AINodeStorage.h 7.7 KB

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  1. /*
  2. * AINodeStorage.h, 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. #pragma once
  11. #define NKAI_PATHFINDER_TRACE_LEVEL 0
  12. #define NKAI_TRACE_LEVEL 0
  13. #include "../../../lib/CPathfinder.h"
  14. #include "../../../lib/mapObjects/CGHeroInstance.h"
  15. #include "../AIUtility.h"
  16. #include "../Engine/FuzzyHelper.h"
  17. #include "../Goals/AbstractGoal.h"
  18. #include "Actions/SpecialAction.h"
  19. #include "Actors.h"
  20. namespace NKAI
  21. {
  22. const int SCOUT_TURN_DISTANCE_LIMIT = 3;
  23. const int MAIN_TURN_DISTANCE_LIMIT = 5;
  24. namespace AIPathfinding
  25. {
  26. #ifdef ENVIRONMENT64
  27. const int BUCKET_COUNT = 7;
  28. #else
  29. const int BUCKET_COUNT = 5;
  30. #endif // ENVIRONMENT64
  31. const int BUCKET_SIZE = 5;
  32. const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
  33. const int THREAD_COUNT = 8;
  34. const int CHAIN_MAX_DEPTH = 4;
  35. }
  36. struct AIPathNode : public CGPathNode
  37. {
  38. uint64_t danger;
  39. uint64_t armyLoss;
  40. uint32_t manaCost;
  41. const AIPathNode * chainOther;
  42. std::shared_ptr<const SpecialAction> specialAction;
  43. const ChainActor * actor;
  44. STRONG_INLINE
  45. bool blocked() const
  46. {
  47. return accessible == CGPathNode::EAccessibility::NOT_SET
  48. || accessible == CGPathNode::EAccessibility::BLOCKED;
  49. }
  50. };
  51. struct AIPathNodeInfo
  52. {
  53. float cost;
  54. uint8_t turns;
  55. int3 coord;
  56. uint64_t danger;
  57. const CGHeroInstance * targetHero;
  58. int parentIndex;
  59. uint64_t chainMask;
  60. std::shared_ptr<const SpecialAction> specialAction;
  61. bool actionIsBlocked;
  62. };
  63. struct AIPath
  64. {
  65. std::vector<AIPathNodeInfo> nodes;
  66. uint64_t targetObjectDanger;
  67. uint64_t armyLoss;
  68. uint64_t targetObjectArmyLoss;
  69. const CGHeroInstance * targetHero;
  70. const CCreatureSet * heroArmy;
  71. uint64_t chainMask;
  72. uint8_t exchangeCount;
  73. AIPath();
  74. /// Gets danger of path excluding danger of visiting the target object like creature bank
  75. uint64_t getPathDanger() const;
  76. /// Gets danger of path including danger of visiting the target object like creature bank
  77. uint64_t getTotalDanger() const;
  78. /// Gets danger of path including danger of visiting the target object like creature bank
  79. uint64_t getTotalArmyLoss() const;
  80. int3 firstTileToGet() const;
  81. int3 targetTile() const;
  82. const AIPathNodeInfo & firstNode() const;
  83. const AIPathNodeInfo & targetNode() const;
  84. float movementCost() const;
  85. uint8_t turn() const;
  86. uint64_t getHeroStrength() const;
  87. std::string toString() const;
  88. std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
  89. bool containsHero(const CGHeroInstance * hero) const;
  90. };
  91. struct ExchangeCandidate : public AIPathNode
  92. {
  93. AIPathNode * carrierParent;
  94. AIPathNode * otherParent;
  95. };
  96. enum EHeroChainPass
  97. {
  98. INITIAL, // single heroes unlimited distance
  99. CHAIN, // chains with limited distance
  100. FINAL // same as SINGLE but for heroes from CHAIN pass
  101. };
  102. class AISharedStorage
  103. {
  104. // 1 - layer (air, water, land)
  105. // 2-4 - position on map[z][x][y]
  106. // 5 - chain (normal, battle, spellcast and combinations)
  107. static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
  108. std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
  109. public:
  110. static boost::mutex locker;
  111. AISharedStorage(int3 mapSize);
  112. ~AISharedStorage();
  113. STRONG_INLINE
  114. boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
  115. {
  116. return (*nodes)[layer][tile.z][tile.x][tile.y];
  117. }
  118. };
  119. class AINodeStorage : public INodeStorage
  120. {
  121. private:
  122. int3 sizes;
  123. const CPlayerSpecificInfoCallback * cb;
  124. const Nullkiller * ai;
  125. std::unique_ptr<FuzzyHelper> dangerEvaluator;
  126. AISharedStorage nodes;
