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Merge pull request #546 from nullkiller/ai-pathfinding-update-paths

AI pathfinding const api and updatePaths
This commit is contained in:
Alexander Shishkin 2019-02-14 20:33:00 +03:00 committed by GitHub
commit 6165954e40
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22 changed files with 298 additions and 234 deletions

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@ -194,150 +194,15 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
return ln->cost < rn->cost; return ln->cost < rn->cost;
} }
ui64 evaluateDanger(crint3 tile)
{
const TerrainTile * t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0;
ui64 guardDanger = 0;
auto visObjs = cb->getVisitableObjs(tile);
if(visObjs.size())
objectDanger = evaluateDanger(visObjs.back());
int3 guardPos = cb->getGuardingCreaturePosition(tile);
if(guardPos.x >= 0 && guardPos != tile)
guardDanger = evaluateDanger(guardPos);
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
{
const TerrainTile * t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0;
ui64 guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
{
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
{
return !objWithID<Obj::HERO>(obj);
});
}
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if(objectDanger)
{
//TODO: don't downcast objects AI shouldn't know about!
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
{
//check guard on the other side of the gate
auto it = ai->knownSubterraneanGates.find(dangerousObject);
if(it != ai->knownSubterraneanGates.end())
{
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
}
}
}
}
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(const CGObjectInstance * obj)
{
if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON:
case Obj::GARRISON2:
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
return d->getArmyStrength();
}
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
// case Obj::PYRAMID:
return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
case Obj::PYRAMID:
{
if(obj->subID == 0)
return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
else
return 0;
}
default:
return 0;
}
}
bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs) bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
{ {
return evaluateDanger(lhs) < evaluateDanger(rhs); return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs);
} }
bool isSafeToVisit(HeroPtr h, crint3 tile) bool isSafeToVisit(HeroPtr h, crint3 tile)
{ {
return isSafeToVisit(h, evaluateDanger(tile)); return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
} }
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength) bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)

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@ -166,8 +166,6 @@ bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj); bool isWeeklyRevisitable(const CGObjectInstance * obj);
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj); bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
ui64 evaluateDanger(const CGObjectInstance * obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property! bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength); bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, crint3 tile); bool isSafeToVisit(HeroPtr h, crint3 tile);

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@ -123,32 +123,37 @@ TResource AIhelper::allGold() const
return resourceManager->allGold(); return resourceManager->allGold();
} }
Goals::TGoalVec AIhelper::howToVisitTile(int3 tile) Goals::TGoalVec AIhelper::howToVisitTile(const int3 & tile) const
{ {
return pathfindingManager->howToVisitTile(tile); return pathfindingManager->howToVisitTile(tile);
} }
Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj) Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj) const
{ {
return pathfindingManager->howToVisitObj(obj); return pathfindingManager->howToVisitObj(obj);
} }
Goals::TGoalVec AIhelper::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy) Goals::TGoalVec AIhelper::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
{ {
return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy); return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
} }
Goals::TGoalVec AIhelper::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy) Goals::TGoalVec AIhelper::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
{ {
return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy); return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
} }
std::vector<AIPath> AIhelper::getPathsToTile(HeroPtr hero, int3 tile) std::vector<AIPath> AIhelper::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
{ {
return pathfindingManager->getPathsToTile(hero, tile); return pathfindingManager->getPathsToTile(hero, tile);
} }
void AIhelper::resetPaths() void AIhelper::updatePaths(std::vector<HeroPtr> heroes)
{ {
pathfindingManager->resetPaths(); pathfindingManager->updatePaths(heroes);
}
void AIhelper::updatePaths(const HeroPtr & hero)
{
pathfindingManager->updatePaths(hero);
} }

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@ -55,15 +55,16 @@ public:
boost::optional<PotentialBuilding> expensiveBuilding() const override; boost::optional<PotentialBuilding> expensiveBuilding() const override;
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override; boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) override; Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) override; Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitTile(int3 tile) override; Goals::TGoalVec howToVisitTile(const int3 & tile) const override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override; Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const override;
std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override; std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const override;
void resetPaths() override; void updatePaths(std::vector<HeroPtr> heroes) override;
void updatePaths(const HeroPtr & hero) override;
STRONG_INLINE STRONG_INLINE
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{ {
return pathfindingManager->isTileAccessible(hero, tile); return pathfindingManager->isTileAccessible(hero, tile);
} }

