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vcmi/AI/Nullkiller/Pathfinding/GraphPaths.cpp

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/*
* GraphPaths.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 "GraphPaths.h"
#include "AIPathfinderConfig.h"
#include "../../../lib/CRandomGenerator.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/logging/VisualLogger.h"
#include "Actions/QuestAction.h"
#include "../pforeach.h"
#include "Actions/BoatActions.h"
namespace NKAI
{
bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
{
return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
}
GraphPaths::GraphPaths()
: visualKey(""), graph(), pathNodes()
{
}
std::shared_ptr<SpecialAction> getCompositeAction(
const Nullkiller * ai,
std::shared_ptr<ISpecialActionFactory> linkActionFactory,
std::shared_ptr<SpecialAction> transitionAction)
{
if(!linkActionFactory)
return transitionAction;
auto linkAction = linkActionFactory->create(ai);
if(!transitionAction)
return linkAction;
std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
transitionAction,
linkAction
};
return std::make_shared<CompositeAction>(actionsArray);
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
{
graph.copyFrom(*ai->baseGraph);
graph.connectHeroes(ai);
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
pathNodes.clear();
GraphNodeComparer cmp(pathNodes);
GraphPathNode::TFibHeap pq(cmp);
pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
while(!pq.empty())
{
GraphPathNodePointer pos = pq.top();
pq.pop();
auto & node = getOrCreateNode(pos);
std::shared_ptr<SpecialAction> transitionAction;
if(node.obj)
{
if(node.obj->ID == Obj::QUEST_GUARD
|| node.obj->ID == Obj::BORDERGUARD
|| node.obj->ID == Obj::BORDER_GATE)
{
auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
if(node.obj->ID == Obj::QUEST_GUARD
&& questObj->quest->mission == Rewardable::Limiter{}
&& questObj->quest->killTarget == ObjectInstanceID::NONE)
{
continue;
}
auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
if(!questAction->canAct(ai, targetHero))
{
transitionAction = questAction;
}
}
}
node.isInQueue = false;
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
{
auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto targetPointer = GraphPathNodePointer(target, targetNodeType);
auto & targetNode = getOrCreateNode(targetPointer);
if(targetNode.tryUpdate(pos, node, o))
{
if(targetNode.cost > scanDepth)
{
return;
}
targetNode.specialAction = compositeAction;
const auto & targetGraphNode = graph.getNode(target);
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if(targetGraphNode.objID.hasValue())
{
targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
return;
}
if(targetNode.isInQueue)
{
pq.increase(targetNode.handle);
}
else
{
targetNode.handle = pq.emplace(targetPointer);
targetNode.isInQueue = true;
}
}
});
}
}
void GraphPaths::dumpToLog() const
{
logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
{
for(auto & tile : pathNodes)
{
for(auto & node : tile.second)
{
if(!node.previous.valid())
continue;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace(
"%s -> %s: %f !%d",
node.previous.coord.toString(),
tile.first.toString(),
node.cost,
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node.linkDanger);
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}
logBuilder.addLine(node.previous.coord, tile.first);
}
}
});
}
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bool GraphPathNode::tryUpdate(
const GraphPathNodePointer & pos,
const GraphPathNode & prev,
const ObjectLink & link)
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{
auto newCost = prev.cost + link.cost;
if(newCost < cost)
{
previous = pos;
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linkDanger = link.danger;
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cost = newCost;
return true;
}
return false;
}
void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & node : nodes->second)
{
if(!node.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = node.linkDanger;
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float cost = node.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, node.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
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auto & currentNode = currentTile->second[current.nodeType];
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if(!currentNode.previous.valid())
break;
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & path : entryPaths)
{
if(path.targetHero != hero)
continue;
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uint64_t loss = 0;
uint64_t strength = getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy);
for(auto graphTile = ++tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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{
AIPathNodeInfo n;
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auto & node = getNode(*graphTile);
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n.coord = graphTile->coord;
n.cost = cost;
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
n.parentIndex = -1;
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n.specialAction = node.specialAction;
if(node.linkDanger > 0)
{
auto additionalLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, strength, node.linkDanger);
loss += additionalLoss;
if(strength > additionalLoss)
strength -= additionalLoss;
else
{
strength = 0;
break;
}
}
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if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
for(auto & node : path.nodes)
{
node.parentIndex++;
}
path.nodes.insert(path.nodes.begin(), n);
}
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if(strength == 0)
{
continue;
}
path.armyLoss += loss;
path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
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path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
paths.push_back(path);
}
}
}
void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & targetNode : nodes->second)
{
if(!targetNode.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = targetNode.linkDanger;
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float cost = targetNode.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & entryPath : entryPaths)
{
if(entryPath.targetHero != hero)
continue;
auto & path = paths.emplace_back();
path.targetHero = entryPath.targetHero;
path.heroArmy = entryPath.heroArmy;
path.exchangeCount = entryPath.exchangeCount;
path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
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path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
AIPathNodeInfo n;
n.targetHero = hero;
n.parentIndex = -1;
// final node
n.coord = tile;
n.cost = targetNode.cost;
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n.danger = danger;
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n.parentIndex = path.nodes.size();
path.nodes.push_back(n);
for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
{
auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
if(blocker)
{
// blocker node
path.nodes.push_back(*entryNode);
path.nodes.back().parentIndex = path.nodes.size() - 1;
break;
}
}
if(path.nodes.size() > 1)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
auto & node = getNode(*graphTile);
n.coord = graphTile->coord;
n.cost = node.cost;
n.turns = static_cast<ui8>(node.cost);
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n.danger = danger;
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n.specialAction = node.specialAction;
n.parentIndex = path.nodes.size();
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
auto blocker = ai->objectClusterizer->getBlocker(n);
if(!blocker)
continue;
// blocker node
path.nodes.push_back(n);
break;
}
}
}
}
}