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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 "Actions/WhirlpoolAction.h"
- #include "../Goals/Goals.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../../../CCallback.h"
- #include "../../../lib/mapping/CMap.h"
- #include "../../../lib/mapObjects/MapObjects.h"
- #include "../../../lib/pathfinder/CPathfinder.h"
- #include "../../../lib/pathfinder/PathfinderUtil.h"
- #include "../../../lib/pathfinder/PathfinderOptions.h"
- #include "../../../lib/IGameSettings.h"
- #include "../../../lib/CPlayerState.h"
- namespace NKAI
- {
- std::shared_ptr<boost::multi_array<AIPathNode, 4>> AISharedStorage::shared;
- uint32_t AISharedStorage::version = 0;
- std::mutex AISharedStorage::locker;
- std::set<int3> committedTiles;
- std::set<int3> committedTilesInitial;
- const uint64_t FirstActorMask = 1;
- const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
- const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
- const uint64_t CHAIN_MAX_DEPTH = 4;
- const bool DO_NOT_SAVE_TO_COMMITTED_TILES = false;
- AISharedStorage::AISharedStorage(int3 sizes, int numChains)
- {
- if(!shared){
- shared.reset(new boost::multi_array<AIPathNode, 4>(
- boost::extents[sizes.z][sizes.x][sizes.y][numChains]));
- nodes = shared;
- foreach_tile_pos([&](const int3 & pos)
- {
- for(auto i = 0; i < numChains; i++)
- {
- auto & node = get(pos)[i];
-
- node.version = -1;
- node.coord = pos;
- }
- });
- }
- else
- nodes = shared;
- }
- AISharedStorage::~AISharedStorage()
- {
- nodes.reset();
- if(shared && shared.use_count() == 1)
- {
- shared.reset();
- }
- }
- void AIPathNode::addSpecialAction(std::shared_ptr<const SpecialAction> action)
- {
- if(!specialAction)
- {
- specialAction = action;
- }
- else
- {
- auto parts = specialAction->getParts();
- if(parts.empty())
- {
- parts.push_back(specialAction);
- }
- parts.push_back(action);
- specialAction = std::make_shared<CompositeAction>(parts);
- }
- }
- int AINodeStorage::getBucketCount() const
- {
- return ai->settings->getPathfinderBucketsCount();
- }
- int AINodeStorage::getBucketSize() const
- {
- return ai->settings->getPathfinderBucketSize();
- }
- AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
- : sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes, ai->settings->getPathfinderBucketSize() * ai->settings->getPathfinderBucketsCount())
- {
- accessibility = std::make_unique<boost::multi_array<EPathAccessibility, 4>>(
- boost::extents[sizes.z][sizes.x][sizes.y][EPathfindingLayer::NUM_LAYERS]);
- }
- AINodeStorage::~AINodeStorage() = default;
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
- {
- if(heroChainPass != EHeroChainPass::INITIAL)
- return;
- AISharedStorage::version++;
- //TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
- const PlayerColor fowPlayer = ai->playerID;
- const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
- const int3 sizes = gs->getMapSize();
- //Each thread gets different x, but an array of y located next to each other in memory
- tbb::parallel_for(tbb::blocked_range<size_t>(0, sizes.x), [&](const tbb::blocked_range<size_t>& r)
- {
- int3 pos;
- for(pos.z = 0; pos.z < sizes.z; ++pos.z)
- {
- const bool useFlying = options.useFlying;
- const bool useWaterWalking = options.useWaterWalking;
- const PlayerColor player = playerID;
- for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
- {
- for(pos.y = 0; pos.y < sizes.y; ++pos.y)
- {
- const TerrainTile & tile = gs->getMap().getTile(pos);
- if (!tile.getTerrain()->isPassable())
- continue;
- if (tile.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));
- }
- }
- }
- }
- });
- }
- void AINodeStorage::clear()
- {
- actors.clear();
- committedTiles.clear();
- heroChainPass = EHeroChainPass::INITIAL;
- heroChainTurn = 0;
- heroChainMaxTurns = 1;
- turnDistanceLimit[HeroRole::MAIN] = 255;
- turnDistanceLimit[HeroRole::SCOUT] = 255;
- }
- std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
- const int3 & pos,
- const EPathfindingLayer layer,
- const ChainActor * actor)
- {
- int bucketIndex = ((uintptr_t)actor + static_cast<uint32_t>(layer)) % ai->settings->getPathfinderBucketsCount();
- int bucketOffset = bucketIndex * ai->settings->getPathfinderBucketSize();
- auto chains = nodes.get(pos);
- if(blocked(pos, layer))
- {
- return std::nullopt;
- }
- for(auto i = ai->settings->getPathfinderBucketSize() - 1; i >= 0; i--)
- {
- AIPathNode & node = chains[i + bucketOffset];
- if(node.version != AISharedStorage::version)
- {
- node.reset(layer, getAccessibility(pos, layer));
- node.version = AISharedStorage::version;
- node.actor = actor;
- return &node;
- }
- if(node.actor == actor && node.layer == layer)
- {
- return &node;
- }
- }
- return std::nullopt;
- }
- std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
- {
- if(heroChainPass)
- {
- if(heroChainTurn == 0)
