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- /*
- * AINodeStorage.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "AINodeStorage.h"
- #include "Actions/TownPortalAction.h"
- #include "../Goals/Goals.h"
- #include "../../../CCallback.h"
- #include "../../../lib/mapping/CMap.h"
- #include "../../../lib/mapObjects/MapObjects.h"
- #include "../../../lib/pathfinder/CPathfinder.h"
- #include "../../../lib/pathfinder/PathfinderOptions.h"
- #include "../../../lib/pathfinder/PathfinderUtil.h"
- #include "../../../lib/CPlayerState.h"
- AINodeStorage::AINodeStorage(const int3 & Sizes)
- : sizes(Sizes)
- {
- nodes.resize(boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][NUM_CHAINS]);
- dangerEvaluator.reset(new FuzzyHelper());
- }
- AINodeStorage::~AINodeStorage() = default;
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
- {
- int3 pos;
- const int3 sizes = gs->getMapSize();
- const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
- const PlayerColor player = hero->tempOwner;
- //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
- const bool useFlying = options.useFlying;
- const bool useWaterWalking = options.useWaterWalking;
- for(pos.z=0; pos.z < sizes.z; ++pos.z)
- {
- for(pos.x=0; pos.x < sizes.x; ++pos.x)
- {
- for(pos.y=0; pos.y < sizes.y; ++pos.y)
- {
- const TerrainTile & tile = gs->map->getTile(pos);
- if(!tile.terType->isPassable())
- continue;
-
- if(tile.terType->isWater())
- {
- resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
- if(useFlying)
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
- if(useWaterWalking)
- resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
- }
- else
- {
- resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
- if(useFlying)
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
- }
- }
- }
- }
- }
- const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
- {
- return static_cast<const AIPathNode *>(node);
- }
- void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
- {
- auto aiNode = static_cast<AIPathNode *>(node);
- updater(aiNode);
- }
- bool AINodeStorage::isBattleNode(const CGPathNode * node) const
- {
- return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
- }
- std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
- {
- auto chains = nodes[layer][pos.z][pos.x][pos.y];
- for(AIPathNode & node : chains)
- {
- if(node.chainMask == chainNumber)
- {
- return &node;
- }
- if(node.chainMask == 0)
- {
- node.chainMask = chainNumber;
- return &node;
- }
- }
- return std::nullopt;
- }
- std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
- {
- auto hpos = hero->visitablePos();
- auto initialNode = getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN).value();
- initialNode->turns = 0;
- initialNode->moveRemains = hero->movementPointsRemaining();
- initialNode->danger = 0;
- initialNode->setCost(0.0);
- return {initialNode};
- }
- void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPathAccessibility accessibility)
- {
- for(int i = 0; i < NUM_CHAINS; i++)
- {
- AIPathNode & heroNode = nodes[layer][coord.z][coord.x][coord.y][i];
- heroNode.chainMask = 0;
- heroNode.danger = 0;
- heroNode.manaCost = 0;
- heroNode.specialAction.reset();
- heroNode.update(coord, layer, accessibility);
- }
- }
- void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
- {
- const AIPathNode * srcNode = getAINode(source.node);
- updateAINode(destination.node, [&](AIPathNode * dstNode)
- {
- dstNode->moveRemains = destination.movementLeft;
- dstNode->turns = destination.turn;
- dstNode->setCost(destination.cost);
- dstNode->danger = srcNode->danger;
- dstNode->action = destination.action;
- dstNode->theNodeBefore = srcNode->theNodeBefore;
- dstNode->manaCost = srcNode->manaCost;
- if(dstNode->specialAction)
- {
- dstNode->specialAction->applyOnDestination(getHero(), destination, source, dstNode, srcNode);
- }
- });
- }
- void AINodeStorage::calculateNeighbours(
- std::vector<CGPathNode *> & result,
- const PathNodeInfo & source,
- EPathfindingLayer layer,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper)
- {
- std::vector<int3> accessibleNeighbourTiles;
- result.clear();
- accessibleNeighbourTiles.reserve(8);
- pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
- const AIPathNode * srcNode = getAINode(source.node);
- for(auto & neighbour : accessibleNeighbourTiles)
- {
- for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
- {
- auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
- if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
- continue;
- result.push_back(nextNode.value());
- }
- }
- }
- void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)
- {
- hero = heroPtr.get();
