1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Merge pull request #535 from vcmi/VCAI_Fixes

VCAI performance improvements
This commit is contained in:
Alexander Shishkin 2019-01-17 14:04:33 +03:00 committed by GitHub
commit 419fee1fb2
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
31 changed files with 562 additions and 484 deletions

View File

@ -191,15 +191,7 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
}
bool compareMovement(HeroPtr lhs, HeroPtr rhs)
{
return lhs->movement > rhs->movement;
return ln->cost < rn->cost;
}
ui64 evaluateDanger(crint3 tile)
@ -410,6 +402,7 @@ bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should
auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
return !gate->passableFor(ai->playerID);
}
bool isBlockVisitObj(const int3 & pos)
{
if(auto obj = cb->getTopObj(pos))
@ -439,7 +432,6 @@ creInfo infoFromDC(const dwellingContent & dc)
return ci;
}
ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
{
ui64 aivalue = 0;
@ -529,14 +521,3 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
else
return false;
}
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
{
auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
return 0;
return totalMovementPoints - pathInfo->moveRemains;
}

View File

@ -172,13 +172,11 @@ bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, crint3 tile);
bool compareMovement(HeroPtr lhs, HeroPtr rhs);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
class CDistanceSorter
{

View File

@ -50,15 +50,25 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
double shootersStrenght = 0;
ui32 maxSpeed = 0;
static const CSelector selectorSHOOTER = Selector::type(Bonus::SHOOTER);
static const std::string keySHOOTER = "type_"+std::to_string((int32_t)Bonus::SHOOTER);
static const CSelector selectorFLYING = Selector::type(Bonus::FLYING);
static const std::string keyFLYING = "type_"+std::to_string((int32_t)Bonus::FLYING);
static const CSelector selectorSTACKS_SPEED = Selector::type(Bonus::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_"+std::to_string((int32_t)Bonus::STACKS_SPEED);
for(auto s : army->Slots())
{
bool walker = true;
if(s.second->type->hasBonusOfType(Bonus::SHOOTER))
const CCreature * creature = s.second->type;
if(creature->hasBonus(selectorSHOOTER, keySHOOTER))
{
shootersStrenght += s.second->getPower();
walker = false;
}
if(s.second->type->hasBonusOfType(Bonus::FLYING))
if(creature->hasBonus(selectorFLYING, keyFLYING))
{
flyersStrenght += s.second->getPower();
walker = false;
@ -66,7 +76,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
if(walker)
walkersStrenght += s.second->getPower();
vstd::amax(maxSpeed, s.second->type->valOfBonuses(Bonus::STACKS_SPEED));
vstd::amax(maxSpeed, creature->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
}
armyStructure as;
as.walkers = walkersStrenght / totalStrenght;
@ -79,12 +89,15 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
{
if(goal.evaluationContext.movementCost != 0)
if(goal.evaluationContext.movementCost > 0)
{
return goal.evaluationContext.movementCost / (float)goal.hero->maxMovePoints(true);
return goal.evaluationContext.movementCost;
}
else
{
auto pathInfo = ai->myCb->getPathsInfo(goal.hero.h)->getPathInfo(goal.tile);
return pathInfo->cost;
}
return distanceToTile(goal.hero.h, goal.tile) / (float)goal.hero->maxMovePoints(true);
}
TacticalAdvantageEngine::TacticalAdvantageEngine()
@ -437,4 +450,4 @@ float VisitTileEngine::evaluate(Goals::VisitTile & goal)
}
assert(goal.priority >= 0);
return goal.priority;
}
}

View File

@ -91,12 +91,14 @@ namespace Goals
struct DLL_EXPORT EvaluationContext
{
uint64_t movementCost;
float movementCost;
int manaCost;
uint64_t danger;
EvaluationContext()
:movementCost(0), danger(0), manaCost(0)
: movementCost(0.0),
manaCost(0),
danger(0)
{
}
};

View File

@ -244,7 +244,8 @@ TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) con
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
dstToRevealedTiles[tile] = tilesDiscovered / distance;
if(tilesDiscovered > 0)
dstToRevealedTiles[tile] = tilesDiscovered / distance;
}
}
}
@ -252,11 +253,12 @@ TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) con
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 = cb->getPathsInfo(h.get())->getPathInfo(i->first);
//const TerrainTile *t = cb->getTile(i->first);
const CGPathNode * pn = paths->getPathInfo(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i;
}
@ -335,7 +337,7 @@ TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) con
auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
for(auto goal : waysToVisit)
{
if(goal->evaluationContext.movementCost == 0) // should not happen
if(goal->evaluationContext.movementCost <= 0.0) // should not happen
continue;
float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
@ -371,9 +373,9 @@ TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
int radius = h->getSightRadius();
int3 hpos = h->visitablePos();
//look for nearby objs -> visit them if they're close enouh
//look for nearby objs -> visit them if they're close enough
const int DIST_LIMIT = 3;
const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
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
@ -382,7 +384,7 @@ TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
{
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
{
if(ai->isGoodForVisit(obj, h, MP_LIMIT))
if(ai->isGoodForVisit(obj, h, COST_LIMIT))
{
nearbyVisitableObjs.push_back(obj);
}

View File

@ -54,9 +54,9 @@ namespace Goals
bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const;
void getVisibleNeighbours(
const std::vector<int3> & tiles,
std::vector<int3> & out,
CCallback * cbp,
const std::vector<int3> & tiles,
std::vector<int3> & out,
CCallback * cbp,
const TeamState * ts) const;
int howManyTilesWillBeDiscovered(