- calculateTownPortalTeleportations(heroChain);
- return heroChain;
- }
- std::vector<CGPathNode *> initialNodes;
- for(auto actorPtr : actors)
- {
- ChainActor * actor = actorPtr.get();
- auto allocated = getOrCreateNode(actor->initialPosition, actor->layer, actor);
- if(!allocated)
- continue;
- AIPathNode * initialNode = allocated.value();
- initialNode->pq = nullptr;
- initialNode->turns = actor->initialTurn;
- initialNode->moveRemains = actor->initialMovement;
- initialNode->danger = 0;
- initialNode->setCost(actor->initialTurn);
- initialNode->action = EPathNodeAction::NORMAL;
- if(actor->isMovable)
- {
- initialNodes.push_back(initialNode);
- }
- else
- {
- initialNode->locked = true;
- }
- }
- if(heroChainTurn == 0)
- calculateTownPortalTeleportations(initialNodes);
- return initialNodes;
- }
- void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
- {
- const AIPathNode * srcNode = getAINode(source.node);
- updateAINode(destination.node, [&](AIPathNode * dstNode)
- {
- commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
- // regular pathfinder can not go directly through whirlpool
- bool isWhirlpoolTeleport = destination.nodeObject
- && destination.nodeObject->ID == Obj::WHIRLPOOL;
- if(srcNode->specialAction
- || srcNode->chainOther
- || isWhirlpoolTeleport)
- {
- // there is some action on source tile which should be performed before we can bypass it
- dstNode->theNodeBefore = source.node;
- if(isWhirlpoolTeleport)
- {
- if(dstNode->actor->creatureSet->Slots().size() == 1
- && dstNode->actor->creatureSet->Slots().begin()->second->getCount() == 1)
- {
- return;
- }
- const auto & weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](const auto & pair) -> int
- {
- return pair.second->getCount() * pair.second->getCreatureID().toCreature()->getAIValue();
- });
- if(weakest == dstNode->actor->creatureSet->Slots().end())
- {
- logAi->debug("Empty army entering whirlpool detected at tile %s", dstNode->coord.toString());
- destination.blocked = true;
- return;
- }
- if(dstNode->actor->creatureSet->getFreeSlots().size())
- dstNode->armyLoss += weakest->second->getCreatureID().toCreature()->getAIValue();
- else
- dstNode->armyLoss += (weakest->second->getCount() + 1) / 2 * weakest->second->getCreatureID().toCreature()->getAIValue();
- dstNode->specialAction = AIPathfinding::WhirlpoolAction::instance;
- }
- }
- if(dstNode->specialAction && dstNode->actor)
- {
- dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
- }
- });
- }
- void AINodeStorage::commit(
- AIPathNode * destination,
- const AIPathNode * source,
- EPathNodeAction action,
- int turn,
- int movementLeft,
- float cost,
- bool saveToCommitted) const
- {
- destination->action = action;
- destination->setCost(cost);
- destination->moveRemains = movementLeft;
- destination->turns = turn;
- destination->armyLoss = source->armyLoss;
- destination->manaCost = source->manaCost;
- destination->danger = source->danger;
- destination->theNodeBefore = source->theNodeBefore;
- destination->chainOther = nullptr;
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Committed %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
- source->coord.toString(),
- destination->coord.toString(),
- destination->layer,
- destination->getCost(),
- std::to_string(destination->turns),
- destination->moveRemains,
- destination->actor->toString(),
- destination->actor->chainMask,
- destination->actor->armyValue);
- #endif
- if(saveToCommitted && destination->turns <= heroChainTurn)
- {
- committedTiles.insert(destination->coord);
- }
- if(destination->turns == source->turns)
- {
- destination->dayFlags = source->dayFlags;
- }
- }
- 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)
- {
- if(getAccessibility(neighbour, layer) == EPathAccessibility::NOT_SET)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Node %s rejected for %s, layer %d because of inaccessibility",
- neighbour.toString(),
- source.coord.toString(),
- static_cast<int32_t>(layer));
- #endif
- continue;
- }
- auto nextNode = getOrCreateNode(neighbour, layer, srcNode->actor);
- if(!nextNode)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Failed to allocate node at %s[%d]",
- neighbour.toString(),
- static_cast<int32_t>(layer));
- #endif
- continue;
- }
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Node %s added to neighbors of %s, layer %d",
- neighbour.toString(),
- source.coord.toString(),
- static_cast<int32_t>(layer));
- #endif
- result.push_back(nextNode.value());
- }
- }
- constexpr std::array phisycalLayers = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
- bool AINodeStorage::increaseHeroChainTurnLimit()
- {
- if(heroChainTurn >= heroChainMaxTurns)
- return false;
- heroChainTurn++;
- committedTiles.clear();
- for(auto layer : phisycalLayers)
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- iterateValidNodesUntil(pos, layer, [&](AIPathNode & node)
