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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 "../AIGateway.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"namespace NKAI{std::shared_ptr<boost::multi_array<AIPathNode, 5>> AISharedStorage::shared;std::set<int3> commitedTiles;std::set<int3> commitedTilesInitial;const uint64_t FirstActorMask = 1;const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;const uint64_t CHAIN_MAX_DEPTH = 4;AISharedStorage::AISharedStorage(int3 sizes){	if(!shared){		shared.reset(new boost::multi_array<AIPathNode, 5>(			boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][AIPathfinding::NUM_CHAINS]));	}	nodes = shared;}AISharedStorage::~AISharedStorage(){	nodes.reset();	if(shared && shared.use_count() == 1)	{		shared.reset();	}}AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)	: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes){	dangerEvaluator.reset(new FuzzyHelper(ai));}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	const PlayerColor fowPlayer = ai->playerID;	const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;	const int3 sizes = gs->getMapSize();	//Each thread gets different x, but an array of y located next to each other in memory	parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)	{		int3 pos;		for(pos.z = 0; pos.z < sizes.z; ++pos.z)		{			const bool useFlying = options.useFlying;			const bool useWaterWalking = options.useWaterWalking;			const PlayerColor player = playerID;			for(pos.x = r.begin(); pos.x != r.end(); ++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));					}				}			}		}	});}void AINodeStorage::clear(){	actors.clear();	heroChainPass = EHeroChainPass::INITIAL;	heroChainTurn = 0;	heroChainMaxTurns = 1;	turnDistanceLimit[HeroRole::MAIN] = 255;	turnDistanceLimit[HeroRole::SCOUT] = 255;}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){	int bucketIndex = ((uintptr_t)actor) % AIPathfinding::BUCKET_COUNT;	int bucketOffset = bucketIndex * AIPathfinding::BUCKET_SIZE;	auto chains = nodes.get(pos, layer);	if(chains[0].blocked())	{		return boost::none;	}	for(auto i = AIPathfinding::BUCKET_SIZE - 1; i >= 0; i--)	{		AIPathNode & node = chains[i + bucketOffset];		if(node.actor == actor)		{			return &node;		}		if(!node.actor)		{			node.actor = actor;			return &node;		}	}	return boost::none;}std::vector<CGPathNode *> AINodeStorage::getInitialNodes(){	if(heroChainPass)	{		if(heroChainTurn == 0)			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();		if(!initialNode)			continue;		initialNode->inPQ = false;		initialNode->pq = nullptr;		initialNode->turns = actor->initialTurn;		initialNode->moveRemains = actor->initialMovement;		initialNode->danger = 0;		initialNode->setCost(actor->initialTurn);		initialNode->action = CGPathNode::ENodeAction::NORMAL;		if(actor->isMovable)		{			initialNodes.push_back(initialNode);		}		else		{			initialNode->locked = true;		}	}	if(heroChainTurn == 0)		calculateTownPortalTeleportations(initialNodes);	return initialNodes;}void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility){	for(AIPathNode & heroNode : nodes.get(coord, layer)){		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->setCost(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 NKAI_PATHFINDER_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->getCost(),		std::to_string(destination->turns),		destination->moveRemains,		destination->actor->toString(),		destination->actor->chainMask,		destination->actor->armyValue);#endif	if(destination->turns <= heroChainTurn)	{		commitedTiles.insert(destination->coord);	}}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;}EPathfindingLayer phisycalLayers[2] = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};bool AINodeStorage::increaseHeroChainTurnLimit(){	if(heroChainTurn >= heroChainMaxTurns)		return false;	heroChainTurn++;	commitedTiles.clear();	for(auto layer : phisycalLayers)	{		foreach_tile_pos([&](const int3 & pos)		{			auto chains = nodes.get(pos, layer);			if(!chains[0].blocked())			{				for(AIPathNode & node : chains)				{					if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)					{						commitedTiles.insert(pos);						break;					}				}			}		});	}	return true;}bool AINodeStorage::calculateHeroChainFinal(){	heroChainPass = EHeroChainPass::FINAL;	heroChain.resize(0);	for(auto layer : phisycalLayers)	{		foreach_tile_pos([&](const int3 & pos)		{			auto chains = nodes.get(pos, layer);			if(!chains[0].blocked())			{				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();}struct DelayedWork{	AIPathNode * carrier;	AIPathNode * other;	DelayedWork()	{	}		DelayedWork(AIPathNode * carrier, AIPathNode * other) : carrier(carrier), other(other)	{	}};class HeroChainCalculationTask{private:	AISharedStorage & nodes;	AINodeStorage & storage;	std::vector<AIPathNode *> existingChains;	