View File

@ -14,16 +14,61 @@
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/PathfinderUtil.h"
#include "../../../lib/CPlayerState.h"
extern boost::thread_specific_ptr<CCallback> cb;
AINodeStorage::AINodeStorage(const int3 & Sizes)
: sizes(Sizes)
{
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
}
AINodeStorage::~AINodeStorage()
AINodeStorage::~AINodeStorage() = default;
void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero)
{
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
int3 pos;
const int3 sizes = gs->getMapSize();
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
const PlayerColor player = hero->tempOwner;
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tile = &gs->map->getTile(pos);
switch(tile->terType)
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
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));
break;
default:
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));
break;
}
}
}
}
}
const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
@ -75,6 +120,7 @@ CGPathNode * AINodeStorage::getInitialNode()
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
initialNode->danger = 0;
initialNode->cost = 0.0;
return initialNode;
}
@ -97,9 +143,11 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
{
const AIPathNode * srcNode = getAINode(source.node);
updateAINode(destination.node, [&](AIPathNode * dstNode) {
updateAINode(destination.node, [&](AIPathNode * dstNode)
{
dstNode->moveRemains = destination.movementLeft;
dstNode->turns = destination.turn;
dstNode->cost = destination.cost;
dstNode->danger = srcNode->danger;
dstNode->action = destination.action;
dstNode->theNodeBefore = srcNode->theNodeBefore;
@ -172,18 +220,18 @@ std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
if(source.isNodeObjectVisitable())
{
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
auto srcNode = getAINode(source.node);
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
auto srcNode = getAINode(source.node);
for(auto & neighbour : accessibleExits)
{
auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
for(auto & neighbour : accessibleExits)
{
auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
if(!node)
continue;
if(!node)
continue;
neighbours.push_back(node.get());
}
neighbours.push_back(node.get());
}
}
if(hero->getPosition(false) == source.coord)
@ -276,8 +324,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
{
if(node.turns < destinationNode->turns
|| (node.turns == destinationNode->turns && node.moveRemains >= destinationNode->moveRemains))
if(node.cost < destinationNode->cost)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
@ -287,7 +334,6 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
destinationNode->chainMask,
node.moveRemains - destinationNode->moveRemains);
#endif
return true;
}
}
@ -298,7 +344,6 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
bool AINodeStorage::isTileAccessible(int3 pos, const EPathfindingLayer layer) const
{
std::vector<AIPath> paths;
auto chains = nodes[pos.x][pos.y][pos.z][layer];
for(const AIPathNode & node : chains)
@ -331,9 +376,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const
while(current != nullptr && current->coord != initialPos)
{
AIPathNodeInfo pathNode;
pathNode.movementPointsLeft = current->moveRemains;
pathNode.movementPointsUsed = (int)(current->turns * hero->maxMovePoints(true) + hero->movement) - (int)current->moveRemains;
pathNode.cost = current->cost;
pathNode.turns = current->turns;
pathNode.danger = current->danger;
pathNode.coord = current->coord;
@ -375,15 +418,15 @@ uint64_t AIPath::getPathDanger() const
return 0;
}
uint32_t AIPath::movementCost() const
float AIPath::movementCost() const
{
if(nodes.size())
{
return nodes.front().movementPointsUsed;
return nodes.front().cost;
}
// TODO: boost:optional?
return 0;
return 0.0;
}
uint64_t AIPath::getTotalDanger(HeroPtr hero) const

View File

@ -24,7 +24,7 @@ public:
virtual void applyOnDestination(
HeroPtr hero,
CDestinationNodeInfo & destination,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const
@ -42,8 +42,7 @@ struct AIPathNode : public CGPathNode
struct AIPathNodeInfo
{
uint32_t movementPointsLeft;
uint32_t movementPointsUsed;
float cost;
int turns;
int3 coord;
uint64_t danger;
@ -64,7 +63,7 @@ struct AIPath
int3 firstTileToGet() const;
uint32_t movementCost() const;
float movementCost() const;
};
class AINodeStorage : public INodeStorage
@ -76,6 +75,9 @@ private:
boost::multi_array<AIPathNode, 5> nodes;
const CGHeroInstance * hero;
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
public:
/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
static const int NUM_CHAINS = 3;
@ -89,8 +91,9 @@ public:
AINodeStorage(const int3 & sizes);
~AINodeStorage();
void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) override;
virtual CGPathNode * getInitialNode() override;
virtual void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility) override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,

View File

@ -76,12 +76,14 @@ namespace AIPathfinding
bool isAffordableBy(HeroPtr hero, const AIPathNode * source) const
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Hero %s has %d mana and needed %d and already spent %d",
hero->name,
hero->mana,
getManaCost(hero),
source->manaCost);
#endif
return hero->mana >= source->manaCost + getManaCost(hero);
}
@ -148,7 +150,9 @@ namespace AIPathfinding
if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
#endif
}
}
}
@ -242,15 +246,17 @@ namespace AIPathfinding
}
else
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Special transition node already allocated. Blocked moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
}
}
else
{
logAi->trace(
logAi->debug(
"Can not allocate special transition node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
@ -330,10 +336,12 @@ namespace AIPathfinding
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
{
//logAi->trace(
// "Bypass guard at destination while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
return;
}
@ -346,10 +354,12 @@ namespace AIPathfinding
if(!battleNodeOptional)
{
//logAi->trace(
// "Can not allocate battle node while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Can not allocate battle node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
destination.blocked = true;
@ -360,11 +370,12 @@ namespace AIPathfinding
if(battleNode->locked)
{
//logAi->trace(
// "Block bypass guard at destination while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Block bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
destination.blocked = true;
return;
@ -382,13 +393,13 @@ namespace AIPathfinding
}
battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
//logAi->trace(
// "Begin bypass guard at destination with danger %s while moving %s -> %s",
// std::to_string(danger),
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Begin bypass guard at destination with danger %s while moving %s -> %s",
std::to_string(danger),
source.coord.toString(),
destination.coord.toString());
#endif
return;
}
@ -428,11 +439,12 @@ namespace AIPathfinding
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
{
//logAi->trace(
// "Bypass src guard while moving from %s to %s",
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Bypass src guard while moving from %s to %s",
source.coord.toString(),
destination.coord.toString());
#endif
return;
}
@ -462,12 +474,12 @@ namespace AIPathfinding
{
// we can not directly bypass objects, we need to interact with them first
destination.node->theNodeBefore = source.node;
//logAi->trace(
// "Link src node %s to destination node %s while bypassing visitable obj",
// source.coord.toString(),
// destination.coord.toString());
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Link src node %s to destination node %s while bypassing visitable obj",
source.coord.toString(),
destination.coord.toString());
#endif
return;
}