- {
- if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
- {
- committedTiles.insert(pos);
- return true;
- }
- return false;
- });
- });
- }
- return true;
- }
- bool AINodeStorage::calculateHeroChainFinal()
- {
- heroChainPass = EHeroChainPass::FINAL;
- heroChain.resize(0);
- for(auto layer : phisycalLayers)
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- iterateValidNodes(pos, layer, [&](AIPathNode & node)
- {
- if(node.turns > heroChainTurn
- && !node.locked
- && node.action != EPathNodeAction::UNKNOWN
- && node.actor->actorExchangeCount > 1
- && !hasBetterChain(&node, node))
- {
- heroChain.push_back(&node);
- }
- });
- });
- }
- return heroChain.size();
- }
- struct DelayedWork
- {
- AIPathNode * carrier;
- AIPathNode * other;
- DelayedWork()
- {
- }
-
- DelayedWork(AIPathNode * carrier, AIPathNode * other) : carrier(carrier), other(other)
- {
- }
- };
- class HeroChainCalculationTask
- {
- private:
- AINodeStorage & storage;
- std::vector<AIPathNode *> existingChains;
- std::vector<ExchangeCandidate> newChains;
- uint64_t chainMask;
- int heroChainTurn;
- std::vector<CGPathNode *> heroChain;
- const std::vector<int3> & tiles;
- std::vector<DelayedWork> delayedWork;
- public:
- HeroChainCalculationTask(
- AINodeStorage & storage, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
- :existingChains(), newChains(), delayedWork(), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
- {
- existingChains.reserve(storage.getBucketCount() * storage.getBucketSize());
- newChains.reserve(storage.getBucketCount() * storage.getBucketSize());
- }
- void execute(const tbb::blocked_range<size_t>& r)
- {
- std::random_device randomDevice;
- std::mt19937 randomEngine(randomDevice());
- for(int i = r.begin(); i != r.end(); i++)
- {
- auto & pos = tiles[i];
- for(auto layer : phisycalLayers)
- {
- existingChains.clear();
- storage.iterateValidNodes(pos, layer, [this](AIPathNode & node)
- {
- if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
- existingChains.push_back(&node);
- });
- if(existingChains.empty())
- continue;
- newChains.clear();
- std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
- for(AIPathNode * node : existingChains)
- {
- if(node->actor->isMovable)
- {
- calculateHeroChain(node, existingChains, newChains);
- }
- }
- for(auto delayed = delayedWork.begin(); delayed != delayedWork.end();)
- {
- auto newActor = delayed->carrier->actor->tryExchangeNoLock(delayed->other->actor);
- if(!newActor.lockAcquired) continue;
-
- if(newActor.actor)
- {
- newChains.push_back(calculateExchange(newActor.actor, delayed->carrier, delayed->other));
- }
-
- delayed++;
- }
- delayedWork.clear();
- cleanupInefectiveChains(newChains);
- addHeroChain(newChains);
- }
- }
- }
- void calculateHeroChain(
- AIPathNode * srcNode,
- const std::vector<AIPathNode *> & variants,
- std::vector<ExchangeCandidate> & result);
- void calculateHeroChain(
- AIPathNode * carrier,
- AIPathNode * other,
- std::vector<ExchangeCandidate> & result);
- void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
- void addHeroChain(const std::vector<ExchangeCandidate> & result);
- ExchangeCandidate calculateExchange(
- ChainActor * exchangeActor,
- AIPathNode * carrierParentNode,
- AIPathNode * otherParentNode) const;
- void flushResult(std::vector<CGPathNode *> & result)
- {
- vstd::concatenate(result, heroChain);
- }
- };
- bool AINodeStorage::calculateHeroChain()
- {
- heroChainPass = EHeroChainPass::CHAIN;
- heroChain.clear();
- std::vector<int3> data(committedTiles.begin(), committedTiles.end());
- int maxConcurrency = tbb::this_task_arena::max_concurrency();
- std::vector<std::vector<CGPathNode *>> results(maxConcurrency);
- logAi->trace("Caculating hero chain for %d items", data.size());
- tbb::parallel_for(tbb::blocked_range<size_t>(0, data.size()), [&](const tbb::blocked_range<size_t>& r)
- {
- HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
- int ourThread = tbb::this_task_arena::current_thread_index();
- task.execute(r);
- task.flushResult(results.at(ourThread));
- });
- // FIXME: potentially non-deterministic behavior due to parallel_for
- for (const auto & result : results)
- vstd::concatenate(heroChain, result);
- committedTiles.clear();
- return !heroChain.empty();
- }
- bool AINodeStorage::selectFirstActor()
- {
- if(actors.empty())
- return false;
- auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t
- {
- return actor->armyValue;
- });
- chainMask = strongest->chainMask;
- committedTilesInitial = committedTiles;
- return true;
- }
- bool AINodeStorage::selectNextActor()
- {
- auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr<ChainActor> actor)-> bool
- {
- return actor->chainMask == chainMask;
- });
- auto nextActor = actors.end();
- for(auto actor = actors.begin(); actor != actors.end(); actor++)
