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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

AI: pathfinder rework, rules refactored a bit.

This commit is contained in:
Andrii Danylchenko 2018-08-08 22:24:18 +03:00
parent 24221f3fb4
commit 9ab44b950a
2 changed files with 203 additions and 112 deletions

View File

@ -30,18 +30,18 @@ CNeighbourFinder::CNeighbourFinder()
}
std::vector<CGPathNode *> CNeighbourFinder::calculateNeighbours(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const
CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
std::vector<CGPathNode *> neighbours;
auto accessibleNeighbourTiles = getNeighbourTiles(source, pathfinderHelper);
auto accessibleNeighbourTiles = getNeighbourTiles(source, pathfinderConfig, pathfinderHelper);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto node = nodeHelper->getNode(neighbour, i);
auto node = pathfinderConfig->nodeHelper->getNode(neighbour, i);
if(node->accessible == CGPathNode::NOT_SET)
continue;
@ -54,16 +54,16 @@ std::vector<CGPathNode *> CNeighbourFinder::calculateNeighbours(
}
std::vector<CGPathNode *> CNeighbourFinder::calculateTeleportations(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const
CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
std::vector<CGPathNode *> neighbours;
auto accessibleExits = getTeleportExits(source, pathfinderHelper);
auto accessibleExits = getTeleportExits(source, pathfinderConfig, pathfinderHelper);
for(auto & neighbour : accessibleExits)
{
auto node = nodeHelper->getNode(neighbour, source.node->layer);
auto node = pathfinderConfig->nodeHelper->getNode(neighbour, source.node->layer);
neighbours.push_back(node);
}
@ -71,7 +71,10 @@ std::vector<CGPathNode *> CNeighbourFinder::calculateTeleportations(
return neighbours;
}
std::vector<int3> CNeighbourFinder::getNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper) const
std::vector<int3> CNeighbourFinder::getNeighbourTiles(
CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
std::vector<int3> neighbourTiles;
@ -139,36 +142,92 @@ PathfinderOptions::PathfinderOptions()
originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
}
class CMovementCostRule : public IPathfindingRule
{
public:
virtual void process(
CPathNodeInfo & source,
CDestinationNodeInfo & destination,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) override
{
int turnAtNextTile = destination.turn, moveAtNextTile = destination.movementLeft;
int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
pathfinderHelper->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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);
}
destination.turn = turnAtNextTile;
destination.movementLeft = remains;
if(destination.isBetterWay() &&
((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
{
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
destination.node->moveRemains = remains;
destination.node->turns = turnAtNextTile;
destination.node->theNodeBefore = source.node;
destination.node->action = destination.action;
return;
}
destination.blocked = true;
}
};
CPathfinderConfig::CPathfinderConfig(
std::shared_ptr<CNodeHelper> nodeHelper,
std::shared_ptr<CNeighbourFinder> neighbourFinder,
std::vector<std::shared_ptr<IPathfindingRule>> rules)
: nodeHelper(nodeHelper), neighbourFinder(neighbourFinder), rules(rules), options()
{
}
CPathfinder::CPathfinder(
CPathsInfo & _out,
CGameState * _gs,
const CGHeroInstance * _hero)
:CPathfinder(
: CPathfinder(
_gs,
_hero,
std::make_shared<CPathfinderNodeHelper>(_out, _hero),
std::make_shared<CNeighbourFinder>())
std::make_shared<CPathfinderConfig>(
std::make_shared<CPathfinderNodeHelper>(_out, _hero),
std::make_shared<CNeighbourFinder>(),
std::vector<std::shared_ptr<IPathfindingRule>>{
std::make_shared<CMovementCostRule>(),
std::make_shared<CMovementAfterDestinationRule>()
}))
{
}
CPathfinder::CPathfinder(
CGameState * _gs,
const CGHeroInstance * _hero,
std::shared_ptr<CNodeHelper> nodeHelper,
std::shared_ptr<CNeighbourFinder> neighbourFinder)
