2021-05-15 18:22:44 +02:00
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/*
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* AINodeStorage.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AINodeStorage.h"
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#include "Actions/TownPortalAction.h"
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#include "../Goals/Goals.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/PathfinderUtil.h"
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#include "../../../lib/CPlayerState.h"
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AINodeStorage::AINodeStorage(const int3 & Sizes)
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: sizes(Sizes)
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{
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nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
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dangerEvaluator.reset(new FuzzyHelper());
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}
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AINodeStorage::~AINodeStorage() = default;
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2021-05-15 18:22:49 +02:00
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void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
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{
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//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
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int3 pos;
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2021-05-15 18:22:49 +02:00
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const PlayerColor player = ai->playerID;
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const int3 sizes = gs->getMapSize();
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
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//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
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const bool useFlying = options.useFlying;
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const bool useWaterWalking = options.useWaterWalking;
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for(pos.x=0; pos.x < sizes.x; ++pos.x)
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{
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for(pos.y=0; pos.y < sizes.y; ++pos.y)
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{
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for(pos.z=0; pos.z < sizes.z; ++pos.z)
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{
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const TerrainTile * tile = &gs->map->getTile(pos);
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switch(tile->terType)
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{
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case ETerrainType::ROCK:
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break;
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case ETerrainType::WATER:
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resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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if(useWaterWalking)
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resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
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break;
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default:
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resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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break;
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}
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}
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}
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}
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}
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2021-05-15 18:23:01 +02:00
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void AINodeStorage::clear()
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{
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actors.clear();
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}
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const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
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{
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return static_cast<const AIPathNode *>(node);
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}
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void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
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{
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auto aiNode = static_cast<AIPathNode *>(node);
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updater(aiNode);
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}
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2021-05-15 19:59:43 +02:00
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boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
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const int3 & pos,
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const EPathfindingLayer layer,
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const ChainActor * actor)
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{
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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for(AIPathNode & node : chains)
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{
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if(node.actor == actor)
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{
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return &node;
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}
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if(!node.actor)
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{
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node.actor = actor;
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return &node;
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}
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}
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return boost::none;
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}
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std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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{
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std::vector<CGPathNode *> initialNodes;
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for(auto actorPtr : actors)
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{
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ChainActor * actor = actorPtr.get();
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AIPathNode * initialNode =
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getOrCreateNode(actor->initialPosition, actor->layer, actor)
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.get();
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initialNode->turns = actor->initialTurn;
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initialNode->moveRemains = actor->initialMovement;
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initialNode->danger = 0;
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initialNode->cost = 0.0;
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if(actor->isMovable)
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{
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initialNodes.push_back(initialNode);
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}
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else
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{
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initialNode->locked = true;
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}
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}
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return initialNodes;
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}
