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@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "ObjectGraph.h"
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+#include "ObjectGraphCalculator.h"
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#include "AIPathfinderConfig.h"
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#include "../../../lib/CRandomGenerator.h"
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#include "../../../CCallback.h"
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@@ -22,392 +23,6 @@
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namespace NKAI
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{
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-struct ConnectionCostInfo
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-{
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- float totalCost = 0;
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- float avg = 0;
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- int connectionsCount = 0;
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-};
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-
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-class ObjectGraphCalculator
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-{
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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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-
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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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-
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- std::vector<std::unique_ptr<CGBoat>> temporaryBoats;
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- std::vector<std::unique_ptr<CGHeroInstance>> temporaryActorHeroes;
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-
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-public:
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- ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
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- :ai(ai), target(target), syncLock()
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- {
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- }
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-
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- void setGraphObjects()
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- {
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- for(auto obj : ai->memory->visitableObjs)
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- {
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- if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
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- {
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- addObjectActor(obj);
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- }
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- }
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-
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- for(auto town : ai->cb->getTownsInfo())
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- {
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- addObjectActor(town);
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- }
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- }
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-
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- void calculateConnections()
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- {
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- updatePaths();
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-
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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, pathCache);
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- });
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-
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- removeExtraConnections();
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- }
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-
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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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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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- {
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- logAi->trace("Checking junction %s", pos.toString());
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- }
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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, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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- {
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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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-
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- if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
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- {
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- neighborCost = costTotal.avg;
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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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- {
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- logAi->trace("Better node found at %s", neighbor.toString());
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- }
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- }
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- });
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-
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- return neighborCost;
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- }
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-
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- void addMinimalDistanceJunctions()
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- {
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- tbb::concurrent_unordered_set<int3, std::hash<int3>> junctions;
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-
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- pforeachTilePaths(ai->cb->getMapSize(), ai, [this, &junctions](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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-
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- if(ai->cb->getGuardingCreaturePosition(pos).valid())
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- return;
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-
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- ConnectionCostInfo currentCost = getConnectionsCost(paths);
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-
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- if(currentCost.connectionsCount <= 2)
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- return;
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-
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- float neighborCost = getNeighborConnectionsCost(pos, paths);
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-
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- if(currentCost.avg < neighborCost)
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- {
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- junctions.insert(pos);
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- }
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- });
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-
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- for(auto pos : junctions)
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- {
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- addJunctionActor(pos);
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- }
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- }
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-
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-private:
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- void updatePaths()
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- {
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- PathfinderSettings ps;
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-
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- ps.mainTurnDistanceLimit = 5;
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- ps.scoutTurnDistanceLimit = 1;
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- ps.allowBypassObjects = false;
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-
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- ai->pathfinder->updatePaths(actors, ps);
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- }
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-
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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, &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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- ai->pathfinder->calculatePathInfo(pathCache, neighbor);
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-
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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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- target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
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- }
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- }
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- }
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- });
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-
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- auto obj = ai->cb->getTopObj(pos);
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-
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- if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
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- {
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- ai->pathfinder->calculatePathInfo(pathCache, pos);
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-
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- for(AIPath & path : pathCache)
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- {
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- auto from = path.targetHero->visitablePos();
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- auto fromObj = actorObjectMap[path.targetHero];
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-
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- auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
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- auto updated = target->tryAddConnection(
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- from,
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- pos,
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- path.movementCost(),
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- danger);
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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
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- {
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- logAi->trace(
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- "Connected %s[%s] -> %s[%s] through [%s], cost %2f",
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- fromObj ? fromObj->getObjectName() : "J", from.toString(),
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- "Boat", pos.toString(),
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- pos.toString(),
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- path.movementCost());
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- }
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- }
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- }
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-
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- return;
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- }
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-
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- auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
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-
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- ai->pathfinder->calculatePathInfo(pathCache, pos);
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-
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- for(AIPath & path1 : pathCache)
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- {
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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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-
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- auto pos1 = path1.targetHero->visitablePos();
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- auto pos2 = path2.targetHero->visitablePos();
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-
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- if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
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- continue;
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-
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- auto obj1 = actorObjectMap[path1.targetHero];
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- auto obj2 = actorObjectMap[path2.targetHero];
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-
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- auto tile1 = cb->getTile(pos1);
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- auto tile2 = cb->getTile(pos2);
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-
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- if(tile2->isWater() && !tile1->isWater())
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- {
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- if(!cb->getTile(pos)->isWater())
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- continue;
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-
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- auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
