AIPathfinder.cpp 3.8 KB

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  1. /*
  2. * AIPathfinder.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 "AIPathfinder.h"
  12. #include "AIPathfinderConfig.h"
  13. #include "../../../CCallback.h"
  14. #include "../../../lib/mapping/CMap.h"
  15. #include "../Engine/Nullkiller.h"
  16. namespace NKAI
  17. {
  18. AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
  19. :cb(cb), ai(ai)
  20. {
  21. }
  22. void AIPathfinder::init()
  23. {
  24. storage.reset();
  25. }
  26. bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
  27. {
  28. return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
  29. || storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
  30. }
  31. std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile, bool includeGraph) const
  32. {
  33. const TerrainTile * tileInfo = cb->getTile(tile, false);
  34. if(!tileInfo)
  35. {
  36. return std::vector<AIPath>();
  37. }
  38. auto info = storage->getChainInfo(tile, !tileInfo->isWater());
  39. if(includeGraph)
  40. {
  41. for(auto hero : cb->getHeroesInfo())
  42. {
  43. auto graph = heroGraphs.find(hero->id);
  44. if(graph != heroGraphs.end())
  45. graph->second.addChainInfo(info, tile, hero, ai);
  46. }
  47. }
  48. return info;
  49. }
  50. void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings)
  51. {
  52. if(!storage)
  53. {
  54. storage.reset(new AINodeStorage(ai, cb->getMapSize()));
  55. }
  56. auto start = std::chrono::high_resolution_clock::now();
  57. logAi->debug("Recalculate all paths");
  58. int pass = 0;
  59. storage->clear();
  60. storage->setHeroes(heroes);
  61. storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
  62. storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
  63. logAi->trace(
  64. "Scout turn distance: %s, main %s",
  65. std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
  66. std::to_string(pathfinderSettings.mainTurnDistanceLimit));
  67. if(pathfinderSettings.useHeroChain)
  68. {
  69. storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
  70. }
  71. auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage, pathfinderSettings.allowBypassObjects);
  72. logAi->trace("Recalculate paths pass %d", pass++);
  73. cb->calculatePaths(config);
  74. if(!pathfinderSettings.useHeroChain)
  75. return;
  76. do
  77. {
  78. storage->selectFirstActor();
  79. do
  80. {
  81. boost::this_thread::interruption_point();
  82. while(storage->calculateHeroChain())
  83. {
  84. boost::this_thread::interruption_point();
  85. logAi->trace("Recalculate paths pass %d", pass++);
  86. cb->calculatePaths(config);
  87. }
  88. logAi->trace("Select next actor");
  89. } while(storage->selectNextActor());
  90. boost::this_thread::interruption_point();
  91. if(storage->calculateHeroChainFinal())
  92. {
  93. boost::this_thread::interruption_point();
  94. logAi->trace("Recalculate paths pass final");
  95. cb->calculatePaths(config);
  96. }
  97. } while(storage->increaseHeroChainTurnLimit());
  98. logAi->trace("Recalculated paths in %ld", timeElapsed(start));
  99. }
  100. void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes)
  101. {
  102. auto start = std::chrono::high_resolution_clock::now();
  103. std::vector<const CGHeroInstance *> heroesVector;
  104. heroGraphs.clear();
  105. for(auto hero : heroes)
  106. {
  107. if(heroGraphs.try_emplace(hero.first->id, GraphPaths()).second)
  108. heroesVector.push_back(hero.first);
  109. }
  110. parallel_for(blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector](const blocked_range<size_t> & r)
  111. {
  112. for(auto i = r.begin(); i != r.end(); i++)
  113. heroGraphs.at(heroesVector[i]->id).calculatePaths(heroesVector[i], ai);
  114. });
  115. if(NKAI_GRAPH_TRACE_LEVEL >= 1)
  116. {
  117. for(auto hero : heroes)
  118. {
  119. heroGraphs[hero.first->id].dumpToLog();
  120. }
  121. }
  122. logAi->trace("Graph paths updated in %lld", timeElapsed(start));
  123. }
  124. }