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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 "Actions/WhirlpoolAction.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/pathfinder/CPathfinder.h"
 
- #include "../../../lib/pathfinder/PathfinderUtil.h"
 
- #include "../../../lib/pathfinder/PathfinderOptions.h"
 
- #include "../../../lib/IGameSettings.h"
 
- #include "../../../lib/CPlayerState.h"
 
- namespace NKAI
 
- {
 
- std::shared_ptr<boost::multi_array<AIPathNode, 4>> AISharedStorage::shared;
 
- uint32_t AISharedStorage::version = 0;
 
- std::mutex AISharedStorage::locker;
 
- std::set<int3> committedTiles;
 
- std::set<int3> committedTilesInitial;
 
- 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;
 
- const bool DO_NOT_SAVE_TO_COMMITTED_TILES = false;
 
- AISharedStorage::AISharedStorage(int3 sizes, int numChains)
 
- {
 
- 	if(!shared){
 
- 		shared.reset(new boost::multi_array<AIPathNode, 4>(
 
- 			boost::extents[sizes.z][sizes.x][sizes.y][numChains]));
 
- 		nodes = shared;
 
- 		foreach_tile_pos([&](const int3 & pos)
 
- 			{
 
- 				for(auto i = 0; i < numChains; i++)
 
- 				{
 
- 					auto & node = get(pos)[i];
 
- 						
 
- 					node.version = -1;
 
- 					node.coord = pos;
 
- 				}
 
- 			});
 
- 	}
 
- 	else
 
- 		nodes = shared;
 
- }
 
- AISharedStorage::~AISharedStorage()
 
- {
 
- 	nodes.reset();
 
- 	if(shared && shared.use_count() == 1)
 
- 	{
 
- 		shared.reset();
 
- 	}
 
- }
 
- void AIPathNode::addSpecialAction(std::shared_ptr<const SpecialAction> action)
 
- {
 
- 	if(!specialAction)
 
- 	{
 
- 		specialAction = action;
 
- 	}
 
- 	else
 
- 	{
 
- 		auto parts = specialAction->getParts();
 
- 		if(parts.empty())
 
- 		{
 
- 			parts.push_back(specialAction);
 
- 		}
 
- 		parts.push_back(action);
 
- 		specialAction = std::make_shared<CompositeAction>(parts);
 
- 	}
 
- }
 
- int AINodeStorage::getBucketCount() const
 
- {
 
- 	return ai->settings->getPathfinderBucketsCount();
 
- }
 
- int AINodeStorage::getBucketSize() const
 
- {
 
- 	return ai->settings->getPathfinderBucketSize();
 
- }
 
- AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
 
- 	: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes, ai->settings->getPathfinderBucketSize() * ai->settings->getPathfinderBucketsCount())
 
- {
 
- 	accessibility = std::make_unique<boost::multi_array<EPathAccessibility, 4>>(
 
- 		boost::extents[sizes.z][sizes.x][sizes.y][EPathfindingLayer::NUM_LAYERS]);
 
- }
 
- AINodeStorage::~AINodeStorage() = default;
 
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
 
- {
 
- 	if(heroChainPass != EHeroChainPass::INITIAL)
 
- 		return;
 
- 	AISharedStorage::version++;
 
- 	//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
 
- 	tbb::parallel_for(tbb::blocked_range<size_t>(0, sizes.x), [&](const tbb::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->getMap().getTile(pos);
 
- 					if (!tile.getTerrain()->isPassable())
 
- 						continue;
 
- 					if (tile.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();
 
- 	committedTiles.clear();
 
- 	heroChainPass = EHeroChainPass::INITIAL;
 
- 	heroChainTurn = 0;
 
- 	heroChainMaxTurns = 1;
 
- 	turnDistanceLimit[HeroRole::MAIN] = 255;
 
- 	turnDistanceLimit[HeroRole::SCOUT] = 255;
 
- }
 
- std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
 
- 	const int3 & pos, 
 
- 	const EPathfindingLayer layer, 
 
- 	const ChainActor * actor)
 