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@ -19,6 +19,7 @@
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
extern boost::thread_specific_ptr<VCAI> ai; extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
engineBase::engineBase() engineBase::engineBase()
{ {
@ -342,7 +343,7 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
} }
float strengthRatioData = 10.0f; //we are much stronger than enemy float strengthRatioData = 10.0f; //we are much stronger than enemy
ui64 danger = evaluateDanger(goal.tile, goal.hero.h); ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h);
if(danger) if(danger)
strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger; strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger;

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@ -17,6 +17,7 @@
FuzzyHelper * fh; FuzzyHelper * fh;
extern boost::thread_specific_ptr<VCAI> ai; extern boost::thread_specific_ptr<VCAI> ai;
extern boost::thread_specific_ptr<CCallback> cb;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec) Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{ {
@ -203,3 +204,123 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
{ {
g->setpriority(g->accept(this)); //this enforces returned value is set g->setpriority(g->accept(this)); //this enforces returned value is set
} }
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
{
return evaluateDanger(tile, visitor, cb.get());
}
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb)
{
const TerrainTile * t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0;
ui64 guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
{
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
{
return !objWithID<Obj::HERO>(obj);
});
}
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if(objectDanger)
{
//TODO: don't downcast objects AI shouldn't know about!
auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
if(armedObj)
{
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
{
//check guard on the other side of the gate
auto it = ai->knownSubterraneanGates.find(dangerousObject);
if(it != ai->knownSubterraneanGates.end())
{
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
}
}
}
}
auto guards = cb->getGuardingCreatures(tile);
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
{
if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON:
case Obj::GARRISON2:
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
return d->getArmyStrength();
}
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
// case Obj::PYRAMID:
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
case Obj::PYRAMID:
{
if(obj->subID == 0)
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
else
return 0;
}
default:
return 0;
}
}

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@ -42,4 +42,8 @@ public:
Goals::TSubgoal chooseSolution(Goals::TGoalVec vec); Goals::TSubgoal chooseSolution(Goals::TGoalVec vec);
//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec); //std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec);
ui64 evaluateDanger(const CGObjectInstance * obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
}; };

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@ -58,7 +58,6 @@ void AdventureSpellCast::accept(VCAI * ai)
cb->waitTillRealize = true; cb->waitTillRealize = true;
cb->castSpell(hero.h, spellID, tile); cb->castSpell(hero.h, spellID, tile);
ai->ah->resetPaths();
if(town && spellID == SpellID::TOWN_PORTAL) if(town && spellID == SpellID::TOWN_PORTAL)
{ {

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@ -53,7 +53,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals()
if(isSafeToVisit(hero, pos)) if(isSafeToVisit(hero, pos))
goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(hero))); goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(hero)));
else else
goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true))); goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
return goalList; return goalList;
} }
@ -67,7 +67,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals()
if(isSafeToVisit(potentialVisitor, pos)) if(isSafeToVisit(potentialVisitor, pos))
goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(potentialVisitor))); goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
else else
goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true))); goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
} }
} }
if(!goalList.empty()) if(!goalList.empty())

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@ -49,7 +49,7 @@ TSubgoal VisitTile::whatToDoToAchieve()
} }
else else
{ {
return sptr(GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT) return sptr(GatherArmy(fh->evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
.sethero(ret->hero).setisAbstract(true)); .sethero(ret->hero).setisAbstract(true));
} }
} }

