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							- /*
 
- * 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
 
- {
 
- 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;
 
- }
 
- enum DayFlags : ui8
 
- {
 
- 	NONE = 0,
 
- 	FLY_CAST = 1,
 
- 	WATER_WALK_CAST = 2
 
- };
 
- struct AIPathNode : public CGPathNode
 
- {
 
- 	uint64_t danger;
 
- 	uint64_t armyLoss;
 
- 	int16_t manaCost;
 
- 	DayFlags dayFlags;
 
- 	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;
 
- 	EPathfindingLayer layer;
 
- 	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();
 
- 	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;
 
- 	void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
 
- 	void commit(
 
- 		AIPathNode * destination,
 
- 		const AIPathNode * source,
 
- 		EPathNodeAction action,
 
- 		int turn,
 
- 		int movementLeft,
 
- 		float cost,
 
- 		bool saveToCommited = 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;
 
- 	}
 
- 	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);
 
- 	}
 
- 	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);
 
- };
 
- }
 
 
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