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vcmi/AI/Nullkiller/Pathfinding/AINodeStorage.cpp

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/*
* 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"
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#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/PathfinderUtil.h"
#include "../../../lib/CPlayerState.h"
std::shared_ptr<boost::multi_array<AIPathNode, 5>> AISharedStorage::shared;
std::set<int3> commitedTiles;
std::set<int3> commitedTilesInitial;
#ifdef ENVIRONMENT64
const int BUCKET_COUNT = 11;
#else
const int BUCKET_COUNT = 7;
#endif // ENVIRONMENT64
const uint64_t FirstActorMask = 1;
const int BUCKET_SIZE = GameConstants::MAX_HEROES_PER_PLAYER;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
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const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
AISharedStorage::AISharedStorage(int3 sizes)
{
if(!shared){
shared.reset(new boost::multi_array<AIPathNode, 5>(
boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][NUM_CHAINS]));
}
nodes = shared;
}
AISharedStorage::~AISharedStorage()
{
nodes.reset();
if(shared && shared.use_count() == 1)
{
shared.reset();
}
}
AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes)
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{
dangerEvaluator.reset(new FuzzyHelper(ai));
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}
AINodeStorage::~AINodeStorage() = default;
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void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
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{
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if(heroChainPass)
return;
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//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
const PlayerColor fowPlayer = ai->playerID;
const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
const int3 sizes = gs->getMapSize();
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//Each thread gets different x, but an array of y located next to each other in memory
parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
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{
int3 pos;
for(pos.z = 0; pos.z < sizes.z; ++pos.z)
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{
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
const PlayerColor player = playerID;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
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{
for(pos.y = 0; pos.y < sizes.y; ++pos.y)
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{
const TerrainTile* tile = &gs->map->getTile(pos);
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if (!tile->terType->isPassable())
continue;
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if (tile->terType->isWater())
{
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));
}
else
{
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));
}
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}
}
}
});
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}
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void AINodeStorage::clear()
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{
actors.clear();
heroChainPass = EHeroChainPass::INITIAL;
heroChainTurn = 0;
heroChainMaxTurns = 1;
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turnDistanceLimit[HeroRole::MAIN] = 255;
turnDistanceLimit[HeroRole::SCOUT] = 255;
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}
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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);
}
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boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
const int3 & pos,
const EPathfindingLayer layer,
const ChainActor * actor)
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{
int bucketIndex = ((uintptr_t)actor) % BUCKET_COUNT;
int bucketOffset = bucketIndex * BUCKET_SIZE;
auto chains = nodes.get(pos, layer); //FIXME: chain was the innermost layer
if(chains[0].blocked())
{
return boost::none;
}
for(auto i = BUCKET_SIZE - 1; i >= 0; i--)
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{
AIPathNode & node = chains[i + bucketOffset];
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if(node.actor == actor)
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{
return &node;
}
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if(!node.actor)
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{
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node.actor = actor;
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return &node;
}
}
return boost::none;
}
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std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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{
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if(heroChainPass)
{
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calculateTownPortalTeleportations(heroChain);
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return heroChain;
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}
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std::vector<CGPathNode *> initialNodes;
for(auto actorPtr : actors)
{
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ChainActor * actor = actorPtr.get();
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AIPathNode * initialNode =
getOrCreateNode(actor->initialPosition, actor->layer, actor)
.get();
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if(!initialNode)
continue;
initialNode->inPQ = false;
initialNode->pq = nullptr;
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initialNode->turns = actor->initialTurn;
initialNode->moveRemains = actor->initialMovement;
initialNode->danger = 0;
initialNode->setCost(actor->initialTurn);
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initialNode->action = CGPathNode::ENodeAction::NORMAL;
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if(actor->isMovable)
{
initialNodes.push_back(initialNode);
}
else
{
initialNode->locked = true;
}
}
