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vcmi/AI/VCAI/Goals/Explore.cpp

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/*
* Explore.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 "Goals.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
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#include "../../../lib/CPlayerState.h"
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extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool Explore::operator==(const Explore & other) const
{
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return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
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}
std::string Explore::completeMessage() const
{
return "Hero " + hero.get()->name + " completed exploration";
}
TSubgoal Explore::whatToDoToAchieve()
{
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
if(hero) //use best step for this hero
{
return ret;
}
else
{
if(ret->hero.get(true))
return sptr(Explore().sethero(ret->hero.h)); //choose this hero and then continue with him
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else
return ret; //other solutions, like buying hero from tavern
}
}
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if(hero)
{
heroes.push_back(hero.h);
}
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
return true;
if(!ai->isAbleToExplore(h))
return true;
return !h->movement; //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(!vstd::contains(ai->alreadyVisited, obj))
{
switch(obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back(obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back(obj);
break;
}
}
else
{
switch(obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
for(auto h : heroes)
{
for(auto obj : objs) //double loop, performance risk?
{
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auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
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vstd::concatenate(ret, waysToVisitObj);
}
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TSubgoal goal = exploreNearestNeighbour(h);
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if(!goal->invalid())
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{
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ret.push_back(goal);
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}
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}
if(ret.empty())
{
for(auto h : heroes)
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{
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TSubgoal goal = explorationNewPoint(h);
if(goal->invalid())
{
ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
}
else
{
ret.push_back(goal);
}
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}
}
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//we either don't have hero yet or none of heroes can explore
if((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
{
throw goalFulfilledException(sptr(Explore().sethero(hero)));
}
return ret;
}
bool Explore::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == EXPLORE)
{
if(goal->hero)
return hero == goal->hero;
else
return true; //cancel ALL exploration
}
return false;
}
bool Explore::hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const
{
for(crint3 dir : int3::getDirs())
{
int3 tile = pos + dir;
if(cbp->isInTheMap(tile))
{
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auto isAccessible = vcai->ah->isTileAccessible(hero, tile);
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if(isAccessible)
return true;
}
}
return false;
}
int Explore::howManyTilesWillBeDiscovered(
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const int3 & pos,
int radious,
CCallback * cbp,
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const TeamState * ts,
VCAI * aip,
HeroPtr h) const
{
int ret = 0;
for(int x = pos.x - radious; x <= pos.x + radious; x++)
{
for(int y = pos.y - radious; y <= pos.y + radious; y++)
{
int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos)
&& pos.dist2d(npos) - 0.5 < radious
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&& !ts->fogOfWarMap[npos.x][npos.y][npos.z]
&& hasReachableNeighbor(npos, h, cbp, aip))
{
ret++;
}
}
}
return ret;
}
TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const
{
std::map<int3, int> dstToRevealedTiles;
VCAI * aip = ai.get();
CCallback * cbp = cb.get();
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const TeamState * ts = cbp->getPlayerTeam(ai->playerID);
for(crint3 dir : int3::getDirs())
{
int3 tile = hpos + dir;
if(cb->isInTheMap(tile))
{
if(isBlockVisitObj(tile))
continue;
if(isSafeToVisit(h, tile) && ai->isAccessibleForHero(tile, h))
{
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
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int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
if(tilesDiscovered > 0)
dstToRevealedTiles[tile] = tilesDiscovered / distance;
}
}
}
if(dstToRevealedTiles.empty()) //yes, it DID happen!
return sptr(Invalid());
auto paths = cb->getPathsInfo(h.get());
auto best = dstToRevealedTiles.begin();
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
{
const CGPathNode * pn = paths->getPathInfo(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i;
}
if(best->second)
return sptr(VisitTile(best->first).sethero(h));
return sptr(Invalid());
}
TSubgoal Explore::explorationNewPoint(HeroPtr h) const
{
int radius = h->getSightRadius();
CCallback * cbp = cb.get();
VCAI *aip = ai.get();
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const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
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int3 mapSize = cbp->getMapSize();
int perimiter = 2 * radius * (mapSize.x + mapSize.y);
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std::vector<int3> from;
std::vector<int3> to;
from.reserve(perimiter);
to.reserve(perimiter);
foreach_tile_pos([&](const int3 & pos)
{
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if(ts->fogOfWarMap[pos.x][pos.y][pos.z])
{
bool hasInvisibleNeighbor = false;
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
{
if(!ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
{
hasInvisibleNeighbor = true;
}
});
if(hasInvisibleNeighbor)
from.push_back(pos);
}
});
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for(int i = 0; i < radius; i++)
{
getVisibleNeighbours(from, to, cbp, ts);
vstd::concatenate(from, to);
vstd::removeDuplicates(from);
}
return explorationScanRange(h, from);
}
TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) const
{
int radius = h->getSightRadius();
CCallback * cbp = cb.get();
VCAI *aip = ai.get();
const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
float bestValue = 0; //discovered tile to node distance ratio
TSubgoal bestWay = sptr(Invalid());
int3 ourPos = h->convertPosition(h->pos, false);
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for(const int3 & tile : range)
{
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if(tile == ourPos) //shouldn't happen, but it does
continue;
int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
if(!tilesDiscovered)
continue;
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auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
for(auto goal : waysToVisit)
{
if(goal->evaluationContext.movementCost <= 0.0) // should not happen
continue;
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float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{
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auto obj = cb->getTopObj(tile);
if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
{
continue;
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}
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if(isSafeToVisit(h, tile))
{
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bestWay = goal;
bestValue = ourValue;
}
}
}
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}
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if(!bestWay->invalid())
{
return bestWay;
}
return bestWay;
}
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TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
{
TimeCheck tc("where to explore");
int radius = h->getSightRadius();
int3 hpos = h->visitablePos();
//look for nearby objs -> visit them if they're close enough
const int DIST_LIMIT = 3;
const float COST_LIMIT = .2; //todo: fine tune
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
{
for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
{
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
{
if(ai->isGoodForVisit(obj, h, COST_LIMIT))
{
nearbyVisitableObjs.push_back(obj);
}
}
}
}
if(nearbyVisitableObjs.size())
{
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vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
if(!pickupNearestObj->invalid())
{
return pickupNearestObj;
}
}
//check if nearby tiles allow us to reveal anything - this is quick
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return explorationBestNeighbour(hpos, radius, h);
}
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void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp, const TeamState * ts) const
{
for(const int3 & tile : tiles)
{
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foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
{
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if(ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
{
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out.push_back(neighbour);
}
});
}
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}