std::shared_ptr<CPathfinderConfig> config)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
, hero(_hero)
, FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
, nodeHelper(nodeHelper)
, neighbourFinder(neighbourFinder)
, config(config)
, source()
, destination()
{
assert(hero);
assert(hero == getHero(hero->id));
hlp = make_unique<CPathfinderHelper>(_gs, hero, options);
hlp = make_unique<CPathfinderHelper>(_gs, hero, config->options);
initializePatrol();
initializeGraph();
@ -176,40 +235,10 @@ CPathfinder::CPathfinder(
void CPathfinder::calculatePaths()
{
auto passOneTurnLimitCheck = [&]() -> bool
{
if(!options.oneTurnSpecialLayersLimit)
return true;
if(source.node->layer == ELayer::WATER)
return false;
if(source.node->layer == ELayer::AIR)
{
if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
return true;
else
return false;
}
return true;
};
auto isBetterWay = [&](int remains, int turn) -> bool
{
if(destination.node->turns == 0xff) //we haven't been here before
return true;
else if(destination.node->turns > turn)
return true;
else if(destination.node->turns >= turn && destination.node->moveRemains < remains) //this route is faster
return true;
return false;
};
//logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner);
//initial tile - set cost on 0 and add to the queue
CGPathNode * initialNode = nodeHelper->getInitialNode();
CGPathNode * initialNode = config->nodeHelper->getInitialNode();
if(!isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
{
@ -236,7 +265,7 @@ void CPathfinder::calculatePaths()
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(source.node->layer);
if(!passOneTurnLimitCheck())
if(!hlp->passOneTurnLimitCheck(source))
continue;
}
@ -245,7 +274,7 @@ void CPathfinder::calculatePaths()
source.objectRelations = gs->getPlayerRelations(hero->tempOwner, source.nodeObject->tempOwner);
//add accessible neighbouring nodes to the queue
auto neighbourNodes = neighbourFinder->calculateNeighbours(source, hlp.get(), nodeHelper.get());
auto neighbourNodes = config->neighbourFinder->calculateNeighbours(source, config.get(), hlp.get());
for(CGPathNode * neighbour : neighbourNodes)
{
destination.setNode(gs, neighbour);
@ -275,41 +304,20 @@ void CPathfinder::calculatePaths()
continue;
destination.action = getDestAction();
destination.turn = turn;
destination.movementLeft = movement;
for(auto rule : config->rules)
{
rule->process(source, destination, config.get(), hlp.get());
int turnAtNextTile = turn, moveAtNextTile = movement;
int cost = hlp->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
hlp->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = hlp->getMaxMovePoints(destination.node->layer);
cost = hlp->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 = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1, hlp->getTurnInfo());
cost = moveAtNextTile - remains;
if(destination.blocked)
break;
}
if(isBetterWay(remains, turnAtNextTile) &&
((source.node->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
{
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
destination.node->moveRemains = remains;
destination.node->turns = turnAtNextTile;
destination.node->theNodeBefore = source.node;
destination.node->action = destination.action;
CMovementAfterDestinationRule rl = CMovementAfterDestinationRule();
rl.process(hlp.get(), source, destination);
if(!destination.furtherProcessingImpossible)
pq.push(destination.node);
}
if(!destination.blocked && !destination.furtherProcessingImpossible)
pq.push(destination.node);
} //neighbours loop
//just add all passable teleport exits
@ -319,7 +327,7 @@ void CPathfinder::calculatePaths()
if(!source.isNodeObjectVisitable() || patrolState == PATROL_RADIUS)
continue;
auto teleportationNodes = neighbourFinder->calculateTeleportations(source, hlp.get(), nodeHelper.get());
auto teleportationNodes = config->neighbourFinder->calculateTeleportations(source, config.get(), hlp.get());
for(CGPathNode * teleportNode : teleportationNodes)
{
if(teleportNode->locked)
@ -333,11 +341,13 @@ void CPathfinder::calculatePaths()
continue;
