| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412 | /** 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/IGameSettings.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->getMap().getTile(pos);				if(!tile.getTerrain()->isPassable())					continue;								if(tile.getTerrain()->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){	NeighbourTilesVector accessibleNeighbourTiles;	result.clear();	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);		int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);		auto movementCost = baseCost * (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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