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- /*
- * GraphPaths.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 "GraphPaths.h"
- #include "AIPathfinderConfig.h"
- #include "../../../lib/CRandomGenerator.h"
- #include "../../../CCallback.h"
- #include "../../../lib/mapObjects/CQuest.h"
- #include "../../../lib/mapping/CMap.h"
- #include "../Engine/Nullkiller.h"
- #include "../../../lib/logging/VisualLogger.h"
- #include "Actions/QuestAction.h"
- #include "../pforeach.h"
- #include "Actions/BoatActions.h"
- namespace NKAI
- {
- bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
- {
- return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
- }
- GraphPaths::GraphPaths()
- : visualKey(""), graph(), pathNodes()
- {
- }
- std::shared_ptr<SpecialAction> getCompositeAction(
- const Nullkiller * ai,
- std::shared_ptr<ISpecialActionFactory> linkActionFactory,
- std::shared_ptr<SpecialAction> transitionAction)
- {
- if(!linkActionFactory)
- return transitionAction;
- auto linkAction = linkActionFactory->create(ai);
- if(!transitionAction)
- return linkAction;
- std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
- transitionAction,
- linkAction
- };
- return std::make_shared<CompositeAction>(actionsArray);
- }
- void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
- {
- graph.copyFrom(*ai->baseGraph);
- graph.connectHeroes(ai);
- visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
- pathNodes.clear();
- GraphNodeComparer cmp(pathNodes);
- GraphPathNode::TFibHeap pq(cmp);
- pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
- pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
- while(!pq.empty())
- {
- GraphPathNodePointer pos = pq.top();
- pq.pop();
- auto & node = getOrCreateNode(pos);
- std::shared_ptr<SpecialAction> transitionAction;
- if(node.obj)
- {
- if(node.obj->ID == Obj::QUEST_GUARD
- || node.obj->ID == Obj::BORDERGUARD
- || node.obj->ID == Obj::BORDER_GATE)
- {
- auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
- auto questInfo = QuestInfo(node.obj->id);
- if(node.obj->ID == Obj::QUEST_GUARD
- && questObj->getQuest().mission == Rewardable::Limiter{}
- && questObj->getQuest().killTarget == ObjectInstanceID::NONE)
- {
- continue;
- }
- auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
- if(!questAction->canAct(ai, targetHero))
- {
- transitionAction = questAction;
- }
- }
- }
- node.isInQueue = false;
- graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
- {
- auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
- auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
- auto targetPointer = GraphPathNodePointer(target, targetNodeType);
- auto & targetNode = getOrCreateNode(targetPointer);
- if(targetNode.tryUpdate(pos, node, o))
- {
- if(targetNode.cost > scanDepth)
- {
- return;
- }
- targetNode.specialAction = compositeAction;
- const auto & targetGraphNode = graph.getNode(target);
- if(targetGraphNode.objID.hasValue())
- {
- targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
- if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
- return;
- }
- if(targetNode.isInQueue)
- {
- pq.increase(targetNode.handle);
- }
- else
- {
- targetNode.handle = pq.emplace(targetPointer);
- targetNode.isInQueue = true;
- }
- }
- });
- }
- }
- void GraphPaths::dumpToLog() const
- {
- logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
- {
- for(auto & tile : pathNodes)
- {
- for(auto & node : tile.second)
- {
- if(!node.previous.valid())
- continue;
- if(NKAI_GRAPH_TRACE_LEVEL >= 2)
- {
- logAi->trace(
- "%s -> %s: %f !%d",
- node.previous.coord.toString(),
- tile.first.toString(),
- node.cost,
- node.linkDanger);
- }
- logBuilder.addLine(node.previous.coord, tile.first);
- }
- }
- });
- }
- bool GraphPathNode::tryUpdate(
- const GraphPathNodePointer & pos,
- const GraphPathNode & prev,
- const ObjectLink & link)
- {
- auto newCost = prev.cost + link.cost;
- if(newCost < cost)
- {
- previous = pos;
- linkDanger = link.danger;
- cost = newCost;
- return true;
- }
- return false;
- }
- void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
- {
- auto nodes = pathNodes.find(tile);
- if(nodes == pathNodes.end())
- return;
- for(auto & node : nodes->second)
- {
- if(!node.reachable())
- continue;
- std::vector<GraphPathNodePointer> tilesToPass;
- uint64_t danger = node.linkDanger;
- float cost = node.cost;
- bool allowBattle = false;