- {
 
- 	int bucketIndex = ((uintptr_t)actor + layer.getNum()) % ai->settings->getPathfinderBucketsCount();
 
- 	int bucketOffset = bucketIndex * ai->settings->getPathfinderBucketSize();
 
- 	auto chains = nodes.get(pos);
 
- 	if(blocked(pos, layer))
 
- 	{
 
- 		return std::nullopt;
 
- 	}
 
- 	for(auto i = ai->settings->getPathfinderBucketSize() - 1; i >= 0; i--)
 
- 	{
 
- 		AIPathNode & node = chains[i + bucketOffset];
 
- 		if(node.version != AISharedStorage::version)
 
- 		{
 
- 			node.reset(layer, getAccessibility(pos, layer));
 
- 			node.version = AISharedStorage::version;
 
- 			node.actor = actor;
 
- 			return &node;
 
- 		}
 
- 		if(node.actor == actor && node.layer == layer)
 
- 		{
 
- 			return &node;
 
- 		}
 
- 	}
 
- 	return std::nullopt;
 
- }
 
- 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();
 
- 		auto allocated = getOrCreateNode(actor->initialPosition, actor->layer, actor);
 
- 		if(!allocated)
 
- 			continue;
 
- 		AIPathNode * initialNode = allocated.value();
 
- 		initialNode->pq = nullptr;
 
- 		initialNode->turns = actor->initialTurn;
 
- 		initialNode->moveRemains = actor->initialMovement;
 
- 		initialNode->danger = 0;
 
- 		initialNode->setCost(actor->initialTurn);
 
- 		initialNode->action = EPathNodeAction::NORMAL;
 
- 		if(actor->isMovable)
 
- 		{
 
- 			initialNodes.push_back(initialNode);
 
- 		}
 
- 		else
 
- 		{
 
- 			initialNode->locked = true;
 
- 		}
 
- 	}
 
- 	if(heroChainTurn == 0)
 
- 		calculateTownPortalTeleportations(initialNodes);
 
- 	return initialNodes;
 
- }
 
- 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);
 
- 		// regular pathfinder can not go directly through whirlpool
 
- 		bool isWhirlpoolTeleport = destination.nodeObject
 
- 			&& destination.nodeObject->ID == Obj::WHIRLPOOL;
 
- 		if(srcNode->specialAction
 
- 			|| srcNode->chainOther
 
- 			|| isWhirlpoolTeleport)
 
- 		{
 
- 			// there is some action on source tile which should be performed before we can bypass it
 
- 			dstNode->theNodeBefore = source.node;
 
- 			if(isWhirlpoolTeleport)
 
- 			{
 
- 				if(dstNode->actor->creatureSet->Slots().size() == 1
 
- 					&& dstNode->actor->creatureSet->Slots().begin()->second->getCount() == 1)
 
- 				{
 
- 					return;
 
- 				}
 
- 				const auto & weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](const auto & pair) -> int
 
- 					{
 
- 						return pair.second->getCount() * pair.second->getCreatureID().toCreature()->getAIValue();
 
- 					});
 
- 				if(weakest == dstNode->actor->creatureSet->Slots().end())
 
- 				{
 
- 					logAi->debug("Empty army entering whirlpool detected at tile %s", dstNode->coord.toString());
 
- 					destination.blocked = true;
 
- 					return;
 
- 				}
 
- 				if(dstNode->actor->creatureSet->getFreeSlots().size())
 
- 					dstNode->armyLoss += weakest->second->getCreatureID().toCreature()->getAIValue();
 
- 				else
 
- 					dstNode->armyLoss += (weakest->second->getCount() + 1) / 2 * weakest->second->getCreatureID().toCreature()->getAIValue();
 
- 				dstNode->specialAction = AIPathfinding::WhirlpoolAction::instance;
 
- 			}
 
- 		}
 
- 		if(dstNode->specialAction && dstNode->actor)
 
- 		{
 
- 			dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
 
- 		}
 
- 	});
 
