2025-03-18 19:19:03 -04:00

663 lines
17 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#include "Engine.h"
#include "Action.h"
#include "Event.h"
#include "PerformanceMonitor.h"
#include "Playerbots.h"
#include "Queue.h"
#include "Strategy.h"
Engine::Engine(PlayerbotAI* botAI, AiObjectContext* factory) : PlayerbotAIAware(botAI), aiObjectContext(factory)
{
lastRelevance = 0.0f;
testMode = false;
}
bool ActionExecutionListeners::Before(Action* action, Event event)
{
bool result = true;
for (std::list<ActionExecutionListener*>::iterator i = listeners.begin(); i != listeners.end(); i++)
{
result &= (*i)->Before(action, event);
}
return result;
}
void ActionExecutionListeners::After(Action* action, bool executed, Event event)
{
for (std::list<ActionExecutionListener*>::iterator i = listeners.begin(); i != listeners.end(); i++)
{
(*i)->After(action, executed, event);
}
}
bool ActionExecutionListeners::OverrideResult(Action* action, bool executed, Event event)
{
bool result = executed;
for (std::list<ActionExecutionListener*>::iterator i = listeners.begin(); i != listeners.end(); i++)
{
result = (*i)->OverrideResult(action, result, event);
}
return result;
}
bool ActionExecutionListeners::AllowExecution(Action* action, Event event)
{
bool result = true;
for (std::list<ActionExecutionListener*>::iterator i = listeners.begin(); i != listeners.end(); i++)
{
result &= (*i)->AllowExecution(action, event);
}
return result;
}
ActionExecutionListeners::~ActionExecutionListeners()
{
for (std::list<ActionExecutionListener*>::iterator i = listeners.begin(); i != listeners.end(); i++)
{
delete *i;
}
listeners.clear();
}
Engine::~Engine(void)
{
Reset();
// for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
// {
// Strategy* strategy = i->second;
// if (strategy) {
// delete strategy;
// }
// }
strategies.clear();
}
void Engine::Reset()
{
strategyTypeMask = 0;
ActionNode* action = nullptr;
while ((action = queue.Pop()) != nullptr)
{
delete action;
}
for (TriggerNode* trigger : triggers)
{
delete trigger;
}
triggers.clear();
for (Multiplier* multiplier : multipliers)
{
delete multiplier;
}
multipliers.clear();
}
void Engine::Init()
{
Reset();
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
Strategy* strategy = i->second;
strategyTypeMask |= strategy->GetType();
strategy->InitMultipliers(multipliers);
strategy->InitTriggers(triggers);
Event emptyEvent;
MultiplyAndPush(strategy->getDefaultActions(), 0.0f, false, emptyEvent, "default");
}
if (testMode)
{
FILE* file = fopen("test.log", "w");
fprintf(file, "\n");
fclose(file);
}
}
bool Engine::DoNextAction(Unit* unit, uint32 depth, bool minimal)
{
LogAction("--- AI Tick ---");
if (sPlayerbotAIConfig->logValuesPerTick)
LogValues();
bool actionExecuted = false;
ActionBasket* basket = nullptr;
time_t currentTime = time(nullptr);
// Update triggers and push default actions
ProcessTriggers(minimal);
PushDefaultActions();
uint32 iterations = 0;
uint32 iterationsPerTick = queue.Size() * (minimal ? 2 : sPlayerbotAIConfig->iterationsPerTick);
while (++iterations <= iterationsPerTick)
{
basket = queue.Peek();
if (!basket)
break;
float relevance = basket->getRelevance(); // for reference
bool skipPrerequisites = basket->isSkipPrerequisites();
if (minimal && (relevance < 100))
continue;
Event event = basket->getEvent();
ActionNode* actionNode = queue.Pop(); // NOTE: Pop() deletes basket
Action* action = InitializeAction(actionNode);
if (!action)
{
LogAction("A:%s - UNKNOWN", actionNode->getName().c_str());
}
else if (action->isUseful())
{
// Apply multipliers early to avoid unnecessary iterations
for (Multiplier* multiplier : multipliers)
{
relevance *= multiplier->GetValue(action);
action->setRelevance(relevance);
if (relevance <= 0)
{
LogAction("Multiplier %s made action %s useless", multiplier->getName().c_str(), action->getName().c_str());
break;
}
}
if (action->isPossible() && relevance > 0)
