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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00

Merge branch 'develop' of https://github.com/vcmi/vcmi into develop

This commit is contained in:
thiscris 2024-04-06 15:44:47 +02:00
commit 9bbcb4cf5c
312 changed files with 6338 additions and 2133 deletions

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@ -1,2 +1,11 @@
/*
* StdInc.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
// Creates the precompiled header
#include "StdInc.h"

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@ -1,3 +1,12 @@
/*
* StdInc.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 "../../Global.h"

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@ -566,7 +566,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
nullkiller->init(CB, playerID);
nullkiller->init(CB, this);
retrieveVisitableObjs();
}
@ -828,7 +828,7 @@ void AIGateway::makeTurn()
{
for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
{
if(isWeeklyRevisitable(obj))
if(isWeeklyRevisitable(nullkiller.get(), obj))
{
nullkiller->memory->markObjectUnvisited(obj);
}
@ -1152,6 +1152,11 @@ void AIGateway::retrieveVisitableObjs()
{
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{
if(!obj->appearance)
{
logAi->error("Bad!");
}
addVisitableObj(obj);
}
});

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@ -163,15 +163,7 @@ bool HeroPtr::operator==(const HeroPtr & rhs) const
return h == rhs.get(true);
}
bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
return ln->getCost() < rn->getCost();
}
bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
{
const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
@ -183,9 +175,9 @@ bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStre
return true; //there's no danger
}
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength)
{
return isSafeToVisit(h, h.get(), dangerStrength);
return isSafeToVisit(h, h, dangerStrength);
}
bool isObjectRemovable(const CGObjectInstance * obj)
@ -235,11 +227,6 @@ bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
bool isObjectPassable(const CGObjectInstance * obj)
{
return isObjectPassable(obj, ai->playerID, ai->myCb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
// Pathfinder internal helper
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
{
@ -285,7 +272,7 @@ creInfo infoFromDC(const dwellingContent & dc)
return ci;
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
@ -306,7 +293,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
return art1->getPrice() > art2->getPrice();
}
bool isWeeklyRevisitable(const CGObjectInstance * obj)
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj)
{
if(!obj)
return false;

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@ -50,7 +50,6 @@
#include <chrono>
using namespace tbb;
using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
@ -71,7 +70,6 @@ extern const float SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
extern thread_local CCallback * cb;
extern thread_local AIGateway * ai;
enum HeroRole
{
@ -115,11 +113,11 @@ public:
bool validAndSet() const;
template<typename Handler> void serialize(Handler & h)
template<typename Handler> void serialize(Handler & handler)
{
h & this->h;
h & hid;
h & name;
handler & h;
handler & hid;
handler & name;
}
};
@ -225,18 +223,17 @@ void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // a
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
bool isObjectPassable(const CGObjectInstance * obj);
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj);
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
bool townHasFreeTavern(const CGTownInstance * town);
@ -246,38 +243,6 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
template<typename TFunc>
void pforeachTilePos(const int3 & mapSize, TFunc fn)
{
for(int z = 0; z < mapSize.z; ++z)
{
parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
{
int3 pos(0, 0, z);
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
{
fn(pos);
}
}
});
}
}
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero)
: hero(hero)
{
}
bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
};
template <class T>
class SharedPool
{

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@ -11,6 +11,7 @@
#include "DangerHitMapAnalyzer.h"
#include "../Engine/Nullkiller.h"
#include "../pforeach.h"
#include "../../../lib/CRandomGenerator.h"
namespace NKAI
@ -82,9 +83,9 @@ void DangerHitMapAnalyzer::updateHitMap()
boost::this_thread::interruption_point();
pforeachTilePos(mapSize, [&](const int3 & pos)
pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
{
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
for(const AIPath & path : paths)
{
if(path.getFirstBlockedAction())
continue;
@ -194,14 +195,14 @@ void DangerHitMapAnalyzer::calculateTileOwners()
ai->pathfinder->updatePaths(townHeroes, ps);
pforeachTilePos(mapSize, [&](const int3 & pos)
pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
{
float ourDistance = std::numeric_limits<float>::max();
float enemyDistance = std::numeric_limits<float>::max();
const CGTownInstance * enemyTown = nullptr;
const CGTownInstance * ourTown = nullptr;
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
for(const AIPath & path : paths)
{
if(!path.targetHero || path.getFirstBlockedAction())
continue;