View File

@ -124,14 +124,16 @@ Goals::TGoalVec PathfindingManager::findPath(
std::vector<AIPath> chainInfo = pathfinder->getPathInfo(hero, dest);
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString());
#endif
for(auto path : chainInfo)
{
int3 firstTileToGet = path.firstTileToGet();
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString());
#endif
if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet))
{
danger = path.getTotalDanger(hero);
@ -158,9 +160,9 @@ Goals::TGoalVec PathfindingManager::findPath(
solution->evaluationContext.danger = danger;
solution->evaluationContext.movementCost += path.movementCost();
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("It's safe for %s to visit tile %s with danger %s, goal %s", hero->name, dest.toString(), std::to_string(danger), solution->name());
#endif
result.push_back(solution);
continue;
@ -178,7 +180,9 @@ Goals::TGoalVec PathfindingManager::findPath(
if(allowGatherArmy && danger > 0)
{
//we need to get army in order to conquer that place
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger));
#endif
result.push_back(sptr(Goals::GatherArmy(danger * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
}

View File

@ -65,31 +65,6 @@ struct SetGlobalState
#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
#define MAKING_TURN SET_GLOBAL_STATE(this)
void foreach_tile(std::vector<std::vector<std::vector<unsigned char>>> & vectors, std::function<void(unsigned char & in)> foo)
{
for(auto & vector : vectors)
{
for(auto j = vector.begin(); j != vector.end(); j++)
{
for(auto & elem : *j)
foo(elem);
}
}
}
struct ObjInfo
{
int3 pos;
std::string name;
ObjInfo(){}
ObjInfo(const CGObjectInstance * obj)
: pos(obj->pos), name(obj->getObjectName())
{
}
};
std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
VCAI::VCAI()
{
LOG_TRACE(logAi);
@ -1014,13 +989,13 @@ void VCAI::mainLoop()
//remove goals we couldn't decompose
for (auto goal : goalsToRemove)
vstd::erase_if_present(basicGoals, goal);
//add abstract goals
boost::sort(goalsToAdd, [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
{
return lhs->priority > rhs->priority; //highest priority at the beginning
});
//max number of goals = 10
int i = 0;
while (basicGoals.size() < 10 && goalsToAdd.size() > i)
@ -1303,17 +1278,17 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
}
}
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit)
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<float> movementCostLimit)
{
int3 op = obj->visitablePos();
auto paths = ah->getPathsToTile(h, op);
for(auto path : paths)
for(const auto & path : paths)
{
if(movementCostLimit && movementCostLimit.get() < path.movementCost())
return false;
if(ai->isGoodForVisit(obj, h, path))
if(isGoodForVisit(obj, h, path))
return true;
}
@ -1330,7 +1305,7 @@ bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath
return false;
if (obj->wasVisited(playerID))
return false;
if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
if (cb->getPlayerRelations(playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
return false; // Otherwise we flag or get weekly resources / creatures
if (!isSafeToVisit(h, pos))
return false;
@ -1424,17 +1399,18 @@ void VCAI::wander(HeroPtr h)
});
int pass = 0;
std::vector<boost::optional<ui32>> distanceLimits = {
h->movement,
h->movement + h->maxMovePoints(true),
std::vector<boost::optional<float>> distanceLimits =
{
1.0,
2.0,
boost::none
};
while(!dests.size() && pass < distanceLimits.size())
{
boost::optional<ui32> distanceLimit = distanceLimits[pass];
auto & distanceLimit = distanceLimits[pass];
logAi->debug("Looking for wander destination pass=%i, distance limit=%i", pass, distanceLimit.get_value_or(-1));
logAi->debug("Looking for wander destination pass=%i, cost limit=%f", pass, distanceLimit.get_value_or(-1.0));
vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{
@ -1773,7 +1749,6 @@ std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
void VCAI::addVisitableObj(const CGObjectInstance * obj)
{
visitableObjs.insert(obj);
helperObjInfo[obj] = ObjInfo(obj);
// All teleport objects seen automatically assigned to appropriate channels
auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
@ -2218,8 +2193,8 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
{
auto ci = infoFromDC(t->creatures[i]);
if(!ci.count
|| ci.creID == -1
if(!ci.count
|| ci.creID == -1
|| (g.objid != -1 && ci.creID != g.objid)
|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
continue;

View File

@ -210,7 +210,7 @@ public:
void completeGoal(Goals::TSubgoal goal); //safely removes goal from reserved hero
void recruitHero(const CGTownInstance * t, bool throwing = false);
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit = boost::none);
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<float> movementCostLimit = boost::none);
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const;
//void recruitCreatures(const CGTownInstance * t);
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);

