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- /*
- * Explore.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 "Goals.h"
- #include "../VCAI.h"
- #include "../AIUtility.h"
- #include "../AIhelper.h"
- #include "../FuzzyHelper.h"
- #include "../ResourceManager.h"
- #include "../BuildingManager.h"
- #include "../../../lib/constants/StringConstants.h"
- #include "../../../lib/CPlayerState.h"
- using namespace Goals;
- namespace Goals
- {
- struct ExplorationHelper
- {
- HeroPtr hero;
- int sightRadius;
- float bestValue;
- TSubgoal bestGoal;
- VCAI * aip;
- CCallback * cbp;
- const TeamState * ts;
- int3 ourPos;
- bool allowDeadEndCancellation;
- bool allowGatherArmy;
- ExplorationHelper(HeroPtr h, bool gatherArmy)
- {
- cbp = cb;
- aip = ai;
- hero = h;
- ts = cbp->getPlayerTeam(ai->playerID);
- sightRadius = hero->getSightRadius();
- bestGoal = sptr(Goals::Invalid());
- bestValue = 0;
- ourPos = h->visitablePos();
- allowDeadEndCancellation = true;
- allowGatherArmy = gatherArmy;
- }
- void scanSector(int scanRadius)
- {
- int3 tile = int3(0, 0, ourPos.z);
- const auto & slice = ts->fogOfWarMap[ourPos.z];
- for(tile.x = ourPos.x - scanRadius; tile.x <= ourPos.x + scanRadius; tile.x++)
- {
- for(tile.y = ourPos.y - scanRadius; tile.y <= ourPos.y + scanRadius; tile.y++)
- {
- if(cbp->isInTheMap(tile) && slice[tile.x][tile.y])
- {
- scanTile(tile);
- }
- }
- }
- }
- void scanMap()
- {
- int3 mapSize = cbp->getMapSize();
- int perimeter = 2 * sightRadius * (mapSize.x + mapSize.y);
- std::vector<int3> from;
- std::vector<int3> to;
- from.reserve(perimeter);
- to.reserve(perimeter);
- foreach_tile_pos([&](const int3 & pos)
- {
- if(ts->fogOfWarMap[pos.z][pos.x][pos.y])
- {
- bool hasInvisibleNeighbor = false;
- foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
- {
- if(!ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
- {
- hasInvisibleNeighbor = true;
- }
- });
- if(hasInvisibleNeighbor)
- from.push_back(pos);
- }
- });
- logAi->debug("Exploration scan visible area perimeter for hero %s", hero.name);
- for(const int3 & tile : from)
- {
- scanTile(tile);
- }
- if(!bestGoal->invalid())
- {
- return;
- }
- allowDeadEndCancellation = false;
- for(int i = 0; i < sightRadius; i++)
- {
- getVisibleNeighbours(from, to);
- vstd::concatenate(from, to);
- vstd::removeDuplicates(from);
- }
- logAi->debug("Exploration scan all possible tiles for hero %s", hero.name);
- for(const int3 & tile : from)
- {
- scanTile(tile);
- }
- }
- void scanTile(const int3 & tile)
- {
- if(tile == ourPos
- || !aip->ah->isTileAccessible(hero, tile)) //shouldn't happen, but it does
- return;
- int tilesDiscovered = howManyTilesWillBeDiscovered(tile);
- if(!tilesDiscovered)
- return;
- auto waysToVisit = aip->ah->howToVisitTile(hero, tile, allowGatherArmy);
- for(auto goal : waysToVisit)
- {
- if(goal->evaluationContext.movementCost <= 0.0) // should not happen
- continue;
- float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
- if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
- {
- auto obj = cb->getTopObj(tile);
- // picking up resources does not yield any exploration at all.