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@ -109,6 +109,7 @@ void HeroManager::update()
for(auto & hero : myHeroes)
{
scores[hero] = evaluateFightingStrength(hero);
knownFightingStrength[hero->id] = hero->getFightingStrength();
}
auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
@ -192,6 +193,13 @@ bool HeroManager::heroCapReached() const
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
}
float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
{
auto cached = knownFightingStrength.find(hero->id);
return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
}
float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
{
auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);

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@ -20,23 +20,6 @@
namespace NKAI
{
class DLL_EXPORT IHeroManager //: public: IAbstractManager
{
public:
virtual ~IHeroManager() = default;
virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
virtual void update() = 0;
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
virtual bool heroCapReached() const = 0;
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
};
class DLL_EXPORT ISecondarySkillRule
{
public:
@ -55,7 +38,7 @@ public:
float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
};
class DLL_EXPORT HeroManager : public IHeroManager
class DLL_EXPORT HeroManager
{
private:
static const SecondarySkillEvaluator wariorSkillsScores;
@ -64,20 +47,22 @@ private:
CCallback * cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
std::map<HeroPtr, HeroRole> heroRoles;
std::map<ObjectInstanceID, float> knownFightingStrength;
public:
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
HeroRole getHeroRole(const HeroPtr & hero) const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
void update() override;
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
float evaluateHero(const CGHeroInstance * hero) const override;
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
bool heroCapReached() const override;
const CGHeroInstance * findHeroWithGrail() const override;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
float getMagicStrength(const CGHeroInstance * hero) const override;
const std::map<HeroPtr, HeroRole> & getHeroRoles() const;
HeroRole getHeroRole(const HeroPtr & hero) const;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const;
void update();
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
float evaluateHero(const CGHeroInstance * hero) const;
bool canRecruitHero(const CGTownInstance * t = nullptr) const;
bool heroCapReached() const;
const CGHeroInstance * findHeroWithGrail() const;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const;
float getMagicStrength(const CGHeroInstance * hero) const;
float getFightingStrengthCached(const CGHeroInstance * hero) const;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;