std::vector<ExchangeCandidate> newChains;	uint64_t chainMask;	int heroChainTurn;	std::vector<CGPathNode *> heroChain;	const std::vector<int3> & tiles;	std::vector<DelayedWork> delayedWork;public:	HeroChainCalculationTask(		AINodeStorage & storage, AISharedStorage & nodes, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)		:existingChains(), newChains(), delayedWork(), nodes(nodes), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)	{		existingChains.reserve(AIPathfinding::NUM_CHAINS);		newChains.reserve(AIPathfinding::NUM_CHAINS);	}	void execute(const blocked_range<size_t>& r)	{		for(int i = r.begin(); i != r.end(); i++)		{			auto & pos = tiles[i];			for(auto layer : phisycalLayers)			{				auto chains = nodes.get(pos, layer);				// fast cut inactive nodes				if(chains[0].blocked())					continue;				existingChains.clear();				newChains.clear();				for(AIPathNode & node : chains)				{					if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)						existingChains.push_back(&node);				}				std::random_shuffle(existingChains.begin(), existingChains.end());				for(AIPathNode * node : existingChains)				{					if(node->actor->isMovable)					{						calculateHeroChain(node, existingChains, newChains);					}				}				for(auto delayed = delayedWork.begin(); delayed != delayedWork.end();)				{					auto newActor = delayed->carrier->actor->tryExchangeNoLock(delayed->other->actor);					if(!newActor.lockAcquired) continue;										if(newActor.actor)					{						newChains.push_back(calculateExchange(newActor.actor, delayed->carrier, delayed->other));					}										delayed++;				}				delayedWork.clear();				cleanupInefectiveChains(newChains);				addHeroChain(newChains);			}		}	}	void calculateHeroChain(		AIPathNode * srcNode,		const std::vector<AIPathNode *> & variants,		std::vector<ExchangeCandidate> & result);	void calculateHeroChain(		AIPathNode * carrier,		AIPathNode * other,		std::vector<ExchangeCandidate> & result);	void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;	void addHeroChain(const std::vector<ExchangeCandidate> & result);	ExchangeCandidate calculateExchange(		ChainActor * exchangeActor,		AIPathNode * carrierParentNode,		AIPathNode * otherParentNode) const;	void flushResult(std::vector<CGPathNode *> & result)	{		vstd::concatenate(result, heroChain);	}};bool AINodeStorage::calculateHeroChain(){	heroChainPass = EHeroChainPass::CHAIN;	heroChain.clear();	std::vector<int3> data(commitedTiles.begin(), commitedTiles.end());	if(data.size() > 100)	{		boost::mutex resultMutex;		std::random_shuffle(data.begin(), data.end());		parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)		{			//auto r = blocked_range<size_t>(0, data.size());			HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);			task.execute(r);			{				boost::lock_guard<boost::mutex> resultLock(resultMutex);				task.flushResult(heroChain);			}		});	}	else	{		auto r = blocked_range<size_t>(0, data.size());		HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);		task.execute(r);		task.flushResult(heroChain);	}	commitedTiles.clear();	return !heroChain.empty();}bool AINodeStorage::selectFirstActor(){	if(actors.empty())		return false;	auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t	{		return actor->armyValue;	});	chainMask = strongest->chainMask;	commitedTilesInitial = commitedTiles;	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())	{		if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)			return false;		chainMask = nextActor->get()->chainMask;		commitedTiles = commitedTilesInitial;		return true;	}	return false;}void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const{	vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool	{		auto pos = chainInfo.coord;		auto chains = nodes.get(pos, EPathfindingLayer::LAND);		auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)			|| storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, result);#if NKAI_PATHFINDER_TRACE_LEVEL >= 2		if(isNotEffective)		{			logAi->trace(				"Skip exchange %s[%x] -> %s[%x] at %s is ineficient",				chainInfo.otherParent->actor->toString(), 				chainInfo.otherParent->actor->chainMask,				chainInfo.carrierParent->actor->toString(),				chainInfo.carrierParent->actor->chainMask,				chainInfo.carrierParent->coord.toString());		}#endif		return isNotEffective;	});}void HeroChainCalculationTask::calculateHeroChain(	AIPathNode * srcNode, 	const std::vector<AIPathNode *> & variants, 	std::vector<ExchangeCandidate> & result){	for(AIPathNode * node : variants)	{		if(node == srcNode || !node->actor)			continue;		if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)			continue;		if(node->actor->actorExchangeCount + srcNode->actor->actorExchangeCount > CHAIN_MAX_DEPTH)			continue;		if(node->action == CGPathNode::ENodeAction::BATTLE			|| node->action == CGPathNode::ENodeAction::TELEPORT_BATTLE			|| node->action == CGPathNode::ENodeAction::TELEPORT_NORMAL			|| node->action == CGPathNode::ENodeAction::TELEPORT_BLOCKING_VISIT)		{			continue;		}		if(node->turns > heroChainTurn 			|| (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)			|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)		{#if NKAI_PATHFINDER_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 NKAI_PATHFINDER_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 HeroChainCalculationTask::calculateHeroChain(	AIPathNode * carrier, 	AIPathNode * other, 	std::vector<ExchangeCandidate> & result){		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))	{#if NKAI_PATHFINDER_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->turns == other->turns && carrier->moveRemains < other->moveRemains);			bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;			if(hasLessMp && hasLessExperience)			{#if NKAI_PATHFINDER_TRACE_LEVEL >= 2				logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString());#endif				return;			}		}		auto newActor = carrier->actor->tryExchangeNoLock(other->actor);				if(!newActor.lockAcquired) delayedWork.push_back(DelayedWork(carrier, other));		if(newActor.actor) result.push_back(calculateExchange(newActor.actor, carrier, other));	}}void HeroChainCalculationTask::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 = storage.getOrCreateNode(carrier->coord, carrier->layer, newActor);		if(!chainNodeOptional)		{#if NKAI_PATHFINDER_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 NKAI_PATHFINDER_TRACE_LEVEL >= 2			logAi->trace(				"Skip exchange %s[%x] -> %s[%x] at %s because node is in use",				other->actor->toString(),				other->actor->chainMask,				carrier->actor->toString(),				carrier->actor->chainMask,				carrier->coord.toString());#endif			continue;		}				if(exchangeNode->turns != 0xFF && exchangeNode->getCost() < chainInfo.getCost())		{#if NKAI_PATHFINDER_TRACE_LEVEL >= 2			logAi->trace(				"Skip exchange %s[%x] -> %s[%x] at %s because not effective enough. %f < %f",				other->actor->toString(),				other->actor->chainMask,				carrier->actor->toString(),				carrier->actor->chainMask,				carrier->coord.toString(),				exchangeNode->getCost(),				chainInfo.getCost());#endif			continue;		}		storage.commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.getCost());		if(carrier->specialAction || carrier->chainOther)		{			// there is some action on source tile which should be performed before we can bypass it			exchangeNode->theNodeBefore = carrier;		}		if(exchangeNode->actor->actorAction)		{			exchangeNode->theNodeBefore = carrier;			exchangeNode->specialAction = exchangeNode->actor->actorAction;		}		exchangeNode->chainOther = other;		exchangeNode->armyLoss = chainInfo.armyLoss;#if NKAI_PATHFINDER_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->getCost(),			std::to_string(exchangeNode->turns),			exchangeNode->moveRemains,			exchangeNode->actor->armyValue);#endif		heroChain.push_back(exchangeNode);	}}ExchangeCandidate HeroChainCalculationTask::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.setCost(carrierParentNode->getCost() + otherParentNode->getCost() / 1000.0);	candidate.moveRemains = carrierParentNode->moveRemains;	if(carrierParentNode->turns < otherParentNode->turns)	{		int moveRemains = exchangeActor->maxMovePoints(carrierParentNode->layer);		float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1			+ carrierParentNode->moveRemains / (float)moveRemains;		candidate.turns = otherParentNode->turns;		candidate.setCost(candidate.getCost() + 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;}bool AINodeStorage::isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const{	if(heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn)	{		return true;	}		auto aiNode = getAINode(destination.node);		if(heroChainPass != EHeroChainPass::CHAIN		&& destination.node->turns > turnDistanceLimit[aiNode->actor->heroRole])	{		return true;	}	return false;}void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes){	playerID = ai->playerID;	for(auto & hero : heroes)	{		uint64_t mask = FirstActorMask << actors.size();		auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);		if(actor->hero->tempOwner != ai->playerID)		{			bool onLand = !actor->hero->boat;			actor->initialMovement = actor->hero->maxMovePoints(onLand);		}		playerID = actor->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 = FirstActorMask << actors.size();		// TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE		// check defence imrove		if(!town->garrisonHero)		{			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 = FirstActorMask << 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)	{		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;			}			return node;		}		return nullptr;	}	