| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419 | /** GraphPaths.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 "GraphPaths.h"#include "AIPathfinderConfig.h"#include "../../../lib/CRandomGenerator.h"#include "../../../CCallback.h"#include "../../../lib/mapping/CMap.h"#include "../Engine/Nullkiller.h"#include "../../../lib/logging/VisualLogger.h"#include "Actions/QuestAction.h"#include "../pforeach.h"#include "Actions/BoatActions.h"namespace NKAI{bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const{	return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;}GraphPaths::GraphPaths()	: visualKey(""), graph(), pathNodes(){}std::shared_ptr<SpecialAction> getCompositeAction(	const Nullkiller * ai,	std::shared_ptr<ISpecialActionFactory> linkActionFactory,	std::shared_ptr<SpecialAction> transitionAction){	if(!linkActionFactory)		return transitionAction;	auto linkAction = linkActionFactory->create(ai);	if(!transitionAction)		return linkAction;	std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {		transitionAction,		linkAction	};	return std::make_shared<CompositeAction>(actionsArray);}void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth){	graph.copyFrom(*ai->baseGraph);	graph.connectHeroes(ai);	visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();	pathNodes.clear();	GraphNodeComparer cmp(pathNodes);	GraphPathNode::TFibHeap pq(cmp);	pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;	pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));	while(!pq.empty())	{		GraphPathNodePointer pos = pq.top();		pq.pop();		auto & node = getOrCreateNode(pos);		std::shared_ptr<SpecialAction> transitionAction;		if(node.obj)		{			if(node.obj->ID == Obj::QUEST_GUARD				|| node.obj->ID == Obj::BORDERGUARD				|| node.obj->ID == Obj::BORDER_GATE)			{				auto questObj = dynamic_cast<const IQuestObject *>(node.obj);				auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);				if(node.obj->ID == Obj::QUEST_GUARD					&& questObj->quest->mission == Rewardable::Limiter{}					&& questObj->quest->killTarget == ObjectInstanceID::NONE)				{					continue;				}				auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);				if(!questAction->canAct(ai, targetHero))				{					transitionAction = questAction;				}			}		}		node.isInQueue = false;		graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)			{				auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);				auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;				auto targetPointer = GraphPathNodePointer(target, targetNodeType);				auto & targetNode = getOrCreateNode(targetPointer);				if(targetNode.tryUpdate(pos, node, o))				{					if(targetNode.cost > scanDepth)					{						return;					}					targetNode.specialAction = compositeAction;					const auto & targetGraphNode = graph.getNode(target);					if(targetGraphNode.objID.hasValue())					{						targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);						if(targetNode.obj && targetNode.obj->ID == Obj::HERO)							return;					}					if(targetNode.isInQueue)					{						pq.increase(targetNode.handle);					}					else					{						targetNode.handle = pq.emplace(targetPointer);						targetNode.isInQueue = true;					}				}			});	}}void GraphPaths::dumpToLog() const{	logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)		{			for(auto & tile : pathNodes)			{				for(auto & node : tile.second)				{					if(!node.previous.valid())						continue;					if(NKAI_GRAPH_TRACE_LEVEL >= 2)					{						logAi->trace(							"%s -> %s: %f !%d",							node.previous.coord.toString(),							tile.first.toString(),							node.cost,							node.linkDanger);					}					logBuilder.addLine(node.previous.coord, tile.first);				}			}		});}bool GraphPathNode::tryUpdate(	const GraphPathNodePointer & pos,	const GraphPathNode & prev,	const ObjectLink & link){	auto newCost = prev.cost + link.cost;	if(newCost < cost)	{		previous = pos;		linkDanger = link.danger;		cost = newCost;		return true;	}	return false;}void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const{	auto nodes = pathNodes.find(tile);	if(nodes == pathNodes.end())		return;	for(auto & node : nodes->second)	{		if(!node.reachable())			continue;		std::vector<GraphPathNodePointer> tilesToPass;		uint64_t danger = node.linkDanger;		float cost = node.cost;		bool allowBattle = false;		auto current = GraphPathNodePointer(nodes->first, node.nodeType);		