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@ -90,64 +90,74 @@ std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters
return result;
}
std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPathNodeInfo & node) const
{
std::vector<const CGObjectInstance *> blockers = {};
if(node.layer == EPathfindingLayer::LAND || node.layer == EPathfindingLayer::SAIL)
{
auto guardPos = ai->cb->getGuardingCreaturePosition(node.coord);
blockers = ai->cb->getVisitableObjs(node.coord);
if(guardPos.valid())
{
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
if(guard)
{
blockers.insert(blockers.begin(), guard);
}
}
}
if(node.specialAction && node.actionIsBlocked)
{
auto blockerObject = node.specialAction->targetObject();
if(blockerObject)
{
blockers.insert(blockers.begin(), blockerObject);
}
}
if(blockers.empty())
return std::optional< const CGObjectInstance *>();
auto blocker = blockers.front();
if(isObjectPassable(ai, blocker))
return std::optional< const CGObjectInstance *>();
if(blocker->ID == Obj::GARRISON
|| blocker->ID == Obj::GARRISON2)
{
if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
return std::optional< const CGObjectInstance *>();
else
return blocker;
}
if(blocker->ID == Obj::MONSTER
|| blocker->ID == Obj::BORDERGUARD
|| blocker->ID == Obj::BORDER_GATE
|| blocker->ID == Obj::SHIPYARD
|| (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
{
return blocker;
}
return std::optional< const CGObjectInstance *>();
}
const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
{
for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
{
std::vector<const CGObjectInstance *> blockers = {};
auto blocker = getBlocker(*node);
if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
{
auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
blockers = ai->cb->getVisitableObjs(node->coord);
if(guardPos.valid())
{
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
if(guard)
{
blockers.insert(blockers.begin(), guard);
}
}
}
if(node->specialAction && node->actionIsBlocked)
{
auto blockerObject = node->specialAction->targetObject();
if(blockerObject)
{
blockers.insert(blockers.begin(), blockerObject);
}
}
if(blockers.empty())
continue;
auto blocker = blockers.front();
if(isObjectPassable(ai, blocker))
continue;
if(blocker->ID == Obj::GARRISON
|| blocker->ID == Obj::GARRISON2)
{
if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
continue;
else
return blocker;
}
if(blocker->ID == Obj::MONSTER
|| blocker->ID == Obj::BORDERGUARD
|| blocker->ID == Obj::BORDER_GATE
|| blocker->ID == Obj::SHIPYARD
|| (blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked))
{
return blocker;
}
if(blocker)
return *blocker;
}
return nullptr;
@ -170,7 +180,7 @@ bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
{
return false;
}
@ -225,15 +235,17 @@ void ObjectClusterizer::clusterize()
ai->memory->visitableObjs.end());
#if NKAI_TRACE_LEVEL == 0
parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r) {
tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
#else
blocked_range<size_t> r(0, objs.size());
tbb::blocked_range<size_t> r(0, objs.size());
#endif
auto priorityEvaluator = ai->priorityEvaluators->acquire();
auto heroes = ai->cb->getHeroesInfo();
std::vector<AIPath> pathCache;
for(int i = r.begin(); i != r.end(); i++)
{
clusterizeObject(objs[i], priorityEvaluator.get());
clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
}
#if NKAI_TRACE_LEVEL == 0
});
@ -257,7 +269,11 @@ void ObjectClusterizer::clusterize()
logAi->trace("Clusterization complete in %ld", timeElapsed(start));
}
void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator)
void ObjectClusterizer::clusterizeObject(
const CGObjectInstance * obj,
PriorityEvaluator * priorityEvaluator,
std::vector<AIPath> & pathCache,
std::vector<const CGHeroInstance *> & heroes)
{
if(!shouldVisitObject(obj))
{
@ -271,9 +287,14 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
auto paths = ai->pathfinder->getPathInfo(obj->visitablePos(), true);
if(ai->settings->isObjectGraphAllowed())
{
ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
}
else
ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
if(paths.empty())
if(pathCache.empty())
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("No paths found.");
@ -281,17 +302,17 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
return;
}
std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
{
return p1.movementCost() < p2.movementCost();
});
if(vstd::contains(IgnoredObjectTypes, obj->ID))
{
farObjects.addObject(obj, paths.front(), 0);
farObjects.addObject(obj, pathCache.front(), 0);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
#endif
return;
@ -299,12 +320,35 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
std::set<const CGHeroInstance *> heroesProcessed;
for(auto & path : paths)
for(auto & path : pathCache)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Checking path %s", path.toString());
#endif
if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)
{
if(path.movementCost() > 2.0f)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path is too far %f", path.movementCost());
#endif
continue;
}
}
else if(path.movementCost() > 4.0f && obj->ID != Obj::TOWN)
{
auto strategicalValue = valueEvaluator.getStrategicalValue(obj);
if(strategicalValue < 0.3f)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Object value is too low %f", strategicalValue);
#endif
continue;
}
}
if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2