{
if (!skipPrerequisites)
{
LogAction("A:%s - PREREQ", action->getName().c_str());
if (MultiplyAndPush(actionNode->getPrerequisites(), relevance + 0.002f, false, event, "prereq"))
{
PushAgain(actionNode, relevance + 0.001f, event);
continue;
}
}
PerformanceMonitorOperation* pmo = sPerformanceMonitor->start(PERF_MON_ACTION, action->getName(), &aiObjectContext->performanceStack);
actionExecuted = ListenAndExecute(action, event);
if (pmo)
pmo->finish();
if (actionExecuted)
{
LogAction("A:%s - OK", action->getName().c_str());
MultiplyAndPush(actionNode->getContinuers(), relevance, false, event, "cont");
lastRelevance = relevance;
delete actionNode; // Safe memory management
break;
}
else
{
LogAction("A:%s - FAILED", action->getName().c_str());
MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.003f, false, event, "alt");
}
}
else
{
LogAction("A:%s - IMPOSSIBLE", action->getName().c_str());
MultiplyAndPush(actionNode->getAlternatives(), relevance + 0.003f, false, event, "alt");
}
}
else
{
LogAction("A:%s - USELESS", action->getName().c_str());
lastRelevance = relevance;
}
delete actionNode; // Always delete after processing the action node
}
if (time(nullptr) - currentTime > 1)
{
LogAction("Execution time exceeded 1 second");
}
if (!actionExecuted)
LogAction("no actions executed");
queue.RemoveExpired();
return actionExecuted;
}
ActionNode* Engine::CreateActionNode(std::string const name)
{
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
if (ActionNode* node = i->second->GetAction(name))
return node;
}
return new ActionNode(name,
/*P*/ nullptr,
/*A*/ nullptr,
/*C*/ nullptr);
}
bool Engine::MultiplyAndPush(NextAction** actions, float forceRelevance, bool skipPrerequisites, Event event,
char const* pushType)
{
bool pushed = false;
if (actions)
{
for (uint32 j = 0; actions[j]; j++)
{
if (NextAction* nextAction = actions[j])
{
ActionNode* action = CreateActionNode(nextAction->getName());
InitializeAction(action);
float k = nextAction->getRelevance();
if (forceRelevance > 0.0f)
{
k = forceRelevance;
}
if (k > 0)
{
LogAction("PUSH:%s - %f (%s)", action->getName().c_str(), k, pushType);
queue.Push(new ActionBasket(action, k, skipPrerequisites, event));
pushed = true;
}
else
{
delete action;
}
delete nextAction;
}
else
break;
}
delete[] actions;
}
return pushed;
}
ActionResult Engine::ExecuteAction(std::string const name, Event event, std::string const qualifier)
{
bool result = false;
ActionNode* actionNode = CreateActionNode(name);
if (!actionNode)
return ACTION_RESULT_UNKNOWN;
Action* action = InitializeAction(actionNode);
if (!action)
{
delete actionNode;
return ACTION_RESULT_UNKNOWN;
}
if (!qualifier.empty())
{
if (Qualified* q = dynamic_cast<Qualified*>(action))
q->Qualify(qualifier);
}
if (!action->isPossible())
{
delete actionNode;
return ACTION_RESULT_IMPOSSIBLE;
}
if (!action->isUseful())
{
delete actionNode;
return ACTION_RESULT_USELESS;
}
action->MakeVerbose();
result = ListenAndExecute(action, event);
MultiplyAndPush(action->getContinuers(), 0.0f, false, event, "default");
delete actionNode;
return result ? ACTION_RESULT_OK : ACTION_RESULT_FAILED;
}
void Engine::addStrategy(std::string const name, bool init)
{
removeStrategy(name, init);
if (Strategy* strategy = aiObjectContext->GetStrategy(name))
{
std::set<std::string> siblings = aiObjectContext->GetSiblingStrategy(name);
for (std::set<std::string>::iterator i = siblings.begin(); i != siblings.end(); i++)
removeStrategy(*i, init);
LogAction("S:+%s", strategy->getName().c_str());
strategies[strategy->getName()] = strategy;
}
if (init)
Init();
}
void Engine::addStrategies(std::string first, ...)
{
addStrategy(first, false);
va_list vl;
va_start(vl, first);
const char* cur;
do
{
cur = va_arg(vl, const char*);
if (cur)
addStrategy(cur, false);
} while (cur);
Init();
va_end(vl);
}
void Engine::addStrategiesNoInit(std::string first, ...)
