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- /*
- * AINodeStorage.h, 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
- *
- */
- #pragma once
- #define PATHFINDER_TRACE_LEVEL 0
- #define AI_TRACE_LEVEL 1
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/mapObjects/CGHeroInstance.h"
- #include "../AIUtility.h"
- #include "../FuzzyHelper.h"
- #include "../Goals/AbstractGoal.h"
- #include "Actions/SpecialAction.h"
- #include "Actors.h"
- struct AIPathNode : public CGPathNode
- {
- uint64_t danger;
- uint64_t armyLoss;
- uint32_t manaCost;
- const AIPathNode * chainOther;
- std::shared_ptr<const SpecialAction> specialAction;
- const ChainActor * actor;
- };
- struct AIPathNodeInfo
- {
- float cost;
- uint8_t turns;
- int3 coord;
- uint64_t danger;
- const CGHeroInstance * targetHero;
- int parentIndex;
- uint64_t chainMask;
- std::shared_ptr<const SpecialAction> specialAction;
- bool actionIsBlocked;
- };
- struct AIPath
- {
- std::vector<AIPathNodeInfo> nodes;
- uint64_t targetObjectDanger;
- uint64_t armyLoss;
- uint64_t targetObjectArmyLoss;
- const CGHeroInstance * targetHero;
- const CCreatureSet * heroArmy;
- uint64_t chainMask;
- uint8_t exchangeCount;
- AIPath();
- /// Gets danger of path excluding danger of visiting the target object like creature bank
- uint64_t getPathDanger() const;
- /// Gets danger of path including danger of visiting the target object like creature bank
- uint64_t getTotalDanger() const;
- /// Gets danger of path including danger of visiting the target object like creature bank
- uint64_t getTotalArmyLoss() const;
- int3 firstTileToGet() const;
- int3 targetTile() const;
- const AIPathNodeInfo & firstNode() const;
- const AIPathNodeInfo & targetNode() const;
- float movementCost() const;
- uint8_t turn() const;
- uint64_t getHeroStrength() const;
- std::string toString() const;
- std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
- bool containsHero(const CGHeroInstance * hero) const;
- };
- struct ExchangeCandidate : public AIPathNode
- {
- AIPathNode * carrierParent;
- AIPathNode * otherParent;
- };
- enum EHeroChainPass
- {
- INITIAL, // single heroes unlimited distance
- CHAIN, // chains with limited distance
- FINAL // same as SINGLE but for heroes from CHAIN pass
- };
- class AINodeStorage : public INodeStorage
- {
- private:
- int3 sizes;
- const CPlayerSpecificInfoCallback * cb;
- const VCAI * ai;
- std::unique_ptr<FuzzyHelper> dangerEvaluator;
- std::vector<std::shared_ptr<ChainActor>> actors;
- std::vector<CGPathNode *> heroChain;
- EHeroChainPass heroChainPass; // true if we need to calculate hero chain
- uint64_t chainMask;
- int heroChainTurn;
- int heroChainMaxTurns;
- PlayerColor playerID;
- public:
- /// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
- static const int NUM_CHAINS = 10 * GameConstants::MAX_HEROES_PER_PLAYER;
-
- AINodeStorage(const int3 & sizes);
- ~AINodeStorage();
- void initialize(const PathfinderOptions & options, const CGameState * gs) override;
- bool increaseHeroChainTurnLimit();
- bool selectFirstActor();
- bool selectNextActor();
- virtual std::vector<CGPathNode *> getInitialNodes() override;
- virtual std::vector<CGPathNode *> calculateNeighbours(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) override;
- virtual std::vector<CGPathNode *> calculateTeleportations(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) override;
- virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
- void commit(
- AIPathNode * destination,
- const AIPathNode * source,
- CGPathNode::ENodeAction action,
- int turn,
- int movementLeft,
- float cost) const;
- const AIPathNode * getAINode(const CGPathNode * node) const;
- void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
- bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
- bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- return hasBetterChain(source, destination);
- }
- bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- return heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn;
- }
- template<class NodeRange>
- bool hasBetterChain(
- const CGPathNode * source,
- const AIPathNode * destinationNode,
- const NodeRange & chains) const;
- boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
- std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
- bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
- void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
- void setTownsAndDwellings(
- const std::vector<const CGTownInstance *> & towns,
- const std::set<const CGObjectInstance *> & visitableObjs);
- const CGHeroInstance * getHero(const CGPathNode * node) const;
- const std::set<const CGHeroInstance *> getAllHeroes() const;
- void clear();
- bool calculateHeroChain();
- bool calculateHeroChainFinal();
- uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
- {
- return dangerEvaluator->evaluateDanger(tile, hero, ai, checkGuards);
- }
- uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
- {
- double ratio = (double)danger / (armyValue * hero->getFightingStrength());
- return (uint64_t)(armyValue * ratio * ratio * ratio);
- }
- private:
- STRONG_INLINE
- void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
- void calculateHeroChain(
- AIPathNode * srcNode,
- const std::vector<AIPathNode *> & variants,
- std::vector<ExchangeCandidate> & result) const;
- void calculateHeroChain(
- AIPathNode * carrier,
- AIPathNode * other,
- std::vector<ExchangeCandidate> & result) const;
-
- void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
- void addHeroChain(const std::vector<ExchangeCandidate> & result);
- void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
- void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
- ExchangeCandidate calculateExchange(
- ChainActor * exchangeActor,
- AIPathNode * carrierParentNode,
- AIPathNode * otherParentNode) const;
- };
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