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calculateTownPortalTeleportations(initialNodes);
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return initialNodes;
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}
void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
{
for(AIPathNode & heroNode : nodes.get(coord, layer))
{
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heroNode.actor = nullptr;
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heroNode.danger = 0;
heroNode.manaCost = 0;
heroNode.specialAction.reset();
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heroNode.armyLoss = 0;
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heroNode.chainOther = nullptr;
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heroNode.update(coord, layer, accessibility);
}
}
void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
const AIPathNode * srcNode = getAINode(source.node);
updateAINode(destination.node, [&](AIPathNode * dstNode)
{
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commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
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if(srcNode->specialAction || srcNode->chainOther)
{
// there is some action on source tile which should be performed before we can bypass it
destination.node->theNodeBefore = source.node;
}
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if(dstNode->specialAction && dstNode->actor)
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{
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dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
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}
});
}
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void AINodeStorage::commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) const
{
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destination->action = action;
destination->setCost(cost);
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destination->moveRemains = movementLeft;
destination->turns = turn;
destination->armyLoss = source->armyLoss;
destination->manaCost = source->manaCost;
destination->danger = source->danger;
destination->theNodeBefore = source->theNodeBefore;
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destination->chainOther = nullptr;
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#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
source->coord.toString(),
destination->coord.toString(),
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destination->getCost(),
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std::to_string(destination->turns),
destination->moveRemains,
destination->actor->toString(),
destination->actor->chainMask,
destination->actor->armyValue);
#endif
if(destination->turns <= heroChainTurn)
{
commitedTiles.insert(destination->coord);
}
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}
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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))
{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
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if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(nextNode.get());
}
}
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return neighbours;
}
EPathfindingLayer phisycalLayers[2] = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
bool AINodeStorage::increaseHeroChainTurnLimit()
{
if(heroChainTurn >= heroChainMaxTurns)
return false;
heroChainTurn++;
commitedTiles.clear();
for(auto layer : phisycalLayers)
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
{
if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)
{
commitedTiles.insert(pos);
break;
}
}
}
});
}
return true;
}
bool AINodeStorage::calculateHeroChainFinal()
{
heroChainPass = EHeroChainPass::FINAL;
heroChain.resize(0);
for(auto layer : phisycalLayers)
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
{
if(node.turns > heroChainTurn
&& !node.locked
&& node.action != CGPathNode::ENodeAction::UNKNOWN
&& node.actor->actorExchangeCount > 1
&& !hasBetterChain(&node, &node, chains))
{
heroChain.push_back(&node);
}
}
}
});
}
return heroChain.size();
}
struct DelayedWork
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{
AIPathNode * carrier;
AIPathNode * other;
DelayedWork()
{
}
DelayedWork(AIPathNode * carrier, AIPathNode * other) : carrier(carrier), other(other)
{
}
};
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class HeroChainCalculationTask
{
private:
AISharedStorage & nodes;
AINodeStorage & storage;
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std::vector<AIPathNode *> existingChains;
std::vector<ExchangeCandidate> newChains;
uint64_t chainMask;
int heroChainTurn;
std::vector<CGPathNode *> heroChain;
const std::vector<int3> & tiles;
std::vector<DelayedWork> delayedWork;
public:
HeroChainCalculationTask(
AINodeStorage & storage, AISharedStorage & nodes, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
:existingChains(), newChains(), delayedWork(), nodes(nodes), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
{
existingChains.reserve(NUM_CHAINS);
newChains.reserve(NUM_CHAINS);
}
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void execute(const blocked_range<size_t>& r)
{
for(int i = r.begin(); i != r.end(); i++)
{
auto & pos = tiles[i];
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for(auto layer : phisycalLayers)
{
auto chains = nodes.get(pos, layer);
// fast cut inactive nodes
if(chains[0].blocked())
continue;
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existingChains.clear();
newChains.clear();
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for(AIPathNode & node : chains)
{
if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)
existingChains.push_back(&node);
}
std::random_shuffle(existingChains.begin(), existingChains.end());
for(AIPathNode * node : existingChains)
{
if(node->actor->isMovable)
{
calculateHeroChain(node, existingChains, newChains);
}
}
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for(auto delayed = delayedWork.begin(); delayed != delayedWork.end();)
{
auto newActor = delayed->carrier->actor->tryExchangeNoLock(delayed->other->actor);
