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							- /*
 
- * AINodeStorage.h, 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
 
- *
 
- */
 
- #pragma once
 
- #define VCMI_TRACE_PATHFINDER 1
 
- #define AI_TRACE_LEVEL 1
 
- #include "../../../lib/CPathfinder.h"
 
- #include "../../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../AIUtility.h"
 
- #include "../FuzzyHelper.h"
 
- #include "../Goals/AbstractGoal.h"
 
- #include "Actions/ISpecialAction.h"
 
- #include "Actors.h"
 
- struct AIPathNode : public CGPathNode
 
- {
 
- 	uint64_t danger;
 
- 	uint64_t armyLoss;
 
- 	uint32_t manaCost;
 
- 	const AIPathNode * chainOther;
 
- 	std::shared_ptr<const ISpecialAction> specialAction;
 
- 	const ChainActor * actor;
 
- };
 
- struct AIPathNodeInfo
 
- {
 
- 	float cost;
 
- 	uint8_t turns;
 
- 	int3 coord;
 
- 	uint64_t danger;
 
- 	const CGHeroInstance * targetHero;
 
- 	int parentIndex;
 
- 	uint64_t chainMask;
 
- 	std::shared_ptr<const ISpecialAction> specialAction;
 
- };
 
- struct AIPath
 
- {
 
- 	std::vector<AIPathNodeInfo> nodes;
 
- 	std::shared_ptr<const ISpecialAction> specialAction;
 
- 	uint64_t targetObjectDanger;
 
- 	uint64_t armyLoss;
 
- 	uint64_t targetObjectArmyLoss;
 
- 	const CGHeroInstance * targetHero;
 
- 	const CCreatureSet * heroArmy;
 
- 	uint64_t chainMask;
 
- 	uint8_t exchangeCount;
 
- 	AIPath();
 
- 	/// Gets danger of path excluding danger of visiting the target object like creature bank
 
- 	uint64_t getPathDanger() const;
 
- 	/// Gets danger of path including danger of visiting the target object like creature bank
 
- 	uint64_t getTotalDanger() const;
 
- 	/// Gets danger of path including danger of visiting the target object like creature bank
 
- 	uint64_t getTotalArmyLoss() const;
 
- 	int3 firstTileToGet() const;
 
- 	int3 targetTile() const;
 
- 	const AIPathNodeInfo & firstNode() const;
 
- 	const AIPathNodeInfo & targetNode() const;
 
- 	float movementCost() const;
 
- 	uint8_t turn() const;
 
- 	uint64_t getHeroStrength() const;
 
- 	std::string toString();
 
- };
 
- struct ExchangeCandidate : public AIPathNode
 
- {
 
- 	AIPathNode * carrierParent;
 
- 	AIPathNode * otherParent;
 
- };
 
- class AINodeStorage : public INodeStorage
 
- {
 
- private:
 
- 	int3 sizes;
 
- 	/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
 
- 	boost::multi_array<AIPathNode, 5> nodes;
 
- 	const CPlayerSpecificInfoCallback * cb;
 
- 	const VCAI * ai;
 
- 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 
- 	std::vector<std::shared_ptr<ChainActor>> actors;
 
- 	std::vector<CGPathNode *> heroChain;
 
- 	bool heroChainPass; // true if we need to calculate hero chain
 
- 	int heroChainTurn;
 
- 	PlayerColor playerID;
 
- public:
 
- 	/// 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.
 
- 	static const int NUM_CHAINS = 10 * GameConstants::MAX_HEROES_PER_PLAYER;
 
- 	
 
- 	AINodeStorage(const int3 & sizes);
 
- 	~AINodeStorage();
 
- 	void initialize(const PathfinderOptions & options, const CGameState * gs) override;
 
- 	virtual std::vector<CGPathNode *> getInitialNodes() override;
 
- 	virtual std::vector<CGPathNode *> calculateNeighbours(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	virtual std::vector<CGPathNode *> calculateTeleportations(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
 
- 	void commit(
 
- 		AIPathNode * destination,
 
- 		const AIPathNode * source,
 
- 		CGPathNode::ENodeAction action,
 
- 		int turn,
 
- 		int movementLeft,
 
- 		float cost) const;
 
- 	const AIPathNode * getAINode(const CGPathNode * node) const;
 
- 	void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
 
- 	bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
 
- 	bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
 
- 	{
 
- 		// further chain distribution is calculated as the last stage
 
- 		if(heroChainPass && destination.node->turns > heroChainTurn)
 
- 			return true;
 
- 		return hasBetterChain(source, destination);
 
- 	}
 
- 	template<class NodeRange>
 
- 	bool hasBetterChain(
 
- 		const CGPathNode * source, 
 
- 		const AIPathNode * destinationNode,
 
- 		const NodeRange & chains) const;
 
- 	boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
 
- 	std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
 
- 	bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
 
- 	void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
 
- 	void setTownsAndDwellings(
 
- 		const std::vector<const CGTownInstance *> & towns,
 
- 		const std::set<const CGObjectInstance *> & visitableObjs);
 
- 	const CGHeroInstance * getHero(const CGPathNode * node) const;
 
- 	const std::set<const CGHeroInstance *> getAllHeroes() const;
 
- 	void clear();
 
- 	bool calculateHeroChain();
 
- 	uint64_t evaluateDanger(const int3 &  tile, const CGHeroInstance * hero) const
 
- 	{
 
- 		return dangerEvaluator->evaluateDanger(tile, hero, ai);
 
- 	}
 
- 	uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
 
- 	{
 
- 		double ratio = (double)danger / (armyValue * hero->getFightingStrength());
 
- 		return (uint64_t)(armyValue * ratio * ratio * ratio);
 
- 	}
 
- private:
 
- 	STRONG_INLINE
 
- 	void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
 
- 	void calculateHeroChain(
 
- 		AIPathNode * srcNode, 
 
- 		const std::vector<AIPathNode *> & variants, 
 
- 		std::vector<ExchangeCandidate> & result) const;
 
- 	void calculateHeroChain(
 
- 		AIPathNode * carrier, 
 
- 		AIPathNode * other, 
 
- 		std::vector<ExchangeCandidate> & result) const;
 
- 	
 
- 	void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
 
- 	void addHeroChain(const std::vector<ExchangeCandidate> & result);
 
- 	void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
 
- 	void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
 
- 	ExchangeCandidate calculateExchange(
 
- 		ChainActor * exchangeActor, 
 
- 		AIPathNode * carrierParentNode, 
 
- 		AIPathNode * otherParentNode) const;
 
- };
 
 
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