer;
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std::unique_ptr<ObjectClusterizer> objectClusterizer;
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std::unique_ptr<PriorityEvaluator> priorityEvaluator;
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std::unique_ptr<SharedPool<PriorityEvaluator>> priorityEvaluators;
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std::unique_ptr<AIPathfinder> pathfinder;
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std::unique_ptr<HeroManager> heroManager;
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std::unique_ptr<ArmyManager> armyManager;
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std::unique_ptr<AIMemory> memory;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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std::unique_ptr<DeepDecomposer> decomposer;
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std::unique_ptr<ArmyFormation> armyFormation;
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std::unique_ptr<Settings> settings;
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PlayerColor playerID;
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std::shared_ptr<CCallback> cb;
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std::mutex aiStateMutex;
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Nullkiller();
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void init(std::shared_ptr<CCallback> cb, AIGateway * gateway);
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void makeTurn();
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bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
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bool isHeroLocked(const CGHeroInstance * hero) const;
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HeroPtr getActiveHero() { return activeHero; }
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HeroLockedReason getHeroLockedReason(const CGHeroInstance * hero) const;
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int3 getTargetTile() const { return targetTile; }
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ObjectInstanceID getTargetObject() const { return targetObject; }
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void setTargetObject(int objid) { targetObject = ObjectInstanceID(objid); }
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void setActive(const CGHeroInstance * hero, int3 tile) { activeHero = hero; targetTile = tile; }
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void lockHero(const CGHeroInstance * hero, HeroLockedReason lockReason) { lockedHeroes[hero] = lockReason; }
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void unlockHero(const CGHeroInstance * hero) { lockedHeroes.erase(hero); }
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bool arePathHeroesLocked(const AIPath & path) const;
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TResources getFreeResources() const;
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int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
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void lockResources(const TResources & res);
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const TResources & getLockedResources() const { return lockedResources; }
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ScanDepth getScanDepth() const { return scanDepth; }
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bool isOpenMap() const { return openMap; }
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bool isObjectGraphAllowed() const { return useObjectGraph; }
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bool handleTrading();
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private:
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void resetAiState();
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void updateAiState(int pass, bool fast = false);
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void decompose(Goals::TGoalVec & result, Goals::TSubgoal behavior, int decompositionMaxDepth) const;
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Goals::TTask choseBestTask(Goals::TGoalVec & tasks) const;
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Goals::TTaskVec buildPlan(Goals::TGoalVec & tasks, int priorityTier = 3) const;
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bool executeTask(Goals::TTask task);
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bool areAffectedObjectsPresent(Goals::TTask task) const;
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HeroRole getTaskRole(Goals::TTask task) const;
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};
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}
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