View File

@ -286,7 +286,7 @@ bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
return gs->map->canMoveBetween(a, b);
}
const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance * h)
{
return cl->getPathsInfo(h);
}

View File

@ -106,7 +106,7 @@ public:
//client-specific functionalities (pathfinding)
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);

View File

@ -109,7 +109,6 @@ public:
CClient::CClient()
{
waitingRequest.clear();
pathInfo = nullptr;
applier = std::make_shared<CApplier<CBaseForCLApply>>();
registerTypesClientPacks1(*applier);
registerTypesClientPacks2(*applier);
@ -316,7 +315,8 @@ void CClient::initMapHandler()
CGI->mh->init();
logNetwork->trace("Initializing mapHandler (together): %d ms", CSH->th->getDiff());
}
pathInfo = make_unique<CPathsInfo>(getMapSize());
pathCache.clear();
}
void CClient::initPlayerInterfaces()
@ -612,20 +612,30 @@ void CClient::waitForMoveAndSend(PlayerColor color)
void CClient::invalidatePaths()
{
// turn pathfinding info into invalid. It will be regenerated later
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
pathInfo->hero = nullptr;
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
pathCache.clear();
}
const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance * h)
std::shared_ptr<const CPathsInfo> CClient::getPathsInfo(const CGHeroInstance * h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
if(pathInfo->hero != h)
boost::unique_lock<boost::mutex> pathLock(pathCacheMutex);
auto iter = pathCache.find(h);
if(iter == std::end(pathCache))
{
gs->calculatePaths(h, *pathInfo.get());
std::shared_ptr<CPathsInfo> paths = std::make_shared<CPathsInfo>(getMapSize(), h);
gs->calculatePaths(h, *paths.get());
pathCache[h] = paths;
return paths;
}
else
{
return iter->second;
}
return pathInfo.get();
}
PlayerColor CClient::getLocalPlayer() const

View File

@ -99,7 +99,9 @@ public:
class CClient : public IGameCallback
{
std::shared_ptr<CApplier<CBaseForCLApply>> applier;
std::unique_ptr<CPathsInfo> pathInfo;
mutable boost::mutex pathCacheMutex;
std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
void waitForMoveAndSend(PlayerColor color);
@ -150,7 +152,7 @@ public:
void stopAllBattleActions();
void invalidatePaths();
const CPathsInfo * getPathsInfo(const CGHeroInstance * h);
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
virtual PlayerColor getLocalPlayer() const override;
friend class CCallback; //handling players actions

View File

@ -13,6 +13,7 @@
<Option object_output="../obj/Client/Debug/x86" />
<Option type="1" />
<Option compiler="gcc" />
<Option parameters="--testmap=Maps/Reclamation --spectate --spectate-skip-battle --spectate-ignore-hero" />
<Compiler>
<Add option="-Og" />
<Add option="-g" />

View File

@ -3644,7 +3644,7 @@ std::shared_ptr<IImage> CBattleInterface::getObstacleImage(const CObstacleInstan
if(cacheIter == animationsCache.end())
{
logAi->trace("Creating obstacle animation %s", animationName);
logAnim->trace("Creating obstacle animation %s", animationName);
animation = std::make_shared<CAnimation>(animationName);
animation->preload();

View File

@ -331,7 +331,7 @@
"properties" : {
"format" : {
"type" : "string",
"default" : "%d %l %n [%t] - %m"
"default" : "%l %n [%t] - %m"
}
}
},

View File

@ -341,6 +341,7 @@ set(lib_HEADERS
NetPacksBase.h
NetPacks.h
NetPacksLobby.h
PathfinderUtil.h
ResourceSet.h
ScopeGuard.h
StartInfo.h