if(!newActor.lockAcquired) continue;
if(newActor.actor)
{
newChains.push_back(calculateExchange(newActor.actor, delayed->carrier, delayed->other));
}
delayed++;
}
delayedWork.clear();
cleanupInefectiveChains(newChains);
addHeroChain(newChains);
}
}
}
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void calculateHeroChain(
AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result);
void calculateHeroChain(
AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result);
void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
void addHeroChain(const std::vector<ExchangeCandidate> & result);
ExchangeCandidate calculateExchange(
ChainActor * exchangeActor,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const;
void flushResult(std::vector<CGPathNode *> & result)
{
vstd::concatenate(result, heroChain);
}
};
bool AINodeStorage::calculateHeroChain()
{
heroChainPass = EHeroChainPass::CHAIN;
heroChain.clear();
std::vector<int3> data(commitedTiles.begin(), commitedTiles.end());
if(data.size() > 100)
{
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boost::mutex resultMutex;
std::random_shuffle(data.begin(), data.end());
parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)
{
//auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
task.execute(r);
{
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boost::lock_guard<boost::mutex> resultLock(resultMutex);
task.flushResult(heroChain);
}
});
}
else
{
auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
task.execute(r);
task.flushResult(heroChain);
}
commitedTiles.clear();
return !heroChain.empty();
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}
bool AINodeStorage::selectFirstActor()
{
if(actors.empty())
return false;
auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t
{
return actor->armyValue;
});
chainMask = strongest->chainMask;
commitedTilesInitial = commitedTiles;
return true;
}
bool AINodeStorage::selectNextActor()
{
auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr<ChainActor> actor)-> bool
{
return actor->chainMask == chainMask;
});
auto nextActor = actors.end();
for(auto actor = actors.begin(); actor != actors.end(); actor++)
{
if(actor->get()->armyValue > currentActor->get()->armyValue
|| (actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor))
{
continue;
}
if(nextActor == actors.end()
|| actor->get()->armyValue > nextActor->get()->armyValue)
{
nextActor = actor;
}
}
if(nextActor != actors.end())
{
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if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)
return false;
chainMask = nextActor->get()->chainMask;
commitedTiles = commitedTilesInitial;
return true;
}
return false;
}
void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
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{
vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
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{
auto pos = chainInfo.coord;
auto chains = nodes.get(pos, EPathfindingLayer::LAND);
auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
|| storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
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#if PATHFINDER_TRACE_LEVEL >= 2
if(isNotEffective)
{
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s is ineficient",
chainInfo.otherParent->actor->toString(),
chainInfo.otherParent->actor->chainMask,
chainInfo.carrierParent->actor->toString(),
chainInfo.carrierParent->actor->chainMask,
chainInfo.carrierParent->coord.toString());
}
#endif
return isNotEffective;
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});
}
void HeroChainCalculationTask::calculateHeroChain(
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AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result)
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{
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for(AIPathNode * node : variants)
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{
if(node == srcNode || !node->actor)
continue;
if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
continue;
if(node->action == CGPathNode::ENodeAction::BATTLE
|| node->action == CGPathNode::ENodeAction::TELEPORT_BATTLE
|| node->action == CGPathNode::ENodeAction::TELEPORT_NORMAL
|| node->action == CGPathNode::ENodeAction::TELEPORT_BLOCKING_VISIT)
{
continue;
}
if(node->turns > heroChainTurn
|| (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
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|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)
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{
#if PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because of %s",
node->actor->toString(),
node->actor->chainMask,
srcNode->actor->toString(),
srcNode->actor->chainMask,
srcNode->coord.toString(),
(node->turns > heroChainTurn
? "turn limit"
: (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
? "action unknown"
: "chain mask"));
#endif
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continue;
}
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Thy exchange %s[%x] -> %s[%x] at %s",
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node->actor->toString(),
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node->actor->chainMask,
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srcNode->actor->toString(),
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srcNode->actor->chainMask,
srcNode->coord.toString());
#endif
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calculateHeroChain(srcNode, node, result);
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}
}
void HeroChainCalculationTask::calculateHeroChain(
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AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result)
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{
if(carrier->armyLoss < carrier->actor->armyValue
&& (carrier->action != CGPathNode::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
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&& carrier->action != CGPathNode::BLOCKING_VISIT
&& (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue))
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{
