AINodeStorage.cpp 10 KB

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  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AINodeStorage.h"
  12. #include "Actions/TownPortalAction.h"
  13. #include "../Goals/Goals.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapping/CMap.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "../../../lib/PathfinderUtil.h"
  18. #include "../../../lib/CPlayerState.h"
  19. AINodeStorage::AINodeStorage(const int3 & Sizes)
  20. : sizes(Sizes)
  21. {
  22. nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
  23. dangerEvaluator.reset(new FuzzyHelper());
  24. }
  25. AINodeStorage::~AINodeStorage() = default;
  26. void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero)
  27. {
  28. //TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
  29. int3 pos;
  30. const int3 sizes = gs->getMapSize();
  31. const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
  32. const PlayerColor player = hero->tempOwner;
  33. //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
  34. const bool useFlying = options.useFlying;
  35. const bool useWaterWalking = options.useWaterWalking;
  36. for(pos.x=0; pos.x < sizes.x; ++pos.x)
  37. {
  38. for(pos.y=0; pos.y < sizes.y; ++pos.y)
  39. {
  40. for(pos.z=0; pos.z < sizes.z; ++pos.z)
  41. {
  42. const TerrainTile * tile = &gs->map->getTile(pos);
  43. switch(tile->terType)
  44. {
  45. case ETerrainType::ROCK:
  46. break;
  47. case ETerrainType::WATER:
  48. resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
  49. if(useFlying)
  50. resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
  51. if(useWaterWalking)
  52. resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
  53. break;
  54. default:
  55. resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
  56. if(useFlying)
  57. resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
  58. break;
  59. }
  60. }
  61. }
  62. }
  63. }
  64. const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
  65. {
  66. return static_cast<const AIPathNode *>(node);
  67. }
  68. void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
  69. {
  70. auto aiNode = static_cast<AIPathNode *>(node);
  71. updater(aiNode);
  72. }
  73. bool AINodeStorage::isBattleNode(const CGPathNode * node) const
  74. {
  75. return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
  76. }
  77. boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
  78. {
  79. auto chains = nodes[pos.x][pos.y][pos.z][layer];
  80. for(AIPathNode & node : chains)
  81. {
  82. if(node.chainMask == chainNumber)
  83. {
  84. return &node;
  85. }
  86. if(node.chainMask == 0)
  87. {
  88. node.chainMask = chainNumber;
  89. return &node;
  90. }
  91. }
  92. return boost::none;
  93. }
  94. CGPathNode * AINodeStorage::getInitialNode()
  95. {
  96. auto hpos = hero->getPosition(false);
  97. auto initialNode =
  98. getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN)
  99. .get();
  100. initialNode->turns = 0;
  101. initialNode->moveRemains = hero->movement;
  102. initialNode->danger = 0;
  103. initialNode->cost = 0.0;
  104. return initialNode;
  105. }
  106. void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
  107. {
  108. for(int i = 0; i < NUM_CHAINS; i++)
  109. {
  110. AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
  111. heroNode.chainMask = 0;
  112. heroNode.danger = 0;
  113. heroNode.manaCost = 0;
  114. heroNode.specialAction.reset();
  115. heroNode.update(coord, layer, accessibility);
  116. }
  117. }
  118. void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
  119. {
  120. const AIPathNode * srcNode = getAINode(source.node);
  121. updateAINode(destination.node, [&](AIPathNode * dstNode)
  122. {
  123. dstNode->moveRemains = destination.movementLeft;
  124. dstNode->turns = destination.turn;
  125. dstNode->cost = destination.cost;
  126. dstNode->danger = srcNode->danger;
  127. dstNode->action = destination.action;
  128. dstNode->theNodeBefore = srcNode->theNodeBefore;
  129. dstNode->manaCost = srcNode->manaCost;
  130. if(dstNode->specialAction)
  131. {
  132. dstNode->specialAction->applyOnDestination(getHero(), destination, source, dstNode, srcNode);
  133. }
  134. });
  135. }
  136. std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
  137. const PathNodeInfo & source,
  138. const PathfinderConfig * pathfinderConfig,
  139. const CPathfinderHelper * pathfinderHelper)
  140. {
  141. std::vector<CGPathNode *> neighbours;
  142. neighbours.reserve(16);
  143. const AIPathNode * srcNode = getAINode(source.node);
  144. auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
  145. for(auto & neighbour : accessibleNeighbourTiles)
  146. {
  147. for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
  148. {
  149. auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
  150. if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
  151. continue;
  152. neighbours.push_back(nextNode.get());
  153. }
  154. }
  155. return neighbours;
  156. }
  157. void AINodeStorage::setHero(HeroPtr heroPtr, const CPlayerSpecificInfoCallback * _cb)
  158. {
  159. hero = heroPtr.get();
  160. cb = _cb;
  161. }
  162. std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
  163. const PathNodeInfo & source,
  164. const PathfinderConfig * pathfinderConfig,
