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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 "../VCAI.h"
- #include "../Engine/Nullkiller.h"
- #include "../../../CCallback.h"
- #include "../../../lib/mapping/CMap.h"
- #include "../../../lib/mapObjects/MapObjects.h"
- #include "../../../lib/PathfinderUtil.h"
- #include "../../../lib/CPlayerState.h"
- AINodeStorage::AINodeStorage(const int3 & Sizes)
- : sizes(Sizes)
- {
- nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
- dangerEvaluator.reset(new FuzzyHelper());
- }
- AINodeStorage::~AINodeStorage() = default;
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
- {
- if(heroChainPass)
- return;
- //TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
- int3 pos;
- const PlayerColor player = playerID;
- const PlayerColor fowPlayer = ai->playerID;
- const int3 sizes = gs->getMapSize();
- const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
- //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.x=0; pos.x < sizes.x; ++pos.x)
- {
- for(pos.y=0; pos.y < sizes.y; ++pos.y)
- {
- for(pos.z=0; pos.z < sizes.z; ++pos.z)
- {
- const TerrainTile * tile = &gs->map->getTile(pos);
- switch(tile->terType)
- {
- case ETerrainType::ROCK:
- break;
- case ETerrainType::WATER:
- 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));
- break;
- default:
- 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));
- break;
- }
- }
- }
- }
- }
- void AINodeStorage::clear()
- {
- actors.clear();
- heroChainPass = EHeroChainPass::INITIAL;
- heroChainTurn = 0;
- heroChainMaxTurns = 1;
- }
- 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);
- }
- boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
- const int3 & pos,
- const EPathfindingLayer layer,
- const ChainActor * actor)
- {
- auto chains = nodes[pos.x][pos.y][pos.z][layer];
- for(AIPathNode & node : chains)
- {
- if(node.actor == actor)
- {
- return &node;
- }
- if(!node.actor)
- {
- node.actor = actor;
- return &node;
- }
- }
- return boost::none;
- }
- std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
- {
- if(heroChainPass)
- {
- calculateTownPortalTeleportations(heroChain);
- return heroChain;
- }
- std::vector<CGPathNode *> initialNodes;
- for(auto actorPtr : actors)
- {
- ChainActor * actor = actorPtr.get();
- AIPathNode * initialNode =
- getOrCreateNode(actor->initialPosition, actor->layer, actor)
- .get();
- initialNode->turns = actor->initialTurn;
- initialNode->moveRemains = actor->initialMovement;
- initialNode->danger = 0;
- initialNode->cost = actor->initialTurn;
- initialNode->action = CGPathNode::ENodeAction::NORMAL;
- if(actor->isMovable)
- {
- initialNodes.push_back(initialNode);
- }
- else
- {
- initialNode->locked = true;
- }
- }
- calculateTownPortalTeleportations(initialNodes);
- return initialNodes;
- }
- void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
- {
- for(int i = 0; i < NUM_CHAINS; i++)
- {
- AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
- heroNode.actor = nullptr;
- heroNode.danger = 0;
- heroNode.manaCost = 0;
- heroNode.specialAction.reset();
- heroNode.armyLoss = 0;
- heroNode.chainOther = nullptr;
- heroNode.update(coord, layer, accessibility);
- }
- }
- void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
- {
- const AIPathNode * srcNode = getAINode(source.node);
- updateAINode(destination.node, [&](AIPathNode * dstNode)
- {
- commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
- if(srcNode->specialAction || srcNode->chainOther)
- {
- // there is some action on source tile which should be performed before we can bypass it
- destination.node->theNodeBefore = source.node;
- }
- if(dstNode->specialAction && dstNode->actor)
- {
- dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
- }
- });
- }
- void AINodeStorage::commit(
- AIPathNode * destination,
- const AIPathNode * source,
- CGPathNode::ENodeAction action,
- int turn,
- int movementLeft,
- float cost) const
- {
- destination->action = action;
- destination->cost = cost;
- destination->moveRemains = movementLeft;
- destination->turns = turn;
- destination->armyLoss = source->armyLoss;
