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@@ -32,6 +32,7 @@ class ObjectGraphCalculator
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private:
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ObjectGraph * target;
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const Nullkiller * ai;
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+ std::mutex syncLock;
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std::map<const CGHeroInstance *, HeroRole> actors;
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std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
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@@ -41,7 +42,7 @@ private:
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public:
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ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
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- :ai(ai), target(target)
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+ :ai(ai), target(target), syncLock()
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{
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}
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@@ -65,15 +66,17 @@ public:
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{
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updatePaths();
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- foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
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+ std::vector<AIPath> pathCache;
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+
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+ foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
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{
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- calculateConnections(pos);
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+ calculateConnections(pos, pathCache);
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});
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removeExtraConnections();
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}
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- float getNeighborConnectionsCost(const int3 & pos)
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+ float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
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{
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float neighborCost = std::numeric_limits<float>::max();
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@@ -85,9 +88,11 @@ public:
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foreach_neighbour(
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ai->cb.get(),
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pos,
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- [this, &neighborCost](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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+ [this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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{
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- auto costTotal = this->getConnectionsCost(neighbor);
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+ ai->pathfinder->calculatePathInfo(pathCache, neighbor);
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+
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+ auto costTotal = this->getConnectionsCost(pathCache);
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if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
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{
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@@ -105,7 +110,7 @@ public:
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void addMinimalDistanceJunctions()
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{
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- foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
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+ pforeachTilePaths(ai->cb->getMapSize(), ai, [this](const int3 & pos, std::vector<AIPath> & paths)
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{
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if(target->hasNodeAt(pos))
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return;
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@@ -113,12 +118,12 @@ public:
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if(ai->cb->getGuardingCreaturePosition(pos).valid())
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return;
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- ConnectionCostInfo currentCost = getConnectionsCost(pos);
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+ ConnectionCostInfo currentCost = getConnectionsCost(paths);
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if(currentCost.connectionsCount <= 2)
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return;
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- float neighborCost = getNeighborConnectionsCost(pos);
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+ float neighborCost = getNeighborConnectionsCost(pos, paths);
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if(currentCost.avg < neighborCost)
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{
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@@ -139,20 +144,20 @@ private:
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ai->pathfinder->updatePaths(actors, ps);
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}
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- void calculateConnections(const int3 & pos)
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+ void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
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{
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if(target->hasNodeAt(pos))
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{
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foreach_neighbour(
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ai->cb.get(),
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pos,
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- [this, &pos](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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+ [this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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{
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if(target->hasNodeAt(neighbor))
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{
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- auto paths = ai->pathfinder->getPathInfo(neighbor);
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+ ai->pathfinder->calculatePathInfo(pathCache, neighbor);
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- for(auto & path : paths)
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+ for(auto & path : pathCache)
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{
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if(pos == path.targetHero->visitablePos())
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{
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@@ -166,11 +171,12 @@ private:
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}
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auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
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- auto paths = ai->pathfinder->getPathInfo(pos);
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+
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+ ai->pathfinder->calculatePathInfo(pathCache, pos);
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- for(AIPath & path1 : paths)
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+ for(AIPath & path1 : pathCache)
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{
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- for(AIPath & path2 : paths)
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+ for(AIPath & path2 : pathCache)
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{
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if(path1.targetHero == path2.targetHero)
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continue;
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@@ -287,6 +293,8 @@ private:
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void addJunctionActor(const int3 & visitablePos)
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{
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+ std::lock_guard<std::mutex> lock(syncLock);
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+
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auto internalCb = temporaryActorHeroes.front()->cb;
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auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
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@@ -297,7 +305,7 @@ private:
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objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
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objectActor->initObj(rng);
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- if(cb->getTile(visitablePos)->isWater())
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+ if(ai->cb->getTile(visitablePos)->isWater())
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{
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objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
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}
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@@ -310,9 +318,8 @@ private:
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target->registerJunction(visitablePos);
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}
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- ConnectionCostInfo getConnectionsCost(const int3 & pos) const
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+ ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
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{
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- auto paths = ai->pathfinder->getPathInfo(pos);
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std::map<int3, float> costs;
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for(auto & path : paths)
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@@ -466,9 +473,14 @@ bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const Graph
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return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
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}
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+GraphPaths::GraphPaths()
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+ : visualKey(""), graph(), pathNodes()
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+{
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+}
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+
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void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
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{
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- graph = *ai->baseGraph;
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+ graph.copyFrom(*ai->baseGraph);
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graph.connectHeroes(ai);
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visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
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@@ -675,4 +687,119 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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}
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}
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+void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
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+{
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+ auto nodes = pathNodes.find(tile);
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+
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+ if(nodes == pathNodes.end())
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+ return;
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+
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+ for(auto & targetNode : nodes->second)
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+ {
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+ if(!targetNode.reachable())
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+ continue;
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+
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+ std::vector<GraphPathNodePointer> tilesToPass;
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+
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+ uint64_t danger = targetNode.danger;
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+ float cost = targetNode.cost;
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+ bool allowBattle = false;
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+
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+ auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
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+
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+ while(true)
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+ {
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+ auto currentTile = pathNodes.find(current.coord);
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+
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+ if(currentTile == pathNodes.end())
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+ break;
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+
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+ auto currentNode = currentTile->second[current.nodeType];
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+
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+ if(!currentNode.previous.valid())
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+ break;
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+
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+ allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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+ vstd::amax(danger, currentNode.danger);
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+ vstd::amax(cost, currentNode.cost);
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+
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+ tilesToPass.push_back(current);
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+
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+ if(currentNode.cost < 2.0f)
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+ break;
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+
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+ current = currentNode.previous;
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+ }
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+
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+ if(tilesToPass.empty())
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+ continue;
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+
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+ auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
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+
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+ for(auto & entryPath : entryPaths)
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+ {
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+ if(entryPath.targetHero != hero)
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+ continue;
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+
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+ auto & path = paths.emplace_back();
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+
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+ path.targetHero = entryPath.targetHero;
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+ path.heroArmy = entryPath.heroArmy;
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+ path.exchangeCount = entryPath.exchangeCount;
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+ path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
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+ path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
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+ path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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+
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+ AIPathNodeInfo n;
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+
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+ n.targetHero = hero;
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+ n.parentIndex = -1;
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+
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+ // final node
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+ n.coord = tile;
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+ n.cost = targetNode.cost;
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+ n.danger = targetNode.danger;
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+ n.parentIndex = path.nodes.size();
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+ path.nodes.push_back(n);
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+
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+ for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
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+ {
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+ auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
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+
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+ if(blocker)
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+ {
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+ // blocker node
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+ path.nodes.push_back(*entryNode);
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+ path.nodes.back().parentIndex = path.nodes.size() - 1;
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+ break;
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+ }
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+ }
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+
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+ if(!path.nodes.empty())
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+ break;
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+
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+ for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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+ {
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+ auto & node = getNode(*graphTile);
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+
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+ n.coord = graphTile->coord;
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+ n.cost = node.cost;
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+ n.turns = static_cast<ui8>(node.cost);
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+ n.danger = node.danger;
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+ n.specialAction = node.specialAction;
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+ n.parentIndex = path.nodes.size();
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+
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+ auto blocker = ai->objectClusterizer->getBlocker(n);
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+
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+ if(!blocker)
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+ continue;
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+
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+ // blocker node
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+ path.nodes.push_back(n);
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+ break;
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+ }
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+ }
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+ }
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+}
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+
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}
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