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange allowed %s[%x] -> %s[%x] at %s",
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other->actor->toString(),
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other->actor->chainMask,
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carrier->actor->toString(),
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carrier->actor->chainMask,
carrier->coord.toString());
#endif
if(other->actor->isMovable)
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{
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bool hasLessMp = carrier->turns > other->turns || (carrier->turns == other->turns && carrier->moveRemains < other->moveRemains);
bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
if(hasLessMp && hasLessExperience)
{
#if PATHFINDER_TRACE_LEVEL >= 2
logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString());
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#endif
return;
}
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}
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auto newActor = carrier->actor->tryExchangeNoLock(other->actor);
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if(!newActor.lockAcquired) delayedWork.push_back(DelayedWork(carrier, other));
if(newActor.actor) result.push_back(calculateExchange(newActor.actor, carrier, other));
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}
}
void HeroChainCalculationTask::addHeroChain(const std::vector<ExchangeCandidate> & result)
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{
for(const ExchangeCandidate & chainInfo : result)
{
auto carrier = chainInfo.carrierParent;
auto newActor = chainInfo.actor;
auto other = chainInfo.otherParent;
auto chainNodeOptional = storage.getOrCreateNode(carrier->coord, carrier->layer, newActor);
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if(!chainNodeOptional)
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{
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
#endif
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continue;
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}
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auto exchangeNode = chainNodeOptional.get();
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if(exchangeNode->action != CGPathNode::ENodeAction::UNKNOWN)
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{
#if PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because node is in use",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
carrier->actor->chainMask,
carrier->coord.toString());
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#endif
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continue;
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}
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if(exchangeNode->turns != 0xFF && exchangeNode->getCost() < chainInfo.getCost())
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{
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because not effective enough. %f < %f",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
carrier->actor->chainMask,
carrier->coord.toString(),
exchangeNode->getCost(),
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chainInfo.getCost());
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#endif
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continue;
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}
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storage.commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.getCost());
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if(carrier->specialAction || carrier->chainOther)
{
// there is some action on source tile which should be performed before we can bypass it
exchangeNode->theNodeBefore = carrier;
}
if(exchangeNode->actor->actorAction)
{
exchangeNode->theNodeBefore = carrier;
exchangeNode->specialAction = exchangeNode->actor->actorAction;
}
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exchangeNode->chainOther = other;
exchangeNode->armyLoss = chainInfo.armyLoss;
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
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exchangeNode->coord.toString(),
other->actor->toString(),
exchangeNode->actor->toString(),
exchangeNode->actor->chainMask,
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exchangeNode->getCost(),
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std::to_string(exchangeNode->turns),
exchangeNode->moveRemains,
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exchangeNode->actor->armyValue);
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#endif
heroChain.push_back(exchangeNode);
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}
}
ExchangeCandidate HeroChainCalculationTask::calculateExchange(
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ChainActor * exchangeActor,
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AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const
{
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ExchangeCandidate candidate;
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candidate.layer = carrierParentNode->layer;
candidate.coord = carrierParentNode->coord;
candidate.carrierParent = carrierParentNode;
candidate.otherParent = otherParentNode;
candidate.actor = exchangeActor;
candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
candidate.turns = carrierParentNode->turns;
candidate.setCost(carrierParentNode->getCost() + otherParentNode->getCost() / 1000.0);
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candidate.moveRemains = carrierParentNode->moveRemains;
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if(carrierParentNode->turns < otherParentNode->turns)
{
int moveRemains = exchangeActor->maxMovePoints(carrierParentNode->layer);
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float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
+ carrierParentNode->moveRemains / (float)moveRemains;
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candidate.turns = otherParentNode->turns;
candidate.setCost(candidate.getCost() + waitingCost);