destination.setNode(gs, teleportNode);
destination.turn = turn;
destination.movementLeft = movement;
if(isBetterWay(movement, turn))
if(destination.isBetterWay())
{
destination.node->moveRemains = movement;
destination.node->turns = turn;
destination.node->moveRemains = destination.movementLeft;
destination.node->turns = destination.turn;
destination.node->theNodeBefore = source.node;
destination.node->action = getTeleportDestAction();
if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
@ -389,6 +399,7 @@ std::vector<int3> CPathfinderHelper::getCastleGates(CPathNodeInfo & source) cons
std::vector<int3> CNeighbourFinder::getTeleportExits(
CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
std::vector<int3> teleportationExits;
@ -443,7 +454,7 @@ bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
case ELayer::LAND:
if(destLayer == ELayer::AIR)
{
if(!options.lightweightFlyingMode || isSourceInitialPosition())
if(!config->options.lightweightFlyingMode || isSourceInitialPosition())
return true;
}
else if(destLayer == ELayer::SAIL)
@ -503,7 +514,7 @@ bool CPathfinder::isLayerTransitionPossible() const
break;
case ELayer::AIR:
if(options.originalMovementRules)
if(config->options.originalMovementRules)
{
if((source.node->accessible != CGPathNode::ACCESSIBLE &&
source.node->accessible != CGPathNode::VISITABLE) &&
@ -547,7 +558,7 @@ bool CPathfinder::isMovementToDestPossible() const
return false;
if(isSourceGuarded())
{
if(!(options.originalMovementRules && source.node->layer == ELayer::AIR) &&
if(!(config->options.originalMovementRules && source.node->layer == ELayer::AIR) &&
!isDestinationGuardian()) // Can step into tile of guard
{
return false;
@ -594,7 +605,11 @@ bool CPathfinder::isMovementToDestPossible() const
return true;
}
void CMovementAfterDestinationRule::process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination)
void CMovementAfterDestinationRule::process(
CPathNodeInfo & source,
CDestinationNodeInfo & destination,
CPathfinderConfig * config,
CPathfinderHelper * pathfinderHelper)
{
switch(destination.action)
{
@ -707,12 +722,12 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
}
else if(isDestinationGuardian())
action = CGPathNode::BATTLE;
else if(destination.nodeObject->blockVisit && !(options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
else if(destination.nodeObject->blockVisit && !(config->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
action = CGPathNode::BLOCKING_VISIT;
if(action == CGPathNode::NORMAL)
{
if(options.originalMovementRules && isDestinationGuarded())
if(config->options.originalMovementRules && isDestinationGuarded())
action = CGPathNode::BATTLE;
else
action = CGPathNode::VISIT;
@ -744,7 +759,7 @@ CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
bool CPathfinder::isSourceInitialPosition() const
{
return source.node->coord == nodeHelper->getInitialNode()->coord;
return source.node->coord == config->nodeHelper->getInitialNode()->coord;
}
bool CPathfinder::isSourceGuarded() const
@ -795,7 +810,7 @@ void CPathfinder::initializeGraph()
{
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
{
auto node = nodeHelper->getNode(pos, layer);
auto node = config->nodeHelper->getNode(pos, layer);
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
node->update(pos, layer, accessibility);
};
@ -816,15 +831,15 @@ void CPathfinder::initializeGraph()
case ETerrainType::WATER:
updateNode(pos, ELayer::SAIL, tinfo);
if(options.useFlying)
if(config->options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
if(options.useWaterWalking)
if(config->options.useWaterWalking)
updateNode(pos, ELayer::WATER, tinfo);
break;
default:
updateNode(pos, ELayer::LAND, tinfo);
if(options.useFlying)
if(config->options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
break;
}
@ -949,6 +964,35 @@ bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
}
int CPathfinderHelper::getHeroMaxMovementPoints(EPathfindingLayer layer)
{
return hero->maxMovePoints(layer);
}
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int turn, int action)
{