- destination->manaCost = source->manaCost;
- destination->danger = source->danger;
- destination->theNodeBefore = source->theNodeBefore;
- destination->chainOther = nullptr;
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
- source->coord.toString(),
- destination->coord.toString(),
- destination->cost,
- std::to_string(destination->turns),
- destination->moveRemains,
- destination->actor->toString(),
- destination->actor->chainMask,
- destination->actor->armyValue);
- #endif
- }
- std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper)
- {
- std::vector<CGPathNode *> neighbours;
- neighbours.reserve(16);
- const AIPathNode * srcNode = getAINode(source.node);
- auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
- for(auto & neighbour : accessibleNeighbourTiles)
- {
- for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
- {
- auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
- if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
- continue;
- neighbours.push_back(nextNode.get());
- }
- }
-
- return neighbours;
- }
- bool AINodeStorage::increaseHeroChainTurnLimit()
- {
- if(heroChainTurn >= heroChainMaxTurns)
- return false;
- heroChainTurn++;
- return true;
- }
- EPathfindingLayer phisycalLayers[2] = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
- bool AINodeStorage::calculateHeroChainFinal()
- {
- heroChainPass = EHeroChainPass::FINAL;
- heroChain.resize(0);
- for(auto layer : phisycalLayers)
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- auto chains = nodes[pos.x][pos.y][pos.z][layer];
- for(AIPathNode & node : chains)
- {
- if(node.turns > heroChainTurn
- && !node.locked
- && node.action != CGPathNode::ENodeAction::UNKNOWN
- && node.actor->actorExchangeCount > 1
- && !hasBetterChain(&node, &node, chains))
- {
- heroChain.push_back(&node);
- }
- }
- });
- }
-
- return heroChain.size();
- }
- bool AINodeStorage::calculateHeroChain()
- {
- heroChainPass = EHeroChainPass::CHAIN;
- heroChain.resize(0);
- std::vector<AIPathNode *> existingChains;
- std::vector<ExchangeCandidate> newChains;
- existingChains.reserve(NUM_CHAINS);
- newChains.reserve(NUM_CHAINS);
- for(auto layer : phisycalLayers)
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- auto chains = nodes[pos.x][pos.y][pos.z][layer];
- existingChains.resize(0);
- newChains.resize(0);
- for(AIPathNode & node : chains)
- {
- if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)
- existingChains.push_back(&node);
- }
- for(AIPathNode * node : existingChains)
- {
- if(node->actor->isMovable)
- {
- calculateHeroChain(node, existingChains, newChains);
- }
- }
- cleanupInefectiveChains(newChains);
- addHeroChain(newChains);
- });
- }
- return heroChain.size();
- }
- bool AINodeStorage::selectFirstActor()
- {
- if(!actors.size())
- return false;
- auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t
- {
- return actor->armyValue;
- });
- chainMask = strongest->chainMask;
- return true;
- }
- bool AINodeStorage::selectNextActor()
- {
- auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr<ChainActor> actor)-> bool
- {
- return actor->chainMask == chainMask;
- });
- auto nextActor = actors.end();
- for(auto actor = actors.begin(); actor != actors.end(); actor++)
- {
- if(actor->get()->armyValue > currentActor->get()->armyValue
- || actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor)
- {
- continue;
- }
- if(nextActor == actors.end()
- || actor->get()->armyValue > nextActor->get()->armyValue)
- {
- nextActor = actor;
- }
- }
- if(nextActor != actors.end())
- {
- chainMask = nextActor->get()->chainMask;
- return true;
- }
- return false;
- }
- void AINodeStorage::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
- {
- vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
- {
- auto pos = chainInfo.coord;
- auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
- return hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
- || hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
- });
- }
- void AINodeStorage::calculateHeroChain(
- AIPathNode * srcNode,
- const std::vector<AIPathNode *> & variants,
- std::vector<ExchangeCandidate> & result) const
