| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621 | 
							- /*
 
- * 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 "../Goals/Goals.h"
 
- #include "../../../CCallback.h"
 
- #include "../../../lib/mapping/CMap.h"
 
- #include "../../../lib/mapObjects/MapObjects.h"
 
- #include "../../../lib/PathfinderUtil.h"
 
- #include "../../../lib/CPlayerState.h"
 
- AINodeStorage::AINodeStorage(const int3 & Sizes)
 
- 	: sizes(Sizes)
 
- {
 
- 	nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
 
- 	dangerEvaluator.reset(new FuzzyHelper());
 
- }
 
- AINodeStorage::~AINodeStorage() = default;
 
- void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
 
- {
 
- 	if(heroChainPass)
 
- 		return;
 
- 	//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
 
- 	int3 pos;
 
- 	const PlayerColor player = ai->playerID;
 
- 	const int3 sizes = gs->getMapSize();
 
- 	const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
 
- 	//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
 
- 	const bool useFlying = options.useFlying;
 
- 	const bool useWaterWalking = options.useWaterWalking;
 
- 	for(pos.x=0; pos.x < sizes.x; ++pos.x)
 
- 	{
 
- 		for(pos.y=0; pos.y < sizes.y; ++pos.y)
 
- 		{
 
- 			for(pos.z=0; pos.z < sizes.z; ++pos.z)
 
- 			{
 
- 				const TerrainTile * tile = &gs->map->getTile(pos);
 
- 				switch(tile->terType)
 
- 				{
 
- 				case ETerrainType::ROCK:
 
- 					break;
 
- 				case ETerrainType::WATER:
 
- 					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));
 
- 					break;
 
- 				default:
 
- 					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));
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void AINodeStorage::clear()
 
- {
 
- 	actors.clear();
 
- 	heroChainPass = false;
 
- }
 
- const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
 
- {
 
- 	return static_cast<const AIPathNode *>(node);
 
- }
 
- void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
 
- {
 
- 	auto aiNode = static_cast<AIPathNode *>(node);
 
- 	updater(aiNode);
 
- }
 
- boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
 
- 	const int3 & pos, 
 
- 	const EPathfindingLayer layer, 
 
- 	const ChainActor * actor)
 
- {
 
- 	auto chains = nodes[pos.x][pos.y][pos.z][layer];
 
- 	for(AIPathNode & node : chains)
 
- 	{
 
- 		if(node.actor == actor)
 
- 		{
 
- 			return &node;
 
- 		}
 
- 		if(!node.actor)
 
- 		{
 
- 			node.actor = actor;
 
- 			return &node;
 
- 		}
 
- 	}
 
- 	return boost::none;
 
- }
 
- std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
 
- {
 
- 	if(heroChainPass)
 
- 		return heroChain;
 
- 	std::vector<CGPathNode *> initialNodes;
 
- 	for(auto actorPtr : actors)
 
- 	{
 
- 		ChainActor * actor = actorPtr.get();
 
- 		AIPathNode * initialNode =
 
- 			getOrCreateNode(actor->initialPosition, actor->layer, actor)
 
- 			.get();
 
- 		initialNode->turns = actor->initialTurn;
 
- 		initialNode->moveRemains = actor->initialMovement;
 
- 		initialNode->danger = 0;
 
- 		initialNode->cost = 0.0;
 
- 		if(actor->isMovable)
 
- 		{
 
- 			initialNodes.push_back(initialNode);
 
- 		}
 
- 		else
 
- 		{
 
- 			initialNode->locked = true;
 
- 		}
 
- 	}
 
- 	return initialNodes;
 
- }
 
- void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
 
- {
 
- 	for(int i = 0; i < NUM_CHAINS; i++)
 
- 	{
 
- 		AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
 
- 		heroNode.actor = nullptr;
 
- 		heroNode.danger = 0;
 
- 		heroNode.manaCost = 0;
 
- 		heroNode.specialAction.reset();
 
- 		heroNode.armyLoss = 0;
 