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@ -17,13 +17,11 @@
#include "../../../lib/PathfinderUtil.h" #include "../../../lib/PathfinderUtil.h"
#include "../../../lib/CPlayerState.h" #include "../../../lib/CPlayerState.h"
extern boost::thread_specific_ptr<CCallback> cb;
AINodeStorage::AINodeStorage(const int3 & Sizes) AINodeStorage::AINodeStorage(const int3 & Sizes)
: sizes(Sizes) : sizes(Sizes)
{ {
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]); nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
dangerEvaluator.reset(new FuzzyHelper());
} }
AINodeStorage::~AINodeStorage() = default; AINodeStorage::~AINodeStorage() = default;
@ -187,9 +185,10 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
return neighbours; return neighbours;
} }
void AINodeStorage::setHero(HeroPtr heroPtr) void AINodeStorage::setHero(HeroPtr heroPtr, const CPlayerSpecificInfoCallback * _cb)
{ {
hero = heroPtr.get(); hero = heroPtr.get();
cb = _cb;
} }
std::vector<CGPathNode *> AINodeStorage::calculateTeleportations( std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
@ -330,7 +329,7 @@ bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer l
return node.action != CGPathNode::ENodeAction::UNKNOWN; return node.action != CGPathNode::ENodeAction::UNKNOWN;
} }
std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
{ {
std::vector<AIPath> paths; std::vector<AIPath> paths;
auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL]; auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
@ -360,6 +359,8 @@ std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const
current = getAINode(current->theNodeBefore); current = getAINode(current->theNodeBefore);
} }
path.targetObjectDanger = evaluateDanger(pos);
paths.push_back(path); paths.push_back(path);
} }
@ -405,8 +406,7 @@ float AIPath::movementCost() const
uint64_t AIPath::getTotalDanger(HeroPtr hero) const uint64_t AIPath::getTotalDanger(HeroPtr hero) const
{ {
uint64_t pathDanger = getPathDanger(); uint64_t pathDanger = getPathDanger();
uint64_t objDanger = evaluateDanger(nodes.front().coord, hero.get()); // bank danger is not checked by pathfinder uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
uint64_t danger = pathDanger > objDanger ? pathDanger : objDanger;
return danger; return danger;
} }

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@ -13,6 +13,7 @@
#include "../../../lib/CPathfinder.h" #include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h" #include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h" #include "../AIUtility.h"
#include "../FuzzyHelper.h"
#include "../Goals/AbstractGoal.h" #include "../Goals/AbstractGoal.h"
#include "Actions/ISpecialAction.h" #include "Actions/ISpecialAction.h"
@ -38,6 +39,7 @@ struct AIPath
{ {
std::vector<AIPathNodeInfo> nodes; std::vector<AIPathNodeInfo> nodes;
std::shared_ptr<const ISpecialAction> specialAction; std::shared_ptr<const ISpecialAction> specialAction;
uint64_t targetObjectDanger;
AIPath(); AIPath();
@ -59,7 +61,9 @@ private:
/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations) /// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
boost::multi_array<AIPathNode, 5> nodes; boost::multi_array<AIPathNode, 5> nodes;
const CPlayerSpecificInfoCallback * cb;
const CGHeroInstance * hero; const CGHeroInstance * hero;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
STRONG_INLINE STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility); void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
@ -99,16 +103,21 @@ public:
bool isBattleNode(const CGPathNode * node) const; bool isBattleNode(const CGPathNode * node) const;
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const; bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber); boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
std::vector<AIPath> getChainInfo(int3 pos, bool isOnLand) const; std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const; bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
void setHero(HeroPtr heroPtr); void setHero(HeroPtr heroPtr, const CPlayerSpecificInfoCallback * cb);
const CGHeroInstance * getHero() const const CGHeroInstance * getHero() const
{ {
return hero; return hero;
} }
uint64_t evaluateDanger(const int3 & tile) const
{
return dangerEvaluator->evaluateDanger(tile, hero, cb);
}
private: private:
void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours); void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
}; };

