| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354 | /** 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 NKAI_PATHFINDER_TRACE_LEVEL 0constexpr int NKAI_GRAPH_TRACE_LEVEL = 0;#define NKAI_TRACE_LEVEL 0#include "../../../lib/pathfinder/CGPathNode.h"#include "../../../lib/pathfinder/INodeStorage.h"#include "../../../lib/mapObjects/CGHeroInstance.h"#include "../AIUtility.h"#include "../Engine/FuzzyHelper.h"#include "../Goals/AbstractGoal.h"#include "Actions/SpecialAction.h"#include "Actors.h"#include <boost/container/small_vector.hpp>namespace NKAI{namespace AIPathfinding{	const int BUCKET_COUNT = 3;	const int BUCKET_SIZE = 7;	const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;	const int CHAIN_MAX_DEPTH = 4;}enum DayFlags : ui8{	NONE = 0,	FLY_CAST = 1,	WATER_WALK_CAST = 2};struct AIPathNode : public CGPathNode{	std::shared_ptr<const SpecialAction> specialAction;	const AIPathNode * chainOther;	const ChainActor * actor;	uint64_t danger;	uint64_t armyLoss;	uint32_t version;	int16_t manaCost;	DayFlags dayFlags;	void addSpecialAction(std::shared_ptr<const SpecialAction> action);	inline void reset(EPathfindingLayer layer, EPathAccessibility accessibility)	{		CGPathNode::reset();		actor = nullptr;		danger = 0;		manaCost = 0;		specialAction.reset();		armyLoss = 0;		chainOther = nullptr;		dayFlags = DayFlags::NONE;		this->layer = layer;		accessible = accessibility;	}};struct AIPathNodeInfo{	float cost;	uint8_t turns;	int3 coord;	EPathfindingLayer layer;	uint64_t danger;	const CGHeroInstance * targetHero;	int parentIndex;	uint64_t chainMask;	std::shared_ptr<const SpecialAction> specialAction;	bool actionIsBlocked;};struct AIPath{	using NodesVector = boost::container::small_vector<AIPathNodeInfo, 16>;	NodesVector nodes;	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() const;	std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;	bool containsHero(const CGHeroInstance * hero) const;};struct ExchangeCandidate : public AIPathNode{	AIPathNode * carrierParent;	AIPathNode * otherParent;};enum EHeroChainPass{	INITIAL, // single heroes unlimited distance	CHAIN, // chains with limited distance	FINAL // same as SINGLE but for heroes from CHAIN pass};class AISharedStorage{	// 1-3 - position on map[z][x][y]	// 4 - chain + layer (normal, battle, spellcast and combinations, water, air)	static std::shared_ptr<boost::multi_array<AIPathNode, 4>> shared;	std::shared_ptr<boost::multi_array<AIPathNode, 4>> nodes;public:	static boost::mutex locker;	static uint32_t version;	AISharedStorage(int3 mapSize);	~AISharedStorage();	STRONG_INLINE	boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile) const	{		return (*nodes)[tile.z][tile.x][tile.y];	}};class AINodeStorage : public INodeStorage{private:	int3 sizes;	std::unique_ptr<boost::multi_array<EPathAccessibility, 4>> accessibility;	const CPlayerSpecificInfoCallback * cb;	const Nullkiller * ai;	AISharedStorage nodes;	std::vector<std::shared_ptr<ChainActor>> actors;	std::vector<CGPathNode *> heroChain;	EHeroChainPass heroChainPass; // true if we need to calculate hero chain	uint64_t chainMask;	int heroChainTurn;	int heroChainMaxTurns;	PlayerColor playerID;	uint8_t turnDistanceLimit[2];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.		AINodeStorage(const Nullkiller * ai, const int3 & sizes);	~AINodeStorage();	void initialize(const PathfinderOptions & options, const CGameState * gs) override;	bool increaseHeroChainTurnLimit();	bool selectFirstActor();	bool selectNextActor();	std::vector<CGPathNode *> getInitialNodes() override;	virtual void calculateNeighbours(		std::vector<CGPathNode *> & result,		const PathNodeInfo & source,		EPathfindingLayer layer,		const PathfinderConfig * pathfinderConfig,		const CPathfinderHelper * pathfinderHelper) override;	virtual std::vector<CGPathNode *> calculateTeleportations(		const PathNodeInfo & source,		const PathfinderConfig * pathfinderConfig,		const CPathfinderHelper * pathfinderHelper) override;	void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;	void commit(		AIPathNode * destination,		const AIPathNode * source,		EPathNodeAction action,		int turn,		int movementLeft,		float cost,		bool saveToCommitted = true) const;	inline const AIPathNode * getAINode(const CGPathNode * node) const	{		return static_cast<const AIPathNode *>(node);	}	inline void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater)	{		auto * aiNode = static_cast<AIPathNode *>(node);		updater(aiNode);	}	inline const CGHeroInstance * getHero(const CGPathNode * node) const	{		const auto * aiNode = getAINode(node);		return aiNode->actor->hero;	}	inline bool blocked(const int3 & tile, EPathfindingLayer layer) const	{		EPathAccessibility accessible = getAccessibility(tile, layer);		return accessible == EPathAccessibility::NOT_SET			|| accessible == EPathAccessibility::BLOCKED;	}	bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;	bool hasBetterChain(const CGPathNode * source, const AIPathNode & candidateNode) const;	template<class NodeRange>	bool hasBetterChain(		const CGPathNode * source, 		const AIPathNode & destinationNode,		const NodeRange & chains) const;	bool isOtherChainBetter(		const CGPathNode * source,		const AIPathNode & candidateNode,		const AIPathNode & other) const;	bool isMovementInefficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const	{		return hasBetterChain(source, destination);	}	bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;	std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);	void calculateChainInfo(std::vector<AIPath> & result, const int3 & pos, bool isOnLand) const;	bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;	void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);	void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }	void setMainTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::MAIN] = distanceLimit; }	void setTownsAndDwellings(		const std::vector<const CGTownInstance *> & towns,		const std::set<const CGObjectInstance *> & visitableObjs);	const std::set<const CGHeroInstance *> getAllHeroes() const;	void clear();	bool calculateHeroChain();	bool calculateHeroChainFinal();	uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const;	inline EPathAccessibility getAccessibility(const int3 & tile, EPathfindingLayer layer) const	{		return (*this->accessibility)[tile.z][tile.x][tile.y][layer];	}	inline void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility tileAccessibility)	{		(*this->accessibility)[tile.z][tile.x][tile.y][layer] = tileAccessibility;	}	inline int getBucket(const ChainActor * actor) const	{		return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;	}	void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);	void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;	template<typename Fn>	void iterateValidNodes(const int3 & pos, EPathfindingLayer layer, Fn fn)	{		if(blocked(pos, layer))			return;		auto chains = nodes.get(pos);		for(AIPathNode & node : chains)		{			if(node.version != AISharedStorage::version || node.layer != layer)				continue;			fn(node);		}	}	template<typename Fn>	bool iterateValidNodesUntil(const int3 & pos, EPathfindingLayer layer, Fn predicate) const	{		if(blocked(pos, layer))			return false;		auto chains = nodes.get(pos);		for(AIPathNode & node : chains)		{			if(node.version != AISharedStorage::version || node.layer != layer)				continue;			if(predicate(node))				return true;		}		return false;	}private:	template<class TVector>	void calculateTownPortal(		const ChainActor * actor,		const std::map<const CGHeroInstance *, int> & maskMap,		const std::vector<CGPathNode *> & initialNodes,		TVector & output);};}
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