- {
- for(AIPathNode * node : variants)
- {
- if(node == srcNode || !node->actor)
- continue;
- if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
- continue;
- if(node->turns > heroChainTurn
- || (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
- || (node->actor->chainMask & srcNode->actor->chainMask) != 0)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Skip exchange %s[%x] -> %s[%x] at %s because of %s",
- node->actor->toString(),
- node->actor->chainMask,
- srcNode->actor->toString(),
- srcNode->actor->chainMask,
- srcNode->coord.toString(),
- (node->turns > heroChainTurn
- ? "turn limit"
- : (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
- ? "action unknown"
- : "chain mask"));
- #endif
- continue;
- }
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Thy exchange %s[%x] -> %s[%x] at %s",
- node->actor->toString(),
- node->actor->chainMask,
- srcNode->actor->toString(),
- srcNode->actor->chainMask,
- srcNode->coord.toString());
- #endif
- calculateHeroChain(srcNode, node, result);
- }
- }
- void AINodeStorage::calculateHeroChain(
- AIPathNode * carrier,
- AIPathNode * other,
- std::vector<ExchangeCandidate> & result) const
- {
- if(carrier->armyLoss < carrier->actor->armyValue
- && (carrier->action != CGPathNode::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
- && carrier->action != CGPathNode::BLOCKING_VISIT
- && (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue)
- && carrier->actor->canExchange(other->actor))
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Exchange allowed %s[%x] -> %s[%x] at %s",
- other->actor->toString(),
- other->actor->chainMask,
- carrier->actor->toString(),
- carrier->actor->chainMask,
- carrier->coord.toString());
- #endif
- if(other->actor->isMovable)
- {
- bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
- bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
- if(hasLessMp && hasLessExperience)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString());
- #endif
- return;
- }
- }
- auto newActor = carrier->actor->exchange(other->actor);
-
- result.push_back(calculateExchange(newActor, carrier, other));
- }
- }
- void AINodeStorage::addHeroChain(const std::vector<ExchangeCandidate> & result)
- {
- for(const ExchangeCandidate & chainInfo : result)
- {
- auto carrier = chainInfo.carrierParent;
- auto newActor = chainInfo.actor;
- auto other = chainInfo.otherParent;
- auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
- if(!chainNodeOptional)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
- #endif
- continue;
- }
- auto exchangeNode = chainNodeOptional.get();
- if(exchangeNode->action != CGPathNode::ENodeAction::UNKNOWN)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace("Exchange at %s node is already in use. Blocked.", carrier->coord.toString());
- #endif
- continue;
- }
-
- if(exchangeNode->turns != 0xFF && exchangeNode->cost < chainInfo.cost)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Exchange at %s is is not effective enough. %f < %f",
- exchangeNode->coord.toString(),
- exchangeNode->cost,
- chainInfo.cost);
- #endif
- continue;
- }
- commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.cost);
- if(carrier->specialAction || carrier->chainOther)
- {
- // there is some action on source tile which should be performed before we can bypass it
- exchangeNode->theNodeBefore = carrier;
- }
- exchangeNode->chainOther = other;
- exchangeNode->armyLoss = chainInfo.armyLoss;
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
- exchangeNode->coord.toString(),
- other->actor->toString(),
- exchangeNode->actor->toString(),
- exchangeNode->actor->chainMask,
- exchangeNode->cost,
- std::to_string(exchangeNode->turns),
- exchangeNode->moveRemains,
- exchangeNode->actor->armyValue);
- #endif
- heroChain.push_back(exchangeNode);
- }
- }
- ExchangeCandidate AINodeStorage::calculateExchange(
- ChainActor * exchangeActor,
- AIPathNode * carrierParentNode,
- AIPathNode * otherParentNode) const
- {
- ExchangeCandidate candidate;
-
- candidate.layer = carrierParentNode->layer;
- candidate.coord = carrierParentNode->coord;
