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Allow ai to peek past first request if it has money to satisfy it
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without affecting earlier requests
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neivv committed Jan 26, 2022
1 parent e823026 commit 5a73086
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Showing 4 changed files with 252 additions and 53 deletions.
2 changes: 1 addition & 1 deletion Cargo.lock

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2 changes: 1 addition & 1 deletion Cargo.toml
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
[package]
name = "aise"
version = "2.34.5"
version = "2.35.0"
authors = ["Markus Heikkinen <ittevien@gmail.com>"]
edition = "2018"

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191 changes: 158 additions & 33 deletions src/ai.rs
Original file line number Diff line number Diff line change
Expand Up @@ -129,23 +129,14 @@ impl PlayerAi {
}

fn push_request(&self, req: bw::AiSpendingRequest) {
let requests = unsafe { &mut (*self.0).requests[..] };
let mut pos = unsafe {
if usize::from((*self.0).request_count) < requests.len() {
(*self.0).request_count += 1;
}
isize::from((*self.0).request_count) - 1
};
let mut prev = pos;
requests[pos as usize] = req;
pos = (pos - 1) >> 1;
while prev > 0 {
if requests[prev as usize].priority <= requests[pos as usize].priority {
break;
unsafe {
let requests = &mut (*self.0).requests[..];
let request_count = usize::from((*self.0).request_count);
if request_count >= requests.len() {
return;
}
requests.swap(prev as usize, pos as usize);
prev = pos;
pos = (pos - 1) >> 1;
(*self.0).request_count += 1;
request_heap_push(requests, request_count, req);
}
}

Expand Down Expand Up @@ -188,6 +179,25 @@ impl PlayerAi {
}
}

pub fn copy_requests(&self) -> SpendingRequestsCopy {
unsafe {
SpendingRequestsCopy {
buffer: (*self.0).requests,
count: (*self.0).request_count,
deleted: 0,
}
}
}

pub fn set_to_copied_requests(&self, copy: &SpendingRequestsCopy) {
unsafe {
let len = copy.count as usize;
let slice = &copy.buffer[..len];
(&mut (*self.0).requests[..len]).copy_from_slice(slice);
(*self.0).request_count = copy.count;
}
}

pub fn has_resources(&self, game: Game, players: *mut bw::Player, cost: &Cost) -> bool {
unsafe {
let player = self.1;
Expand All @@ -202,6 +212,16 @@ impl PlayerAi {
}
}

pub fn available_resources(&self) -> AiResources {
unsafe {
AiResources {
minerals: (*self.0).minerals_available,
gas: (*self.0).gas_available,
supply: (*self.0).supply_available,
}
}
}

/// spent_money is true when the ai actually built something, false on failures
pub fn remove_resource_need(&self, cost: &Cost, spent_money: bool) {
unsafe {
Expand All @@ -228,23 +248,7 @@ impl PlayerAi {
return;
}
}
requests[0] = requests[new_count];
let mut prev = 0;
let mut pos = 1;
while pos <= new_count - 1 {
let index =
if pos + 1 >= new_count || requests[pos].priority > requests[pos + 1].priority {
pos
} else {
pos + 1
};
if requests[prev].priority >= requests[index].priority {
break;
}
requests.swap(prev, index);
prev = index;
pos = (index << 1) + 1;
}
request_heap_pop(requests);
}

fn is_guard_being_trained(&self, guard: *mut bw::GuardAi) -> bool {
Expand Down Expand Up @@ -293,6 +297,106 @@ impl PlayerAi {
}
}

pub struct SpendingRequestsCopy {
buffer: [bw::AiSpendingRequest; 0x3f],
count: u8,
/// Deleted requests are placed at end of buffer in reverse, as long
/// as there is space for them
deleted: u8,
}

impl SpendingRequestsCopy {
pub fn first_request(&self) -> Option<bw::AiSpendingRequest> {
if self.count == 0 {
None
} else {
Some(self.buffer[0])
}
}

pub fn pop_request_save(&mut self) {
let request = match self.first_request() {
Some(s) => s,
None => return,
};
self.pop_request_dont_save();
if (self.count as usize + self.deleted as usize) < self.buffer.len() {
let free_index = self.buffer.len() - 1 - self.deleted as usize;
self.buffer[free_index] = request;
self.deleted += 1;
}
}

pub fn pop_request_dont_save(&mut self) {
if self.count == 0 {
return;
}
request_heap_pop(&mut self.buffer[..(self.count as usize)]);
self.count -= 1;
}

pub fn restore_popped_requests(&mut self) {
while self.deleted > 0 {
let index = self.buffer.len() - self.deleted as usize;
let request = self.buffer[index];
self.deleted -= 1;
self.push_request(request);
}
}

pub fn push_request(&mut self, request: bw::AiSpendingRequest) {
let count = usize::from(self.count);
if count >= self.buffer.len() {
return;
}
self.count += 1;
request_heap_push(&mut self.buffer, count, request);
}
}

fn request_heap_push(
requests: &mut [bw::AiSpendingRequest],
current_size: usize,
req: bw::AiSpendingRequest,
) {
let mut pos = current_size as isize;
let mut prev = pos;
requests[pos as usize] = req;
pos = (pos - 1) >> 1;
while prev > 0 {
if requests[prev as usize].priority <= requests[pos as usize].priority {
break;
}
requests.swap(prev as usize, pos as usize);
prev = pos;
pos = (pos - 1) >> 1;
}
}

fn request_heap_pop(requests: &mut [bw::AiSpendingRequest]) {
if requests.len() < 2 {
return;
}
let new_count = requests.len() - 1;
requests[0] = requests[new_count];
let mut prev = 0;
let mut pos = 1;
while pos <= new_count - 1 {
let index =
if pos + 1 >= new_count || requests[pos].priority > requests[pos + 1].priority {
pos
} else {
pos + 1
};
if requests[prev].priority >= requests[index].priority {
break;
}
requests.swap(prev, index);
prev = index;
pos = (index << 1) + 1;
}
}