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void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
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{
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for(int i = 0; i < NUM_CHAINS; i++)
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{
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AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
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heroNode.actor = nullptr;
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heroNode.danger = 0;
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heroNode.manaCost = 0;
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heroNode.specialAction.reset();
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heroNode.armyLoss = 0;
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heroNode.update(coord, layer, accessibility);
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}
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}
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void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
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{
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const AIPathNode * srcNode = getAINode(source.node);
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updateAINode(destination.node, [&](AIPathNode * dstNode)
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{
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dstNode->moveRemains = destination.movementLeft;
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dstNode->turns = destination.turn;
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dstNode->cost = destination.cost;
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dstNode->danger = srcNode->danger;
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dstNode->action = destination.action;
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dstNode->theNodeBefore = srcNode->theNodeBefore;
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dstNode->manaCost = srcNode->manaCost;
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dstNode->armyLoss = srcNode->armyLoss;
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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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});
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}
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std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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neighbours.reserve(16);
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const AIPathNode * srcNode = getAINode(source.node);
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auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
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if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
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continue;
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neighbours.push_back(nextNode.get());
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}
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}
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2021-05-15 19:59:43 +02:00
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if((source.node->layer == EPathfindingLayer::LAND || source.node->layer == EPathfindingLayer::SAIL)
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&& source.node->turns < 1)
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{
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addHeroChain(neighbours, srcNode);
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}
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return neighbours;
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}
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void AINodeStorage::addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * srcNode)
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{
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auto chains = nodes[srcNode->coord.x][srcNode->coord.y][srcNode->coord.z][srcNode->layer];
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for(const AIPathNode & node : chains)
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{
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if(!node.locked || !node.actor || node.action == CGPathNode::ENodeAction::UNKNOWN && node.actor->hero)
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{
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continue;
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}
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addHeroChain(result, srcNode, &node);
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addHeroChain(result, &node, srcNode);
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}
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}
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void AINodeStorage::addHeroChain(
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std::vector<CGPathNode *> & result,
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const AIPathNode * carrier,
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const AIPathNode * other)
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{
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if(carrier->actor->canExchange(other->actor))
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{
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bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
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bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
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if(hasLessMp && hasLessExperience)
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return;
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auto newActor = carrier->actor->exchange(other->actor);
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auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
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if(!chainNodeOptional)
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return;
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auto chainNode = chainNodeOptional.get();
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if(chainNode->locked)
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return;
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chainNode->specialAction = newActor->getExchangeAction();
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result.push_back(chainNode);
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}
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}
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const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
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{
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auto aiNode = getAINode(node);
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return aiNode->actor->hero;
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}
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const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
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{
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std::set<const CGHeroInstance *> heroes;
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for(auto actor : actors)
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{
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if(actor->hero)
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heroes.insert(actor->hero);
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}
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return heroes;
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}
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void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
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{
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cb = _ai->myCb.get();
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ai = _ai;
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for(auto & hero : heroes)
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{