- candidate.carrierParent = carrierParentNode;
- candidate.otherParent = otherParentNode;
- candidate.actor = exchangeActor;
- candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
- candidate.turns = carrierParentNode->turns;
- candidate.cost = carrierParentNode->cost + otherParentNode->cost / 1000.0;
- candidate.moveRemains = carrierParentNode->moveRemains;
- if(carrierParentNode->turns < otherParentNode->turns)
- {
- int moveRemains = exchangeActor->hero->maxMovePoints(carrierParentNode->layer);
- float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
- + carrierParentNode->moveRemains / (float)moveRemains;
- candidate.turns = otherParentNode->turns;
- candidate.cost += waitingCost;
- candidate.moveRemains = moveRemains;
- }
- return candidate;
- }
- const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
- {
- auto aiNode = getAINode(node);
- return aiNode->actor->hero;
- }
- const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
- {
- std::set<const CGHeroInstance *> heroes;
- for(auto actor : actors)
- {
- if(actor->hero)
- heroes.insert(actor->hero);
- }
- return heroes;
- }
- void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
- {
- cb = _ai->myCb.get();
- ai = _ai;
- playerID = ai->playerID;
- for(auto & hero : heroes)
- {
- uint64_t mask = 1 << actors.size();
- auto actor = std::make_shared<HeroActor>(hero.get(), mask, ai);
- if(hero->tempOwner != ai->playerID)
- {
- bool onLand = !actor->hero->boat;
- actor->initialMovement = actor->hero->maxMovePoints(onLand);
- }
- playerID = hero->tempOwner;
- actors.push_back(actor);
- }
- }
- void AINodeStorage::setTownsAndDwellings(
- const std::vector<const CGTownInstance *> & towns,
- const std::set<const CGObjectInstance *> & visitableObjs)
- {
- for(auto town : towns)
- {
- uint64_t mask = 1 << actors.size();
- if(!town->garrisonHero || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
- {
- actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
- }
- }
- /*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
- auto waitForGrowth = dayOfWeek > 4;*/
- for(auto obj: visitableObjs)
- {
- if(obj->ID == Obj::HILL_FORT)
- {
- uint64_t mask = 1 << actors.size();
- actors.push_back(std::make_shared<HillFortActor>(obj, mask));
- }
- /*const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
- if(dwelling)
- {
- uint64_t mask = 1 << actors.size();
- auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
- if(dwellingActor->creatureSet->getArmyStrength())
- {
- actors.push_back(dwellingActor);
- }
- if(waitForGrowth)
- {
- mask = 1 << actors.size();
- dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
- if(dwellingActor->creatureSet->getArmyStrength())
- {
- actors.push_back(dwellingActor);
- }
- }
- }*/
- }
- }
- 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->actor);
- if(!node)
- continue;
- neighbours.push_back(node.get());
- }
- }
- return neighbours;
- }
- struct TowmPortalFinder
- {
- const std::vector<CGPathNode *> & initialNodes;
- SecSkillLevel::SecSkillLevel townPortalSkillLevel;
- uint64_t movementNeeded;
- const ChainActor * actor;
- const CGHeroInstance * hero;
- std::vector<const CGTownInstance *> targetTowns;
- AINodeStorage * nodeStorage;
- SpellID spellID;
- const CSpell * townPortal;
- TowmPortalFinder(
- const ChainActor * actor,
- const std::vector<CGPathNode *> & initialNodes,
- std::vector<const CGTownInstance *> targetTowns,
- AINodeStorage * nodeStorage)
- :actor(actor), initialNodes(initialNodes), hero(actor->hero),
- targetTowns(targetTowns), nodeStorage(nodeStorage)
- {
- spellID = SpellID::TOWN_PORTAL;
- townPortal = spellID.toSpell();
- // TODO: Copy/Paste from TownPortalMechanics
- townPortalSkillLevel = SecSkillLevel::SecSkillLevel(hero->getSpellSchoolLevel(townPortal));
- movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= SecSkillLevel::EXPERT ? 2 : 3);
- }
- bool actorCanCastTownPortal()
- {
- return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
- }
- CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
- {
- CGPathNode * bestNode = nullptr;
- for(CGPathNode * node : initialNodes)
- {
- auto aiNode = nodeStorage->getAINode(node);