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@ -10,6 +10,7 @@
#pragma once
#include "../Pathfinding/AINodeStorage.h"
#include "../Engine/PriorityEvaluator.h"
namespace NKAI
{
@ -49,8 +50,6 @@ public:
using ClusterMap = tbb::concurrent_hash_map<const CGObjectInstance *, std::shared_ptr<ObjectCluster>>;
class PriorityEvaluator;
class ObjectClusterizer
{
private:
@ -60,6 +59,7 @@ private:
ObjectCluster farObjects;
ClusterMap blockedObjects;
const Nullkiller * ai;
RewardEvaluator valueEvaluator;
public:
void clusterize();
@ -67,12 +67,17 @@ public:
std::vector<const CGObjectInstance *> getFarObjects() const;
std::vector<std::shared_ptr<ObjectCluster>> getLockedClusters() const;
const CGObjectInstance * getBlocker(const AIPath & path) const;
std::optional<const CGObjectInstance *> getBlocker(const AIPathNodeInfo & node) const;
ObjectClusterizer(const Nullkiller * ai): ai(ai) {}
ObjectClusterizer(const Nullkiller * ai): ai(ai), valueEvaluator(ai) {}
private:
bool shouldVisitObject(const CGObjectInstance * obj) const;
void clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator);
void clusterizeObject(
const CGObjectInstance * obj,
PriorityEvaluator * priorityEvaluator,
std::vector<AIPath> & pathCache,
std::vector<const CGHeroInstance *> & heroes);
};
}

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@ -27,14 +27,14 @@ std::string BuildingBehavior::toString() const
return "Build";
}
Goals::TGoalVec BuildingBehavior::decompose() const
Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
TResources resourcesRequired = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
TResources totalDevelopmentCost = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
TResources availableResources = ai->nullkiller->getFreeResources();
TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
TResources resourcesRequired = ai->buildAnalyzer->getResourcesRequiredNow();
TResources totalDevelopmentCost = ai->buildAnalyzer->getTotalResourcesRequired();
TResources availableResources = ai->getFreeResources();
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
logAi->trace("Free resources amount: %s", availableResources.toString());
@ -46,8 +46,8 @@ Goals::TGoalVec BuildingBehavior::decompose() const
resourcesRequired.toString(),
totalDevelopmentCost.toString());
auto & developmentInfos = ai->nullkiller->buildAnalyzer->getDevelopmentInfo();
auto isGoldPreasureLow = !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh();
auto & developmentInfos = ai->buildAnalyzer->getDevelopmentInfo();
auto isGoldPreasureLow = !ai->buildAnalyzer->isGoldPreasureHigh();
for(auto & developmentInfo : developmentInfos)
{
@ -57,7 +57,7 @@ Goals::TGoalVec BuildingBehavior::decompose() const
{
if(buildingInfo.notEnoughRes)
{
if(ai->nullkiller->getLockedResources().canAfford(buildingInfo.buildCost))
if(ai->getLockedResources().canAfford(buildingInfo.buildCost))
continue;
Composition composition;

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@ -25,7 +25,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const BuildingBehavior & other) const override
{

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@ -24,11 +24,11 @@ std::string BuyArmyBehavior::toString() const
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::decompose() const
Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
if(cb->getDate(Date::DAY) == 1)
if(ai->cb->getDate(Date::DAY) == 1)
return tasks;
auto heroes = cb->getHeroesInfo();
@ -40,26 +40,26 @@ Goals::TGoalVec BuyArmyBehavior::decompose() const
for(auto town : cb->getTownsInfo())
{
auto townArmyAvailableToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuyAsCCreatureSet(
auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet(
town,
ai->nullkiller->getFreeResources());
ai->getFreeResources());
for(const CGHeroInstance * targetHero : heroes)
{
if(ai->nullkiller->buildAnalyzer->isGoldPreasureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
if(ai->buildAnalyzer->isGoldPreasureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
{
continue;
}
if(ai->nullkiller->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
{
auto reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanGet(
auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
targetHero,
targetHero,
&*townArmyAvailableToBuy);
if(reinforcement)
vstd::amin(reinforcement, ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
if(reinforcement)
{

View File

@ -20,11 +20,7 @@ namespace Goals
class BuyArmyBehavior : public CGoal<BuyArmyBehavior>
{
public:
BuyArmyBehavior()
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const BuyArmyBehavior & other) const override
{