View File

@ -17,7 +17,8 @@
#include "GameConstants.h"
#include "CStopWatch.h"
#include "CConfigHandler.h"
#include "../lib/CPlayerState.h"
#include "CPlayerState.h"
#include "PathfinderUtil.h"
bool canSeeObj(const CGObjectInstance * obj)
{
@ -25,6 +26,50 @@ bool canSeeObj(const CGObjectInstance * obj)
return obj != nullptr && obj->ID != Obj::EVENT;
}
void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero)
{
//TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
int3 pos;
const int3 sizes = gs->getMapSize();
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
const PlayerColor player = hero->tempOwner;
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tile = &gs->map->getTile(pos);
switch(tile->terType)
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
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));
break;
default:
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));
break;
}
}
}
}
}
std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
@ -91,7 +136,7 @@ std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & sour
return !canMoveBetween(tile, source.nodeObject->visitablePos());
});
}
return neighbourTiles;
}
@ -102,11 +147,6 @@ NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
out.hpos = hero->getPosition(false);
}
CGPathNode * NodeStorage::getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
void NodeStorage::resetTile(
const int3 & tile,
EPathfindingLayer layer,
@ -121,6 +161,7 @@ CGPathNode * NodeStorage::getInitialNode()
initialNode->turns = 0;
initialNode->moveRemains = out.hero->movement;
initialNode->cost = 0.0;
return initialNode;
}
@ -128,6 +169,7 @@ CGPathNode * NodeStorage::getInitialNode()
void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
destination.node->cost = destination.cost;
destination.node->moveRemains = destination.movementLeft;
destination.node->turns = destination.turn;
destination.node->theNodeBefore = source.node;
@ -157,24 +199,36 @@ void MovementCostRule::process(
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
int turnAtNextTile = destination.turn, moveAtNextTile = destination.movementLeft;
float costAtNextTile = destination.cost;
int turnAtNextTile = destination.turn;
int moveAtNextTile = destination.movementLeft;
int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
int maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
costAtNextTile += static_cast<float>(moveAtNextTile) / maxMovePoints;//we spent all points of current turn
pathfinderHelper->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = pathfinderHelper->getMaxMovePoints(destination.node->layer);
maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
moveAtNextTile = maxMovePoints;
cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
{
/// FREE_SHIP_BOARDING bonus only remove additional penalty
/// land <-> sail transition still cost movement points as normal movement
remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1);
remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == CGPathNode::DISEMBARK));
cost = moveAtNextTile - remains;
}
costAtNextTile += static_cast<float>(cost) / maxMovePoints;
destination.cost = costAtNextTile;
destination.turn = turnAtNextTile;
destination.movementLeft = remains;
@ -221,7 +275,7 @@ CPathfinder::CPathfinder(
std::shared_ptr<PathfinderConfig> config)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
, hero(_hero)
, FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
, patrolTiles({})
, config(config)
, source()
, destination()
@ -261,7 +315,10 @@ void CPathfinder::calculatePaths()
pq.pop();
source.node->locked = true;
int movement = source.node->moveRemains, turn = source.node->turns;
int movement = source.node->moveRemains;
uint8_t turn = source.node->turns;
float cost = source.node->cost;
hlp->updateTurnInfo(turn);
if(!movement)
{
@ -296,12 +353,12 @@ void CPathfinder::calculatePaths()
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
destination.guarded = isDestinationGuarded();
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
if(destination.nodeObject)
destination.objectRelations = gs->getPlayerRelations(hero->tempOwner, destination.nodeObject->tempOwner);
for(auto rule : config->rules)
{
rule->process(source, destination, config.get(), hlp.get());
@ -312,7 +369,7 @@ void CPathfinder::calculatePaths()
if(!destination.blocked)
pq.push(destination.node);
} //neighbours loop
//just add all passable teleport exits
@ -338,6 +395,7 @@ void CPathfinder::calculatePaths()
destination.setNode(gs, teleportNode);
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
if(destination.isBetterWay())
{
@ -632,7 +690,7 @@ void MovementAfterDestinationRule::process(
}
PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
const PathNodeInfo & source,
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * config,
const CPathfinderHelper * pathfinderHelper) const
@ -702,7 +760,9 @@ void DestinationActionRule::process(
{
if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
#endif
return;
}
@ -851,106 +911,8 @@ void CPathfinder::initializePatrol()
void CPathfinder::initializeGraph()
{
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
{
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
config->nodeStorage->resetTile(pos, layer, accessibility);
};
int3 pos;
int3 sizes = gs->getMapSize();
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tinfo = &gs->map->getTile(pos);
switch(tinfo->terType)
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
updateNode(pos, ELayer::SAIL, tinfo);
if(config->options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
if(config->options.useWaterWalking)
updateNode(pos, ELayer::WATER, tinfo);
break;
default:
updateNode(pos, ELayer::LAND, tinfo);
if(config->options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
break;
}
}
}
}
}
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const
{
if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
return CGPathNode::BLOCKED;
switch(layer)
{
case ELayer::LAND:
case ELayer::SAIL:
if(tinfo->visitable)
{
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
{
return CGPathNode::BLOCKED;
}
else
{
for(const CGObjectInstance * obj : tinfo->visitableObjects)
{
if(obj->blockVisit)
{
return CGPathNode::BLOCKVIS;
}
else if(obj->passableFor(hero->tempOwner))
{
return CGPathNode::ACCESSIBLE;
}
else if(canSeeObj(obj))
{
return CGPathNode::VISITABLE;
}
}
}
}
else if(tinfo->blocked)
{
return CGPathNode::BLOCKED;
}
else if(gs->guardingCreaturePosition(pos).valid())
{
// Monster close by; blocked visit for battle
return CGPathNode::BLOCKVIS;
}
break;
case ELayer::WATER:
if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
return CGPathNode::BLOCKED;
break;
case ELayer::AIR:
if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
return CGPathNode::FLYABLE;
break;
}
return CGPathNode::ACCESSIBLE;
INodeStorage * nodeStorage = config->nodeStorage.get();
nodeStorage->initialize(config->options, gs, hero);
}
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
@ -1007,14 +969,9 @@ bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
}
int CPathfinderHelper::getHeroMaxMovementPoints(EPathfindingLayer layer) const
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
{
return hero->maxMovePoints(layer);
}
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int turn, int action) const
{
return hero->movementPointsAfterEmbark(movement, turn, action, getTurnInfo());
return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
}
bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
@ -1055,10 +1012,7 @@ TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
: hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
{
std::stringstream cachingStr;
cachingStr << "days_" << turn;
bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str());
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
bonusCache = make_unique<BonusCache>(bonuses);
nativeTerrain = hero->getNativeTerrain();
}
@ -1117,9 +1071,9 @@ int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
{
if(maxMovePointsLand == -1)
maxMovePointsLand = hero->maxMovePoints(true, this);
maxMovePointsLand = hero->maxMovePointsCached(true, this);
if(maxMovePointsWater == -1)
maxMovePointsWater = hero->maxMovePoints(false, this);
maxMovePointsWater = hero->maxMovePointsCached(false, this);
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
}
@ -1186,10 +1140,10 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
}
void CPathfinderHelper::getNeighbours(
const TerrainTile & srct,
const TerrainTile & srct,
const int3 & tile,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const
{
CMap * map = gs->map;
@ -1237,10 +1191,10 @@ void CPathfinderHelper::getNeighbours(
int CPathfinderHelper::getMovementCost(
const int3 & src,
const int3 & dst,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints,
const int remainingMovePoints,
const bool checkLast) const
{
if(src == dst) //same tile
@ -1309,40 +1263,6 @@ int CPathfinderHelper::getMovementCost(
return ret;
}
CGPathNode::CGPathNode()
: coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
{
reset();
}
void CGPathNode::reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
}
void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
reset();
accessible = Accessible;
}
bool CGPathNode::reachable() const
{
return turns < 255;
}
int3 CGPath::startPos() const
{
return nodes[nodes.size()-1].coord;
@ -1364,16 +1284,13 @@ void CGPath::convert(ui8 mode)
}
}
CPathsInfo::CPathsInfo(const int3 & Sizes)
: sizes(Sizes)
CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
: sizes(Sizes), hero(hero_)
{
hero = nullptr;
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
}
CPathsInfo::~CPathsInfo()
{
}
CPathsInfo::~CPathsInfo() = default;
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
{
@ -1381,14 +1298,11 @@ const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
assert(vstd::iswithin(tile.y, 0, sizes.y));
assert(vstd::iswithin(tile.z, 0, sizes.z));
boost::unique_lock<boost::mutex> pathLock(pathMx);
return getNode(tile);
}
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
out.nodes.clear();
const CGPathNode * curnode = getNode(dst);
if(!curnode->theNodeBefore)
@ -1403,17 +1317,6 @@ bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
return true;
}
int CPathsInfo::getDistance(const int3 & tile) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
CGPath ret;
if(getPath(ret, tile))
return ret.nodes.size();
else
return 255;
}
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
{
auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
@ -1423,11 +1326,6 @@ const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
}
CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
{
return &nodes[coord.x][coord.y][coord.z][layer];
}
PathNodeInfo::PathNodeInfo()
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false)
{
@ -1450,7 +1348,9 @@ void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObjec
}
CDestinationNodeInfo::CDestinationNodeInfo()
: PathNodeInfo(), blocked(false), action(CGPathNode::ENodeAction::UNKNOWN)
: PathNodeInfo(),
blocked(false),
action(CGPathNode::ENodeAction::UNKNOWN)
{
}
@ -1466,13 +1366,8 @@ bool CDestinationNodeInfo::isBetterWay() const
{
if(node->turns == 0xff) //we haven't been here before
return true;
else if(node->turns > turn)
return true;
else if(node->turns >= turn && node->moveRemains < movementLeft) //this route is faster
return true;
return false;
else
return cost < node->cost; //this route is faster
}
bool PathNodeInfo::isNodeObjectVisitable() const