- {
- if(actor->get()->armyValue > currentActor->get()->armyValue
- || (actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor))
- {
- continue;
- }
- if(nextActor == actors.end()
- || actor->get()->armyValue > nextActor->get()->armyValue)
- {
- nextActor = actor;
- }
- }
- if(nextActor != actors.end())
- {
- if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)
- return false;
- chainMask = nextActor->get()->chainMask;
- committedTiles = committedTilesInitial;
- return true;
- }
- return false;
- }
- uint64_t AINodeStorage::evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
- {
- float fightingStrength = ai->heroManager->getFightingStrengthCached(hero);
- double ratio = (double)danger / (armyValue * fightingStrength);
- return (uint64_t)(armyValue * ratio * ratio);
- }
- void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
- {
- vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
- {
- auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, chainInfo)
- || storage.hasBetterChain(chainInfo.carrierParent, chainInfo, result);
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- if(isNotEffective)
- {
- logAi->trace(
- "Skip exchange %s[%x] -> %s[%x] at %s is inefficient",
- chainInfo.otherParent->actor->toString(),
- chainInfo.otherParent->actor->chainMask,
- chainInfo.carrierParent->actor->toString(),
- chainInfo.carrierParent->actor->chainMask,
- chainInfo.carrierParent->coord.toString());
- }
- #endif
- return isNotEffective;
- });
- }
- void HeroChainCalculationTask::calculateHeroChain(
- AIPathNode * srcNode,
- const std::vector<AIPathNode *> & variants,
- std::vector<ExchangeCandidate> & result)
- {
- for(AIPathNode * node : variants)
- {
- if(node == srcNode || !node->actor || node->version != AISharedStorage::version)
- continue;
- if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
- continue;
- if(node->actor->actorExchangeCount + srcNode->actor->actorExchangeCount > CHAIN_MAX_DEPTH)
- continue;
- if(node->action == EPathNodeAction::BATTLE
- || node->action == EPathNodeAction::TELEPORT_BATTLE
- || node->action == EPathNodeAction::TELEPORT_NORMAL
- || node->action == EPathNodeAction::DISEMBARK
- || node->action == EPathNodeAction::TELEPORT_BLOCKING_VISIT)
- {
- continue;
- }
- if(node->turns > heroChainTurn
- || (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
- || (node->actor->chainMask & srcNode->actor->chainMask) != 0)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Skip exchange %s[%x] -> %s[%x] at %s because of %s",
- node->actor->toString(),
- node->actor->chainMask,
- srcNode->actor->toString(),
- srcNode->actor->chainMask,
- srcNode->coord.toString(),
- (node->turns > heroChainTurn
- ? "turn limit"
- : (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
- ? "action unknown"
- : "chain mask"));
- #endif
- continue;
- }
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Thy exchange %s[%x] -> %s[%x] at %s",
- node->actor->toString(),
- node->actor->chainMask,
- srcNode->actor->toString(),
- srcNode->actor->chainMask,
- srcNode->coord.toString());
- #endif
- calculateHeroChain(srcNode, node, result);
- }
- }
- void HeroChainCalculationTask::calculateHeroChain(
- AIPathNode * carrier,
- AIPathNode * other,
- std::vector<ExchangeCandidate> & result)
- {
- if(carrier->armyLoss < carrier->actor->armyValue
- && (carrier->action != EPathNodeAction::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
- && carrier->action != EPathNodeAction::BLOCKING_VISIT
- && (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue))
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Exchange allowed %s[%x] -> %s[%x] at %s",
- other->actor->toString(),
- other->actor->chainMask,
- carrier->actor->toString(),
- carrier->actor->chainMask,
- carrier->coord.toString());
- #endif
- if(other->actor->isMovable)
- {
- bool hasLessMp = carrier->turns > other->turns || (carrier->turns == other->turns && carrier->moveRemains < other->moveRemains);
- bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
- if(hasLessMp && hasLessExperience)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace("Exchange at %s is inefficient. Blocked.", carrier->coord.toString());
- #endif
- return;
- }
- }
- auto newActor = carrier->actor->tryExchangeNoLock(other->actor);
-
- if(!newActor.lockAcquired) delayedWork.push_back(DelayedWork(carrier, other));
- if(newActor.actor) result.push_back(calculateExchange(newActor.actor, carrier, other));
- }
- }
- void HeroChainCalculationTask::addHeroChain(const std::vector<ExchangeCandidate> & result)
- {
- for(const ExchangeCandidate & chainInfo : result)
- {
- auto carrier = chainInfo.carrierParent;
- auto newActor = chainInfo.actor;
- auto other = chainInfo.otherParent;
- auto chainNodeOptional = storage.getOrCreateNode(carrier->coord, carrier->layer, newActor);
- if(!chainNodeOptional)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