- 		heroNode.chainOther = nullptr;
 
- 		heroNode.update(coord, layer, accessibility);
 
- 	}
 
- }
 
- 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);
 
- 		if(dstNode->specialAction && dstNode->actor)
 
- 		{
 
- 			dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
 
- 		}
 
- 	});
 
- }
 
- void AINodeStorage::commit(
 
- 	AIPathNode * destination, 
 
- 	const AIPathNode * source, 
 
- 	CGPathNode::ENodeAction action, 
 
- 	int turn, 
 
- 	int movementLeft, 
 
- 	float cost) const
 
- {
 
- 	destination->action = source->action;
 
- 	destination->cost = cost;
 
- 	destination->moveRemains = movementLeft;
 
- 	destination->turns = turn;
 
- 	destination->armyLoss = source->armyLoss;
 
- 	destination->manaCost = source->manaCost;
 
- 	destination->danger = source->danger;
 
- 	destination->theNodeBefore = source->theNodeBefore;
 
- }
 
- std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
 
- 	const PathNodeInfo & source,
 
- 	const PathfinderConfig * pathfinderConfig,
 
- 	const CPathfinderHelper * pathfinderHelper)
 
- {
 
- 	std::vector<CGPathNode *> neighbours;
 
- 	neighbours.reserve(16);
 
- 	const AIPathNode * srcNode = getAINode(source.node);
 
- 	auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
 
- 	for(auto & neighbour : accessibleNeighbourTiles)
 
- 	{
 
- 		for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
 
- 		{
 
- 			auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
 
- 			if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
 
- 				continue;
 
- 			neighbours.push_back(nextNode.get());
 
- 		}
 
- 	}
 
- 	
 
- 	return neighbours;
 
- }
 
- bool AINodeStorage::calculateHeroChain()
 
- {
 
- 	heroChainPass = true;
 
- 	heroChain.resize(0);
 
- 	foreach_tile_pos([&](const int3 & pos) {
 
- 		auto layer = EPathfindingLayer::LAND;
 
- 		auto chains = nodes[pos.x][pos.y][pos.z][layer];
 
- 		for(AIPathNode & node : chains)
 
- 		{
 
- 			if(node.locked && node.turns < 1)
 
- 				addHeroChain(&node);
 
- 		}
 
- 	});
 
- 	return heroChain.size();
 
- }
 
- void AINodeStorage::addHeroChain(AIPathNode * srcNode)
 
- {
 
- 	auto chains = nodes[srcNode->coord.x][srcNode->coord.y][srcNode->coord.z][srcNode->layer];
 
- 	for(AIPathNode & node : chains)
 
- 	{
 
- 		if(!node.locked || !node.actor || node.action == CGPathNode::ENodeAction::UNKNOWN && node.actor->hero)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		addHeroChain(srcNode, &node);
 
- 		addHeroChain(&node, srcNode);
 
- 	}
 
- }
 
- void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
 
- {
 
- 	if(carrier->actor->canExchange(other->actor))
 
- 	{
 
- 		bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
 
- 		bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 		logAi->trace("Check hero exhange at %s, %s -> %s", carrier->coord.toString(), other->actor->hero->name, carrier->actor->hero->name);
 
- #endif
 
- 		if(hasLessMp && hasLessExperience)
 
- 			return;
 
- 		auto newActor = carrier->actor->exchange(other->actor);
 
- 		auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
 
- 		if(!chainNodeOptional)
 
- 			return;
 
- 		auto chainNode = chainNodeOptional.get();
 
- 		if(chainNode->locked)
 
- 			return;
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 		logAi->trace("Hero exhange at %s, %s -> %s", carrier->coord.toString(), other->actor->hero->name, carrier->actor->hero->name);
 
- #endif
 
- 		
 
- 		commitExchange(chainNode, carrier, other);
 
- 		heroChain.push_back(chainNode);
 
- 	}
 
- }
 
- void AINodeStorage::commitExchange(
 
- 	AIPathNode * exchangeNode, 
 
- 	AIPathNode * carrierParentNode, 
 
- 	AIPathNode * otherParentNode) const
 
- {
 
- 	auto carrierActor = carrierParentNode->actor;
 