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-
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- if(!startingObjIsBoat)
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- continue;
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- }
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-
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- auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos2, path1.targetHero, true);
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-
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- auto updated = target->tryAddConnection(
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- pos1,
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- pos2,
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- path1.movementCost() + path2.movementCost(),
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- danger);
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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
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- {
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- logAi->trace(
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- "Connected %s[%s] -> %s[%s] through [%s], cost %2f",
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- obj1 ? obj1->getObjectName() : "J", pos1.toString(),
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- obj2 ? obj2->getObjectName() : "J", pos2.toString(),
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- pos.toString(),
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- path1.movementCost() + path2.movementCost());
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- }
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- }
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- }
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- }
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-
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- bool isExtraConnection(float direct, float side1, float side2) const
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- {
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- float sideRatio = (side1 + side2) / direct;
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-
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- return sideRatio < 1.25f && direct > side1 && direct > side2;
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- }
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-
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- void removeExtraConnections()
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- {
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- std::vector<std::pair<int3, int3>> connectionsToRemove;
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-
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- for(auto & actor : temporaryActorHeroes)
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- {
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- auto pos = actor->visitablePos();
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- auto & currentNode = target->getNode(pos);
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-
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- target->iterateConnections(pos, [this, &pos, &connectionsToRemove, ¤tNode](int3 n1, ObjectLink o1)
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- {
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- target->iterateConnections(n1, [&pos, &o1, ¤tNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
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- {
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- auto direct = currentNode.connections.find(n2);
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-
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- if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
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- {
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- connectionsToRemove.push_back({pos, n2});
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- }
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- });
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- });
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- }
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-
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- vstd::removeDuplicates(connectionsToRemove);
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-
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- for(auto & c : connectionsToRemove)
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- {
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- target->removeConnection(c.first, c.second);
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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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- {
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- logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
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- }
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- }
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- }
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-
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- void addObjectActor(const CGObjectInstance * obj)
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- {
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- auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
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-
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- CRandomGenerator rng;
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- auto visitablePos = obj->visitablePos();
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-
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- objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
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- objectActor->initHero(rng, static_cast<HeroTypeID>(0));
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- objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
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- objectActor->initObj(rng);
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-
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- if(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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-
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- assert(objectActor->visitablePos() == visitablePos);
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-
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- actorObjectMap[objectActor] = obj;
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- actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
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-
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- target->addObject(obj);
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-
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- auto shipyard = dynamic_cast<const IShipyard *>(obj);
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-
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- if(shipyard && shipyard->bestLocation().valid())
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- {
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- int3 virtualBoat = shipyard->bestLocation();
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-
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- addJunctionActor(virtualBoat, true);
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- target->addVirtualBoat(virtualBoat, obj);
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- }
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- }
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-
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- void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false)
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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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-
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- CRandomGenerator rng;
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-
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- objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
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- objectActor->initHero(rng, static_cast<HeroTypeID>(0));
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- objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
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- objectActor->initObj(rng);
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-
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- if(isVirtualBoat || 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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-
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- assert(objectActor->visitablePos() == visitablePos);
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-
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- actorObjectMap[objectActor] = nullptr;
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- actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
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-
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- target->registerJunction(visitablePos);
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- }
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-
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- ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
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- {
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- std::map<int3, float> costs;
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-
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- for(auto & path : paths)
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- {
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- auto fromPos = path.targetHero->visitablePos();
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- auto cost = costs.find(fromPos);
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-
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- if(cost == costs.end())
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- {
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- costs.emplace(fromPos, path.movementCost());
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- }
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- else
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- {
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- if(path.movementCost() < cost->second)
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- {
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- costs[fromPos] = path.movementCost();
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- }
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- }
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- }
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-
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- ConnectionCostInfo result;
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-
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- for(auto & cost : costs)
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- {
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- result.totalCost += cost.second;
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- result.connectionsCount++;
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- }
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-
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- if(result.connectionsCount)
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- {
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- result.avg = result.totalCost / result.connectionsCount;
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- }
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-
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- return result;
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- }
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-};
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-
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bool ObjectGraph::tryAddConnection(
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const int3 & from,
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const int3 & to,
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@@ -538,372 +153,4 @@ void ObjectGraph::dumpToLog(std::string visualKey) const
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});
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}
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-bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
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-{
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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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-
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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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-std::shared_ptr<SpecialAction> getCompositeAction(
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- const Nullkiller * ai,
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- std::shared_ptr<ISpecialActionFactory> linkActionFactory,
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- std::shared_ptr<SpecialAction> transitionAction)
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-{
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- if(!linkActionFactory)
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- return transitionAction;
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-
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- auto linkAction = linkActionFactory->create(ai);
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-
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- if(!transitionAction)
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- return linkAction;