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candidate.moveRemains = moveRemains;
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}
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return candidate;
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}
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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)
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heroes.insert(actor->hero);
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}
return heroes;
}
bool AINodeStorage::isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
if(heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn)
{
return true;
}
auto aiNode = getAINode(destination.node);
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if(heroChainPass != EHeroChainPass::CHAIN
&& destination.node->turns > turnDistanceLimit[aiNode->actor->heroRole])
{
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return true;
}
return false;
}
void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
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{
playerID = ai->playerID;
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for(auto & hero : heroes)
{
uint64_t mask = FirstActorMask << actors.size();
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
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if(actor->hero->tempOwner != ai->playerID)
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{
bool onLand = !actor->hero->boat;
actor->initialMovement = actor->hero->maxMovePoints(onLand);
}
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playerID = actor->hero->tempOwner;
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actors.push_back(actor);
}
}
void AINodeStorage::setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns,
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const std::set<const CGObjectInstance *> & visitableObjs)
{
for(auto town : towns)
{
uint64_t mask = FirstActorMask << actors.size();
// TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE
// check defence imrove
if(!town->garrisonHero)
{
actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
}
}
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/*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
auto waitForGrowth = dayOfWeek > 4;*/
for(auto obj: visitableObjs)
{
if(obj->ID == Obj::HILL_FORT)
{
uint64_t mask = FirstActorMask << actors.size();
actors.push_back(std::make_shared<HillFortActor>(obj, mask));
}
/*const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
if(dwelling)
{
uint64_t mask = 1 << actors.size();
auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
if(dwellingActor->creatureSet->getArmyStrength())
{
actors.push_back(dwellingActor);
}
if(waitForGrowth)
{
mask = 1 << actors.size();
dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
if(dwellingActor->creatureSet->getArmyStrength())
{
actors.push_back(dwellingActor);
}
}
}*/
}
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}
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)
{
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auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
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if(!node)
continue;
neighbours.push_back(node.get());
}
}
return neighbours;
}
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struct TowmPortalFinder
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{
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const std::vector<CGPathNode *> & initialNodes;
SecSkillLevel::SecSkillLevel townPortalSkillLevel;
uint64_t movementNeeded;
const ChainActor * actor;
const CGHeroInstance * hero;
std::vector<const CGTownInstance *> targetTowns;
AINodeStorage * nodeStorage;
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SpellID spellID;
const CSpell * townPortal;
TowmPortalFinder(
const ChainActor * actor,
const std::vector<CGPathNode *> & initialNodes,
std::vector<const CGTownInstance *> targetTowns,
AINodeStorage * nodeStorage)
:actor(actor), initialNodes(initialNodes), hero(actor->hero),
targetTowns(targetTowns), nodeStorage(nodeStorage)
{
spellID = SpellID::TOWN_PORTAL;
townPortal = spellID.toSpell();
// TODO: Copy/Paste from TownPortalMechanics
townPortalSkillLevel = SecSkillLevel::SecSkillLevel(hero->getSpellSchoolLevel(townPortal));
movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= SecSkillLevel::EXPERT ? 2 : 3);
}
bool actorCanCastTownPortal()
{
return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
}
CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
{
CGPathNode * bestNode = nullptr;
for(CGPathNode * node : initialNodes)
{
auto aiNode = nodeStorage->getAINode(node);
if(aiNode->actor->baseActor != actor
|| node->layer != EPathfindingLayer::LAND
|| node->moveRemains < movementNeeded)
{
continue;
}
if(townPortalSkillLevel < SecSkillLevel::ADVANCED)
{
const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
{
return node->coord.dist2dSQ(t->visitablePos());
});
if(targetTown != nearestTown)
continue;
}
if(!bestNode || bestNode->getCost() > node->getCost())
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bestNode = node;
}
return bestNode;
}
boost::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
{
auto bestNode = getBestInitialNodeForTownPortal(targetTown);
if(!bestNode)
return boost::none;
auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
if(!nodeOptional)
return boost::none;
AIPathNode * node = nodeOptional.get();
float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
movementCost += bestNode->getCost();
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if(node->action == CGPathNode::UNKNOWN || node->getCost() > movementCost)
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{
nodeStorage->commit(
node,
nodeStorage->getAINode(bestNode),
CGPathNode::TELEPORT_NORMAL,
bestNode->turns,
bestNode->moveRemains - movementNeeded,
movementCost);
node->theNodeBefore = bestNode;
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
}
return nodeOptional;
}
};
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void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