- 	auto exchangeActor = exchangeNode->actor;
 
- 	auto otherActor = otherParentNode->actor;
 
- 	auto armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
 
- 	auto turns = carrierParentNode->turns;
 
- 	auto cost = carrierParentNode->cost;
 
- 	auto movementLeft = carrierParentNode->moveRemains;
 
- 	if(carrierParentNode->turns < otherParentNode->turns)
 
- 	{
 
- 		int moveRemains = exchangeActor->hero->maxMovePoints(exchangeNode->layer);
 
- 		float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
 
- 			+ carrierParentNode->moveRemains / (float)moveRemains;
 
- 		turns = otherParentNode->turns;
 
- 		cost = waitingCost;
 
- 		movementLeft = moveRemains;
 
- 	}
 
- 		
 
- 	if(exchangeNode->turns != 0xFF && exchangeNode->cost < cost)
 
- 		return;
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 	logAi->trace(
 
- 		"Accepted hero exhange at %s, carrier %s, mp cost %f", 
 
- 		destination.coord.toString(),
 
- 		carrierActor->hero->name,
 
- 		destination.cost);
 
- #endif
 
- 	
 
- 	commit(exchangeNode, carrierParentNode, carrierParentNode->action, turns, movementLeft, cost);
 
- 	exchangeNode->theNodeBefore = carrierParentNode;
 
- 	exchangeNode->chainOther = otherParentNode;
 
- 	exchangeNode->armyLoss = armyLoss;
 
- 	exchangeNode->manaCost = carrierParentNode->manaCost;
 
- }
 
- const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
 
- {
 
- 	auto aiNode = getAINode(node);
 
- 	return aiNode->actor->hero;
 
- }
 
- 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;
 
- }
 
- void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
 
- {
 
- 	cb = _ai->myCb.get();
 
- 	ai = _ai;
 
- 	for(auto & hero : heroes)
 
- 	{
 
- 		uint64_t mask = 1 << actors.size();
 
- 		actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
 
- 	}
 
- }
 
- 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)
 
- 		{
 
- 			auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
 
- 			if(!node)
 
- 				continue;
 
- 			neighbours.push_back(node.get());
 
- 		}
 
- 	}
 
- 	if(source.isInitialPosition)
 
- 	{
 
- 		calculateTownPortalTeleportations(source, neighbours);
 
- 	}
 
- 	return neighbours;
 
- }
 
- void AINodeStorage::calculateTownPortalTeleportations(
 
- 	const PathNodeInfo & source,
 
- 	std::vector<CGPathNode *> & neighbours)
 
- {
 
- 	SpellID spellID = SpellID::TOWN_PORTAL;
 
- 	const CSpell * townPortal = spellID.toSpell();
 
- 	auto srcNode = getAINode(source.node);
 
- 	auto hero = srcNode->actor->hero;
 
- 	if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
 
- 	{
 
- 		auto towns = cb->getTownsInfo(false);
 
- 		vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
 
- 		{
 
- 			return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
 
- 		});
 
- 		if(!towns.size())
 
- 		{
 
- 			return;
 
- 		}
 
- 		// TODO: Copy/Paste from TownPortalMechanics
 
- 		auto skillLevel = hero->getSpellSchoolLevel(townPortal);
 
- 		auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
 
- 		if(hero->movement < movementCost)
 
- 		{
 
- 			return;
 
- 		}
 
- 		if(skillLevel < SecSkillLevel::ADVANCED)
 
- 		{
 
- 			const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
 
- 			{
 
- 				return hero->visitablePos().dist2dSQ(t->visitablePos());
 
- 			});
 
- 			towns = std::vector<const CGTownInstance *>{ nearestTown };
 
- 		}
 
- 		for(const CGTownInstance * targetTown : towns)
 
- 		{
 
- 			if(targetTown->visitingHero)
 
- 				continue;
 