- if(aiNode->actor->baseActor != actor
- || node->layer != EPathfindingLayer::LAND
- || node->moveRemains < movementNeeded)
- {
- continue;
- }
- if(townPortalSkillLevel < SecSkillLevel::ADVANCED)
- {
- const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
- {
- return node->coord.dist2dSQ(t->visitablePos());
- });
- if(targetTown != nearestTown)
- continue;
- }
- if(!bestNode || bestNode->cost > node->cost)
- bestNode = node;
- }
- return bestNode;
- }
- boost::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
- {
- auto bestNode = getBestInitialNodeForTownPortal(targetTown);
- if(!bestNode)
- return boost::none;
- auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
- if(!nodeOptional)
- return boost::none;
- AIPathNode * node = nodeOptional.get();
- float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
- movementCost += bestNode->cost;
- if(node->action == CGPathNode::UNKNOWN || node->cost > movementCost)
- {
- nodeStorage->commit(
- node,
- nodeStorage->getAINode(bestNode),
- CGPathNode::TELEPORT_NORMAL,
- bestNode->turns,
- bestNode->moveRemains - movementNeeded,
- movementCost);
- node->theNodeBefore = bestNode;
- node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
- }
- return nodeOptional;
- }
- };
- void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
- {
- std::set<const ChainActor *> actorsOfInitial;
- for(const CGPathNode * node : initialNodes)
- {
- auto aiNode = getAINode(node);
- actorsOfInitial.insert(aiNode->actor->baseActor);
- }
- for(const ChainActor * actor : actorsOfInitial)
- {
- if(!actor->hero)
- continue;
- auto towns = cb->getTownsInfo(false);
- vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
- {
- return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
- });
- if(!towns.size())
- {
- return; // no towns no need to run loop further
- }
- TowmPortalFinder townPortalFinder(actor, initialNodes, towns, this);
- if(townPortalFinder.actorCanCastTownPortal())
- {
- for(const CGTownInstance * targetTown : towns)
- {
- // TODO: allow to hide visiting hero in garrison
- if(targetTown->visitingHero && targetTown->visitingHero != actor->hero)
- continue;
- auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
- if(nodeOptional)
- {
- #if AI_TRACE_LEVEL >= 1
- logAi->trace("Adding town portal node at %s", targetTown->name);
- #endif
- initialNodes.push_back(nodeOptional.get());
- }
- }
- }
- }
- }
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- auto pos = destination.coord;
- auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
- return hasBetterChain(source.node, getAINode(destination.node), chains);
- }
- template<class NodeRange>
- bool AINodeStorage::hasBetterChain(
- const CGPathNode * source,
- const AIPathNode * candidateNode,
- const NodeRange & chains) const
- {
- auto candidateActor = candidateNode->actor;
- for(const AIPathNode & node : chains)
- {
- auto sameNode = node.actor == candidateNode->actor;
- if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor->hero)
- {
- continue;
- }
- if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)
- {
- if(node.cost < candidateNode->cost)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode->coord.toString(),
- candidateNode->actor->hero->name,
- candidateNode->actor->chainMask,
- candidateNode->actor->armyValue,
- node.moveRemains - candidateNode->moveRemains);
- #endif
- return true;
- }
- }
- if(candidateActor->chainMask != node.actor->chainMask)
- continue;
- auto nodeActor = node.actor;
- auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;
- auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;
- if(nodeArmyValue > candidateArmyValue
- && node.cost <= candidateNode->cost)
- {
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode->coord.toString(),
- candidateNode->actor->hero->name,
- candidateNode->actor->chainMask,
- candidateNode->actor->armyValue,
- node.moveRemains - candidateNode->moveRemains);
- #endif
- return true;
- }
- /*if(nodeArmyValue == candidateArmyValue
- && nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
- && node.cost <= candidateNode->cost)
- {