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@ -15,41 +15,29 @@
std::vector<std::shared_ptr<AINodeStorage>> AIPathfinder::storagePool; std::vector<std::shared_ptr<AINodeStorage>> AIPathfinder::storagePool;
std::map<HeroPtr, std::shared_ptr<AINodeStorage>> AIPathfinder::storageMap; std::map<HeroPtr, std::shared_ptr<AINodeStorage>> AIPathfinder::storageMap;
boost::mutex AIPathfinder::storageMutex;
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai) AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai)
:cb(cb), ai(ai) :cb(cb), ai(ai)
{ {
} }
void AIPathfinder::clear()
{
boost::unique_lock<boost::mutex> storageLock(storageMutex);
storageMap.clear();
}
void AIPathfinder::init() void AIPathfinder::init()
{ {
boost::unique_lock<boost::mutex> storageLock(storageMutex);
storagePool.clear(); storagePool.clear();
storageMap.clear(); storageMap.clear();
} }
bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{ {
boost::unique_lock<boost::mutex> storageLock(storageMutex); std::shared_ptr<const AINodeStorage> nodeStorage = getStorage(hero);
std::shared_ptr<AINodeStorage> nodeStorage = getOrCreateStorage(hero);
return nodeStorage->isTileAccessible(tile, EPathfindingLayer::LAND) return nodeStorage->isTileAccessible(tile, EPathfindingLayer::LAND)
|| nodeStorage->isTileAccessible(tile, EPathfindingLayer::SAIL); || nodeStorage->isTileAccessible(tile, EPathfindingLayer::SAIL);
} }
std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile) std::vector<AIPath> AIPathfinder::getPathInfo(const HeroPtr & hero, const int3 & tile) const
{ {
boost::unique_lock<boost::mutex> storageLock(storageMutex); std::shared_ptr<const AINodeStorage> nodeStorage = getStorage(hero);
std::shared_ptr<AINodeStorage> nodeStorage = getOrCreateStorage(hero);
const TerrainTile * tileInfo = cb->getTile(tile, false); const TerrainTile * tileInfo = cb->getTile(tile, false);
@ -61,14 +49,24 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
return nodeStorage->getChainInfo(tile, !tileInfo->isWater()); return nodeStorage->getChainInfo(tile, !tileInfo->isWater());
} }
std::shared_ptr<AINodeStorage> AIPathfinder::getOrCreateStorage(const HeroPtr & hero) void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes)
{ {
std::shared_ptr<AINodeStorage> nodeStorage; storageMap.clear();
if(!vstd::contains(storageMap, hero)) auto calculatePaths = [&](const CGHeroInstance * hero, std::shared_ptr<AIPathfinding::AIPathfinderConfig> config)
{ {
logAi->debug("Recalculate paths for %s", hero->name); logAi->debug("Recalculate paths for %s", hero->name);
cb->calculatePaths(config, hero);
};
std::vector<Task> calculationTasks;
// TODO: go parallel?
for(HeroPtr hero : heroes)
{
std::shared_ptr<AINodeStorage> nodeStorage;
if(storageMap.size() < storagePool.size()) if(storageMap.size() < storagePool.size())
{ {
nodeStorage = storagePool.at(storageMap.size()); nodeStorage = storagePool.at(storageMap.size());
@ -80,17 +78,64 @@ std::shared_ptr<AINodeStorage> AIPathfinder::getOrCreateStorage(const HeroPtr &
} }
storageMap[hero] = nodeStorage; storageMap[hero] = nodeStorage;
nodeStorage->setHero(hero.get()); nodeStorage->setHero(hero, cb);
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage); auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage);
cb->calculatePaths(config, hero.get()); calculationTasks.push_back(std::bind(calculatePaths, hero.get(), config));
}
int threadsCount = std::min(
boost::thread::hardware_concurrency(),
(uint32_t)calculationTasks.size());
if(threadsCount <= 1)
{
for(auto task : calculationTasks)
{
task();
}
}
else
{
CThreadHelper helper(&calculationTasks, threadsCount);
helper.run();
}
}
void AIPathfinder::updatePaths(const HeroPtr & hero)
{
std::shared_ptr<AINodeStorage> nodeStorage;
if(!vstd::contains(storageMap, hero))
{
if(storageMap.size() < storagePool.size())
{
nodeStorage = storagePool.at(storageMap.size());
}
else
{
nodeStorage = std::make_shared<AINodeStorage>(cb->getMapSize());
storagePool.push_back(nodeStorage);
}
storageMap[hero] = nodeStorage;
nodeStorage->setHero(hero, cb);
} }
else else
{ {
nodeStorage = storageMap.at(hero); nodeStorage = storageMap.at(hero);
} }
return nodeStorage; logAi->debug("Recalculate paths for %s", hero->name);
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage);
cb->calculatePaths(config, hero.get());
}
std::shared_ptr<const AINodeStorage> AIPathfinder::getStorage(const HeroPtr & hero) const
{
return storageMap.at(hero);
} }

