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							- /*
 
- * PathfindingManager.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 "PathfindingManager.h"
 
- #include "AIPathfinder.h"
 
- #include "AIPathfinderConfig.h"
 
- #include "../Goals/Goals.h"
 
- #include "../../../lib/CGameInfoCallback.h"
 
- #include "../../../lib/mapping/CMap.h"
 
- PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
 
- 	: ai(AI), cb(CB)
 
- {
 
- }
 
- void PathfindingManager::init(CPlayerSpecificInfoCallback * CB)
 
- {
 
- 	cb = CB;
 
- 	pathfinder.reset(new AIPathfinder(cb, ai));
 
- 	pathfinder->init();
 
- }
 
- void PathfindingManager::setAI(VCAI * AI)
 
- {
 
- 	ai = AI;
 
- }
 
- Goals::TGoalVec PathfindingManager::howToVisitTile(const int3 & tile, bool allowGatherArmy) const
 
- {
 
- 	Goals::TGoalVec result;
 
- 	auto heroes = cb->getHeroesInfo();
 
- 	result.reserve(heroes.size());
 
- 	for(auto hero : heroes)
 
- 	{
 
- 		vstd::concatenate(result, howToVisitTile(hero, tile, allowGatherArmy));
 
- 	}
 
- 	return result;
 
- }
 
- Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj, bool allowGatherArmy) const
 
- {
 
- 	Goals::TGoalVec result;
 
- 	auto heroes = cb->getHeroesInfo();
 
- 	result.reserve(heroes.size());
 
- 	for(auto hero : heroes)
 
- 	{
 
- 		vstd::concatenate(result, howToVisitObj(hero, obj, allowGatherArmy));
 
- 	}
 
- 	return result;
 
- }
 
- Goals::TGoalVec PathfindingManager::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
 
- {
 
- 	auto result = findPaths(tile, allowGatherArmy, hero, [&](int3 firstTileToGet) -> Goals::TSubgoal
 
- 	{
 
- 		return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
 
- 	});
 
- 	for(Goals::TSubgoal solution : result)
 
- 	{
 
- 		solution->setparent(sptr(Goals::VisitTile(tile).sethero(hero).setevaluationContext(solution->evaluationContext)));
 
- 	}
 
- 	return result;
 
- }
 
- Goals::TGoalVec PathfindingManager::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
 
- {
 
- 	if(!obj)
 
- 	{
 
- 		return Goals::TGoalVec();
 
- 	}
 
- 	int3 dest = obj->visitablePos();
 
- 	auto result = findPaths(dest, allowGatherArmy, hero, [&](int3 firstTileToGet) -> Goals::TSubgoal
 
- 	{
 
- 		if(obj->ID.num == Obj::HERO && obj->getOwner() == hero->getOwner())
 
- 			return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true));
 
- 		else
 
- 			return sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setisAbstract(true));
 
- 	});
 
- 	for(Goals::TSubgoal solution : result)
 
- 	{
 
- 		solution->setparent(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setevaluationContext(solution->evaluationContext)));
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<AIPath> PathfindingManager::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
 
- {
 
- 	return pathfinder->getPathInfo(hero, tile);
 
- }
 
- Goals::TGoalVec PathfindingManager::findPaths(
 
- 	crint3 dest,
 
- 	bool allowGatherArmy,
 
- 	HeroPtr hero,
 
- 	const std::function<Goals::TSubgoal(int3)> doVisitTile) const
 
- {
 
- 	Goals::TGoalVec result;
 
- 	boost::optional<uint64_t> armyValueRequired;
 
- 	uint64_t danger;
 
- 	std::vector<AIPath> chainInfo = pathfinder->getPathInfo(hero, dest);
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 	logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString());
 
- #endif
 
- 	for(auto path : chainInfo)
 
- 	{
 
- 		if(hero && hero.get() != path.targetHero)
 
- 			continue;
 
- 		int3 firstTileToGet = path.firstTileToGet();
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 		logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString());
 
- #endif
 
- 		if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet))
 
