1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/AI/Nullkiller/Pathfinding/AINodeStorage.h

250 lines
7.2 KiB
C
Raw Normal View History

2021-05-15 18:22:44 +02:00
/*
* 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
2021-05-16 13:45:35 +02:00
#define PATHFINDER_TRACE_LEVEL 0
#define AI_TRACE_LEVEL 0
#define SCOUT_TURN_DISTANCE_LIMIT 3
2021-05-16 14:01:34 +02:00
#define MAIN_TURN_DISTANCE_LIMIT 5
2021-05-15 20:04:11 +02:00
2021-05-15 18:22:44 +02:00
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
#include "../Engine/FuzzyHelper.h"
2021-05-15 18:22:44 +02:00
#include "../Goals/AbstractGoal.h"
2021-05-16 13:38:53 +02:00
#include "Actions/SpecialAction.h"
2021-05-15 19:59:43 +02:00
#include "Actors.h"
2021-05-15 18:22:44 +02:00
namespace AIPathfinding
{
const int BUCKET_COUNT = 11;
const int BUCKET_SIZE = GameConstants::MAX_HEROES_PER_PLAYER;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
const int THREAD_COUNT = 8;
}
2021-05-15 18:22:44 +02:00
struct AIPathNode : public CGPathNode
{
uint64_t danger;
2021-05-15 18:23:01 +02:00
uint64_t armyLoss;
2021-05-15 18:22:44 +02:00
uint32_t manaCost;
2021-05-15 20:01:48 +02:00
const AIPathNode * chainOther;
2021-05-16 13:38:53 +02:00
std::shared_ptr<const SpecialAction> specialAction;
2021-05-15 18:22:49 +02:00
const ChainActor * actor;
STRONG_INLINE
bool blocked() const
{
return accessible == CGPathNode::EAccessibility::NOT_SET
|| accessible == CGPathNode::EAccessibility::BLOCKED;
}
2021-05-15 18:22:44 +02:00
};
struct AIPathNodeInfo
{
float cost;
uint8_t turns;
2021-05-15 18:22:44 +02:00
int3 coord;
uint64_t danger;
2021-05-15 20:01:48 +02:00
const CGHeroInstance * targetHero;
2021-05-15 20:56:31 +02:00
int parentIndex;
2021-05-16 13:09:49 +02:00
uint64_t chainMask;
2021-05-16 13:38:53 +02:00
std::shared_ptr<const SpecialAction> specialAction;
bool actionIsBlocked;
2021-05-15 18:22:44 +02:00
};
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
uint64_t targetObjectDanger;
2021-05-15 20:01:48 +02:00
uint64_t armyLoss;
uint64_t targetObjectArmyLoss;
2021-05-15 18:22:49 +02:00
const CGHeroInstance * targetHero;
2021-05-15 20:01:48 +02:00
const CCreatureSet * heroArmy;
2021-05-15 20:04:48 +02:00
uint64_t chainMask;
2021-05-16 12:52:30 +02:00
uint8_t exchangeCount;
2021-05-15 18:22:44 +02:00
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;
2021-05-15 18:22:44 +02:00
int3 firstTileToGet() const;
int3 targetTile() const;
2021-05-15 18:22:44 +02:00
2021-05-15 20:04:48 +02:00
const AIPathNodeInfo & firstNode() const;
2021-05-16 13:09:49 +02:00
const AIPathNodeInfo & targetNode() const;
2021-05-15 18:22:44 +02:00
float movementCost() const;
2021-05-15 20:01:48 +02:00
uint8_t turn() const;
2021-05-15 20:01:48 +02:00
uint64_t getHeroStrength() const;
std::string toString() const;
2021-05-16 13:38:53 +02:00
std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
bool containsHero(const CGHeroInstance * hero) const;
2021-05-15 18:22:44 +02:00
};
2021-05-15 20:54:58 +02:00
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
{
/// 1-3 - position on map, 4 - layer (air, water, land), 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:
AISharedStorage(int3 mapSize);
~AISharedStorage();
/*STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer)
{
return (*nodes)[tile.x][tile.y][tile.z][layer];
}*/
STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
{
return (*nodes)[tile.x][tile.y][tile.z][layer];
}
};
2021-05-15 18:22:44 +02:00
class AINodeStorage : public INodeStorage
{
private:
int3 sizes;
const CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
2021-05-15 18:22:44 +02:00
std::unique_ptr<FuzzyHelper> dangerEvaluator;
AISharedStorage nodes;
2021-05-15 18:22:49 +02:00
std::vector<std::shared_ptr<ChainActor>> actors;
2021-05-15 20:01:48 +02:00
std::vector<CGPathNode *> heroChain;
EHeroChainPass heroChainPass; // true if we need to calculate hero chain
uint64_t chainMask;
2021-05-15 20:56:08 +02:00
int heroChainTurn;
int heroChainMaxTurns;
PlayerColor playerID;
2021-05-16 14:01:34 +02:00
uint8_t turnDistanceLimit[2];
2021-05-15 18:22:44 +02:00
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);
2021-05-15 18:22:44 +02:00
~AINodeStorage();
2021-05-15 18:22:49 +02:00
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
2021-05-15 18:22:44 +02:00
bool increaseHeroChainTurnLimit();
bool selectFirstActor();
bool selectNextActor();
2021-05-15 18:22:49 +02:00
virtual std::vector<CGPathNode *> getInitialNodes() override;
2021-05-15 18:22:44 +02:00
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;
2021-05-16 13:09:49 +02:00
void commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) const;
2021-05-15 18:22:44 +02:00
const AIPathNode * getAINode(const CGPathNode * node) const;
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
2021-05-15 20:54:58 +02:00
2021-05-16 13:09:49 +02:00
bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
return hasBetterChain(source, destination);
}
bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
2021-05-15 20:54:58 +02:00
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode * destinationNode,
const NodeRange & chains) const;
2021-05-15 18:22:49 +02:00
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
2021-05-15 18:22:44 +02:00
std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
2021-05-15 18:22:49 +02:00
bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
2021-05-16 14:01:34 +02:00
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,
2021-05-15 20:54:28 +02:00
const std::set<const CGObjectInstance *> & visitableObjs);
2021-05-15 18:22:49 +02:00
const CGHeroInstance * getHero(const CGPathNode * node) const;
const std::set<const CGHeroInstance *> getAllHeroes() const;
2021-05-15 18:23:01 +02:00
void clear();
2021-05-15 20:01:48 +02:00
bool calculateHeroChain();
bool calculateHeroChainFinal();
2021-05-15 18:22:44 +02:00
uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
2021-05-15 18:22:44 +02:00
{
return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
2021-05-15 18:22:44 +02:00
}
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);
}
2021-05-15 20:01:48 +02:00
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
STRONG_INLINE int getBucket(const ChainActor * actor) const
{
return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;
}
2021-05-15 20:54:58 +02:00
2021-05-16 13:07:54 +02:00
void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
2021-05-15 20:56:31 +02:00
void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
2021-05-15 18:22:44 +02:00
};