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@ -19,15 +19,15 @@ class AIPathfinder
private: private:
static std::vector<std::shared_ptr<AINodeStorage>> storagePool; static std::vector<std::shared_ptr<AINodeStorage>> storagePool;
static std::map<HeroPtr, std::shared_ptr<AINodeStorage>> storageMap; static std::map<HeroPtr, std::shared_ptr<AINodeStorage>> storageMap;
static boost::mutex storageMutex;
CPlayerSpecificInfoCallback * cb; CPlayerSpecificInfoCallback * cb;
VCAI * ai; VCAI * ai;
std::shared_ptr<AINodeStorage> getOrCreateStorage(const HeroPtr & hero); std::shared_ptr<const AINodeStorage> getStorage(const HeroPtr & hero) const;
public: public:
AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai); AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai);
std::vector<AIPath> getPathInfo(HeroPtr hero, int3 tile); std::vector<AIPath> getPathInfo(const HeroPtr & hero, const int3 & tile) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & tile); bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
void clear(); void updatePaths(std::vector<HeroPtr> heroes);
void updatePaths(const HeroPtr & heroes);
void init(); void init();
}; };

View File

@ -28,7 +28,7 @@ namespace AIPathfinding
} }
void SummonBoatAction::applyOnDestination( void SummonBoatAction::applyOnDestination(
const HeroPtr & hero, const CGHeroInstance * hero,
CDestinationNodeInfo & destination, CDestinationNodeInfo & destination,
const PathNodeInfo & source, const PathNodeInfo & source,
AIPathNode * dstMode, AIPathNode * dstMode,
@ -38,7 +38,7 @@ namespace AIPathfinding
dstMode->theNodeBefore = source.node; dstMode->theNodeBefore = source.node;
} }
bool SummonBoatAction::isAffordableBy(const HeroPtr & hero, const AIPathNode * source) const bool SummonBoatAction::isAffordableBy(const CGHeroInstance * hero, const AIPathNode * source) const
{ {
#ifdef VCMI_TRACE_PATHFINDER #ifdef VCMI_TRACE_PATHFINDER
logAi->trace( logAi->trace(
@ -52,7 +52,7 @@ namespace AIPathfinding
return hero->mana >= source->manaCost + getManaCost(hero); return hero->mana >= source->manaCost + getManaCost(hero);
} }
uint32_t SummonBoatAction::getManaCost(const HeroPtr & hero) const uint32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
{ {
SpellID summonBoat = SpellID::SUMMON_BOAT; SpellID summonBoat = SpellID::SUMMON_BOAT;

View File

@ -44,16 +44,16 @@ namespace AIPathfinding
virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override; virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override;
virtual void applyOnDestination( virtual void applyOnDestination(
const HeroPtr & hero, const CGHeroInstance * hero,
CDestinationNodeInfo & destination, CDestinationNodeInfo & destination,
const PathNodeInfo & source, const PathNodeInfo & source,
AIPathNode * dstMode, AIPathNode * dstMode,
const AIPathNode * srcNode) const override; const AIPathNode * srcNode) const override;
bool isAffordableBy(const HeroPtr & hero, const AIPathNode * source) const; bool isAffordableBy(const CGHeroInstance * hero, const AIPathNode * source) const;
private: private:
uint32_t getManaCost(const HeroPtr & hero) const; uint32_t getManaCost(const CGHeroInstance * hero) const;
}; };
class BuildBoatAction : public VirtualBoatAction class BuildBoatAction : public VirtualBoatAction

View File

@ -21,7 +21,7 @@ public:
virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const = 0; virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const = 0;
virtual void applyOnDestination( virtual void applyOnDestination(
const HeroPtr & hero, const CGHeroInstance * hero,
CDestinationNodeInfo & destination, CDestinationNodeInfo & destination,
const PathNodeInfo & source, const PathNodeInfo & source,
AIPathNode * dstMode, AIPathNode * dstMode,

