123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284 |
- /*
- * 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 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"
- namespace NKAI
- {
- const int SCOUT_TURN_DISTANCE_LIMIT = 3;
- const int MAIN_TURN_DISTANCE_LIMIT = 5;
- namespace AIPathfinding
- {
- #ifdef ENVIRONMENT64
- const int BUCKET_COUNT = 7;
- #else
- const int BUCKET_COUNT = 5;
- #endif // ENVIRONMENT64
- const int BUCKET_SIZE = 5;
- const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
- const int THREAD_COUNT = 8;
- const int CHAIN_MAX_DEPTH = 4;
- }
- struct AIPathNode : public CGPathNode
- {
- uint64_t danger;
- uint64_t armyLoss;
- uint32_t manaCost;
- const AIPathNode * chainOther;
- std::shared_ptr<const SpecialAction> specialAction;
- const ChainActor * actor;
- STRONG_INLINE
- bool blocked() const
- {
- return accessible == EPathAccessibility::NOT_SET
- || accessible == EPathAccessibility::BLOCKED;
- }
- void addSpecialAction(std::shared_ptr<const SpecialAction> action);
- };
- struct AIPathNodeInfo
- {
- float cost;
- uint8_t turns;
- int3 coord;
- uint64_t danger;
- const CGHeroInstance * targetHero;
- int parentIndex;
- uint64_t chainMask;
- std::shared_ptr<const SpecialAction> specialAction;
- bool actionIsBlocked;
- };
- struct AIPath
- {
- std::vector<AIPathNodeInfo> 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 - layer (air, water, land)
- // 2-4 - position on map[z][x][y]
- // 5 - chain (normal, battle, spellcast and combinations)
- static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
- std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
- public:
- static boost::mutex locker;
- AISharedStorage(int3 mapSize);
- ~AISharedStorage();
- STRONG_INLINE
- boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
- {
- return (*nodes)[layer][tile.z][tile.x][tile.y];
- }
- };
- class AINodeStorage : public INodeStorage
- {
- private:
- int3 sizes;
- const CPlayerSpecificInfoCallback * cb;
- const Nullkiller * ai;
- std::unique_ptr<FuzzyHelper> dangerEvaluator;
- 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();
- virtual std::vector<CGPathNode *> getInitialNodes() override;
- virtual std::vector<CGPathNode *> calculateNeighbours(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) override;
- virtual std::vector<CGPathNode *> calculateTeleportations(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) override;
- virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
- void commit(
- AIPathNode * destination,
- const AIPathNode * source,
- EPathNodeAction action,
- int turn,
- int movementLeft,
- float cost) 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;
- }
- bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
- bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
- {
- return hasBetterChain(source, destination);
- }
- bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
- template<class NodeRange>
- bool hasBetterChain(
- const CGPathNode * source,
- const AIPathNode * destinationNode,
- const NodeRange & chains) const;
- std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
- std::vector<AIPath> getChainInfo(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();
- inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
- {
- return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
- }
- inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
- {
- double ratio = (double)danger / (armyValue * hero->getFightingStrength());
- return (uint64_t)(armyValue * ratio * ratio * ratio);
- }
- STRONG_INLINE
- void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility accessibility);
- STRONG_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;
- private:
- template<class TVector>
- void calculateTownPortal(
- const ChainActor * actor,
- const std::map<const CGHeroInstance *, int> & maskMap,
- const std::vector<CGPathNode *> & initialNodes,
- TVector & output);
- };
- }
|