{
addStrategy(first, false);
va_list vl;
va_start(vl, first);
const char* cur;
do
{
cur = va_arg(vl, const char*);
if (cur)
addStrategy(cur, false);
} while (cur);
va_end(vl);
}
bool Engine::removeStrategy(std::string const name, bool init)
{
std::map<std::string, Strategy*>::iterator i = strategies.find(name);
if (i == strategies.end())
return false;
LogAction("S:-%s", name.c_str());
strategies.erase(i);
if (init)
Init();
return true;
}
void Engine::removeAllStrategies()
{
strategies.clear();
Init();
}
void Engine::toggleStrategy(std::string const name)
{
if (!removeStrategy(name))
addStrategy(name);
}
bool Engine::HasStrategy(std::string const name) { return strategies.find(name) != strategies.end(); }
void Engine::ProcessTriggers(bool minimal)
{
std::unordered_map<Trigger*, Event> fires;
for (std::vector<TriggerNode*>::iterator i = triggers.begin(); i != triggers.end(); i++)
{
TriggerNode* node = *i;
if (!node)
continue;
Trigger* trigger = node->getTrigger();
if (!trigger)
{
trigger = aiObjectContext->GetTrigger(node->getName());
node->setTrigger(trigger);
}
if (!trigger)
continue;
if (fires.find(trigger) != fires.end())
continue;
if (testMode || trigger->needCheck())
{
if (minimal && node->getFirstRelevance() < 100)
continue;
PerformanceMonitorOperation* pmo =
sPerformanceMonitor->start(PERF_MON_TRIGGER, trigger->getName(), &aiObjectContext->performanceStack);
Event event = trigger->Check();
if (pmo)
pmo->finish();
if (!event)
continue;
fires[trigger] = event;
LogAction("T:%s", trigger->getName().c_str());
}
}
for (std::vector<TriggerNode*>::iterator i = triggers.begin(); i != triggers.end(); i++)
{
TriggerNode* node = *i;
Trigger* trigger = node->getTrigger();
if (fires.find(trigger) == fires.end())
continue;
Event event = fires[trigger];
MultiplyAndPush(node->getHandlers(), 0.0f, false, event, "trigger");
}
for (std::vector<TriggerNode*>::iterator i = triggers.begin(); i != triggers.end(); i++)
{
if (Trigger* trigger = (*i)->getTrigger())
trigger->Reset();
}
}
void Engine::PushDefaultActions()
{
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
Strategy* strategy = i->second;
Event emptyEvent;
MultiplyAndPush(strategy->getDefaultActions(), 0.0f, false, emptyEvent, "default");
}
}
std::string const Engine::ListStrategies()
{
std::string s = "Strategies: ";
if (strategies.empty())
return s;
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
s.append(i->first);
s.append(", ");
}
return s.substr(0, s.length() - 2);
}
std::vector<std::string> Engine::GetStrategies()
{
std::vector<std::string> result;
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
result.push_back(i->first);
}
return result;
}
void Engine::PushAgain(ActionNode* actionNode, float relevance, Event event)
{
NextAction** nextAction = new NextAction*[2];
nextAction[0] = new NextAction(actionNode->getName(), relevance);
nextAction[1] = nullptr;
MultiplyAndPush(nextAction, relevance, true, event, "again");
delete actionNode;
}
bool Engine::ContainsStrategy(StrategyType type)
{
for (std::map<std::string, Strategy*>::iterator i = strategies.begin(); i != strategies.end(); i++)
{
if (i->second->GetType() & type)
return true;
}
return false;
}
Action* Engine::InitializeAction(ActionNode* actionNode)
{
Action* action = actionNode->getAction();
if (!action)
{
action = aiObjectContext->GetAction(actionNode->getName());
actionNode->setAction(action);
}
return action;
}
bool Engine::ListenAndExecute(Action* action, Event event)
{
bool actionExecuted = false;
if (actionExecutionListeners.Before(action, event))
{
actionExecuted = actionExecutionListeners.AllowExecution(action, event) ? action->Execute(event) : true;
}
if (botAI->HasStrategy("debug", BOT_STATE_NON_COMBAT))
{
std::ostringstream out;
out << "do: ";
out << action->getName();
if (actionExecuted)
out << " 1 (";
else
out << " 0 (";
out << action->getRelevance() << ")";
if (!event.GetSource().empty())
out << " [" << event.GetSource() << "]";
botAI->TellMasterNoFacing(out);
}
actionExecuted = actionExecutionListeners.OverrideResult(action, actionExecuted, event);
actionExecutionListeners.After(action, actionExecuted, event);
return actionExecuted;
}
void Engine::LogAction(char const* format, ...)
{
Player* bot = botAI->GetBot();
if (sPlayerbotAIConfig->logInGroupOnly && (!bot->GetGroup() || !botAI->HasRealPlayerMaster()) && !testMode)
return;
char buf[1024];
va_list ap;
va_start(ap, format);
vsprintf(buf, format, ap);
va_end(ap);
lastAction += "|";
lastAction += buf;
if (lastAction.size() > 512)
{
lastAction = lastAction.substr(512);
size_t pos = lastAction.find("|");
lastAction = (pos == std::string::npos ? "" : lastAction.substr(pos));
}
if (testMode)
{
FILE* file = fopen("test.log", "a");
fprintf(file, "'%s'", buf);
fprintf(file, "\n");
fclose(file);
}
else
{
LOG_DEBUG("playerbots", "{} {}", bot->GetName().c_str(), buf);
}
}
void Engine::ChangeStrategy(std::string const names)
{
std::vector<std::string> splitted = split(names, ',');
for (std::vector<std::string>::iterator i = splitted.begin(); i != splitted.end(); i++)
{
char const* name = i->c_str();
switch (name[0])
{
case '+':
addStrategy(name + 1);
break;
case '-':
removeStrategy(name + 1);
break;
case '~':
toggleStrategy(name + 1);
break;
case '?':
botAI->TellMaster(ListStrategies());
break;
}
}
}
void Engine::LogValues()
{
if (testMode)
return;
Player* bot = botAI->GetBot();
if (sPlayerbotAIConfig->logInGroupOnly && (!bot->GetGroup() || !botAI->HasRealPlayerMaster()))
return;
std::string const text = botAI->GetAiObjectContext()->FormatValues();
LOG_DEBUG("playerbots", "Values for {}: {}", bot->GetName().c_str(), text.c_str());
}