View File

@ -32,7 +32,7 @@ void PathfindingManager::setAI(VCAI * AI)
ai = AI; ai = AI;
} }
Goals::TGoalVec PathfindingManager::howToVisitTile(int3 tile) Goals::TGoalVec PathfindingManager::howToVisitTile(const int3 & tile) const
{ {
Goals::TGoalVec result; Goals::TGoalVec result;
@ -47,7 +47,7 @@ Goals::TGoalVec PathfindingManager::howToVisitTile(int3 tile)
return result; return result;
} }
Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj) Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj) const
{ {
Goals::TGoalVec result; Goals::TGoalVec result;
@ -62,7 +62,7 @@ Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj)
return result; return result;
} }
Goals::TGoalVec PathfindingManager::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy) Goals::TGoalVec PathfindingManager::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
{ {
auto result = findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal auto result = findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
{ {
@ -77,7 +77,7 @@ Goals::TGoalVec PathfindingManager::howToVisitTile(HeroPtr hero, int3 tile, bool
return result; return result;
} }
Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy) Goals::TGoalVec PathfindingManager::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
{ {
if(!obj) if(!obj)
{ {
@ -102,7 +102,7 @@ Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj,
return result; return result;
} }
std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile) std::vector<AIPath> PathfindingManager::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
{ {
return pathfinder->getPathInfo(hero, tile); return pathfinder->getPathInfo(hero, tile);
} }
@ -111,7 +111,7 @@ Goals::TGoalVec PathfindingManager::findPath(
HeroPtr hero, HeroPtr hero,
crint3 dest, crint3 dest,
bool allowGatherArmy, bool allowGatherArmy,
const std::function<Goals::TSubgoal(int3)> doVisitTile) const std::function<Goals::TSubgoal(int3)> doVisitTile) const
{ {
Goals::TGoalVec result; Goals::TGoalVec result;
boost::optional<uint64_t> armyValueRequired; boost::optional<uint64_t> armyValueRequired;
@ -184,7 +184,7 @@ Goals::TGoalVec PathfindingManager::findPath(
return result; return result;
} }
Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet) Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet) const
{ {
if(isBlockedBorderGate(firstTileToGet)) if(isBlockedBorderGate(firstTileToGet))
{ {
@ -235,8 +235,13 @@ Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet
return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true)); return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
} }
void PathfindingManager::resetPaths() void PathfindingManager::updatePaths(std::vector<HeroPtr> heroes)
{ {
logAi->debug("AIPathfinder has been reseted."); logAi->debug("AIPathfinder has been reseted.");
pathfinder->clear(); pathfinder->updatePaths(heroes);
}
void PathfindingManager::updatePaths(const HeroPtr & hero)
{
pathfinder->updatePaths(hero);
} }

View File

@ -20,12 +20,13 @@ public:
virtual void init(CPlayerSpecificInfoCallback * CB) = 0; virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0; virtual void setAI(VCAI * AI) = 0;
virtual void resetPaths() = 0; virtual void updatePaths(std::vector<HeroPtr> heroes) = 0;
virtual Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) = 0; virtual void updatePaths(const HeroPtr & hero) = 0;
virtual Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) = 0; virtual Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const = 0;
virtual Goals::TGoalVec howToVisitTile(int3 tile) = 0; virtual Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const = 0;
virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) = 0; virtual Goals::TGoalVec howToVisitTile(const int3 & tile) const = 0;
virtual std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) = 0; virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const = 0;
virtual std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const = 0;
}; };
class DLL_EXPORT PathfindingManager : public IPathfindingManager class DLL_EXPORT PathfindingManager : public IPathfindingManager
@ -41,15 +42,16 @@ public:
PathfindingManager() = default; PathfindingManager() = default;
PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only
Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) override; Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) override; Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitTile(int3 tile) override; Goals::TGoalVec howToVisitTile(const int3 & tile) const override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override; Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const override;
std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override; std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const override;
void resetPaths() override; void updatePaths(std::vector<HeroPtr> heroes) override;
void updatePaths(const HeroPtr & hero) override;
STRONG_INLINE STRONG_INLINE
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{ {
return pathfinder->isTileAccessible(hero, tile); return pathfinder->isTileAccessible(hero, tile);
} }
@ -62,7 +64,7 @@ private:
HeroPtr hero, HeroPtr hero,
crint3 dest, crint3 dest,
bool allowGatherArmy, bool allowGatherArmy,
const std::function<Goals::TSubgoal(int3)> goalFactory); const std::function<Goals::TSubgoal(int3)> goalFactory) const;
Goals::TSubgoal clearWayTo(HeroPtr hero, int3 firstTileToGet); Goals::TSubgoal clearWayTo(HeroPtr hero, int3 firstTileToGet) const;
}; };

View File

@ -121,8 +121,7 @@ namespace AIPathfinding
return; return;
} }
auto hero = nodeStorage->getHero(); auto danger = nodeStorage->evaluateDanger(destination.coord);
auto danger = evaluateDanger(destination.coord, hero);
destination.node = battleNode; destination.node = battleNode;
nodeStorage->commit(destination, source); nodeStorage->commit(destination, source);