View File

@ -47,7 +47,7 @@ bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) co
&& vectorEquals(objectSubTypes, other.objectSubTypes);
}
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit)
{
Goals::TGoalVec tasks;
@ -64,7 +64,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
logAi->trace("Path found %s", path.toString());
#endif
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
if(nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
@ -72,19 +72,31 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
continue;
}
if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
if(objToVisit && !shouldVisit(nullkiller, path.targetHero, objToVisit))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
#endif
continue;
}
auto hero = path.targetHero;
auto danger = path.getTotalDanger();
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT && path.exchangeCount > 1)
if(nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
&& (path.getTotalDanger() == 0 || path.turn() > 0)
&& path.exchangeCount > 1)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s is SCOUT, chain used and no danger", path.targetHero->getNameTranslated());
#endif
continue;
}
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
auto subGoal = firstBlockedAction->decompose(nullkiller, path.targetHero);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
@ -123,7 +135,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
sharedPtr.reset(newWay);
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = nullkiller->heroManager->getHeroRole(path.targetHero);
auto & closestWay = closestWaysByRole[heroRole];
@ -132,7 +144,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
closestWay = &path;
}
if(!ai->nullkiller->arePathHeroesLocked(path))
if(!nullkiller->arePathHeroesLocked(path))
{
waysToVisitObj.push_back(newWay);
tasks[tasks.size() - 1] = sharedPtr;
@ -142,7 +154,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
for(auto way : waysToVisitObj)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto heroRole = nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto closestWay = closestWaysByRole[heroRole];
if(closestWay)
@ -155,66 +167,80 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
return tasks;
}
Goals::TGoalVec CaptureObjectsBehavior::decompose() const
void CaptureObjectsBehavior::decomposeObjects(
Goals::TGoalVec & result,
const std::vector<const CGObjectInstance *> & objs,
const Nullkiller * nullkiller) const
{
if(objs.empty())
{
return;
}
std::mutex sync;
logAi->debug("Scanning objects, count %d", objs.size());
// tbb::blocked_range<size_t> r(0, objs.size());
tbb::parallel_for(
tbb::blocked_range<size_t>(0, objs.size()),
[this, &objs, &sync, &result, nullkiller](const tbb::blocked_range<size_t> & r)
{
std::vector<AIPath> paths;
Goals::TGoalVec tasksLocal;
for(auto i = r.begin(); i != r.end(); i++)
{
auto objToVisit = objs[i];
if(!objectMatchesFilter(objToVisit))
continue;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->settings->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit));
}
std::lock_guard<std::mutex> lock(sync);
vstd::concatenate(result, tasksLocal);
});
}
Goals::TGoalVec CaptureObjectsBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
if(objs.empty())
{
return;
}
logAi->debug("Scanning objects, count %d", objs.size());
for(auto objToVisit : objs)
{
if(!objectMatchesFilter(objToVisit))
continue;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
const int3 pos = objToVisit->visitablePos();
bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, useObjectGraph);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
std::shared_ptr<ExecuteHeroChain> closestWay;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
}
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
return task->invalid();
});
};
return task->invalid();
});
if(specificObjects)
{
captureObjects(objectsToCapture);
decomposeObjects(tasks, objectsToCapture, ai);
}
else if(objectTypes.size())
{
captureObjects(
decomposeObjects(
tasks,
std::vector<const CGObjectInstance *>(
ai->nullkiller->memory->visitableObjs.begin(),
ai->nullkiller->memory->visitableObjs.end()));
ai->memory->visitableObjs.begin(),
ai->memory->visitableObjs.end()),
ai);
}
else
{
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
decomposeObjects(tasks, ai->objectClusterizer->getNearbyObjects(), ai);
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
if(tasks.empty() || ai->getScanDepth() != ScanDepth::SMALL)
decomposeObjects(tasks, ai->objectClusterizer->getFarObjects(), ai);
}
return tasks;