- }
 
- void AINodeStorage::commit(
 
- 	AIPathNode * destination, 
 
- 	const AIPathNode * source, 
 
- 	EPathNodeAction action, 
 
- 	int turn, 
 
- 	int movementLeft, 
 
- 	float cost,
 
- 	bool saveToCommitted) 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(
 
- 		"Committed %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
 
- 		source->coord.toString(),
 
- 		destination->coord.toString(),
 
- 		destination->layer,
 
- 		destination->getCost(),
 
- 		std::to_string(destination->turns),
 
- 		destination->moveRemains,
 
- 		destination->actor->toString(),
 
- 		destination->actor->chainMask,
 
- 		destination->actor->armyValue);
 
- #endif
 
- 	if(saveToCommitted && destination->turns <= heroChainTurn)
 
- 	{
 
- 		committedTiles.insert(destination->coord);
 
- 	}
 
- 	if(destination->turns == source->turns)
 
- 	{
 
- 		destination->dayFlags = source->dayFlags;
 
- 	}
 
- }
 
- void AINodeStorage::calculateNeighbours(
 
- 	std::vector<CGPathNode *> & result,
 
- 	const PathNodeInfo & source,
 
- 	EPathfindingLayer layer,
 
- 	const PathfinderConfig * pathfinderConfig,
 
- 	const CPathfinderHelper * pathfinderHelper)
 
- {
 
- 	NeighbourTilesVector accessibleNeighbourTiles;
 
- 	result.clear();
 
- 	pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
 
- 	const AIPathNode * srcNode = getAINode(source.node);
 
- 	for(auto & neighbour : accessibleNeighbourTiles)
 
- 	{
 
- 		if(getAccessibility(neighbour, layer) == EPathAccessibility::NOT_SET)
 
- 		{
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 			logAi->trace(
 
- 				"Node %s rejected for %s, layer %d because of inaccessibility",
 
- 				neighbour.toString(),
 
- 				source.coord.toString(),
 
- 				static_cast<int32_t>(layer));
 
- #endif
 
- 			continue;
 
- 		}
 
- 		auto nextNode = getOrCreateNode(neighbour, layer, srcNode->actor);
 
- 		if(!nextNode)
 
- 		{
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 			logAi->trace(
 
- 				"Failed to allocate node at %s[%d]",
 
- 				neighbour.toString(),
 
- 				static_cast<int32_t>(layer));
 
- #endif
 
- 			continue;
 
- 		}
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 		logAi->trace(
 
- 			"Node %s added to neighbors of %s, layer %d",
 
- 			neighbour.toString(),
 
- 			source.coord.toString(),
 
- 			static_cast<int32_t>(layer));
 
- #endif
 
- 		result.push_back(nextNode.value());
 
- 	}
 
- }
 
- constexpr std::array phisycalLayers = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
 
- bool AINodeStorage::increaseHeroChainTurnLimit()
 
- {
 
- 	if(heroChainTurn >= heroChainMaxTurns)
 
- 		return false;
 
- 	heroChainTurn++;
 
- 	committedTiles.clear();
 
- 	for(auto layer : phisycalLayers)
 
- 	{
 
- 		foreach_tile_pos([&](const int3 & pos)
 
- 		{
 
- 			iterateValidNodesUntil(pos, layer, [&](AIPathNode & node)
 
- 				{
 
- 					if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
 
- 					{
 
- 						committedTiles.insert(pos);
 
- 						return true;
 
- 					}
 
- 					return false;
 
- 				});
 
- 		});
 
- 	}
 
- 	return true;
 
- }
 
- bool AINodeStorage::calculateHeroChainFinal()
 
- {
 
- 	heroChainPass = EHeroChainPass::FINAL;
 
- 	heroChain.resize(0);
 
- 	for(auto layer : phisycalLayers)
 
- 	{
 
- 		foreach_tile_pos([&](const int3 & pos)
 
- 		{
 
- 			iterateValidNodes(pos, layer, [&](AIPathNode & node)
 