  165. const CPathfinderHelper * pathfinderHelper)
  166. {
  167. std::vector<CGPathNode *> neighbours;
  168. if(source.isNodeObjectVisitable())
  169. {
  170. auto accessibleExits = pathfinderHelper->getTeleportExits(source);
  171. auto srcNode = getAINode(source.node);
  172. for(auto & neighbour : accessibleExits)
  173. {
  174. auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
  175. if(!node)
  176. continue;
  177. neighbours.push_back(node.get());
  178. }
  179. }
  180. if(hero->getPosition(false) == source.coord)
  181. {
  182. calculateTownPortalTeleportations(source, neighbours);
  183. }
  184. return neighbours;
  185. }
  186. void AINodeStorage::calculateTownPortalTeleportations(
  187. const PathNodeInfo & source,
  188. std::vector<CGPathNode *> & neighbours)
  189. {
  190. SpellID spellID = SpellID::TOWN_PORTAL;
  191. const CSpell * townPortal = spellID.toSpell();
  192. auto srcNode = getAINode(source.node);
  193. if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
  194. {
  195. auto towns = cb->getTownsInfo(false);
  196. vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
  197. {
  198. return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
  199. });
  200. if(!towns.size())
  201. {
  202. return;
  203. }
  204. // TODO: Copy/Paste from TownPortalMechanics
  205. auto skillLevel = hero->getSpellSchoolLevel(townPortal);
  206. auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
  207. if(hero->movement < movementCost)
  208. {
  209. return;
  210. }
  211. if(skillLevel < SecSkillLevel::ADVANCED)
  212. {
  213. const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
  214. {
  215. return hero->visitablePos().dist2dSQ(t->visitablePos());
  216. });
  217. towns = std::vector<const CGTownInstance *>{ nearestTown };
  218. }
  219. for(const CGTownInstance * targetTown : towns)
  220. {
  221. if(targetTown->visitingHero)
  222. continue;
  223. auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->chainMask | CAST_CHAIN);
  224. if(nodeOptional)
  225. {
  226. #ifdef VCMI_TRACE_PATHFINDER
  227. logAi->trace("Adding town portal node at %s", targetTown->name);
  228. #endif
  229. AIPathNode * node = nodeOptional.get();
  230. node->theNodeBefore = source.node;
  231. node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
  232. node->moveRemains = source.node->moveRemains;
  233. neighbours.push_back(node);
  234. }
  235. }
  236. }
  237. }
  238. bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
  239. {
  240. auto pos = destination.coord;
  241. auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
  242. auto destinationNode = getAINode(destination.node);
  243. for(const AIPathNode & node : chains)
  244. {
  245. auto sameNode = node.chainMask == destinationNode->chainMask;
  246. if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
  247. {
  248. continue;
  249. }
  250. if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
  251. {
  252. if(node.cost < destinationNode->cost)
  253. {
  254. #ifdef VCMI_TRACE_PATHFINDER
  255. logAi->trace(
  256. "Block ineficient move %s:->%s, mask=%i, mp diff: %i",
  257. source.coord.toString(),
  258. destination.coord.toString(),
  259. destinationNode->chainMask,
  260. node.moveRemains - destinationNode->moveRemains);
  261. #endif
  262. return true;
  263. }
  264. }
  265. }
  266. return false;
  267. }
  268. bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
  269. {
  270. const AIPathNode & node = nodes[pos.x][pos.y][pos.z][layer][0];
  271. return node.action != CGPathNode::ENodeAction::UNKNOWN;
  272. }
  273. std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
  274. {
  275. std::vector<AIPath> paths;
  276. auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
  277. auto initialPos = hero->visitablePos();
  278. for(const AIPathNode & node : chains)
  279. {
  280. if(node.action == CGPathNode::ENodeAction::UNKNOWN)
  281. {
  282. continue;
  283. }
  284. AIPath path;
  285. const AIPathNode * current = &node;
  286. while(current != nullptr && current->coord != initialPos)
  287. {
  288. AIPathNodeInfo pathNode;
  289. pathNode.cost = current->cost;
  290. pathNode.turns = current->turns;
  291. pathNode.danger = current->danger;
  292. pathNode.coord = current->coord;
  293. path.nodes.push_back(pathNode);
  294. path.specialAction = current->specialAction;
  295. current = getAINode(current->theNodeBefore);
  296. }
  297. path.targetObjectDanger = evaluateDanger(pos);
  298. paths.push_back(path);
  299. }
  300. return paths;
  301. }
  302. AIPath::AIPath()
  303. : nodes({})
  304. {
  305. }
  306. int3 AIPath::firstTileToGet() const
  307. {
  308. if(nodes.size())
  309. {
  310. return nodes.back().coord;
  311. }
  312. return int3(-1, -1, -1);
  313. }
  314. uint64_t AIPath::getPathDanger() const
  315. {
  316. if(nodes.size())
  317. {
  318. return nodes.front().danger;
  319. }
  320. return 0;
  321. }
  322. float AIPath::movementCost() const
  323. {
  324. if(nodes.size())
  325. {
  326. return nodes.front().cost;
  327. }
  328. // TODO: boost:optional?
  329. return 0.0;
  330. }
  331. uint64_t AIPath::getTotalDanger(HeroPtr hero) const
  332. {
  333. uint64_t pathDanger = getPathDanger();
  334. uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
  335. return danger;
  336. }