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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 "../../../CCallback.h"
 
- #include "../../../lib/mapping/CMap.h"
 
- #include "../../../lib/mapObjects/MapObjects.h"
 
- #include "../../../lib/pathfinder/CPathfinder.h"
 
- #include "../../../lib/pathfinder/PathfinderOptions.h"
 
- #include "../../../lib/pathfinder/PathfinderUtil.h"
 
- #include "../../../lib/IGameSettings.h"
 
- #include "../../../lib/CPlayerState.h"
 
- AINodeStorage::AINodeStorage(const int3 & Sizes)
 
- 	: sizes(Sizes)
 
- {
 
- 	nodes.resize(boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][NUM_CHAINS]);
 
- 	dangerEvaluator.reset(new FuzzyHelper());
 
- }
 
- AINodeStorage::~AINodeStorage() = default;
 
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
 
- {
 
- 	int3 pos;
 
- 	const int3 sizes = gs->getMapSize();
 
- 	const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
 
- 	const PlayerColor player = hero->tempOwner;
 
- 	//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;
 
- 	for(pos.z=0; pos.z < sizes.z; ++pos.z)
 
- 	{
 
- 		for(pos.x=0; pos.x < sizes.x; ++pos.x)
 
- 		{
 
- 			for(pos.y=0; pos.y < sizes.y; ++pos.y)
 
- 			{
 
- 				const TerrainTile & tile = gs->map->getTile(pos);
 
- 				if(!tile.getTerrain()->isPassable())
 
- 					continue;
 
- 				
 
- 				if(tile.getTerrain()->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));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- 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);
 
- }
 
- bool AINodeStorage::isBattleNode(const CGPathNode * node) const
 
- {
 
- 	return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
 
- }
 
- std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
 
- {
 
- 	auto chains = nodes[layer][pos.z][pos.x][pos.y];
 
- 	for(AIPathNode & node : chains)
 
- 	{
 
- 		if(node.chainMask == chainNumber)
 
- 		{
 
- 			return &node;
 
- 		}
 
- 		if(node.chainMask == 0)
 
- 		{
 
- 			node.chainMask = chainNumber;
 
- 			return &node;
 
- 		}
 
- 	}
 
- 	return std::nullopt;
 
- }
 
- std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
 
- {
 
- 	auto hpos = hero->visitablePos();
 
- 	auto initialNode = getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN).value();
 
- 	initialNode->turns = 0;
 
- 	initialNode->moveRemains = hero->movementPointsRemaining();
 
- 	initialNode->danger = 0;
 
- 	initialNode->setCost(0.0);
 
- 	return {initialNode};
 
- }
 
- void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPathAccessibility accessibility)
 
- {
 
- 	for(int i = 0; i < NUM_CHAINS; i++)
 
- 	{
 
- 		AIPathNode & heroNode = nodes[layer][coord.z][coord.x][coord.y][i];
 
- 		heroNode.chainMask = 0;
 
- 		heroNode.danger = 0;
 
- 		heroNode.manaCost = 0;
 
- 		heroNode.specialAction.reset();
 
- 		heroNode.update(coord, layer, accessibility);
 
- 	}
 
- }
 
- void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
 
- {
 
- 	const AIPathNode * srcNode = getAINode(source.node);
 
- 	updateAINode(destination.node, [&](AIPathNode * dstNode)
 
- 	{
 
- 		dstNode->moveRemains = destination.movementLeft;
 
- 		dstNode->turns = destination.turn;
 
- 		dstNode->setCost(destination.cost);
 
- 		dstNode->danger = srcNode->danger;
 
- 		dstNode->action = destination.action;
 
- 		dstNode->theNodeBefore = srcNode->theNodeBefore;
 
- 		dstNode->manaCost = srcNode->manaCost;
 
- 		if(dstNode->specialAction)
 
- 		{
 
- 			dstNode->specialAction->applyOnDestination(getHero(), destination, source, dstNode, srcNode);
 
- 		}
 
- 	});
 
- }
 
- void AINodeStorage::calculateNeighbours(
 
- 	std::vector<CGPathNode *> & result,
 
- 	const PathNodeInfo & source,
 
- 	EPathfindingLayer layer,
 
- 	const PathfinderConfig * pathfinderConfig,
 
- 	const CPathfinderHelper * pathfinderHelper)
 
- {
 
- 	NeighbourTilesVector accessibleNeighbourTiles;
 
- 	result.clear();
 
- 	pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
 
- 	const AIPathNode * srcNode = getAINode(source.node);
 
- 	for(auto & neighbour : accessibleNeighbourTiles)
 
- 	{
 
- 		for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
 
- 		{
 
- 			auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
 
- 			if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
 
- 				continue;
 
- 			result.push_back(nextNode.value());
 
- 		}
 
- 	}
 
- }
 
- void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)
 
- {
 
- 	hero = heroPtr.get();
 
- 	cb = _ai->myCb.get();
 
- 	ai = _ai;
 
- }
 
- 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->chainMask);
 
- 			if(!node)
 