- 				{
 
- 					if(node.turns > heroChainTurn
 
- 						&& !node.locked
 
- 						&& node.action != EPathNodeAction::UNKNOWN
 
- 						&& node.actor->actorExchangeCount > 1
 
- 						&& !hasBetterChain(&node, node))
 
- 					{
 
- 						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:
 
- 	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, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
 
- 		:existingChains(), newChains(), delayedWork(), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
 
- 	{
 
- 		existingChains.reserve(storage.getBucketCount() * storage.getBucketSize());
 
- 		newChains.reserve(storage.getBucketCount() * storage.getBucketSize());
 
- 	}
 
- 	void execute(const tbb::blocked_range<size_t>& r)
 
- 	{
 
- 		std::random_device randomDevice;
 
- 		std::mt19937 randomEngine(randomDevice());
 
- 		for(int i = r.begin(); i != r.end(); i++)
 
- 		{
 
- 			auto & pos = tiles[i];
 
- 			for(auto layer : phisycalLayers)
 
- 			{
 
- 				existingChains.clear();
 
- 				storage.iterateValidNodes(pos, layer, [this](AIPathNode & node)
 
- 					{
 
- 						if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
 
- 							existingChains.push_back(&node);
 
- 					});
 
- 				if(existingChains.empty())
 
- 					continue;
 
- 				newChains.clear();
 
- 				std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
 
- 				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(committedTiles.begin(), committedTiles.end());
 
- 	int maxConcurrency = tbb::this_task_arena::max_concurrency();
 
- 	std::vector<std::vector<CGPathNode *>> results(maxConcurrency);
 
- 	logAi->trace("Caculating hero chain for %d items", data.size());
 
- 	tbb::parallel_for(tbb::blocked_range<size_t>(0, data.size()), [&](const tbb::blocked_range<size_t>& r)
 
- 	{
 
- 		HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
 
- 		int ourThread = tbb::this_task_arena::current_thread_index();
 
- 		task.execute(r);
 
- 		task.flushResult(results.at(ourThread));
 
- 	});
 
- 	// FIXME: potentially non-deterministic behavior due to parallel_for
 
- 	for (const auto & result : results)
 
- 		vstd::concatenate(heroChain, result);
 
- 	committedTiles.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;
 
- 	committedTilesInitial = committedTiles;
 
- 	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;
 
- 		committedTiles = committedTilesInitial;
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- uint64_t AINodeStorage::evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
 
- {
 
- 	float fightingStrength = ai->heroManager->getFightingStrengthCached(hero);
 
- 	double ratio = (double)danger / (armyValue * fightingStrength);
 
- 	return (uint64_t)(armyValue * ratio * ratio);
 
- }
 
- void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
 
- {
 
- 	vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
 
- 	{
 
- 		auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, chainInfo)
 
- 			|| 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 inefficient",
 
- 				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 || node->version != AISharedStorage::version)
 
- 			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 == EPathNodeAction::BATTLE
 
- 			|| node->action == EPathNodeAction::TELEPORT_BATTLE
 
- 			|| node->action == EPathNodeAction::TELEPORT_NORMAL
 
- 			|| node->action == EPathNodeAction::DISEMBARK
 
- 			|| node->action == EPathNodeAction::TELEPORT_BLOCKING_VISIT)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		if(node->turns > heroChainTurn 
 
- 			|| (node->action == EPathNodeAction::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 == EPathNodeAction::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 != EPathNodeAction::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
 
- 		&& carrier->action != EPathNodeAction::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 inefficient. 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.value();
 
- 		if(exchangeNode->action != EPathNodeAction::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(),
 
- 			DO_NOT_SAVE_TO_COMMITTED_TILES);
 
- 		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->addSpecialAction(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;
 
- 	candidate.danger = carrierParentNode->danger;
 
- 	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 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)
 
- 	{
 
- 		// do not allow our own heroes in garrison to act on map
 
- 		if(hero.first->getOwner() == ai->playerID
 
- 			&& hero.first->isGarrisoned()
 