- #endif
- continue;
- }
- auto exchangeNode = chainNodeOptional.value();
- if(exchangeNode->action != EPathNodeAction::UNKNOWN)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Skip exchange %s[%x] -> %s[%x] at %s because node is in use",
- other->actor->toString(),
- other->actor->chainMask,
- carrier->actor->toString(),
- carrier->actor->chainMask,
- carrier->coord.toString());
- #endif
- continue;
- }
-
- if(exchangeNode->turns != 0xFF && exchangeNode->getCost() < chainInfo.getCost())
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Skip exchange %s[%x] -> %s[%x] at %s because not effective enough. %f < %f",
- other->actor->toString(),
- other->actor->chainMask,
- carrier->actor->toString(),
- carrier->actor->chainMask,
- carrier->coord.toString(),
- exchangeNode->getCost(),
- chainInfo.getCost());
- #endif
- continue;
- }
- storage.commit(
- exchangeNode,
- carrier,
- carrier->action,
- chainInfo.turns,
- chainInfo.moveRemains,
- chainInfo.getCost(),
- DO_NOT_SAVE_TO_COMMITTED_TILES);
- if(carrier->specialAction || carrier->chainOther)
- {
- // there is some action on source tile which should be performed before we can bypass it
- exchangeNode->theNodeBefore = carrier;
- }
- if(exchangeNode->actor->actorAction)
- {
- exchangeNode->theNodeBefore = carrier;
- exchangeNode->addSpecialAction(exchangeNode->actor->actorAction);
- }
- exchangeNode->chainOther = other;
- exchangeNode->armyLoss = chainInfo.armyLoss;
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
- exchangeNode->coord.toString(),
- other->actor->toString(),
- exchangeNode->actor->toString(),
- exchangeNode->actor->chainMask,
- exchangeNode->getCost(),
- std::to_string(exchangeNode->turns),
- exchangeNode->moveRemains,
- exchangeNode->actor->armyValue);
- #endif
- heroChain.push_back(exchangeNode);
- }
- }
- ExchangeCandidate HeroChainCalculationTask::calculateExchange(
- ChainActor * exchangeActor,
- AIPathNode * carrierParentNode,
- AIPathNode * otherParentNode) const
- {
- ExchangeCandidate candidate;
-
- candidate.layer = carrierParentNode->layer;
- candidate.coord = carrierParentNode->coord;
- candidate.carrierParent = carrierParentNode;
- candidate.otherParent = otherParentNode;
- candidate.actor = exchangeActor;
- candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
- candidate.turns = carrierParentNode->turns;
- candidate.setCost(carrierParentNode->getCost() + otherParentNode->getCost() / 1000.0);
- candidate.moveRemains = carrierParentNode->moveRemains;
- candidate.danger = carrierParentNode->danger;
- if(carrierParentNode->turns < otherParentNode->turns)
- {
- int moveRemains = exchangeActor->maxMovePoints(carrierParentNode->layer);
- float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
- + carrierParentNode->moveRemains / (float)moveRemains;
- candidate.turns = otherParentNode->turns;
- candidate.setCost(candidate.getCost() + waitingCost);
- candidate.moveRemains = moveRemains;
- }
- return candidate;
- }
- const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
- {
- std::set<const CGHeroInstance *> heroes;
- for(auto actor : actors)
- {
- if(actor->hero)
- heroes.insert(actor->hero);
- }
- return heroes;
- }
- bool AINodeStorage::isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- if(heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn)
- {
- return true;
- }
-
- auto aiNode = getAINode(destination.node);
-
- if(heroChainPass != EHeroChainPass::CHAIN
- && destination.node->turns > turnDistanceLimit[aiNode->actor->heroRole])
- {
- return true;
- }
- return false;
- }
- void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
- {
- playerID = ai->playerID;
- for(auto & hero : heroes)
- {
- // do not allow our own heroes in garrison to act on map
- if(hero.first->getOwner() == ai->playerID
- && hero.first->isGarrisoned()
- && (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached(false)))
- {
- continue;
- }
- uint64_t mask = FirstActorMask << actors.size();
- auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
- if(actor->hero->tempOwner != ai->playerID)
- {
- bool onLand = !actor->hero->boat || actor->hero->boat->layer != EPathfindingLayer::SAIL;
- actor->initialMovement = actor->hero->movementPointsLimit(onLand);
- }
- playerID = actor->hero->tempOwner;
- actors.push_back(actor);
- }
- }
- void AINodeStorage::setTownsAndDwellings(
- const std::vector<const CGTownInstance *> & towns,
- const std::set<const CGObjectInstance *> & visitableObjs)
- {
- for(auto town : towns)
- {
- uint64_t mask = FirstActorMask << actors.size();
- // TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->getGarrisonHero()) != HeroLockedReason::DEFENCE
- // check defence imrove
- if(!town->getGarrisonHero())
- {
- actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
- }
- }
- /*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