- 		{
 
- 			danger = path.getTotalDanger(hero);
 
- 			if(isSafeToVisit(hero, path.heroArmy, danger))
 
- 			{
 
- 				Goals::TSubgoal solution;
 
- 				if(path.specialAction)
 
- 				{
 
- 					solution = path.specialAction->whatToDo(hero);
 
- 				}
 
- 				else
 
- 				{
 
- 					solution = dest == firstTileToGet
 
- 						? doVisitTile(firstTileToGet)
 
- 						: clearWayTo(hero, firstTileToGet);
 
- 				}
 
- 				if(solution->invalid())
 
- 					continue;
 
- 				if(solution->evaluationContext.danger < danger)
 
- 					solution->evaluationContext.danger = danger;
 
- 				solution->evaluationContext.movementCost += path.movementCost();
 
- 				solution->evaluationContext.armyLoss += path.armyLoss;
 
- 				solution->evaluationContext.heroStrength = path.getHeroStrength();
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 				logAi->trace("It's safe for %s to visit tile %s with danger %s, goal %s", hero->name, dest.toString(), std::to_string(danger), solution->name());
 
- #endif
 
- 				result.push_back(solution);
 
- 				continue;
 
- 			}
 
- 			if(!armyValueRequired || armyValueRequired > danger)
 
- 			{
 
- 				armyValueRequired = boost::make_optional(danger);
 
- 			}
 
- 		}
 
- 	}
 
- 	danger = armyValueRequired.get_value_or(0);
 
- 	if(allowGatherArmy && danger > 0)
 
- 	{
 
- 		//we need to get army in order to conquer that place
 
- #ifdef VCMI_TRACE_PATHFINDER
 
- 		logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger));
 
- #endif
 
- 		result.push_back(sptr(Goals::GatherArmy(danger * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
 
- 	}
 
- 	return result;
 
- }
 
- Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet) const
 
- {
 
- 	if(isBlockedBorderGate(firstTileToGet))
 
- 	{
 
- 		//FIXME: this way we'll not visit gate and activate quest :?
 
- 		return sptr(Goals::FindObj(Obj::KEYMASTER, cb->getTile(firstTileToGet)->visitableObjects.back()->subID));
 
- 	}
 
- 	auto topObj = cb->getTopObj(firstTileToGet);
 
- 	if(topObj)
 
- 	{
 
- 		if(vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[hero], topObj))
 
- 		{
 
- 			return sptr(Goals::Invalid());
 
- 		}
 
- 		if(topObj->ID == Obj::HERO && cb->getPlayerRelations(hero->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
 
- 		{
 
- 			if(topObj != hero.get(true)) //the hero we want to free
 
- 			{
 
- 				logAi->error("%s stands in the way of %s", topObj->getObjectName(), hero->getObjectName());
 
- 				return sptr(Goals::Invalid());
 
- 			}
 
- 		}
 
- 		if(topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
 
- 		{
 
- 			if(shouldVisit(hero, topObj))
 
- 			{
 
- 				//do NOT use VISIT_TILE, as tile with quets guard can't be visited
 
- 				return sptr(Goals::VisitObj(topObj->id.getNum()).sethero(hero));
 
- 			}
 
- 			auto questObj = dynamic_cast<const IQuestObject*>(topObj);
 
- 			if(questObj)
 
- 			{
 
- 				auto questInfo = QuestInfo(questObj->quest, topObj, topObj->visitablePos());
 
- 				return sptr(Goals::CompleteQuest(questInfo));
 
- 			}
 
- 			return sptr(Goals::Invalid());
 
- 		}
 
- 	}
 
- 	return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
 
- }
 
- void PathfindingManager::updatePaths(std::vector<HeroPtr> heroes)
 
- {
 
- 	logAi->debug("AIPathfinder has been reseted.");
 
- 	pathfinder->updatePaths(heroes);
 
- }
 
- void PathfindingManager::updatePaths(const HeroPtr & hero)
 
- {
 
- 	pathfinder->updatePaths(hero);
 
- }
 
 
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