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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"
 
- std::shared_ptr<boost::multi_array<AIPathNode, 5>> AISharedStorage::shared;
 
- std::set<int3> commitedTiles;
 
- std::set<int3> commitedTilesInitial;
 
- #ifdef ENVIRONMENT64
 
- const int BUCKET_COUNT = 11;
 
- #else
 
- const int BUCKET_COUNT = 7;
 
- #endif // ENVIRONMENT64
 
- const uint64_t FirstActorMask = 1;
 
- const int BUCKET_SIZE = GameConstants::MAX_HEROES_PER_PLAYER;
 
- const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
 
- const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
 
- const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
 
- AISharedStorage::AISharedStorage(int3 sizes)
 
- {
 
- 	if(!shared){
 
- 		shared.reset(new boost::multi_array<AIPathNode, 5>(
 
- 			boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][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();
 
- 	parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
 
- 	{
 
- 		//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
 
- 		const bool useFlying = options.useFlying;
 
- 		const bool useWaterWalking = options.useWaterWalking;
 
- 		const PlayerColor player = playerID;
 
- 		int3 pos;
 
- 		for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
 
- 		{
 
- 			for(pos.y = 0; pos.y < sizes.y; ++pos.y)
 
- 			{
 
- 				for(pos.z = 0; pos.z < sizes.z; ++pos.z)
 
- 				{
 
- 					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) % BUCKET_COUNT;
 
- 	int bucketOffset = bucketIndex * BUCKET_SIZE;
 
- 	auto chains = nodes.get(pos, layer);
 
- 	if(chains[0].blocked())
 
- 	{
 
- 		return boost::none;
 
- 	}
 
- 	for(auto i = 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)
 
- {
 
- 		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;
 
- 		}
 
- 	}
 
- 	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 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(NUM_CHAINS);
 
- 		newChains.reserve(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 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->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 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 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 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 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 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 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 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 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)
 
- 	{
 
- 		CGPathNode * bestNode = nullptr;
 
- 		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;
 
- 			}
 
- 			if(!bestNode || bestNode->getCost() > node->getCost())
 
- 				bestNode = node;
 
- 		}
 
- 		return bestNode;
 
- 	}
 
- 	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;
 
- 	}
 
- };
 
- void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
 
- {
 
- 	std::set<const ChainActor *> actorsOfInitial;
 
- 	for(const CGPathNode * node : initialNodes)
 
- 	{
 
- 		auto aiNode = getAINode(node);
 
- 		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;
 
- 	}
 
- 	for(const ChainActor * actor : actorsOfInitial)
 
- 	{
 
- 		if(!actor->hero)
 
- 			continue;
 
- 		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[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 PATHFINDER_TRACE_LEVEL >= 1
 
- 					logAi->trace("Adding town portal node at %s", targetTown->name);
 
- #endif
 
- 					initialNodes.push_back(nodeOptional.get());
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- 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 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 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 AI_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(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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