- auto waitForGrowth = dayOfWeek > 4;*/
- for(auto obj: visitableObjs)
- {
- if(obj->ID == Obj::HILL_FORT)
- {
- uint64_t mask = FirstActorMask << actors.size();
- actors.push_back(std::make_shared<HillFortActor>(obj, mask));
- }
- /*const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
- if(dwelling)
- {
- uint64_t mask = 1 << actors.size();
- auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
- if(dwellingActor->creatureSet->getArmyStrength())
- {
- actors.push_back(dwellingActor);
- }
- if(waitForGrowth)
- {
- mask = 1 << actors.size();
- dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
- if(dwellingActor->creatureSet->getArmyStrength())
- {
- actors.push_back(dwellingActor);
- }
- }
- }*/
- }
- }
- 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)
- {
- std::optional<AIPathNode *> node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
-
- if(!node)
- continue;
- neighbours.push_back(node.value());
- }
- }
- return neighbours;
- }
- struct TownPortalFinder
- {
- const std::vector<CGPathNode *> & initialNodes;
- MasteryLevel::Type townPortalSkillLevel;
- uint64_t movementNeeded;
- const ChainActor * actor;
- const CGHeroInstance * hero;
- std::vector<const CGTownInstance *> targetTowns;
- AINodeStorage * nodeStorage;
- SpellID spellID;
- const CSpell * townPortal;
- TownPortalFinder(
- const ChainActor * actor,
- const std::vector<CGPathNode *> & initialNodes,
- std::vector<const CGTownInstance *> targetTowns,
- AINodeStorage * nodeStorage)
- :actor(actor), initialNodes(initialNodes), hero(actor->hero),
- targetTowns(targetTowns), nodeStorage(nodeStorage)
- {
- spellID = SpellID::TOWN_PORTAL;
- townPortal = spellID.toSpell();
- // TODO: Copy/Paste from TownPortalMechanics
- townPortalSkillLevel = MasteryLevel::Type(hero->getSpellSchoolLevel(townPortal));
- int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
- movementNeeded = baseCost * (townPortalSkillLevel >= MasteryLevel::EXPERT ? 2 : 3);
- }
- bool actorCanCastTownPortal()
- {
- return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
- }
- CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
- {
- for(CGPathNode * node : initialNodes)
- {
- auto aiNode = nodeStorage->getAINode(node);
- if(aiNode->actor->baseActor != actor
- || node->layer != EPathfindingLayer::LAND
- || node->moveRemains < movementNeeded)
- {
- continue;
- }
- if(townPortalSkillLevel < MasteryLevel::ADVANCED)
- {
- const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
- {
- return node->coord.dist2dSQ(t->visitablePos());
- });
- if(targetTown != nearestTown)
- continue;
- }
- return node;
- }
- return nullptr;
- }
- std::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
- {
- auto bestNode = getBestInitialNodeForTownPortal(targetTown);
- if(!bestNode)
- return std::nullopt;
- auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
- if(!nodeOptional)
- return std::nullopt;
- AIPathNode * node = nodeOptional.value();
- float movementCost = (float)movementNeeded / (float)hero->movementPointsLimit(EPathfindingLayer::LAND);
- movementCost += bestNode->getCost();
- if(node->action == EPathNodeAction::UNKNOWN || node->getCost() > movementCost)
- {
- nodeStorage->commit(
- node,
- nodeStorage->getAINode(bestNode),
- EPathNodeAction::TELEPORT_NORMAL,
- bestNode->turns,
- bestNode->moveRemains - movementNeeded,
- movementCost,
- DO_NOT_SAVE_TO_COMMITTED_TILES);
- node->theNodeBefore = bestNode;
- node->addSpecialAction(std::make_shared<AIPathfinding::TownPortalAction>(targetTown));
- }
- return nodeOptional;
- }
- };
- template<class TVector>
- void AINodeStorage::calculateTownPortal(
- const ChainActor * actor,
- const std::map<const CGHeroInstance *, int> & maskMap,
- const std::vector<CGPathNode *> & initialNodes,
- TVector & output)
- {
- auto towns = cb->getTownsInfo(false);
- vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
- {
- return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
- });
- if(!towns.size())
- {
- return; // no towns no need to run loop further
- }
- TownPortalFinder townPortalFinder(actor, initialNodes, towns, this);
- if(townPortalFinder.actorCanCastTownPortal())
- {
- for(const CGTownInstance * targetTown : towns)
- {
- if(targetTown->getVisitingHero()
- && targetTown->getUpperArmy()->stacksCount()
- && maskMap.find(targetTown->getVisitingHero()) != maskMap.end())
- {
- auto basicMask = maskMap.at(targetTown->getVisitingHero());
- bool sameActorInTown = actor->chainMask == basicMask;
- if(!sameActorInTown)
- continue;
- }
- if (targetTown->getVisitingHero()
- && (targetTown->getVisitingHero()->getFactionID() != actor->hero->getFactionID()
- || targetTown->getUpperArmy()->stacksCount()))
- continue;
- auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
- if(nodeOptional)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace("Adding town portal node at %s", targetTown->getObjectName());