- // if it blocks the way to some explorable tile AIPathfinder will take care of it
- if(obj && obj->isBlockedVisitable())
- {
- continue;
- }
- if(isSafeToVisit(hero, tile))
- {
- bestGoal = goal;
- bestValue = ourValue;
- }
- }
- }
- }
- void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out) const
- {
- for(const int3 & tile : tiles)
- {
- foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
- {
- if(ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
- {
- out.push_back(neighbour);
- }
- });
- }
- }
- int howManyTilesWillBeDiscovered(const int3 & pos) const
- {
- int ret = 0;
- int3 npos = int3(0, 0, pos.z);
- const auto & slice = ts->fogOfWarMap[pos.z];
- for(npos.x = pos.x - sightRadius; npos.x <= pos.x + sightRadius; npos.x++)
- {
- for(npos.y = pos.y - sightRadius; npos.y <= pos.y + sightRadius; npos.y++)
- {
- if(cbp->isInTheMap(npos)
- && pos.dist2d(npos) - 0.5 < sightRadius
- && !slice[npos.x][npos.y])
- {
- if(allowDeadEndCancellation
- && !hasReachableNeighbor(npos))
- {
- continue;
- }
- ret++;
- }
- }
- }
- return ret;
- }
- bool hasReachableNeighbor(const int3 &pos) const
- {
- for(crint3 dir : int3::getDirs())
- {
- int3 tile = pos + dir;
- if(cbp->isInTheMap(tile))
- {
- auto isAccessible = aip->ah->isTileAccessible(hero, tile);
- if(isAccessible)
- return true;
- }
- }
- return false;
- }
- };
- }
- bool Explore::operator==(const Explore & other) const
- {
- return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
- }
- std::string Explore::completeMessage() const
- {
- return "Hero " + hero.get()->getNameTranslated() + " completed exploration";
- }
- TSubgoal Explore::whatToDoToAchieve()
- {
- return fh->chooseSolution(getAllPossibleSubgoals());
- }
- TGoalVec Explore::getAllPossibleSubgoals()
- {
- TGoalVec ret;
- std::vector<const CGHeroInstance *> heroes;
- if(hero)
- {
- heroes.push_back(hero.h);
- }
- else
- {
- //heroes = ai->getUnblockedHeroes();
- heroes = cb->getHeroesInfo();
- vstd::erase_if(heroes, [](const HeroPtr h)
- {
- if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
- return true;
- if(!ai->isAbleToExplore(h))
- return true;
- return !h->movementPointsRemaining(); //saves time, immobile heroes are useless anyway
- });
- }
- //try to use buildings that uncover map
- std::vector<const CGObjectInstance *> objs;
- for(auto obj : ai->visitableObjs)
- {
- if(!vstd::contains(ai->alreadyVisited, obj))
- {
- switch(obj->ID.num)
- {
- case Obj::REDWOOD_OBSERVATORY:
- case Obj::PILLAR_OF_FIRE:
- case Obj::CARTOGRAPHER:
- objs.push_back(obj);
- break;
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::SUBTERRANEAN_GATE:
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
- assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
- if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
- objs.push_back(obj);
- break;
- }
- }
- else
- {
- switch(obj->ID.num)
- {
- case Obj::MONOLITH_TWO_WAY:
- case Obj::SUBTERRANEAN_GATE:
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
- if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
- break;
- for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
- {
- if(!cb->getObj(exit))
- { // Always attempt to visit two-way teleports if one of channel exits is not visible
- objs.push_back(obj);
- break;
- }
- }
- break;
- }
- }
- }
- for(auto h : heroes)
- {
- for(auto obj : objs) //double loop, performance risk?
- {
- auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
- vstd::concatenate(ret, waysToVisitObj);
- }
- TSubgoal goal = exploreNearestNeighbour(h);
- if(!goal->invalid())
- {
- ret.push_back(goal);
- }
- }
- if(ret.empty())
- {
- for(auto h : heroes)
- {
- logAi->trace("Exploration searching for a new point for hero %s", h->getNameTranslated());
- TSubgoal goal = explorationNewPoint(h);
- if(goal->invalid())
- {
- ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
- }
- else
- {
- ret.push_back(goal);
- }
- }
- }
- //we either don't have hero yet or none of heroes can explore
- if((!hero || ret.empty()) && ai->canRecruitAnyHero())
- ret.push_back(sptr(RecruitHero()));
- if(ret.empty())
- {
- throw goalFulfilledException(sptr(Explore().sethero(hero)));
- }
- return ret;
- }
- bool Explore::fulfillsMe(TSubgoal goal)
- {
- if(goal->goalType == EXPLORE)
- {
- if(goal->hero)
- return hero == goal->hero;
- else
- return true; //cancel ALL exploration
- }
- return false;
- }
- TSubgoal Explore::explorationBestNeighbour(int3 hpos, HeroPtr h) const
- {
- ExplorationHelper scanResult(h, allowGatherArmy);
- for(crint3 dir : int3::getDirs())
- {
- int3 tile = hpos + dir;
- if(cb->isInTheMap(tile))
- {
- scanResult.scanTile(tile);
- }
- }
- return scanResult.bestGoal;
- }
- TSubgoal Explore::explorationNewPoint(HeroPtr h) const
- {
- ExplorationHelper scanResult(h, allowGatherArmy);
- scanResult.scanSector(10);
- if(!scanResult.bestGoal->invalid())
- {
- return scanResult.bestGoal;
- }
- scanResult.scanMap();
- return scanResult.bestGoal;
- }
- TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
- {
- TimeCheck tc("where to explore");
- int3 hpos = h->visitablePos();
- //look for nearby objs -> visit them if they're close enough
- const int DIST_LIMIT = 3;
- const float COST_LIMIT = .2f; //todo: fine tune
- std::vector<const CGObjectInstance *> nearbyVisitableObjs;
- for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
- {
- for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
- {
- for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
- {
- if(ai->isGoodForVisit(obj, h, COST_LIMIT))
- {
- nearbyVisitableObjs.push_back(obj);
- }
- }
- }
- }
- if(nearbyVisitableObjs.size())
- {
- vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
- boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
- TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
- if(!pickupNearestObj->invalid())
- {
- return pickupNearestObj;
- }
- }
- //check if nearby tiles allow us to reveal anything - this is quick
- return explorationBestNeighbour(hpos, h);
- }
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