- 			&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached(false)))
 
- 		{
 
- 			continue;
 
- 		}
 
- 		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->inBoat() || actor->hero->getBoat()->layer != EPathfindingLayer::SAIL;
 
- 			actor->initialMovement = actor->hero->movementPointsLimit(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->getGarrisonHero()) != HeroLockedReason::DEFENCE
 
- 		// check defence imrove
 
- 		if(!town->getGarrisonHero())
 
- 		{
 
- 			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)
 
- 		{
 
- 			std::optional<AIPathNode *> node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
 
- 			
 
- 			if(!node)
 
- 				continue;
 
- 			neighbours.push_back(node.value());
 
- 		}
 
- 	}
 
- 	return neighbours;
 
- }
 
- struct TownPortalFinder
 
- {
 
- 	const std::vector<CGPathNode *> & initialNodes;
 
- 	MasteryLevel::Type townPortalSkillLevel;
 
- 	uint64_t movementNeeded;
 
- 	const ChainActor * actor;
 
- 	const CGHeroInstance * hero;
 
- 	std::vector<const CGTownInstance *> targetTowns;
 
- 	AINodeStorage * nodeStorage;
 
- 	SpellID spellID;
 
- 	const CSpell * townPortal;
 
- 	TownPortalFinder(
 
- 		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 = MasteryLevel::Type(hero->getSpellSchoolLevel(townPortal));
 
- 		int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
 
- 		movementNeeded = baseCost * (townPortalSkillLevel >= MasteryLevel::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 < MasteryLevel::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;
 
- 	}
 
- 	std::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
 
- 	{
 
- 		auto bestNode = getBestInitialNodeForTownPortal(targetTown);
 
- 		if(!bestNode)
 
- 			return std::nullopt;
 
- 		auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
 
- 		if(!nodeOptional)
 
- 			return std::nullopt;
 
- 		AIPathNode * node = nodeOptional.value();
 
- 		float movementCost = (float)movementNeeded / (float)hero->movementPointsLimit(EPathfindingLayer::LAND);
 
- 		movementCost += bestNode->getCost();
 
- 		if(node->action == EPathNodeAction::UNKNOWN || node->getCost() > movementCost)
 
- 		{
 
- 			nodeStorage->commit(
 
- 				node,
 
- 				nodeStorage->getAINode(bestNode),
 
- 				EPathNodeAction::TELEPORT_NORMAL,
 
- 				bestNode->turns,
 
- 				bestNode->moveRemains - movementNeeded,
 
- 				movementCost,
 
- 				DO_NOT_SAVE_TO_COMMITTED_TILES);
 
- 			node->theNodeBefore = bestNode;
 
- 			node->addSpecialAction(std::make_shared<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
 
- 	}
 
- 	TownPortalFinder townPortalFinder(actor, initialNodes, towns, this);
 
- 	if(townPortalFinder.actorCanCastTownPortal())
 
- 	{
 
- 		for(const CGTownInstance * targetTown : towns)
 
- 		{
 
- 			if(targetTown->getVisitingHero()
 
- 				&& targetTown->getUpperArmy()->stacksCount()
 
- 				&& maskMap.find(targetTown->getVisitingHero()) != maskMap.end())
 
- 			{
 
- 				auto basicMask = maskMap.at(targetTown->getVisitingHero());
 
- 				bool sameActorInTown = actor->chainMask == basicMask;
 
- 				if(!sameActorInTown)
 
- 					continue;
 
- 			}
 
- 			if (targetTown->getVisitingHero()
 
- 				&& (targetTown->getVisitingHero()->getFactionID() != actor->hero->getFactionID()
 
- 					|| targetTown->getUpperArmy()->stacksCount()))
 
- 				continue;
 
- 			auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
 
- 			if(nodeOptional)
 
- 			{
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
 
- 				logAi->trace("Adding town portal node at %s", targetTown->getObjectName());
 
- #endif
 
- 				output.push_back(nodeOptional.value());
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- 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;
 