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{
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std::set<const ChainActor *> actorsOfInitial;
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for(const CGPathNode * node : initialNodes)
{
auto aiNode = getAINode(node);
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actorsOfInitial.insert(aiNode->actor->baseActor);
}
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std::map<const CGHeroInstance *, int> maskMap;
for(std::shared_ptr<ChainActor> basicActor : actors)
{
if(basicActor->hero)
maskMap[basicActor->hero] = basicActor->chainMask;
}
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for(const ChainActor * actor : actorsOfInitial)
{
if(!actor->hero)
continue;
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auto towns = cb->getTownsInfo(false);
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vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
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{
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return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
});
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if(!towns.size())
{
return; // no towns no need to run loop further
}
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TowmPortalFinder townPortalFinder(actor, initialNodes, towns, this);
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if(townPortalFinder.actorCanCastTownPortal())
{
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for(const CGTownInstance * targetTown : towns)
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{
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// TODO: allow to hide visiting hero in garrison
if(targetTown->visitingHero)
{
auto basicMask = maskMap[targetTown->visitingHero.get()];
bool heroIsInChain = (actor->chainMask & basicMask) != 0;
bool sameActorInTown = actor->chainMask == basicMask;
if(sameActorInTown || !heroIsInChain)
continue;
}
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auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
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if(nodeOptional)
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{
#if PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace("Adding town portal node at %s", targetTown->name);
#endif
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initialNodes.push_back(nodeOptional.get());
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}
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}
}
}
}
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes.get(pos, EPathfindingLayer::LAND);
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return hasBetterChain(source.node, getAINode(destination.node), chains);
}
template<class NodeRange>
bool AINodeStorage::hasBetterChain(
const CGPathNode * source,
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const AIPathNode * candidateNode,
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const NodeRange & chains) const
{
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auto candidateActor = candidateNode->actor;
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for(const AIPathNode & node : chains)
{
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auto sameNode = node.actor == candidateNode->actor;
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if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
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{
continue;
}
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if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)
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{
if(node.getCost() < candidateNode->getCost())
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{
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
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source->coord.toString(),
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candidateNode->coord.toString(),
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candidateNode->actor->hero->name,
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candidateNode->actor->chainMask,
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candidateNode->actor->armyValue,
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node.moveRemains - candidateNode->moveRemains);
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#endif
return true;
}
}
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if(candidateActor->chainMask != node.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
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continue;
auto nodeActor = node.actor;
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auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;
auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;
if(nodeArmyValue > candidateArmyValue
&& node.getCost() <= candidateNode->getCost())
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{
#if PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
#endif
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return true;
}
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if(heroChainPass == EHeroChainPass::FINAL)
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{
if(nodeArmyValue == candidateArmyValue
&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
&& node.getCost() <= candidateNode->getCost())
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{
if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength
&& node.getCost() == candidateNode->getCost()
&& &node < candidateNode)
{
continue;
}
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#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
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#endif
return true;
}
}
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}
return false;
}
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bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
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{
auto chains = nodes.get(pos, layer);
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for(const AIPathNode & node : chains)
{