View File

@ -49,24 +49,62 @@ struct DLL_LINKAGE CGPathNode
NOT_SET = 0,
ACCESSIBLE = 1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighbouring tile but not passable
BLOCKVIS, //visitable from neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can't be entered nor visited
};
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ui32 moveRemains; //remaining tiles after hero reaches the tile
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
ELayer layer;
ui32 moveRemains; //remaining movement points after hero reaches the tile
float cost; //total cost of the path to this tile measured in turns with fractions
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EAccessibility accessible;
ENodeAction action;
bool locked;
CGPathNode();
void reset();
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
bool reachable() const;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
};
struct DLL_LINKAGE CGPath
@ -82,21 +120,22 @@ struct DLL_LINKAGE CPathsInfo
{
typedef EPathfindingLayer ELayer;
mutable boost::mutex pathMx;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
CPathsInfo(const int3 & Sizes);
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
int getDistance(const int3 & tile) const;
const CGPathNode * getNode(const int3 & coord) const;
CGPathNode * getNode(const int3 & coord, const ELayer layer);
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[coord.x][coord.y][coord.z][layer];
}
};
struct DLL_LINKAGE PathNodeInfo
@ -120,6 +159,7 @@ struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
@ -230,55 +270,6 @@ protected:
const CPathfinderHelper * pathfinderHelper) const override;
};
class INodeStorage
{
public:
virtual CGPathNode * getInitialNode() = 0;
virtual void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility) = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
};
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer);
virtual CGPathNode * getInitialNode() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void resetTile(
const int3 & tile,
EPathfindingLayer layer,
CGPathNode::EAccessibility accessibility) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
@ -330,6 +321,61 @@ struct DLL_LINKAGE PathfinderOptions
PathfinderOptions();
};
class DLL_LINKAGE INodeStorage
{
public:
using ELayer = EPathfindingLayer;
virtual CGPathNode * getInitialNode() = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
virtual void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) = 0;
};
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) override;
virtual CGPathNode * getInitialNode() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
class DLL_LINKAGE PathfinderConfig
{
public:
@ -349,17 +395,16 @@ public:
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
CPathfinder(
CGameState * _gs,
const CGHeroInstance * _hero,
CGameState * _gs,
const CGHeroInstance * _hero,
std::shared_ptr<PathfinderConfig> config);
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private:
typedef EPathfindingLayer ELayer;
const CGHeroInstance * hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW;
std::unique_ptr<CPathfinderHelper> hlp;
std::shared_ptr<PathfinderConfig> config;
@ -372,14 +417,10 @@ private:
struct NodeComparer
{
STRONG_INLINE
bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
{
if(rhs->turns > lhs->turns)
return false;
else if(rhs->turns == lhs->turns && rhs->moveRemains <= lhs->moveRemains)
return false;
return true;
return lhs->cost > rhs->cost;
}
};
boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
@ -400,8 +441,6 @@ private:
void initializePatrol();
void initializeGraph();
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
};
struct DLL_LINKAGE TurnInfo
@ -463,17 +502,17 @@ public:
void getNeighbours(
const TerrainTile & srct,
const int3 & tile,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const int3 & tile,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints =- 1,
const int remainingMovePoints =- 1,
const bool checkLast = true) const;
int getMovementCost(
@ -492,7 +531,6 @@ public:
);
}
int getHeroMaxMovementPoints(EPathfindingLayer layer) const;
int movementPointsAfterEmbark(int movement, int cost, int action) const;
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
};