/// Returns unit ids which are counted for request satisfication for request of `unit_id`
/// So practically higher tier buildings with morph.
pub fn request_equivalent_unit_ids(unit_id: UnitId) -> [UnitId; 4] {
Expand Down Expand Up @@ -403,9 +507,30 @@ pub fn count_units(player: u8, unit_id: UnitId, game: Game) -> u32 {
morphing + existing
}

pub struct AiResources {
pub minerals: u32,
pub gas: u32,
pub supply: u32,
}

impl AiResources {
pub fn has_enough_for_cost(&self, cost: &Cost) -> bool {
self.minerals >= cost.minerals &&
self.gas >= cost.gas &&
self.supply >= cost.supply
}

pub fn reduce_cost(&mut self, cost: &Cost) {
self.minerals = self.minerals.saturating_sub(cost.minerals);
self.gas = self.gas.saturating_sub(cost.gas);
self.supply = self.supply.saturating_sub(cost.supply);
}
}

pub struct Cost {
pub minerals: u32,
pub gas: u32,
/// Includes supply cost for both units if the unit is dual birth unit.
pub supply: u32,
pub races: RaceFlags,
}
Expand Down
110 changes: 92 additions & 18 deletions src/ai_spending.rs
Original file line number Diff line number Diff line change
Expand Up @@ -20,38 +20,112 @@ pub unsafe fn frame_hook(
for player in 0..8 {
let ai_mode = &ai_mode[player as usize];
let ai = player_ai.player(player);
let mut remaining_money = ai.available_resources();
while let Some(request) = ai.first_request() {
let can = can_satisfy_request(game, players, &ai, player, &request, ai_mode).is_ok();
let mut handled = false;
if can {
// Handle building morphs since preplaced colonies don't check for requests
// (Since their order switches to idle because they don't have a town on frame 0)
// Could handle other requests as well, but no need at the moment.
if handle_building_morph(game, players, &ai, &request, player) == Ok(()) {
handled = true;
}
// Handle military/guard training as well since train opcode is otherwise
// bad at spreading work across buildings
if handle_training(game, players, &ai, unit_search, &request, player) == Ok(()) {
handled = true;
}
if !handled {
break;
}
}
let level = if request.ty == 5 {
game.upgrade_level(player as u8, UpgradeId(request.id))
.saturating_add(1)
} else {
0
};
let cost = ai::request_cost(&request, level);
if !remaining_money.has_enough_for_cost(&cost) {
if ai_mode.wait_for_resources {
try_handle_single_resource_request(game, players, &ai, unit_search, ai_mode);
break;
}
}
let can = can_satisfy_request(game, players, &ai, player, &request, ai_mode).is_ok();
let mut handled = false;
if can {
handled = try_handle_request(game, players, &ai, unit_search, &request);
if !handled {
break;
} else {
remaining_money.reduce_cost(&cost);
}
}
ai.remove_resource_need(&cost, handled);
ai.pop_request()
}
}
}

fn try_handle_request(
game: Game,
players: *mut bw::Player,
ai: &PlayerAi,
unit_search: &UnitSearch,
request: &bw::AiSpendingRequest,
) -> bool {
let player = ai.1;
// Handle building morphs since preplaced colonies don't check for requests
// (Since their order switches to idle because they don't have a town on frame 0)
// Could handle other requests as well, but no need at the moment.
if handle_building_morph(game, players, &ai, &request, player) == Ok(()) {
return true;
}
// Handle military/guard training as well since train opcode is otherwise
// bad at spreading work across buildings
if handle_training(game, players, &ai, unit_search, &request, player) == Ok(()) {
return true;
}
false
}

unsafe fn try_handle_single_resource_request(
game: Game,
players: *mut bw::Player,
ai: &PlayerAi,
unit_search: &UnitSearch,
ai_mode: &AiMode,
) {
// If the first request cannot be satisfied, but there would be enough
// money for single-resource request, handle that request instead.
// E.g. protoss has 400 minerals and 100 gas, requests are
// [build robo fac, train zealot], it should train the zealot without
// waiting for robo gas.
//
// Since the request queue is awkwardly a heap, this pops requests from copied heap,
// and if any requests manage to be handled, re-pushes any popped requests back
// and writes that to global state.
let mut remaining_money = ai.available_resources();
let mut request_copy = ai.copy_requests();
let mut any_handled = false;
let player = ai.1;
while let Some(request) = request_copy.first_request() {
if remaining_money.minerals == 0 && remaining_money.gas == 0 {
break;
}
let level = if request.ty == 5 {
game.upgrade_level(player as u8, UpgradeId(request.id))
.saturating_add(1)
} else {
0
};
let cost = ai::request_cost(&request, level);
if remaining_money.has_enough_for_cost(&cost) {
let can = can_satisfy_request(game, players, &ai, player, &request, ai_mode).is_ok();
if can {
let handled = try_handle_request(game, players, ai, unit_search, &request);
if handled {
any_handled = true;
ai.remove_resource_need(&cost, true);
remaining_money.reduce_cost(&cost);
request_copy.pop_request_dont_save();
continue;
}
}
}
remaining_money.reduce_cost(&cost);
request_copy.pop_request_save();
}
if any_handled {
request_copy.restore_popped_requests();
ai.set_to_copied_requests(&request_copy);
}
}

fn handle_building_morph(
game: Game,
players: *mut bw::Player,
Expand Down

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