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uint64_t mask = 1 << actors.size();
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actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
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}
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}
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std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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if(source.isNodeObjectVisitable())
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{
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auto accessibleExits = pathfinderHelper->getTeleportExits(source);
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auto srcNode = getAINode(source.node);
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for(auto & neighbour : accessibleExits)
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{
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auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
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if(!node)
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continue;
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neighbours.push_back(node.get());
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}
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}
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if(source.isInitialPosition)
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{
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calculateTownPortalTeleportations(source, neighbours);
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}
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return neighbours;
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}
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void AINodeStorage::calculateTownPortalTeleportations(
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const PathNodeInfo & source,
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std::vector<CGPathNode *> & neighbours)
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{
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SpellID spellID = SpellID::TOWN_PORTAL;
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const CSpell * townPortal = spellID.toSpell();
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auto srcNode = getAINode(source.node);
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auto hero = srcNode->actor->hero;
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if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
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{
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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(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
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});
|
|
|
|
|
|
|
|
if(!towns.size())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: Copy/Paste from TownPortalMechanics
|
|
|
|
auto skillLevel = hero->getSpellSchoolLevel(townPortal);
|
|
|
|
auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
|
|
|
|
|
|
|
|
if(hero->movement < movementCost)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(skillLevel < SecSkillLevel::ADVANCED)
|
|
|
|
{
|
|
|
|
const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
|
|
|
|
{
|
|
|
|
return hero->visitablePos().dist2dSQ(t->visitablePos());
|
|
|
|
});
|
|
|
|
|
|
|
|
towns = std::vector<const CGTownInstance *>{ nearestTown };
|
|
|
|
}
|
|
|
|
|
|
|
|
for(const CGTownInstance * targetTown : towns)
|
|
|
|
{
|
|
|
|
if(targetTown->visitingHero)
|
|
|
|
continue;
|
|
|
|
|
2021-05-15 18:22:49 +02:00
|
|
|
auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->actor->castActor);
|
2021-05-15 18:22:44 +02:00
|
|
|
|
|
|
|
if(nodeOptional)
|
|
|
|
{
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
|
|
logAi->trace("Adding town portal node at %s", targetTown->name);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
AIPathNode * node = nodeOptional.get();
|
|
|
|
|
|
|
|
node->theNodeBefore = source.node;
|
|
|
|
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
|
|
|
|
node->moveRemains = source.node->moveRemains;
|
|
|
|
|
|
|
|
neighbours.push_back(node);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
|
|
|
|
{
|
|
|
|
auto pos = destination.coord;
|
|
|
|
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
|
|
|
|
auto destinationNode = getAINode(destination.node);
|
|
|
|
|
|
|
|
for(const AIPathNode & node : chains)
|
|
|
|
{
|
2021-05-15 18:22:49 +02:00
|
|
|
auto sameNode = node.actor == destinationNode->actor;
|
|
|
|
|
2021-05-15 18:22:44 +02:00
|
|
|
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2021-05-15 18:22:49 +02:00
|
|
|
if(node.danger <= destinationNode->danger && destinationNode->actor == node.actor->battleActor)
|
2021-05-15 18:22:44 +02:00
|
|
|
{
|
|
|
|
if(node.cost < destinationNode->cost)
|
|
|
|
{
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
|
|
logAi->trace(
|
|
|
|
"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
|
|
|
|
source.coord.toString(),
|
|
|
|
destination.coord.toString(),
|
2021-05-15 20:01:44 +02:00
|
|
|
destinationNode->actor->chainMask,
|
2021-05-15 18:22:44 +02:00
|
|
|
node.moveRemains - destinationNode->moveRemains);
|
|
|
|
#endif
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2021-05-15 18:22:49 +02:00
|
|
|
bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
|
2021-05-15 18:22:44 +02:00
|
|
|
{
|
2021-05-15 18:22:49 +02:00
|
|
|
auto chains = nodes[pos.x][pos.y][pos.z][layer];
|
|
|
|
|
|
|
|
for(const AIPathNode & node : chains)
|
|
|
|
{
|
|
|
|
if(node.action != CGPathNode::ENodeAction::UNKNOWN
|
|
|
|
&& node.actor && node.actor->hero == hero.h)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
2021-05-15 18:22:44 +02:00
|
|
|
|
2021-05-15 18:22:49 +02:00
|
|
|
return false;
|
2021-05-15 18:22:44 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
|
|
|
|
{
|
|
|
|
std::vector<AIPath> paths;
|
|
|
|
auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
|
|
|
|
|
|
|
|
for(const AIPathNode & node : chains)
|
|
|
|
{
|
2021-05-15 18:23:01 +02:00
|
|
|
if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
|
2021-05-15 18:22:44 +02:00
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
AIPath path;
|
|
|
|
const AIPathNode * current = &node;
|
|
|
|
|
2021-05-15 18:22:49 +02:00
|
|
|
path.targetHero = node.actor->hero;
|
2021-05-15 18:23:01 +02:00
|
|
|
auto initialPos = path.targetHero->visitablePos();
|
2021-05-15 18:22:49 +02:00
|
|
|
|
2021-05-15 18:22:44 +02:00
|
|
|
while(current != nullptr && current->coord != initialPos)
|
|
|
|
{
|
|
|
|
AIPathNodeInfo pathNode;
|
|
|
|
pathNode.cost = current->cost;
|
|
|
|
pathNode.turns = current->turns;
|
|
|
|
pathNode.danger = current->danger;
|
|
|
|
pathNode.coord = current->coord;
|
|
|
|
|
|
|
|
path.nodes.push_back(pathNode);
|
|
|
|
path.specialAction = current->specialAction;
|
|
|
|
|
|
|
|
current = getAINode(current->theNodeBefore);
|
|
|
|
}
|
|
|
|
|
2021-05-15 18:23:01 +02:00
|
|
|
path.targetObjectDanger = evaluateDanger(pos, path.targetHero);
|
2021-05-15 18:22:44 +02:00
|
|
|
|
|
|
|
paths.push_back(path);
|
|
|
|
}
|
|
|
|
|
|
|
|
return paths;
|
|
|
|
}
|
|
|
|
|
|
|
|
AIPath::AIPath()
|
|
|
|
: nodes({})
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
int3 AIPath::firstTileToGet() const
|
|
|
|
{
|
|
|
|
if(nodes.size())
|
|
|
|
{
|
|
|
|
return nodes.back().coord;
|
|
|
|
}
|
|
|
|
|
|
|
|
return int3(-1, -1, -1);
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t AIPath::getPathDanger() const
|
|
|
|
{
|
|
|
|
if(nodes.size())
|
|
|
|
{
|
|
|
|
return nodes.front().danger;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
float AIPath::movementCost() const
|
|
|
|
{
|
|
|
|
if(nodes.size())
|
|
|
|
{
|
|
|
|
return nodes.front().cost;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: boost:optional?
|
|
|
|
return 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
uint64_t AIPath::getTotalDanger(HeroPtr hero) const
|
|
|
|
{
|
|
|
|
uint64_t pathDanger = getPathDanger();
|
|
|
|
uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
|
|
|
|
|
|
|
|
return danger;
|
2021-05-15 18:22:49 +02:00
|
|
|
}
|