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->getCost();		if(node->action == CGPathNode::UNKNOWN || node->getCost() > 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;	}};template<class TVector>void AINodeStorage::calculateTownPortal(	const ChainActor * actor,	const std::map<const CGHeroInstance *, int> & maskMap,	const std::vector<CGPathNode *> & initialNodes,	TVector & output){	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)			{				auto basicMask = maskMap.at(targetTown->visitingHero.get());				bool heroIsInChain = (actor->chainMask & basicMask) != 0;				bool sameActorInTown = actor->chainMask == basicMask;				if(sameActorInTown || !heroIsInChain)					continue;			}			auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);			if(nodeOptional)			{#if NKAI_PATHFINDER_TRACE_LEVEL >= 1				logAi->trace("Adding town portal node at %s", targetTown->name);#endif				output.push_back(nodeOptional.get());			}		}	}}void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes){	std::set<const ChainActor *> actorsOfInitial;	for(const CGPathNode * node : initialNodes)	{		auto aiNode = getAINode(node);		if(aiNode->actor->hero)			actorsOfInitial.insert(aiNode->actor->baseActor);	}	std::map<const CGHeroInstance *, int> maskMap;	for(std::shared_ptr<ChainActor> basicActor : actors)	{		if(basicActor->hero)			maskMap[basicActor->hero] = basicActor->chainMask;	}	boost::sort(initialNodes, NodeComparer<CGPathNode>());	std::vector<const ChainActor *> actorsVector(actorsOfInitial.begin(), actorsOfInitial.end());	tbb::concurrent_vector<CGPathNode *> output;	if(actorsVector.size() * initialNodes.size() > 1000)	{		parallel_for(blocked_range<size_t>(0, actorsVector.size()), [&](const blocked_range<size_t> & r)			{				for(int i = r.begin(); i != r.end(); i++)				{					calculateTownPortal(actorsVector[i], maskMap, initialNodes, output);				}			});		std::copy(output.begin(), output.end(), std::back_inserter(initialNodes));	}	else	{		for(auto actor : actorsVector)		{			calculateTownPortal(actor, maskMap, initialNodes, initialNodes);		}	}}bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const{	auto pos = destination.coord;	auto chains = nodes.get(pos, 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 || !node.actor->hero)		{			continue;		}		if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)		{			if(node.getCost() < candidateNode->getCost())			{#if NKAI_PATHFINDER_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 && heroChainPass != EHeroChainPass::FINAL)			continue;		auto nodeActor = node.actor;		auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;		auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;		if(nodeArmyValue > candidateArmyValue			&& node.getCost() <= candidateNode->getCost())		{#if NKAI_PATHFINDER_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(heroChainPass == EHeroChainPass::FINAL)		{			if(nodeArmyValue == candidateArmyValue				&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength				&& node.getCost() <= candidateNode->getCost())			{				if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength					&& node.getCost() == candidateNode->getCost()					&& &node < candidateNode)				{					continue;				}#if NKAI_PATHFINDER_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.get(pos, 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(AIPathfinding::NUM_CHAINS / 4);	auto chains = nodes.get(pos, 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, !node.actor->allowBattle);		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->getCost();			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;			pathNode.actionIsBlocked = false;			if(pathNode.specialAction)			{				auto targetNode =node->theNodeBefore ?  getAINode(node->theNodeBefore) : node;				pathNode.actionIsBlocked = !pathNode.specialAction->canAct(targetNode);			}			parentIndex = path.nodes.size();			path.nodes.push_back(pathNode);		}				node = getAINode(node->theNodeBefore);	}}AIPath::AIPath()	: nodes({}){}std::shared_ptr<const SpecialAction> AIPath::getFirstBlockedAction() const{	for(auto node = nodes.rbegin(); node != nodes.rend(); node++)	{		if(node->specialAction && node->actionIsBlocked)			return node->specialAction;	}	return std::shared_ptr<const SpecialAction>();}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;}bool AIPath::containsHero(const CGHeroInstance * hero) const{	if(targetHero == hero)		return true;	for(auto node : nodes)	{		if(node.targetHero == hero)			return true;	}	return false;}uint64_t AIPath::getTotalArmyLoss() const{	return armyLoss + targetObjectArmyLoss;}std::string AIPath::toString() const{	std::stringstream str;	str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";	for(auto node : nodes)		str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";	return str.str();}}
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