  127. std::vector<std::shared_ptr<ChainActor>> actors;
  128. std::vector<CGPathNode *> heroChain;
  129. EHeroChainPass heroChainPass; // true if we need to calculate hero chain
  130. uint64_t chainMask;
  131. int heroChainTurn;
  132. int heroChainMaxTurns;
  133. PlayerColor playerID;
  134. uint8_t turnDistanceLimit[2];
  135. public:
  136. /// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
  137. AINodeStorage(const Nullkiller * ai, const int3 & sizes);
  138. ~AINodeStorage();
  139. void initialize(const PathfinderOptions & options, const CGameState * gs) override;
  140. bool increaseHeroChainTurnLimit();
  141. bool selectFirstActor();
  142. bool selectNextActor();
  143. virtual std::vector<CGPathNode *> getInitialNodes() override;
  144. virtual std::vector<CGPathNode *> calculateNeighbours(
  145. const PathNodeInfo & source,
  146. const PathfinderConfig * pathfinderConfig,
  147. const CPathfinderHelper * pathfinderHelper) override;
  148. virtual std::vector<CGPathNode *> calculateTeleportations(
  149. const PathNodeInfo & source,
  150. const PathfinderConfig * pathfinderConfig,
  151. const CPathfinderHelper * pathfinderHelper) override;
  152. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
  153. void commit(
  154. AIPathNode * destination,
  155. const AIPathNode * source,
  156. CGPathNode::ENodeAction action,
  157. int turn,
  158. int movementLeft,
  159. float cost) const;
  160. inline const AIPathNode * getAINode(const CGPathNode * node) const
  161. {
  162. return static_cast<const AIPathNode *>(node);
  163. }
  164. inline void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater)
  165. {
  166. auto * aiNode = static_cast<AIPathNode *>(node);
  167. updater(aiNode);
  168. }
  169. inline const CGHeroInstance * getHero(const CGPathNode * node) const
  170. {
  171. const auto * aiNode = getAINode(node);
  172. return aiNode->actor->hero;
  173. }
  174. bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
  175. bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
  176. {
  177. return hasBetterChain(source, destination);
  178. }
  179. bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
  180. template<class NodeRange>
  181. bool hasBetterChain(
  182. const CGPathNode * source,
  183. const AIPathNode * destinationNode,
  184. const NodeRange & chains) const;
  185. std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
  186. std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
  187. bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
  188. void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
  189. void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }
  190. void setMainTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::MAIN] = distanceLimit; }
  191. void setTownsAndDwellings(
  192. const std::vector<const CGTownInstance *> & towns,
  193. const std::set<const CGObjectInstance *> & visitableObjs);
  194. const std::set<const CGHeroInstance *> getAllHeroes() const;
  195. void clear();
  196. bool calculateHeroChain();
  197. bool calculateHeroChainFinal();
  198. inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
  199. {
  200. return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
  201. }
  202. inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
  203. {
  204. double ratio = (double)danger / (armyValue * hero->getFightingStrength());
  205. return (uint64_t)(armyValue * ratio * ratio * ratio);
  206. }
  207. STRONG_INLINE
  208. void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
  209. STRONG_INLINE int getBucket(const ChainActor * actor) const
  210. {
  211. return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;
  212. }
  213. void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
  214. void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
  215. private:
  216. template<class TVector>
  217. void calculateTownPortal(
  218. const ChainActor * actor,
  219. const std::map<const CGHeroInstance *, int> & maskMap,
  220. const std::vector<CGPathNode *> & initialNodes,
  221. TVector & output);
  222. };
  223. }