return hero->movementPointsAfterEmbark(movement, turn, action, getTurnInfo());
}
bool CPathfinderHelper::passOneTurnLimitCheck(CPathNodeInfo & source)
{
if(!options.oneTurnSpecialLayersLimit)
return true;
if(source.node->layer == EPathfindingLayer::WATER)
return false;
if(source.node->layer == EPathfindingLayer::AIR)
{
if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
return true;
else
return false;
}
return true;
}
TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
{
noTerrainPenalty.reserve(ETerrainType::ROCK);
@ -1365,6 +1409,19 @@ void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool exclude
action = CGPathNode::ENodeAction::UNKNOWN;
}
bool CDestinationNodeInfo::isBetterWay()
{
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;
}
bool CPathNodeInfo::isNodeObjectVisitable() const
{
/// Hero can't visit objects while walking on water or flying

View File

@ -115,12 +115,16 @@ struct DLL_LINKAGE CPathNodeInfo
struct DLL_LINKAGE CDestinationNodeInfo : public CPathNodeInfo
{
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
bool furtherProcessingImpossible;
bool blocked;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false) override;
virtual bool isBetterWay();
};
class CNodeHelper
@ -132,17 +136,26 @@ public:
class CPathfinderHelper;
class CPathfinder;
class CPathfinderConfig;
class IPathfindingRule
{
public:
virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) = 0;
virtual void process(
CPathNodeInfo & source,
CDestinationNodeInfo & destination,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) = 0;
};
class CMovementAfterDestinationRule : public IPathfindingRule
{
public:
virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) override;
virtual void process(
CPathNodeInfo & source,
CDestinationNodeInfo & destination,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) override;
};
class CNeighbourFinder
@ -151,17 +164,23 @@ public:
CNeighbourFinder();
virtual std::vector<CGPathNode *> calculateNeighbours(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const;
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const;
virtual std::vector<CGPathNode *> calculateTeleportations(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const;
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const;
protected:
std::vector<int3> getNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper) const;
std::vector<int3> getTeleportExits(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper) const;
std::vector<int3> getNeighbourTiles(
CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const;
std::vector<int3> getTeleportExits(CPathNodeInfo & source,
CPathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const;
};
struct DLL_LINKAGE PathfinderOptions
@ -215,6 +234,20 @@ struct DLL_LINKAGE PathfinderOptions
PathfinderOptions();
};
class CPathfinderConfig
{
public:
std::shared_ptr<CNodeHelper> nodeHelper;
std::shared_ptr<CNeighbourFinder> neighbourFinder;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
CPathfinderConfig(
std::shared_ptr<CNodeHelper> nodeHelper,
std::shared_ptr<CNeighbourFinder> neighbourFinder,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
};
class CPathfinder : private CGameInfoCallback
{
public:
@ -224,20 +257,17 @@ public:
CPathfinder(
CGameState * _gs,
const CGHeroInstance * _hero,
std::shared_ptr<CNodeHelper> nodeHelper,
std::shared_ptr<CNeighbourFinder> neighbourFinder);
std::shared_ptr<CPathfinderConfig> 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;
PathfinderOptions options;
const CGHeroInstance * hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW;
std::unique_ptr<CPathfinderHelper> hlp;
std::shared_ptr<CNodeHelper> nodeHelper;
std::shared_ptr<CNeighbourFinder> neighbourFinder;
std::shared_ptr<CPathfinderConfig> config;
enum EPatrolState {
PATROL_NONE = 0,
@ -362,4 +392,8 @@ public:
checkLast
);
}
int getHeroMaxMovementPoints(EPathfindingLayer layer);
int movementPointsAfterEmbark(int movement, int cost, int action);
bool passOneTurnLimitCheck(CPathNodeInfo & source);
};