- auto current = GraphPathNodePointer(nodes->first, node.nodeType);
- while(true)
- {
- auto currentTile = pathNodes.find(current.coord);
- if(currentTile == pathNodes.end())
- break;
- auto & currentNode = currentTile->second[current.nodeType];
- if(!currentNode.previous.valid())
- break;
- allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
- vstd::amax(danger, currentNode.linkDanger);
- vstd::amax(cost, currentNode.cost);
- tilesToPass.push_back(current);
- if(currentNode.cost < 2.0f)
- break;
- current = currentNode.previous;
- }
- if(tilesToPass.empty())
- continue;
- auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
- for(auto & path : entryPaths)
- {
- if(path.targetHero != hero)
- continue;
- uint64_t loss = 0;
- uint64_t strength = getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy);
- for(auto graphTile = ++tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
- {
- AIPathNodeInfo n;
- auto & node = getNode(*graphTile);
- n.coord = graphTile->coord;
- n.cost = cost;
- n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
- n.danger = danger;
- n.targetHero = hero;
- n.parentIndex = -1;
- n.specialAction = node.specialAction;
-
- if(node.linkDanger > 0)
- {
- auto additionalLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, strength, node.linkDanger);
- loss += additionalLoss;
- if(strength > additionalLoss)
- strength -= additionalLoss;
- else
- {
- strength = 0;
- break;
- }
- }
- if(n.specialAction)
- {
- n.actionIsBlocked = !n.specialAction->canAct(ai, n);
- }
- for(auto & node : path.nodes)
- {
- node.parentIndex++;
- }
- path.nodes.insert(path.nodes.begin(), n);
- }
- if(strength == 0)
- {
- continue;
- }
- path.armyLoss += loss;
- path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
- path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
- paths.push_back(path);
- }
- }
- }
- void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
- {
- auto nodes = pathNodes.find(tile);
- if(nodes == pathNodes.end())
- return;
- for(auto & targetNode : nodes->second)
- {
- if(!targetNode.reachable())
- continue;
- std::vector<GraphPathNodePointer> tilesToPass;
- uint64_t danger = targetNode.linkDanger;
- float cost = targetNode.cost;
- bool allowBattle = false;
- auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
- while(true)
- {
- auto currentTile = pathNodes.find(current.coord);
- if(currentTile == pathNodes.end())
- break;
- auto currentNode = currentTile->second[current.nodeType];
- allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
- vstd::amax(danger, currentNode.linkDanger);
- vstd::amax(cost, currentNode.cost);
- tilesToPass.push_back(current);
- if(currentNode.cost < 2.0f)
- break;
- current = currentNode.previous;
- }
-
- if(tilesToPass.empty())
- continue;
- auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
- for(auto & entryPath : entryPaths)
- {
- if(entryPath.targetHero != hero)
- continue;
- auto & path = paths.emplace_back();
- path.targetHero = entryPath.targetHero;
- path.heroArmy = entryPath.heroArmy;
- path.exchangeCount = entryPath.exchangeCount;
- path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
- path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
- path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
- AIPathNodeInfo n;
- n.targetHero = hero;
- n.parentIndex = -1;
- // final node
- n.coord = tile;
- n.cost = targetNode.cost;
- n.turns = static_cast<ui8>(targetNode.cost);
- n.danger = danger;
- n.parentIndex = path.nodes.size();
- path.nodes.push_back(n);
- for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
- {
- auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
- if(blocker)
- {
- // blocker node
- path.nodes.push_back(*entryNode);
- path.nodes.back().parentIndex = path.nodes.size() - 1;
- break;
- }
- }
-
- if(path.nodes.size() > 1)
- continue;
- for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
- {
- auto & node = getNode(*graphTile);
- n.coord = graphTile->coord;
- n.cost = node.cost;
- n.turns = static_cast<ui8>(node.cost);
- n.danger = danger;
- n.specialAction = node.specialAction;
- n.parentIndex = path.nodes.size();
- if(n.specialAction)
- {
- n.actionIsBlocked = !n.specialAction->canAct(ai, n);
- }
- auto blocker = ai->objectClusterizer->getBlocker(n);
- if(!blocker)
- continue;
- // blocker node
- path.nodes.push_back(n);
- break;
- }
- }
- }
- }
- }
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