View File

@ -25,6 +25,7 @@ namespace Goals
std::vector<int> objectSubTypes;
std::vector<const CGObjectInstance *> objectsToCapture;
bool specificObjects;
public:
CaptureObjectsBehavior()
:CGoal(CAPTURE_OBJECTS)
@ -48,7 +49,7 @@ namespace Goals
specificObjects = true;
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
CaptureObjectsBehavior & ofType(int type)
@ -67,10 +68,14 @@ namespace Goals
bool operator==(const CaptureObjectsBehavior & other) const override;
static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit = nullptr);
static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit = nullptr);
private:
bool objectMatchesFilter(const CGObjectInstance * obj) const;
void decomposeObjects(
Goals::TGoalVec & result,
const std::vector<const CGObjectInstance *> & objs,
const Nullkiller * nullkiller) const;
};
}

View File

@ -26,23 +26,24 @@ std::string ClusterBehavior::toString() const
return "Unlock Clusters";
}
Goals::TGoalVec ClusterBehavior::decompose() const
Goals::TGoalVec ClusterBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto clusters = ai->nullkiller->objectClusterizer->getLockedClusters();
auto clusters = ai->objectClusterizer->getLockedClusters();
for(auto cluster : clusters)
{
vstd::concatenate(tasks, decomposeCluster(cluster));
vstd::concatenate(tasks, decomposeCluster(ai, cluster));
}
return tasks;
}
Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster> cluster) const
Goals::TGoalVec ClusterBehavior::decomposeCluster(const Nullkiller * ai, std::shared_ptr<ObjectCluster> cluster) const
{
auto center = cluster->calculateCenter();
auto paths = ai->nullkiller->pathfinder->getPathInfo(center->visitablePos(), ai->nullkiller->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(center->visitablePos(), ai->settings->isObjectGraphAllowed());
auto blockerPos = cluster->blocker->visitablePos();
std::vector<AIPath> blockerPaths;
@ -64,7 +65,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
logAi->trace("Checking path %s", path->toString());
#endif
auto blocker = ai->nullkiller->objectClusterizer->getBlocker(*path);
auto blocker = ai->objectClusterizer->getBlocker(*path);
if(blocker != cluster->blocker)
{
@ -82,7 +83,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
{
clonedPath.nodes.insert(clonedPath.nodes.begin(), *node);
if(node->coord == blockerPos || cb->getGuardingCreaturePosition(node->coord) == blockerPos)
if(node->coord == blockerPos || ai->cb->getGuardingCreaturePosition(node->coord) == blockerPos)
break;
}
@ -99,7 +100,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
logAi->trace("Decompose unlock paths");
#endif
auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths);
auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths, ai);
for(int i = 0; i < paths.size(); i++)
{

View File

@ -28,7 +28,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const ClusterBehavior & other) const override
@ -37,7 +37,7 @@ namespace Goals
}
private:
Goals::TGoalVec decomposeCluster(std::shared_ptr<ObjectCluster> cluster) const;
Goals::TGoalVec decomposeCluster(const Nullkiller * ai, std::shared_ptr<ObjectCluster> cluster) const;
};
}