- // TODO: re-enable after fixing thread races. See issue for details:
 
- // https://github.com/vcmi/vcmi/pull/4130
 
- #if 0
 
- 	if (actorsVector.size() * initialNodes.size() > 1000)
 
- 	{
 
- 		tbb::parallel_for(tbb::blocked_range<size_t>(0, actorsVector.size()), [&](const tbb::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
 
- #endif
 
- 	{
 
- 		for(auto actor : actorsVector)
 
- 		{
 
- 			calculateTownPortal(actor, maskMap, initialNodes, initialNodes);
 
- 		}
 
- 	}
 
- }
 
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
 
- {
 
- 	auto candidateNode = getAINode(destination.node);
 
- 	return hasBetterChain(source.node, *candidateNode);
 
- }
 
- bool AINodeStorage::hasBetterChain(
 
- 	const CGPathNode * source,
 
- 	const AIPathNode & candidateNode) const
 
- {
 
- 	return iterateValidNodesUntil(
 
- 		candidateNode.coord,
 
- 		candidateNode.layer,
 
- 		[this, &source, candidateNode](const AIPathNode & node) -> bool
 
- 		{
 
- 			return isOtherChainBetter(source, candidateNode, node);
 
- 		});
 
- }
 
- template<class NodeRange>
 
- bool AINodeStorage::hasBetterChain(
 
- 	const CGPathNode * source,
 
- 	const AIPathNode & candidateNode,
 
- 	const NodeRange & nodes) const
 
- {
 
- 	for(const AIPathNode & node : nodes)
 
- 	{
 
- 		if(isOtherChainBetter(source, candidateNode, node))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool AINodeStorage::isOtherChainBetter(
 
- 	const CGPathNode * source,
 
- 	const AIPathNode & candidateNode,
 
- 	const AIPathNode & other) const
 
- {
 
- 	auto sameNode = other.actor == candidateNode.actor;
 
- 	if(sameNode || other.action == EPathNodeAction::UNKNOWN || !other.actor || !other.actor->hero)
 
- 	{
 
- 		return false;
 
- 	}
 
- 	if(other.danger <= candidateNode.danger && candidateNode.actor == other.actor->battleActor)
 
- 	{
 
- 		if(other.getCost() < candidateNode.getCost())
 
- 		{
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 			logAi->trace(
 
- 				"Block inefficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
 
- 				source->coord.toString(),
 
- 				candidateNode.coord.toString(),
 
- 				candidateNode.actor->hero->getNameTranslated(),
 
- 				candidateNode.actor->chainMask,
 
- 				candidateNode.actor->armyValue,
 
- 				other.moveRemains - candidateNode.moveRemains);
 
- #endif
 
- 			return true;
 
- 		}
 
- 	}
 
- 	if(candidateNode.actor->chainMask != other.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
 
- 		return false;
 
- 	auto nodeActor = other.actor;
 
- 	auto nodeArmyValue = nodeActor->armyValue - other.armyLoss;
 
- 	auto candidateArmyValue = candidateNode.actor->armyValue - candidateNode.armyLoss;
 
- 	if(nodeArmyValue > candidateArmyValue
 
- 		&& other.getCost() <= candidateNode.getCost())
 
- 	{
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 		logAi->trace(
 
- 			"Block inefficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
 
- 			source->coord.toString(),
 
- 			candidateNode.coord.toString(),
 
- 			candidateNode.actor->hero->getNameTranslated(),
 
- 			candidateNode.actor->chainMask,
 
- 			candidateNode.actor->armyValue,
 
- 			other.moveRemains - candidateNode.moveRemains);
 
- #endif
 
- 		return true;
 
- 	}
 
- 	if(heroChainPass == EHeroChainPass::FINAL)
 
- 	{
 
- 		if(nodeArmyValue == candidateArmyValue
 
- 			&& nodeActor->heroFightingStrength >= candidateNode.actor->heroFightingStrength
 
- 			&& other.getCost() <= candidateNode.getCost())
 