- cb = _ai->myCb.get();
- ai = _ai;
- }
- std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper)
- {
- std::vector<CGPathNode *> neighbours;
- if(source.isNodeObjectVisitable())
- {
- auto accessibleExits = pathfinderHelper->getTeleportExits(source);
- auto srcNode = getAINode(source.node);
- for(auto & neighbour : accessibleExits)
- {
- auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
- if(!node)
- continue;
- neighbours.push_back(node.value());
- }
- }
- if(hero->visitablePos() == source.coord)
- {
- calculateTownPortalTeleportations(source, neighbours);
- }
- return neighbours;
- }
- void AINodeStorage::calculateTownPortalTeleportations(
- const PathNodeInfo & source,
- std::vector<CGPathNode *> & neighbours)
- {
- SpellID spellID = SpellID::TOWN_PORTAL;
- const CSpell * townPortal = spellID.toSpell();
- auto srcNode = getAINode(source.node);
- if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
- {
- auto towns = cb->getTownsInfo(false);
- vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
- {
- return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
- });
- if(!towns.size())
- {
- return;
- }
- // TODO: Copy/Paste from TownPortalMechanics
- auto skillLevel = hero->getSpellSchoolLevel(townPortal);
- auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
- if(hero->movementPointsRemaining() < movementCost)
- {
- return;
- }
- if(skillLevel < MasteryLevel::ADVANCED)
- {
- const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
- {
- return hero->visitablePos().dist2dSQ(t->visitablePos());
- });
- towns = std::vector<const CGTownInstance *>{ nearestTown };
- }
- for(const CGTownInstance * targetTown : towns)
- {
- if(targetTown->visitingHero)
- continue;
- auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->chainMask | CAST_CHAIN);
- if(nodeOptional)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace("Adding town portal node at %s", targetTown->name);
- #endif
- AIPathNode * node = nodeOptional.value();
- node->theNodeBefore = source.node;
- node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
- node->moveRemains = source.node->moveRemains;
-
- neighbours.push_back(node);
- }
- }
- }
- }
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- auto pos = destination.coord;
- auto chains = nodes[EPathfindingLayer::LAND][pos.z][pos.x][pos.y];
- auto destinationNode = getAINode(destination.node);
- for(const AIPathNode & node : chains)
- {
- auto sameNode = node.chainMask == destinationNode->chainMask;
- if(sameNode || node.action == EPathNodeAction::UNKNOWN)
- {
- continue;
- }
- if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
- {
- if(node.getCost() < destinationNode->getCost())
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace(
- "Block inefficient move %s:->%s, mask=%i, mp diff: %i",
- source.coord.toString(),
- destination.coord.toString(),
- destinationNode->chainMask,
- node.moveRemains - destinationNode->moveRemains);
- #endif
- return true;
- }
- }
- }
- return false;
- }
- bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
- {
- return nodes[layer][pos.z][pos.x][pos.y][0].action != EPathNodeAction::UNKNOWN;
- }
- std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
- {
- std::vector<AIPath> paths;
- auto chains = nodes[isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL][pos.z][pos.x][pos.y];
- auto initialPos = hero->visitablePos();
- for(const AIPathNode & node : chains)
- {
- if(node.action == EPathNodeAction::UNKNOWN)
- {
- continue;
- }
- AIPath path;
- const AIPathNode * current = &node;
- while(current != nullptr && current->coord != initialPos)
- {
- AIPathNodeInfo pathNode;
- pathNode.cost = current->getCost();
- pathNode.turns = current->turns;
- pathNode.danger = current->danger;
- pathNode.coord = current->coord;
- path.nodes.push_back(pathNode);
- path.specialAction = current->specialAction;
- current = getAINode(current->theNodeBefore);
- }
- path.targetObjectDanger = evaluateDanger(pos);
- paths.push_back(path);
- }
- return paths;
- }
- AIPath::AIPath()
- : nodes({})
- {
- }
- int3 AIPath::firstTileToGet() const
- {
- if(nodes.size())
- {
- return nodes.back().coord;
- }
- return int3(-1, -1, -1);
- }
- uint64_t AIPath::getPathDanger() const
- {
- if(nodes.size())
- {
- return nodes.front().danger;
- }
- return 0;
- }
- float AIPath::movementCost() const
- {
- if(nodes.size())
- {
- return nodes.front().cost;
- }
- // TODO: boost:optional?
- return 0.0;
- }
- uint64_t AIPath::getTotalDanger(HeroPtr hero) const
- {
- uint64_t pathDanger = getPathDanger();
- uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
- return danger;
- }
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