- 				continue;
 
- 			neighbours.push_back(node.value());
 
- 		}
 
- 	}
 
- 	if(hero->visitablePos() == source.coord)
 
- 	{
 
- 		calculateTownPortalTeleportations(source, neighbours);
 
- 	}
 
- 	return neighbours;
 
- }
 
- void AINodeStorage::calculateTownPortalTeleportations(
 
- 	const PathNodeInfo & source,
 
- 	std::vector<CGPathNode *> & neighbours)
 
- {
 
- 	SpellID spellID = SpellID::TOWN_PORTAL;
 
- 	const CSpell * townPortal = spellID.toSpell();
 
- 	auto srcNode = getAINode(source.node);
 
- 	if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
 
- 	{
 
- 		auto towns = cb->getTownsInfo(false);
 
- 		vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
 
- 		{
 
- 			return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
 
- 		});
 
- 		if(!towns.size())
 
- 		{
 
- 			return;
 
- 		}
 
- 		// TODO: Copy/Paste from TownPortalMechanics
 
- 		auto skillLevel = hero->getSpellSchoolLevel(townPortal);
 
- 		int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
 
- 		auto movementCost = baseCost * (skillLevel >= 3 ? 2 : 3);
 
- 		if(hero->movementPointsRemaining() < movementCost)
 
- 		{
 
- 			return;
 
- 		}
 
- 		if(skillLevel < MasteryLevel::ADVANCED)
 
- 		{
 
- 			const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
 
- 			{
 
- 				return hero->visitablePos().dist2dSQ(t->visitablePos());
 
- 			});
 
- 			towns = std::vector<const CGTownInstance *>{ nearestTown };
 
- 		}
 
- 		for(const CGTownInstance * targetTown : towns)
 
- 		{
 
- 			if(targetTown->visitingHero)
 
- 				continue;
 
- 			auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->chainMask | CAST_CHAIN);
 
- 			if(nodeOptional)
 
- 			{
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 				logAi->trace("Adding town portal node at %s", targetTown->name);
 
- #endif
 
- 				AIPathNode * node = nodeOptional.value();
 
- 				node->theNodeBefore = source.node;
 
- 				node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
 
- 				node->moveRemains = source.node->moveRemains;
 
- 				
 
- 				neighbours.push_back(node);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
 
- {
 
- 	auto pos = destination.coord;
 
- 	auto chains = nodes[EPathfindingLayer::LAND][pos.z][pos.x][pos.y];
 
- 	auto destinationNode = getAINode(destination.node);
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		auto sameNode = node.chainMask == destinationNode->chainMask;
 
- 		if(sameNode	|| node.action == EPathNodeAction::UNKNOWN)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
 
- 		{
 
- 			if(node.getCost() < destinationNode->getCost())
 
- 			{
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 				logAi->trace(
 
- 					"Block inefficient move %s:->%s, mask=%i, mp diff: %i",
 
- 					source.coord.toString(),
 
- 					destination.coord.toString(),
 
- 					destinationNode->chainMask,
 
- 					node.moveRemains - destinationNode->moveRemains);
 
- #endif
 
- 				return true;
 
- 			}
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
 
- {
 
- 	return nodes[layer][pos.z][pos.x][pos.y][0].action != EPathNodeAction::UNKNOWN;
 
- }
 
- std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
 
- {
 
- 	std::vector<AIPath> paths;
 
- 	auto chains = nodes[isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL][pos.z][pos.x][pos.y];
 
- 	auto initialPos = hero->visitablePos();
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		if(node.action == EPathNodeAction::UNKNOWN)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		AIPath path;
 
- 		const AIPathNode * current = &node;
 
- 		while(current != nullptr && current->coord != initialPos)
 
- 		{
 
- 			AIPathNodeInfo pathNode;
 
- 			pathNode.cost = current->getCost();
 
- 			pathNode.turns = current->turns;
 
- 			pathNode.danger = current->danger;
 
- 			pathNode.coord = current->coord;
 
- 			path.nodes.push_back(pathNode);
 
- 			path.specialAction = current->specialAction;
 
- 			current = getAINode(current->theNodeBefore);
 
- 		}
 
- 		path.targetObjectDanger = evaluateDanger(pos);
 
- 		paths.push_back(path);
 
- 	}
 
- 	return paths;
 
- }
 
- AIPath::AIPath()
 
- 	: nodes({})
 
- {
 
- }
 
- int3 AIPath::firstTileToGet() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.back().coord;
 
- 	}
 
- 	return int3(-1, -1, -1);
 
- }
 
- uint64_t AIPath::getPathDanger() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.front().danger;
 
- 	}
 
- 	return 0;
 
- }
 
- float AIPath::movementCost() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.front().cost;
 
- 	}
 
- 	// TODO: boost:optional?
 
- 	return 0.0;
 
- }
 
- uint64_t AIPath::getTotalDanger(HeroPtr hero) const
 
- {
 
- 	uint64_t pathDanger = getPathDanger();
 
- 	uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
 
- 	return danger;
 
- }
 
 
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