- 		{
 
- 			if(vstd::isAlmostEqual(nodeActor->heroFightingStrength, candidateNode.actor->heroFightingStrength)
 
- 				&& vstd::isAlmostEqual(other.getCost(), candidateNode.getCost())
 
- 				&& &other < &candidateNode)
 
- 			{
 
- 				return false;
 
- 			}
 
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
 
- 			logAi->trace(
 
- 				"Block inefficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
 
- 				source->coord.toString(),
 
- 				candidateNode.coord.toString(),
 
- 				candidateNode.actor->hero->getNameTranslated(),
 
- 				candidateNode.actor->chainMask,
 
- 				candidateNode.actor->armyValue,
 
- 				other.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);
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		if(node.version == AISharedStorage::version
 
- 			&& node.layer == layer
 
- 			&& node.action != EPathNodeAction::UNKNOWN 
 
- 			&& node.actor
 
- 			&& node.actor->hero == hero.h)
 
- 		{
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 & pos, bool isOnLand) const
 
- {
 
- 	auto layer = isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL;
 
- 	auto chains = nodes.get(pos);
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		if(node.version != AISharedStorage::version
 
- 			|| node.layer != layer
 
- 			|| node.action == EPathNodeAction::UNKNOWN
 
- 			|| !node.actor
 
- 			|| !node.actor->hero)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		AIPath & path = paths.emplace_back();
 
- 		path.targetHero = node.actor->hero;
 
- 		path.heroArmy = node.actor->creatureSet;
 
- 		path.armyLoss = node.armyLoss;
 
- 		path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
 
- 		for (auto pathNode : path.nodes)
 
- 		{
 
- 			path.targetObjectDanger = std::max(ai->dangerEvaluator->evaluateDanger(pathNode.coord, path.targetHero, !node.actor->allowBattle), path.targetObjectDanger);
 
- 		}
 
- 		if(path.targetObjectDanger > 0)
 
- 		{
 
- 			if(node.theNodeBefore)
 
- 			{
 
- 				auto prevNode = getAINode(node.theNodeBefore);
 
- 				if(node.coord == prevNode->coord && node.actor->hero == prevNode->actor->hero)
 
- 				{
 
- 					paths.pop_back();
 
- 					continue;
 
- 				}
 
- 				else
 
- 				{
 
- 					path.armyLoss = prevNode->armyLoss;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				path.armyLoss = 0;
 
- 			}
 
- 		}
 
- 		int fortLevel = 0;
 
- 		auto visitableObjects = cb->getVisitableObjs(pos);
 
- 		for (auto obj : visitableObjects)
 
- 		{
 
- 			if (objWithID<Obj::TOWN>(obj))
 
- 			{
 
- 				auto town = dynamic_cast<const CGTownInstance*>(obj);
 
- 				fortLevel = town->fortLevel();
 
- 			}
 
- 		}
 
- 		path.targetObjectArmyLoss = evaluateArmyLoss(
 
- 			path.targetHero,
 
- 			getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy, fortLevel),
 
- 			path.targetObjectDanger);
 
- 		path.chainMask = node.actor->chainMask;
 
- 		path.exchangeCount = node.actor->actorExchangeCount;
 
- 		
 
- 		fillChainInfo(&node, path, -1);
 
- 	}
 
- }
 
- 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);
 
- 		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;
 
- 		pathNode.layer = node->layer;
 
- 		if(pathNode.specialAction)
 
- 		{
 
- 			auto targetNode =node->theNodeBefore ?  getAINode(node->theNodeBefore) : node;
 
- 			pathNode.actionIsBlocked = !pathNode.specialAction->canAct(ai, 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->getHeroStrength() * getHeroArmyStrengthWithCommander(targetHero, heroArmy);
 
- }
 
- 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->getNameTranslated() << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";
 
- 	for(auto node : nodes)
 
- 		str << node.targetHero->getNameTranslated() << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
 
- 	return str.str();
 
- }
 
- }
 
 
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