while(true)		{			auto currentTile = pathNodes.find(current.coord);			if(currentTile == pathNodes.end())				break;			auto & currentNode = currentTile->second[current.nodeType];			if(!currentNode.previous.valid())				break;			allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;			vstd::amax(danger, currentNode.linkDanger);			vstd::amax(cost, currentNode.cost);			tilesToPass.push_back(current);			if(currentNode.cost < 2.0f)				break;			current = currentNode.previous;		}		if(tilesToPass.empty())			continue;		auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);		for(auto & path : entryPaths)		{			if(path.targetHero != hero)				continue;			uint64_t loss = 0;			uint64_t strength = getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy);			for(auto graphTile = ++tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)			{				AIPathNodeInfo n;				auto & node = getNode(*graphTile);				n.coord = graphTile->coord;				n.cost = cost;				n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario				n.danger = danger;				n.targetHero = hero;				n.parentIndex = -1;				n.specialAction = node.specialAction;								if(node.linkDanger > 0)				{					auto additionalLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, strength, node.linkDanger);					loss += additionalLoss;					if(strength > additionalLoss)						strength -= additionalLoss;					else					{						strength = 0;						break;					}				}				if(n.specialAction)				{					n.actionIsBlocked = !n.specialAction->canAct(ai, n);				}				for(auto & node : path.nodes)				{					node.parentIndex++;				}				path.nodes.insert(path.nodes.begin(), n);			}			if(strength == 0)			{				continue;			}			path.armyLoss += loss;			path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);			path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);			paths.push_back(path);		}	}}void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const{	auto nodes = pathNodes.find(tile);	if(nodes == pathNodes.end())		return;	for(auto & targetNode : nodes->second)	{		if(!targetNode.reachable())			continue;		std::vector<GraphPathNodePointer> tilesToPass;		uint64_t danger = targetNode.linkDanger;		float cost = targetNode.cost;		bool allowBattle = false;		auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);		while(true)		{			auto currentTile = pathNodes.find(current.coord);			if(currentTile == pathNodes.end())				break;			auto currentNode = currentTile->second[current.nodeType];			allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;			vstd::amax(danger, currentNode.linkDanger);			vstd::amax(cost, currentNode.cost);			tilesToPass.push_back(current);			if(currentNode.cost < 2.0f)				break;			current = currentNode.previous;		}				if(tilesToPass.empty())			continue;		auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);		for(auto & entryPath : entryPaths)		{			if(entryPath.targetHero != hero)				continue;			auto & path = paths.emplace_back();			path.targetHero = entryPath.targetHero;			path.heroArmy = entryPath.heroArmy;			path.exchangeCount = entryPath.exchangeCount;			path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);			path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);			path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);			AIPathNodeInfo n;			n.targetHero = hero;			n.parentIndex = -1;			// final node			n.coord = tile;			n.cost = targetNode.cost;			n.danger = danger;			n.parentIndex = path.nodes.size();			path.nodes.push_back(n);			for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)			{				auto blocker = ai->objectClusterizer->getBlocker(*entryNode);				if(blocker)				{					// blocker node					path.nodes.push_back(*entryNode);					path.nodes.back().parentIndex = path.nodes.size() - 1;					break;				}			}						if(path.nodes.size() > 1)				continue;			for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)			{				auto & node = getNode(*graphTile);				n.coord = graphTile->coord;				n.cost = node.cost;				n.turns = static_cast<ui8>(node.cost);				n.danger = danger;				n.specialAction = node.specialAction;				n.parentIndex = path.nodes.size();				if(n.specialAction)				{					n.actionIsBlocked = !n.specialAction->canAct(ai, n);				}				auto blocker = ai->objectClusterizer->getBlocker(n);				if(!blocker)					continue;				// blocker node				path.nodes.push_back(n);				break;			}		}	}}}
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