- #endif
- output.push_back(nodeOptional.value());
- }
- }
- }
- }
- void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
- {
- std::set<const ChainActor *> actorsOfInitial;
- for(const CGPathNode * node : initialNodes)
- {
- auto aiNode = getAINode(node);
- if(aiNode->actor->hero)
- actorsOfInitial.insert(aiNode->actor->baseActor);
- }
- std::map<const CGHeroInstance *, int> maskMap;
- for(std::shared_ptr<ChainActor> basicActor : actors)
- {
- if(basicActor->hero)
- maskMap[basicActor->hero] = basicActor->chainMask;
- }
- boost::sort(initialNodes, NodeComparer<CGPathNode>());
- std::vector<const ChainActor *> actorsVector(actorsOfInitial.begin(), actorsOfInitial.end());
- tbb::concurrent_vector<CGPathNode *> output;
- // TODO: re-enable after fixing thread races. See issue for details:
- // https://github.com/vcmi/vcmi/pull/4130
- #if 0
- if (actorsVector.size() * initialNodes.size() > 1000)
- {
- tbb::parallel_for(tbb::blocked_range<size_t>(0, actorsVector.size()), [&](const tbb::blocked_range<size_t> & r)
- {
- for(int i = r.begin(); i != r.end(); i++)
- {
- calculateTownPortal(actorsVector[i], maskMap, initialNodes, output);
- }
- });
- std::copy(output.begin(), output.end(), std::back_inserter(initialNodes));
- }
- else
- #endif
- {
- for(auto actor : actorsVector)
- {
- calculateTownPortal(actor, maskMap, initialNodes, initialNodes);
- }
- }
- }
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- auto candidateNode = getAINode(destination.node);
- return hasBetterChain(source.node, *candidateNode);
- }
- bool AINodeStorage::hasBetterChain(
- const CGPathNode * source,
- const AIPathNode & candidateNode) const
- {
- return iterateValidNodesUntil(
- candidateNode.coord,
- candidateNode.layer,
- [this, &source, candidateNode](const AIPathNode & node) -> bool
- {
- return isOtherChainBetter(source, candidateNode, node);
- });
- }
- template<class NodeRange>
- bool AINodeStorage::hasBetterChain(
- const CGPathNode * source,
- const AIPathNode & candidateNode,
- const NodeRange & nodes) const
- {
- for(const AIPathNode & node : nodes)
- {
- if(isOtherChainBetter(source, candidateNode, node))
- return true;
- }
- return false;
- }
- bool AINodeStorage::isOtherChainBetter(
- const CGPathNode * source,
- const AIPathNode & candidateNode,
- const AIPathNode & other) const
- {
- auto sameNode = other.actor == candidateNode.actor;
- if(sameNode || other.action == EPathNodeAction::UNKNOWN || !other.actor || !other.actor->hero)
- {
- return false;
- }
- if(other.danger <= candidateNode.danger && candidateNode.actor == other.actor->battleActor)
- {
- if(other.getCost() < candidateNode.getCost())
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Block inefficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode.coord.toString(),
- candidateNode.actor->hero->getNameTranslated(),
- candidateNode.actor->chainMask,
- candidateNode.actor->armyValue,
- other.moveRemains - candidateNode.moveRemains);
- #endif
- return true;
- }
- }
- if(candidateNode.actor->chainMask != other.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
- return false;
- auto nodeActor = other.actor;
- auto nodeArmyValue = nodeActor->armyValue - other.armyLoss;
- auto candidateArmyValue = candidateNode.actor->armyValue - candidateNode.armyLoss;
- if(nodeArmyValue > candidateArmyValue
- && other.getCost() <= candidateNode.getCost())
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Block inefficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode.coord.toString(),
- candidateNode.actor->hero->getNameTranslated(),
- candidateNode.actor->chainMask,
- candidateNode.actor->armyValue,
- other.moveRemains - candidateNode.moveRemains);
- #endif
- return true;
- }
- if(heroChainPass == EHeroChainPass::FINAL)
- {
- if(nodeArmyValue == candidateArmyValue
- && nodeActor->heroFightingStrength >= candidateNode.actor->heroFightingStrength
- && other.getCost() <= candidateNode.getCost())
- {
- if(vstd::isAlmostEqual(nodeActor->heroFightingStrength, candidateNode.actor->heroFightingStrength)
- && vstd::isAlmostEqual(other.getCost(), candidateNode.getCost())
- && &other < &candidateNode)
- {
- return false;
- }
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Block inefficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
- source->coord.toString(),
- candidateNode.coord.toString(),
- candidateNode.actor->hero->getNameTranslated(),
- candidateNode.actor->chainMask,
- candidateNode.actor->armyValue,
- other.moveRemains - candidateNode.moveRemains);
- #endif
- return true;
- }
- }
- return false;
- }
- bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
- {
- auto chains = nodes.get(pos);
- for(const AIPathNode & node : chains)
- {
- if(node.version == AISharedStorage::version
- && node.layer == layer
- && node.action != EPathNodeAction::UNKNOWN