- if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength
- && node.cost == candidateNode->cost
- && &node < candidateNode)
- {
- continue;
- }
- #if AI_TRACE_LEVEL >= 2
- logAi->trace(
- "Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode->coord.toString(),
- candidateNode->actor->hero->name,
- candidateNode->actor->chainMask,
- candidateNode->actor->armyValue,
- node.moveRemains - candidateNode->moveRemains);
- #endif
- return true;
- }*/
- }
- return false;
- }
- bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
- {
- auto chains = nodes[pos.x][pos.y][pos.z][layer];
- for(const AIPathNode & node : chains)
- {
- if(node.action != CGPathNode::ENodeAction::UNKNOWN
- && node.actor && node.actor->hero == hero.h)
- {
- return true;
- }
- }
- return false;
- }
- std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
- {
- std::vector<AIPath> paths;
- paths.reserve(NUM_CHAINS / 4);
- auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
- for(const AIPathNode & node : chains)
- {
- if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
- {
- continue;
- }
- AIPath path;
- path.targetHero = node.actor->hero;
- path.heroArmy = node.actor->creatureSet;
- path.armyLoss = node.armyLoss;
- path.targetObjectDanger = evaluateDanger(pos, path.targetHero, false);
- path.targetObjectArmyLoss = evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
- path.chainMask = node.actor->chainMask;
- path.exchangeCount = node.actor->actorExchangeCount;
-
- fillChainInfo(&node, path, -1);
- paths.push_back(path);
- }
- return paths;
- }
- void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const
- {
- while(node != nullptr)
- {
- if(!node->actor->hero)
- return;
- if(node->chainOther)
- fillChainInfo(node->chainOther, path, parentIndex);
- //if(node->actor->hero->visitablePos() != node->coord)
- {
- AIPathNodeInfo pathNode;
- pathNode.cost = node->cost;
- pathNode.targetHero = node->actor->hero;
- pathNode.chainMask = node->actor->chainMask;
- pathNode.specialAction = node->specialAction;
- pathNode.turns = node->turns;
- pathNode.danger = node->danger;
- pathNode.coord = node->coord;
- pathNode.parentIndex = parentIndex;
- parentIndex = path.nodes.size();
- path.nodes.push_back(pathNode);
- }
- path.specialAction = node->specialAction;
- node = getAINode(node->theNodeBefore);
- }
- }
- AIPath::AIPath()
- : nodes({})
- {
- }
- std::shared_ptr<const ISpecialAction> AIPath::getFirstBlockedAction() const
- {
- for(auto node : nodes)
- {
- if(node.specialAction && !node.specialAction->canAct(node.targetHero))
- return node.specialAction;
- }
- return std::shared_ptr<const ISpecialAction>();
- }
- int3 AIPath::firstTileToGet() const
- {
- if(nodes.size())
- {
- return nodes.back().coord;
- }
- return int3(-1, -1, -1);
- }
- int3 AIPath::targetTile() const
- {
- if(nodes.size())
- {
- return targetNode().coord;
- }
- return int3(-1, -1, -1);
- }
- const AIPathNodeInfo & AIPath::firstNode() const
- {
- return nodes.back();
- }
- const AIPathNodeInfo & AIPath::targetNode() const
- {
- auto & node = nodes.front();
- return targetHero == node.targetHero ? node : nodes.at(1);
- }
- uint64_t AIPath::getPathDanger() const
- {
- if(nodes.empty())
- return 0;
- return targetNode().danger;
- }
- float AIPath::movementCost() const
- {
- if(nodes.empty())
- return 0.0f;
- return targetNode().cost;
- }
- uint8_t AIPath::turn() const
- {
- if(nodes.empty())
- return 0;
- return targetNode().turns;
- }
- uint64_t AIPath::getHeroStrength() const
- {
- return targetHero->getFightingStrength() * heroArmy->getArmyStrength();
- }
- uint64_t AIPath::getTotalDanger() const
- {
- uint64_t pathDanger = getPathDanger();
- uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
- return danger;
- }
- uint64_t AIPath::getTotalArmyLoss() const
- {
- return armyLoss + targetObjectArmyLoss;
- }
- std::string AIPath::toString() const
- {
- std::stringstream str;
- str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ": ";
- for(auto node : nodes)
- str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
- return str.str();
- }
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