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-
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- std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
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- transitionAction,
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- linkAction
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- };
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-
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- return std::make_shared<CompositeAction>(actionsArray);
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-}
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-
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-void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
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-{
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- graph.copyFrom(*ai->baseGraph);
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- graph.connectHeroes(ai);
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-
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- visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
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- pathNodes.clear();
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-
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- GraphNodeComparer cmp(pathNodes);
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- GraphPathNode::TFibHeap pq(cmp);
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-
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- pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
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- pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
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-
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- while(!pq.empty())
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- {
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- GraphPathNodePointer pos = pq.top();
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- pq.pop();
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-
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- auto & node = getOrCreateNode(pos);
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- std::shared_ptr<SpecialAction> transitionAction;
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-
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- if(node.obj)
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- {
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- if(node.obj->ID == Obj::QUEST_GUARD
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- || node.obj->ID == Obj::BORDERGUARD
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- || node.obj->ID == Obj::BORDER_GATE)
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- {
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- auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
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- auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
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-
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- if(node.obj->ID == Obj::QUEST_GUARD
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- && questObj->quest->mission == Rewardable::Limiter{}
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- && questObj->quest->killTarget == ObjectInstanceID::NONE)
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- {
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- continue;
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- }
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-
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- auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
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-
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- if(!questAction->canAct(ai, targetHero))
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- {
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- transitionAction = questAction;
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- }
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- }
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- }
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-
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- node.isInQueue = false;
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-
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- graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
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- {
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- auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
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- auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
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- auto targetPointer = GraphPathNodePointer(target, targetNodeType);
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- auto & targetNode = getOrCreateNode(targetPointer);
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-
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- if(targetNode.tryUpdate(pos, node, o))
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- {
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- if(targetNode.cost > scanDepth)
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- {
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- return;
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- }
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-
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- targetNode.specialAction = compositeAction;
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-
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- auto targetGraphNode = graph.getNode(target);
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-
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- if(targetGraphNode.objID.hasValue())
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- {
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- targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
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-
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- if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
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- return;
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- }
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-
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- if(targetNode.isInQueue)
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- {
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- pq.increase(targetNode.handle);
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- }
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- else
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- {
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- targetNode.handle = pq.emplace(targetPointer);
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- targetNode.isInQueue = true;
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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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-void GraphPaths::dumpToLog() const
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-{
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- logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
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- {
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- for(auto & tile : pathNodes)
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- {
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- for(auto & node : tile.second)
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- {
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- if(!node.previous.valid())
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- continue;
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-
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- if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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- {
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- logAi->trace(
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- "%s -> %s: %f !%d",
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- node.previous.coord.toString(),
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- tile.first.toString(),
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- node.cost,
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- node.danger);
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- }
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-
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- logBuilder.addLine(node.previous.coord, tile.first);
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- }
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- }
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- });
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-}
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-
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-bool GraphPathNode::tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link)
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-{
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- auto newCost = prev.cost + link.cost;
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-
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- if(newCost < cost)
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- {
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- previous = pos;
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- danger = prev.danger + link.danger;
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- cost = newCost;
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-
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- return true;
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- }
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-
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- return false;
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-}
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-
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-void GraphPaths::addChainInfo(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 & node : nodes->second)
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- {
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- if(!node.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 = node.danger;
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- float cost = node.cost;
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- bool allowBattle = false;
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-
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- auto current = GraphPathNodePointer(nodes->first, node.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 & path : entryPaths)
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- {
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- if(path.targetHero != hero)
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- continue;
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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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- AIPathNodeInfo n;
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-
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- n.coord = graphTile->coord;
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- n.cost = cost;
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- n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
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- n.danger = danger;
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- n.targetHero = hero;
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- n.parentIndex = -1;
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- n.specialAction = getNode(*graphTile).specialAction;
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-
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- if(n.specialAction)
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- {
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- n.actionIsBlocked = !n.specialAction->canAct(ai, n);
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- }
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-
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- for(auto & node : path.nodes)
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- {
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- node.parentIndex++;
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- }
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-
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- path.nodes.insert(path.nodes.begin(), n);
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- }
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-
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- path.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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- paths.push_back(path);
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- }
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- }
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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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- 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.size() > 1)
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- continue;
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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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- if(n.specialAction)
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- {
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- n.actionIsBlocked = !n.specialAction->canAct(ai, n);
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- }
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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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