PathfindingManager.cpp 6.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247
  1. /*
  2. * PathfindingManager.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "PathfindingManager.h"
  12. #include "AIPathfinder.h"
  13. #include "AIPathfinderConfig.h"
  14. #include "../Goals/Goals.h"
  15. #include "../../../lib/CGameInfoCallback.h"
  16. #include "../../../lib/mapping/CMap.h"
  17. PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
  18. : ai(AI), cb(CB)
  19. {
  20. }
  21. void PathfindingManager::init(CPlayerSpecificInfoCallback * CB)
  22. {
  23. cb = CB;
  24. pathfinder.reset(new AIPathfinder(cb, ai));
  25. pathfinder->init();
  26. }
  27. void PathfindingManager::setAI(VCAI * AI)
  28. {
  29. ai = AI;
  30. }
  31. Goals::TGoalVec PathfindingManager::howToVisitTile(int3 tile)
  32. {
  33. Goals::TGoalVec result;
  34. auto heroes = cb->getHeroesInfo();
  35. result.reserve(heroes.size());
  36. for(auto hero : heroes)
  37. {
  38. vstd::concatenate(result, howToVisitTile(hero, tile));
  39. }
  40. return result;
  41. }
  42. Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj)
  43. {
  44. Goals::TGoalVec result;
  45. auto heroes = cb->getHeroesInfo();
  46. result.reserve(heroes.size());
  47. for(auto hero : heroes)
  48. {
  49. vstd::concatenate(result, howToVisitObj(hero, obj));
  50. }
  51. return result;
  52. }
  53. Goals::TGoalVec PathfindingManager::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy)
  54. {
  55. auto result = findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
  56. {
  57. return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
  58. });
  59. for(Goals::TSubgoal solution : result)
  60. {
  61. solution->setparent(sptr(Goals::VisitTile(tile).sethero(hero).setevaluationContext(solution->evaluationContext)));
  62. }
  63. return result;
  64. }
  65. Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy)
  66. {
  67. if(!obj)
  68. {
  69. return Goals::TGoalVec();
  70. }
  71. int3 dest = obj->visitablePos();
  72. auto result = findPath(hero, dest, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
  73. {
  74. if(obj->ID.num == Obj::HERO && obj->getOwner() == hero->getOwner())
  75. return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true));
  76. else
  77. return sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setisAbstract(true));
  78. });
  79. for(Goals::TSubgoal solution : result)
  80. {
  81. solution->setparent(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setevaluationContext(solution->evaluationContext)));
  82. }
  83. return result;
  84. }
  85. std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
  86. {
  87. return pathfinder->getPathInfo(hero, tile);
  88. }
  89. bool PathfindingManager::isTileAccessible(HeroPtr hero, int3 tile)
  90. {
  91. return pathfinder->isTileAccessible(hero, tile);
  92. }
  93. Goals::TGoalVec PathfindingManager::findPath(
  94. HeroPtr hero,
  95. crint3 dest,
  96. bool allowGatherArmy,
  97. const std::function<Goals::TSubgoal(int3)> doVisitTile)
  98. {
  99. Goals::TGoalVec result;
  100. boost::optional<uint64_t> armyValueRequired;
  101. uint64_t danger;
  102. std::vector<AIPath> chainInfo = pathfinder->getPathInfo(hero, dest);
  103. #ifdef VCMI_TRACE_PATHFINDER
  104. logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString());
  105. #endif
  106. for(auto path : chainInfo)
  107. {
  108. int3 firstTileToGet = path.firstTileToGet();
  109. #ifdef VCMI_TRACE_PATHFINDER
  110. logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString());
  111. #endif
  112. if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet))
  113. {
  114. danger = path.getTotalDanger(hero);
  115. if(isSafeToVisit(hero, danger))
  116. {
  117. Goals::TSubgoal solution;
  118. if(path.specialAction)
  119. {
  120. solution = path.specialAction->whatToDo(hero);
  121. }
  122. else
  123. {
  124. solution = dest == firstTileToGet
  125. ? doVisitTile(firstTileToGet)
  126. : clearWayTo(hero, firstTileToGet);
  127. }
  128. if(solution->invalid())
  129. continue;
  130. if(solution->evaluationContext.danger < danger)
  131. solution->evaluationContext.danger = danger;
  132. solution->evaluationContext.movementCost += path.movementCost();
  133. #ifdef VCMI_TRACE_PATHFINDER
  134. logAi->trace("It's safe for %s to visit tile %s with danger %s, goal %s", hero->name, dest.toString(), std::to_string(danger), solution->name());
  135. #endif
  136. result.push_back(solution);
  137. continue;
  138. }
  139. if(!armyValueRequired || armyValueRequired > danger)
  140. {
  141. armyValueRequired = boost::make_optional(danger);
  142. }
  143. }
  144. }
  145. danger = armyValueRequired.get_value_or(0);
  146. if(allowGatherArmy && danger > 0)
  147. {
  148. //we need to get army in order to conquer that place
  149. #ifdef VCMI_TRACE_PATHFINDER
  150. logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger));
  151. #endif
  152. result.push_back(sptr(Goals::GatherArmy(danger * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
  153. }
  154. return result;
  155. }
  156. Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet)
  157. {
  158. if(isBlockedBorderGate(firstTileToGet))
  159. {
  160. //FIXME: this way we'll not visit gate and activate quest :?
  161. return sptr(Goals::FindObj(Obj::KEYMASTER, cb->getTile(firstTileToGet)->visitableObjects.back()->subID));
  162. }
  163. auto topObj = cb->getTopObj(firstTileToGet);
  164. if(topObj)
  165. {
  166. if(vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[hero], topObj))
  167. {
  168. return sptr(Goals::Invalid());
  169. }
  170. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(hero->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  171. {
  172. if(topObj != hero.get(true)) //the hero we want to free
  173. {
  174. logAi->error("%s stands in the way of %s", topObj->getObjectName(), hero->getObjectName());
  175. return sptr(Goals::Invalid());
  176. }
  177. }
  178. if(topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
  179. {
  180. if(shouldVisit(hero, topObj))
  181. {
  182. //do NOT use VISIT_TILE, as tile with quets guard can't be visited
  183. return sptr(Goals::VisitObj(topObj->id.getNum()).sethero(hero));
  184. }
  185. auto questObj = dynamic_cast<const IQuestObject*>(topObj);
  186. if(questObj)
  187. {
  188. auto questInfo = QuestInfo(questObj->quest, topObj, topObj->visitablePos());
  189. return sptr(Goals::CompleteQuest(questInfo));
  190. }
  191. return sptr(Goals::Invalid());
  192. }
  193. }
  194. return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
  195. }
  196. void PathfindingManager::resetPaths()
  197. {
  198. logAi->debug("AIPathfinder has been reseted.");
  199. pathfinder->clear();
  200. }