View File

@ -474,14 +474,14 @@ int IBonusBearer::valOfBonuses(Bonus::BonusType type, const CSelector &selector)
int IBonusBearer::valOfBonuses(Bonus::BonusType type, int subtype) const
{
std::stringstream cachingStr;
cachingStr << "type_" << type << "s_" << subtype;
boost::format fmt("type_%ds_%d");
fmt % (int)type % subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return valOfBonuses(s, cachingStr.str());
return valOfBonuses(s, fmt.str());
}
int IBonusBearer::valOfBonuses(const CSelector &selector, const std::string &cachingStr) const
@ -502,14 +502,14 @@ bool IBonusBearer::hasBonus(const CSelector &selector, const CSelector &limit, c
bool IBonusBearer::hasBonusOfType(Bonus::BonusType type, int subtype) const
{
std::stringstream cachingStr;
cachingStr << "type_" << type << "s_" << subtype;
boost::format fmt("type_%ds_%d");
fmt % (int)type % subtype;
CSelector s = Selector::type(type);
if(subtype != -1)
s = s.And(Selector::subtype(subtype));
return hasBonus(s, cachingStr.str());
return hasBonus(s, fmt.str());
}
const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const std::string &cachingStr) const
@ -524,9 +524,10 @@ const TBonusListPtr IBonusBearer::getBonuses(const CSelector &selector, const CS
bool IBonusBearer::hasBonusFrom(Bonus::BonusSource source, ui32 sourceID) const
{
std::stringstream cachingStr;
cachingStr << "source_" << source << "id_" << sourceID;
return hasBonus(Selector::source(source,sourceID), cachingStr.str());
boost::format fmt("source_%did_%d");
fmt % (int)source % sourceID;
return hasBonus(Selector::source(source,sourceID), fmt.str());
}
int IBonusBearer::MoraleVal() const
@ -605,7 +606,12 @@ si32 IBonusBearer::manaLimit() const
int IBonusBearer::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
{
int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
static const CSelector selectorAllSkills = Selector::type(Bonus::PRIMARY_SKILL);
static const std::string keyAllSkills = "type_PRIMARY_SKILL";
auto allSkills = getBonuses(selectorAllSkills, keyAllSkills);
int ret = allSkills->valOfBonuses(Selector::subtype(id));
vstd::amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
return ret;
@ -634,11 +640,12 @@ ui32 IBonusBearer::Speed(int turn, bool useBind) const
bool IBonusBearer::isLiving() const //TODO: theoreticaly there exists "LIVING" bonus in stack experience documentation
{
std::stringstream cachingStr;
cachingStr << "type_" << Bonus::UNDEAD << "s_-1Otype_" << Bonus::NON_LIVING << "s_-11type_" << Bonus::SIEGE_WEAPON; //I don't really get what string labels mean?
return !hasBonus(Selector::type(Bonus::UNDEAD)
.Or(Selector::type(Bonus::NON_LIVING))
.Or(Selector::type(Bonus::SIEGE_WEAPON)), cachingStr.str());
static const std::string cachingStr = "IBonusBearer::isLiving";
static const CSelector selector = Selector::type(Bonus::UNDEAD)
.Or(Selector::type(Bonus::NON_LIVING))
.Or(Selector::type(Bonus::SIEGE_WEAPON));
return !hasBonus(selector, cachingStr);
}
const std::shared_ptr<Bonus> IBonusBearer::getBonus(const CSelector &selector) const

76
lib/PathfinderUtil.h Normal file
View File

@ -0,0 +1,76 @@
/*
* PathfinderUtil.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "mapping/CMapDefines.h"
#include "CGameState.h"
namespace PathfinderUtil
{
using FoW = std::vector<std::vector<std::vector<ui8> > >;
using ELayer = EPathfindingLayer;
template<EPathfindingLayer::EEPathfindingLayer layer>
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const FoW & fow, const PlayerColor player, const CGameState * gs)
{
if(!fow[pos.x][pos.y][pos.z])
return CGPathNode::BLOCKED;
switch(layer)
{
case ELayer::LAND:
case ELayer::SAIL:
if(tinfo->visitable)
{
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != player) //non-owned hero stands on Sanctuary
{
return CGPathNode::BLOCKED;
}
else
{
for(const CGObjectInstance * obj : tinfo->visitableObjects)
{
if(obj->blockVisit)
return CGPathNode::BLOCKVIS;
else if(obj->passableFor(player))
return CGPathNode::ACCESSIBLE;
else if(obj->ID != Obj::EVENT)
return CGPathNode::VISITABLE;
}
}
}
else if(tinfo->blocked)
{
return CGPathNode::BLOCKED;
}
else if(gs->guardingCreaturePosition(pos).valid())
{
// Monster close by; blocked visit for battle
return CGPathNode::BLOCKVIS;
}
break;
case ELayer::WATER:
if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
return CGPathNode::BLOCKED;
break;
case ELayer::AIR:
if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
return CGPathNode::FLYABLE;
break;
}
return CGPathNode::ACCESSIBLE;
}
}

