AIPathfinder.cpp 3.7 KB

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  1. /*
  2. * AIPathfinder.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AIPathfinder.h"
  12. #include "AIPathfinderConfig.h"
  13. #include "../../../CCallback.h"
  14. #include "../../../lib/mapping/CMap.h"
  15. #include "../Engine/Nullkiller.h"
  16. namespace NKAI
  17. {
  18. AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
  19. :cb(cb), ai(ai)
  20. {
  21. }
  22. void AIPathfinder::init()
  23. {
  24. storage.reset();
  25. }
  26. bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
  27. {
  28. return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
  29. || storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
  30. }
  31. std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile, bool includeGraph) const
  32. {
  33. const TerrainTile * tileInfo = cb->getTile(tile, false);
  34. if(!tileInfo)
  35. {
  36. return std::vector<AIPath>();
  37. }
  38. auto info = storage->getChainInfo(tile, !tileInfo->isWater());
  39. if(includeGraph)
  40. {
  41. for(auto hero : cb->getHeroesInfo())
  42. {
  43. auto & graph = heroGraphs.at(hero->id);
  44. graph.addChainInfo(info, tile, hero, ai);
  45. }
  46. }
  47. return info;
  48. }
  49. void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings)
  50. {
  51. if(!storage)
  52. {
  53. storage.reset(new AINodeStorage(ai, cb->getMapSize()));
  54. }
  55. auto start = std::chrono::high_resolution_clock::now();
  56. logAi->debug("Recalculate all paths");
  57. int pass = 0;
  58. storage->clear();
  59. storage->setHeroes(heroes);
  60. storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
  61. storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
  62. logAi->trace(
  63. "Scout turn distance: %s, main %s",
  64. std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
  65. std::to_string(pathfinderSettings.mainTurnDistanceLimit));
  66. if(pathfinderSettings.useHeroChain)
  67. {
  68. storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
  69. }
  70. auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage, pathfinderSettings.allowBypassObjects);
  71. logAi->trace("Recalculate paths pass %d", pass++);
  72. cb->calculatePaths(config);
  73. if(!pathfinderSettings.useHeroChain)
  74. return;
  75. do
  76. {
  77. storage->selectFirstActor();
  78. do
  79. {
  80. boost::this_thread::interruption_point();
  81. while(storage->calculateHeroChain())
  82. {
  83. boost::this_thread::interruption_point();
  84. logAi->trace("Recalculate paths pass %d", pass++);
  85. cb->calculatePaths(config);
  86. }
  87. logAi->trace("Select next actor");
  88. } while(storage->selectNextActor());
  89. boost::this_thread::interruption_point();
  90. if(storage->calculateHeroChainFinal())
  91. {
  92. boost::this_thread::interruption_point();
  93. logAi->trace("Recalculate paths pass final");
  94. cb->calculatePaths(config);
  95. }
  96. } while(storage->increaseHeroChainTurnLimit());
  97. logAi->trace("Recalculated paths in %ld", timeElapsed(start));
  98. }
  99. void AIPathfinder::updateGraphs(std::map<const CGHeroInstance *, HeroRole> heroes)
  100. {
  101. auto start = std::chrono::high_resolution_clock::now();
  102. std::vector<const CGHeroInstance *> heroesVector;
  103. heroGraphs.clear();
  104. for(auto hero : heroes)
  105. {
  106. heroGraphs.emplace(hero.first->id, GraphPaths());
  107. heroesVector.push_back(hero.first);
  108. }
  109. parallel_for(blocked_range<size_t>(0, heroesVector.size()), [&](const blocked_range<size_t> & r)
  110. {
  111. for(auto i = r.begin(); i != r.end(); i++)
  112. heroGraphs[heroesVector[i]->id].calculatePaths(heroesVector[i], ai);
  113. });
  114. #if NKAI_TRACE_LEVEL >= 2
  115. for(auto hero : heroes)
  116. {
  117. heroGraphs[hero.first->id].dumpToLog();
  118. }
  119. #endif
  120. logAi->trace("Graph paths updated in %lld", timeElapsed(start));
  121. }
  122. }