View File

@ -34,21 +34,21 @@ std::string DefenceBehavior::toString() const
return "Defend towns";
}
Goals::TGoalVec DefenceBehavior::decompose() const
Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
for(auto town : cb->getTownsInfo())
for(auto town : ai->cb->getTownsInfo())
{
evaluateDefence(tasks, town);
evaluateDefence(tasks, town, ai);
}
return tasks;
}
bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const std::vector<AIPath> & paths)
bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
{
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
for(const AIPath & path : paths)
{
@ -81,14 +81,15 @@ void handleCounterAttack(
const CGTownInstance * town,
const HitMapInfo & threat,
const HitMapInfo & maximumDanger,
const Nullkiller * ai,
Goals::TGoalVec & tasks)
{
if(threat.hero.validAndSet()
&& threat.turn <= 1
&& (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
{
auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(threat.hero->visitablePos());
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, threat.hero.get());
auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
for(int i = 0; i < heroCapturingPaths.size(); i++)
{
@ -106,9 +107,9 @@ void handleCounterAttack(
}
}
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
{
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
if(ai->isHeroLocked(town->garrisonHero.get()))
{
logAi->trace(
"Hero %s in garrison of town %s is supposed to defend the town",
@ -120,7 +121,7 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
if(!town->visitingHero)
{
if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
if(ai->cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
{
logAi->trace(
"Extracting hero %s from garrison of town %s",
@ -131,10 +132,10 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
return true;
}
else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
{
auto armyDismissLimit = 1000;
auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
if(heroToDismiss)
{
@ -148,16 +149,16 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
return false;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
{
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
auto threatNode = ai->nullkiller->dangerHitMap->getObjectThreat(town);
std::vector<HitMapInfo> threats = ai->nullkiller->dangerHitMap->getTownThreats(town);
auto threatNode = ai->dangerHitMap->getObjectThreat(town);
std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
{
return;
}
@ -169,7 +170,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
return;
}
uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
{
@ -177,7 +178,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
}
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
for(auto & threat : threats)
{
@ -188,14 +189,14 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
std::to_string(threat.turn),
threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
handleCounterAttack(town, threat, threatNode.maximumDanger, tasks);
handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
if(isThreatUnderControl(town, threat, paths))
if(isThreatUnderControl(town, threat, ai, paths))
{
continue;
}
evaluateRecruitingHero(tasks, threat, town);
evaluateRecruitingHero(tasks, threat, town, ai);
if(paths.empty())
{
@ -274,7 +275,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
// main without army and visiting scout with army, very specific case
if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
&& ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
&& ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
{
path.heroArmy = town->visitingHero.get();
@ -293,7 +294,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= threat.danger))
{
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s. Path is locked.",
@ -344,7 +345,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
if(town->garrisonHero)
{
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
if(ai->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
{
if(path.turn() == 0)
@ -378,7 +379,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
@ -402,19 +403,19 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->debug("Found %d tasks", tasks.size());
}
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town) const
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
{
if(town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
&& ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
auto heroesInTavern = ai->cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() < threat.danger)
continue;
auto myHeroes = cb->getHeroesInfo();
auto myHeroes = ai->cb->getHeroesInfo();
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
@ -448,9 +449,9 @@ void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitM
if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
continue;
}
else if(ai->nullkiller->heroManager->heroCapReached())
else if(ai->heroManager->heroCapReached())
{
heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
if(!heroToDismiss)
continue;

View File

@ -20,7 +20,6 @@ struct HitMapInfo;
namespace Goals
{
class DefenceBehavior : public CGoal<DefenceBehavior>
{
public:
@ -29,7 +28,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const DefenceBehavior & other) const override
@ -38,8 +37,8 @@ namespace Goals
}
private:
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town) const;
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const;
};
}