View File

@ -96,7 +96,6 @@ void VCAI::heroMoved(const TryMoveHero & details)
validateObject(details.id); //enemy hero may have left visible area validateObject(details.id); //enemy hero may have left visible area
auto hero = cb->getHero(details.id); auto hero = cb->getHero(details.id);
ah->resetPaths();
const int3 from = CGHeroInstance::convertPosition(details.start, false); const int3 from = CGHeroInstance::convertPosition(details.start, false);
const int3 to = CGHeroInstance::convertPosition(details.end, false); const int3 to = CGHeroInstance::convertPosition(details.end, false);
@ -376,8 +375,6 @@ void VCAI::newObject(const CGObjectInstance * obj)
NET_EVENT_HANDLER; NET_EVENT_HANDLER;
if(obj->isVisitable()) if(obj->isVisitable())
addVisitableObj(obj); addVisitableObj(obj);
ah->resetPaths();
} }
//to prevent AI from accessing objects that got deleted while they became invisible (Cover of Darkness, enemy hero moved etc.) below code allows AI to know deletion of objects out of sight //to prevent AI from accessing objects that got deleted while they became invisible (Cover of Darkness, enemy hero moved etc.) below code allows AI to know deletion of objects out of sight
@ -437,8 +434,6 @@ void VCAI::objectRemoved(const CGObjectInstance * obj)
} }
} }
ah->resetPaths();
//TODO //TODO
//there are other places where CGObjectinstance ptrs are stored... //there are other places where CGObjectinstance ptrs are stored...
// //
@ -795,7 +790,6 @@ void VCAI::makeTurn()
} }
markHeroAbleToExplore(primaryHero()); markHeroAbleToExplore(primaryHero());
visitedHeroes.clear(); visitedHeroes.clear();
ai->ah->resetPaths();
try try
{ {
@ -829,6 +823,18 @@ void VCAI::makeTurn()
endTurn(); endTurn();
} }
std::vector<HeroPtr> VCAI::getMyHeroes() const
{
std::vector<HeroPtr> ret;
for(auto h : cb->getHeroesInfo())
{
ret.push_back(h);
}
return ret;
}
void VCAI::mainLoop() void VCAI::mainLoop()
{ {
std::vector<Goals::TSubgoal> elementarGoals; //no duplicates allowed (operator ==) std::vector<Goals::TSubgoal> elementarGoals; //no duplicates allowed (operator ==)
@ -861,6 +867,8 @@ void VCAI::mainLoop()
goalsToRemove.clear(); goalsToRemove.clear();
elementarGoals.clear(); elementarGoals.clear();
ultimateGoalsFromBasic.clear(); ultimateGoalsFromBasic.clear();
ah->updatePaths(getMyHeroes());
logAi->debug("Main loop: decomposing %i basic goals", basicGoals.size()); logAi->debug("Main loop: decomposing %i basic goals", basicGoals.size());
@ -1414,6 +1422,8 @@ void VCAI::wander(HeroPtr h)
while(h->movement) while(h->movement)
{ {
validateVisitableObjs(); validateVisitableObjs();
ah->updatePaths(h);
std::vector<ObjectIdRef> dests; std::vector<ObjectIdRef> dests;
//also visit our reserved objects - but they are not prioritized to avoid running back and forth //also visit our reserved objects - but they are not prioritized to avoid running back and forth
@ -1698,7 +1708,6 @@ bool VCAI::isAbleToExplore(HeroPtr h)
void VCAI::clearPathsInfo() void VCAI::clearPathsInfo()
{ {
heroesUnableToExplore.clear(); heroesUnableToExplore.clear();
ah->resetPaths();
} }
void VCAI::validateVisitableObjs() void VCAI::validateVisitableObjs()

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@ -257,6 +257,7 @@ public:
Goals::TSubgoal getGoal(HeroPtr h) const; Goals::TSubgoal getGoal(HeroPtr h) const;
bool canAct(HeroPtr h) const; bool canAct(HeroPtr h) const;
std::vector<HeroPtr> getUnblockedHeroes() const; std::vector<HeroPtr> getUnblockedHeroes() const;
std::vector<HeroPtr> getMyHeroes() const;
HeroPtr primaryHero() const; HeroPtr primaryHero() const;
void checkHeroArmy(HeroPtr h); void checkHeroArmy(HeroPtr h);