if(node.action != CGPathNode::ENodeAction::UNKNOWN
&& node.actor && node.actor->hero == hero.h)
{
return true;
}
}
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return false;
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}
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
{
std::vector<AIPath> paths;
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paths.reserve(NUM_CHAINS / 4);
auto chains = nodes.get(pos, isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
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for(const AIPathNode & node : chains)
{
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if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
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{
continue;
}
AIPath path;
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path.targetHero = node.actor->hero;
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path.heroArmy = node.actor->creatureSet;
path.armyLoss = node.armyLoss;
path.targetObjectDanger = evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
path.targetObjectArmyLoss = evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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path.chainMask = node.actor->chainMask;
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path.exchangeCount = node.actor->actorExchangeCount;
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fillChainInfo(&node, path, -1);
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paths.push_back(path);
}
return paths;
}
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void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const
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{
while(node != nullptr)
{
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if(!node->actor->hero)
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return;
if(node->chainOther)
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fillChainInfo(node->chainOther, path, parentIndex);
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//if(node->actor->hero->visitablePos() != node->coord)
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{
AIPathNodeInfo pathNode;
pathNode.cost = node->getCost();
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pathNode.targetHero = node->actor->hero;
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pathNode.chainMask = node->actor->chainMask;
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pathNode.specialAction = node->specialAction;
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pathNode.turns = node->turns;
pathNode.danger = node->danger;
pathNode.coord = node->coord;
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pathNode.parentIndex = parentIndex;
pathNode.actionIsBlocked = false;
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if(pathNode.specialAction)
{
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(targetNode);
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}
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parentIndex = path.nodes.size();
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path.nodes.push_back(pathNode);
}
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node = getAINode(node->theNodeBefore);
}
}
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AIPath::AIPath()
: nodes({})
{
}
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std::shared_ptr<const SpecialAction> AIPath::getFirstBlockedAction() const
{
for(auto node = nodes.rbegin(); node != nodes.rend(); node++)
{
if(node->specialAction && node->actionIsBlocked)
return node->specialAction;
}
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return std::shared_ptr<const SpecialAction>();
}
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int3 AIPath::firstTileToGet() const
{
if(nodes.size())
{
return nodes.back().coord;
}
return int3(-1, -1, -1);
}
int3 AIPath::targetTile() const
{
if(nodes.size())
{
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return targetNode().coord;
}
return int3(-1, -1, -1);
}
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const AIPathNodeInfo & AIPath::firstNode() const
{
return nodes.back();
}
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const AIPathNodeInfo & AIPath::targetNode() const
{
auto & node = nodes.front();
return targetHero == node.targetHero ? node : nodes.at(1);
}
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uint64_t AIPath::getPathDanger() const
{
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if(nodes.empty())
return 0;
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return targetNode().danger;
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}
float AIPath::movementCost() const
{
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if(nodes.empty())
return 0.0f;
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return targetNode().cost;
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}
uint8_t AIPath::turn() const
{
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if(nodes.empty())
return 0;
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return targetNode().turns;
}
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uint64_t AIPath::getHeroStrength() const
{
return targetHero->getFightingStrength() * heroArmy->getArmyStrength();
}
uint64_t AIPath::getTotalDanger() const
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{
uint64_t pathDanger = getPathDanger();
uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
return danger;
}
bool AIPath::containsHero(const CGHeroInstance * hero) const
{
if(targetHero == hero)
return true;
for(auto node : nodes)
{
if(node.targetHero == hero)
return true;
}
return false;
}
uint64_t AIPath::getTotalArmyLoss() const
{
return armyLoss + targetObjectArmyLoss;
}
std::string AIPath::toString() const
{
std::stringstream str;
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str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";
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for(auto node : nodes)
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str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
return str.str();
}