- && node.actor
- && node.actor->hero == hero.h)
- {
- return true;
- }
- }
- return false;
- }
- void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 & pos, bool isOnLand) const
- {
- auto layer = isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL;
- auto chains = nodes.get(pos);
- for(const AIPathNode & node : chains)
- {
- if(node.version != AISharedStorage::version
- || node.layer != layer
- || node.action == EPathNodeAction::UNKNOWN
- || !node.actor
- || !node.actor->hero)
- {
- continue;
- }
- AIPath & path = paths.emplace_back();
- path.targetHero = node.actor->hero;
- path.heroArmy = node.actor->creatureSet;
- path.armyLoss = node.armyLoss;
- path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
- for (auto pathNode : path.nodes)
- {
- path.targetObjectDanger = std::max(ai->dangerEvaluator->evaluateDanger(pathNode.coord, path.targetHero, !node.actor->allowBattle), path.targetObjectDanger);
- }
- if(path.targetObjectDanger > 0)
- {
- if(node.theNodeBefore)
- {
- auto prevNode = getAINode(node.theNodeBefore);
- if(node.coord == prevNode->coord && node.actor->hero == prevNode->actor->hero)
- {
- paths.pop_back();
- continue;
- }
- else
- {
- path.armyLoss = prevNode->armyLoss;
- }
- }
- else
- {
- path.armyLoss = 0;
- }
- }
- int fortLevel = 0;
- auto visitableObjects = cb->getVisitableObjs(pos);
- for (auto obj : visitableObjects)
- {
- if (objWithID<Obj::TOWN>(obj))
- {
- auto town = dynamic_cast<const CGTownInstance*>(obj);
- fortLevel = town->fortLevel();
- }
- }
- path.targetObjectArmyLoss = evaluateArmyLoss(
- path.targetHero,
- getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy, fortLevel),
- path.targetObjectDanger);
- path.chainMask = node.actor->chainMask;
- path.exchangeCount = node.actor->actorExchangeCount;
-
- fillChainInfo(&node, path, -1);
- }
- }
- void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const
- {
- while(node != nullptr)
- {
- if(!node->actor->hero)
- return;
- if(node->chainOther)
- fillChainInfo(node->chainOther, path, parentIndex);
- AIPathNodeInfo pathNode;
- pathNode.cost = node->getCost();
- pathNode.targetHero = node->actor->hero;
- pathNode.chainMask = node->actor->chainMask;
- pathNode.specialAction = node->specialAction;
- pathNode.turns = node->turns;
- pathNode.danger = node->danger;
- pathNode.coord = node->coord;
- pathNode.parentIndex = parentIndex;
- pathNode.actionIsBlocked = false;
- pathNode.layer = node->layer;
- if(pathNode.specialAction)
- {
- auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
- pathNode.actionIsBlocked = !pathNode.specialAction->canAct(ai, targetNode);
- }
- parentIndex = path.nodes.size();
- path.nodes.push_back(pathNode);
- node = getAINode(node->theNodeBefore);
- }
- }
- AIPath::AIPath()
- : nodes({})
- {
- }
- std::shared_ptr<const SpecialAction> AIPath::getFirstBlockedAction() const
- {
- for(auto node = nodes.rbegin(); node != nodes.rend(); node++)
- {
- if(node->specialAction && node->actionIsBlocked)
- return node->specialAction;
- }
- return std::shared_ptr<const SpecialAction>();
- }
- int3 AIPath::firstTileToGet() const
- {
- if(nodes.size())
- {
- return nodes.back().coord;
- }
- return int3(-1, -1, -1);
- }
- int3 AIPath::targetTile() const
- {
- if(nodes.size())
- {
- return targetNode().coord;
- }
- return int3(-1, -1, -1);
- }
- const AIPathNodeInfo & AIPath::firstNode() const
- {
- return nodes.back();
- }
- const AIPathNodeInfo & AIPath::targetNode() const
- {
- auto & node = nodes.front();
- return targetHero == node.targetHero ? node : nodes.at(1);
- }
- uint64_t AIPath::getPathDanger() const
- {
- if(nodes.empty())
- return 0;
- return targetNode().danger;
- }
- float AIPath::movementCost() const
- {
- if(nodes.empty())
- return 0.0f;
- return targetNode().cost;
- }
- uint8_t AIPath::turn() const
- {
- if(nodes.empty())
- return 0;
- return targetNode().turns;
- }
- uint64_t AIPath::getHeroStrength() const
- {
- return targetHero->getHeroStrength() * getHeroArmyStrengthWithCommander(targetHero, heroArmy);
- }
- uint64_t AIPath::getTotalDanger() const
- {
- uint64_t pathDanger = getPathDanger();
- uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
- return danger;
- }
- bool AIPath::containsHero(const CGHeroInstance * hero) const
- {
- if(targetHero == hero)
- return true;
- for(auto node : nodes)
- {
- if(node.targetHero == hero)
- return true;
- }
- return false;
- }
- uint64_t AIPath::getTotalArmyLoss() const
- {
- return armyLoss + targetObjectArmyLoss;
- }
- std::string AIPath::toString() const
- {
- std::stringstream str;
- str << targetHero->getNameTranslated() << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";
- for(auto node : nodes)
- str << node.targetHero->getNameTranslated() << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
- return str.str();
- }
- }
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