View File

@ -202,6 +202,7 @@
<Unit filename="NetPacksBase.h" />
<Unit filename="NetPacksLib.cpp" />
<Unit filename="NetPacksLobby.h" />
<Unit filename="PathfinderUtil.h" />
<Unit filename="ResourceSet.cpp" />
<Unit filename="ResourceSet.h" />
<Unit filename="ScopeGuard.h" />
@ -331,6 +332,7 @@
<Unit filename="mapping/CDrawRoadsOperation.h" />
<Unit filename="mapping/CMap.cpp" />
<Unit filename="mapping/CMap.h" />
<Unit filename="mapping/CMapDefines.h" />
<Unit filename="mapping/CMapEditManager.cpp" />
<Unit filename="mapping/CMapEditManager.h" />
<Unit filename="mapping/CMapInfo.cpp" />

View File

@ -231,12 +231,14 @@ std::vector<std::string> CLogManager::getRegisteredDomains() const
return std::move(domains);
}
CLogFormatter::CLogFormatter() : CLogFormatter("%m") { }
CLogFormatter::CLogFormatter(const std::string & pattern) : pattern(pattern)
CLogFormatter::CLogFormatter()
: CLogFormatter("%m")
{
}
CLogFormatter::CLogFormatter(const std::string & pattern)
: pattern(pattern)
{
boost::posix_time::time_facet * facet = new boost::posix_time::time_facet("%H:%M:%S.%f");
dateStream.imbue(std::locale(dateStream.getloc(), facet));
}
CLogFormatter::CLogFormatter(const CLogFormatter & c) : pattern(c.pattern) { }
@ -258,7 +260,7 @@ std::string CLogFormatter::format(const LogRecord & record) const
std::string message = pattern;
//Format date
boost::algorithm::replace_first(message, "%d", boost::posix_time::to_simple_string (record.timeStamp));
// boost::algorithm::replace_first(message, "%d", boost::posix_time::to_simple_string (record.timeStamp));
//Format log level
std::string level;
@ -387,7 +389,8 @@ void CLogConsoleTarget::setColorMapping(const CColorMapping & colorMapping) { th
CLogFileTarget::CLogFileTarget(boost::filesystem::path filePath, bool append)
: file(std::move(filePath), append ? std::ios_base::app : std::ios_base::out)
{
formatter.setPattern("%d %l %n [%t] - %m");
// formatter.setPattern("%d %l %n [%t] - %m");
formatter.setPattern("%l %n [%t] - %m");
}
void CLogFileTarget::write(const LogRecord & record)

View File

@ -149,7 +149,6 @@ public:
private:
std::string pattern;
mutable std::stringstream dateStream;
};
/// The interface ILogTarget is used by all log target implementations. It holds

View File

@ -55,13 +55,17 @@ static int lowestSpeed(const CGHeroInstance * chi)
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
static const CSelector selectorSTACKS_SPEED = Selector::type(Bonus::STACKS_SPEED);
static const std::string keySTACKS_SPEED = "type_"+std::to_string((si32)Bonus::STACKS_SPEED);
int ret = (i++)->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED);
for(; i != chi->Slots().end(); i++)
ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
ret = std::min(ret, i->second->valOfBonuses(selectorSTACKS_SPEED, keySTACKS_SPEED));
return ret;
}
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const
ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & from, const TurnInfo * ti) const
{
unsigned ret = GameConstants::BASE_MOVEMENT_COST;
@ -87,8 +91,11 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
}
else if(ti->nativeTerrain != from.terType && !ti->hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
{
static const CSelector selectorPATHFINDING = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING);
static const std::string keyPATHFINDING = "type_"+std::to_string((si32)Bonus::SECONDARY_SKILL_PREMY)+"s_"+std::to_string((si32)SecondarySkill::PATHFINDING);
ret = VLC->heroh->terrCosts[from.terType];
ret -= valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING));
ret -= valOfBonuses(selectorPATHFINDING, keyPATHFINDING);
if(ret < GameConstants::BASE_MOVEMENT_COST)
ret = GameConstants::BASE_MOVEMENT_COST;
}
@ -186,15 +193,14 @@ bool CGHeroInstance::canLearnSkill() const
return secSkills.size() < GameConstants::SKILL_PER_HERO;
}
int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
int CGHeroInstance::maxMovePoints(bool onLand) const
{
bool localTi = false;
if(!ti)
{
localTi = true;
ti = new TurnInfo(this);
}
TurnInfo ti(this);
return maxMovePointsCached(onLand, &ti);
}
int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
{
int base;
if(onLand)
@ -218,10 +224,7 @@ int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
if(localTi)
delete ti;
return int(base* (1+modifier)) + bonus;
return int(base * (1 + modifier)) + bonus;
}
CGHeroInstance::CGHeroInstance()

View File

@ -195,7 +195,10 @@ public:
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
void levelUp(std::vector<SecondarySkill> skills);
int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
int maxMovePoints(bool onLand) const;
//cached version is much faster, TurnInfo construction is costly
int maxMovePointsCached(bool onLand, const TurnInfo * ti) const;
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest

View File

@ -280,7 +280,12 @@ void Obstacle::placeObstacles(BattleStateProxy * battleState, const Mechanics *
BattleObstaclesChanged pack;
auto all = m->cb->battleGetAllObstacles(BattlePerspective::ALL_KNOWING);
boost::optional<BattlePerspective::BattlePerspective> perspective;
if(!m->cb->getPlayerID())
perspective = boost::make_optional(BattlePerspective::ALL_KNOWING);
auto all = m->cb->battleGetAllObstacles(perspective);
int obstacleIdToGive = 1;
for(auto & one : all)

View File

@ -1750,7 +1750,7 @@ void CGameHandler::newTurn()
hth.id = h->id;
auto ti = make_unique<TurnInfo>(h, 1);
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
hth.mana = h->getManaNewTurn();
n.heroes.insert(hth);