- 			auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->actor->castActor);
 
- 			if(nodeOptional)
 
- 			{
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 				logAi->trace("Adding town portal node at %s", targetTown->name);
 
- #endif
 
- 				AIPathNode * node = nodeOptional.get();
 
- 				node->theNodeBefore = source.node;
 
- 				node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
 
- 				node->moveRemains = source.node->moveRemains;
 
- 				
 
- 				neighbours.push_back(node);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
 
- {
 
- 	auto pos = destination.coord;
 
- 	auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
 
- 	auto destinationNode = getAINode(destination.node);
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		auto sameNode = node.actor == destinationNode->actor;
 
- 		if(sameNode	|| node.action == CGPathNode::ENodeAction::UNKNOWN)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		if(node.danger <= destinationNode->danger && destinationNode->actor == node.actor->battleActor)
 
- 		{
 
- 			if(node.cost < destinationNode->cost)
 
- 			{
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 				logAi->trace(
 
- 					"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
 
- 					source.coord.toString(),
 
- 					destination.coord.toString(),
 
- 					destinationNode->actor->chainMask,
 
- 					node.moveRemains - destinationNode->moveRemains);
 
- #endif
 
- 				return true;
 
- 			}
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
 
- {
 
- 	auto chains = nodes[pos.x][pos.y][pos.z][layer];
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		if(node.action != CGPathNode::ENodeAction::UNKNOWN 
 
- 			&& node.actor && node.actor->hero == hero.h)
 
- 		{
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
 
- {
 
- 	std::vector<AIPath> paths;
 
- 	paths.reserve(NUM_CHAINS / 4);
 
- 	auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
 
- 	for(const AIPathNode & node : chains)
 
- 	{
 
- 		if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
 
- 		{
 
- 			continue;
 
- 		}
 
- 		AIPath path;
 
- 		path.targetHero = node.actor->hero;
 
- 		path.heroArmy = node.actor->creatureSet;
 
- 		path.armyLoss = node.armyLoss;
 
- 		path.targetObjectDanger = evaluateDanger(pos, path.targetHero);
 
- 		
 
- 		fillChainInfo(&node, path);
 
- 		paths.push_back(path);
 
- 	}
 
- 	return paths;
 
- }
 
- void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path) const
 
- {
 
- 	while(node != nullptr)
 
- 	{
 
- 		if(!node->actor->hero || node->coord == node->actor->hero->visitablePos())
 
- 			return;
 
- 		AIPathNodeInfo pathNode;
 
- 		pathNode.cost = node->cost;
 
- 		pathNode.targetHero = node->actor->hero;
 
- 		pathNode.turns = node->turns;
 
- 		pathNode.danger = node->danger;
 
- 		pathNode.coord = node->coord;
 
- 		path.nodes.push_back(pathNode);
 
- 		path.specialAction = node->specialAction;
 
- 		if(node->chainOther)
 
- 			fillChainInfo(node->chainOther, path);
 
- 		node = getAINode(node->theNodeBefore);
 
- 	}
 
- }
 
- AIPath::AIPath()
 
- 	: nodes({})
 
- {
 
- }
 
- int3 AIPath::firstTileToGet() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.back().coord;
 
- 	}
 
- 	return int3(-1, -1, -1);
 
- }
 
- uint64_t AIPath::getPathDanger() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.front().danger;
 
- 	}
 
- 	return 0;
 
- }
 
- float AIPath::movementCost() const
 
- {
 
- 	if(nodes.size())
 
- 	{
 
- 		return nodes.front().cost;
 
- 	}
 
- 	// TODO: boost:optional?
 
- 	return 0.0;
 
- }
 
- uint64_t AIPath::getHeroStrength() const
 
- {
 
- 	return targetHero->getFightingStrength() * heroArmy->getArmyStrength();
 
- }
 
- uint64_t AIPath::getTotalDanger(HeroPtr hero) const
 
- {
 
- 	uint64_t pathDanger = getPathDanger();
 
- 	uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
 
- 	return danger;
 
- }
 
 
  |