View File

@ -30,11 +30,11 @@ std::string GatherArmyBehavior::toString() const
return "Gather army";
}
Goals::TGoalVec GatherArmyBehavior::decompose() const
Goals::TGoalVec GatherArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
auto heroes = ai->cb->getHeroesInfo();
if(heroes.empty())
{
@ -43,33 +43,33 @@ Goals::TGoalVec GatherArmyBehavior::decompose() const
for(const CGHeroInstance * hero : heroes)
{
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN)
if(ai->heroManager->getHeroRole(hero) == HeroRole::MAIN)
{
vstd::concatenate(tasks, deliverArmyToHero(hero));
vstd::concatenate(tasks, deliverArmyToHero(ai, hero));
}
}
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
for(const CGTownInstance * town : towns)
{
vstd::concatenate(tasks, upgradeArmy(town));
vstd::concatenate(tasks, upgradeArmy(ai, town));
}
return tasks;
}
Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const
Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const
{
Goals::TGoalVec tasks;
const int3 pos = hero->visitablePos();
auto targetHeroScore = ai->nullkiller->heroManager->evaluateHero(hero);
auto targetHeroScore = ai->heroManager->evaluateHero(hero);
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
#endif
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Gather army found %d paths", paths.size());
@ -89,7 +89,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
continue;
}
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
if(path.turn() > 0 && ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@ -97,7 +97,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
continue;
}
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
@ -107,7 +107,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
HeroExchange heroExchange(hero, path);
uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
uint64_t armyValue = heroExchange.getReinforcementArmyStrength(ai);
float armyRatio = (float)armyValue / hero->getArmyStrength();
// avoid transferring very small amount of army
@ -126,11 +126,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
{
if(!node.targetHero) continue;
auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero);
auto heroRole = ai->heroManager->getHeroRole(node.targetHero);
if(heroRole == HeroRole::MAIN)
{
auto score = ai->nullkiller->heroManager->evaluateHero(node.targetHero);
auto score = ai->heroManager->evaluateHero(node.targetHero);
if(score >= targetHeroScore)
{
@ -174,7 +174,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
if(hero->inTownGarrison && path.turn() == 0)
{
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
auto lockReason = ai->getHeroLockedReason(hero);
if(path.targetHero->visitedTown == hero->visitedTown)
{
@ -201,7 +201,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Action is blocked. Considering decomposition.");
#endif
auto subGoal = blockedAction->decompose(path.targetHero);
auto subGoal = blockedAction->decompose(ai, path.targetHero);
if(subGoal->invalid())
{
@ -221,18 +221,18 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
return tasks;
}
Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const
Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const
{
Goals::TGoalVec tasks;
const int3 pos = upgrader->visitablePos();
TResources availableResources = ai->nullkiller->getFreeResources();
TResources availableResources = ai->getFreeResources();
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
#endif
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
@ -244,9 +244,9 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
for(const AIPath & path : paths)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::MAIN && path.turn() < ai->nullkiller->settings->getScoutHeroTurnDistanceLimit())
if(heroRole == HeroRole::MAIN && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
hasMainAround = true;
}
@ -275,7 +275,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
@ -292,10 +292,10 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT
&& ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
&& ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@ -303,17 +303,17 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
auto upgrade = ai->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
if(!upgrader->garrisonHero
&& (
hasMainAround
|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
|| ai->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
{
ArmyUpgradeInfo armyToGetOrBuy;
armyToGetOrBuy.addArmyToGet(
ai->nullkiller->armyManager->getBestArmy(
ai->armyManager->getBestArmy(
path.targetHero,
path.heroArmy,
upgrader->getUpperArmy()));
@ -321,11 +321,11 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
armyToGetOrBuy.addArmyToBuy(
ai->nullkiller->armyManager->toSlotInfo(
ai->nullkiller->armyManager->getArmyAvailableToBuy(
ai->armyManager->toSlotInfo(
ai->armyManager->getArmyAvailableToBuy(
path.heroArmy,
upgrader,
ai->nullkiller->getFreeResources(),
ai->getFreeResources(),
path.turn())));
upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
@ -334,17 +334,17 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
if(!upgrade.upgradeValue
&& armyToGetOrBuy.upgradeValue > 20000
&& ai->nullkiller->heroManager->canRecruitHero(town)
&& path.turn() < ai->nullkiller->settings->getScoutHeroTurnDistanceLimit())
&& ai->heroManager->canRecruitHero(town)
&& path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
{
for(auto hero : cb->getAvailableHeroes(town))
{
auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
auto scoutReinforcement = ai->armyManager->howManyReinforcementsCanBuy(hero, town)
+ ai->armyManager->howManyReinforcementsCanGet(hero, town);
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
&& ai->nullkiller->getFreeGold() >20000
&& !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh())
&& ai->getFreeGold() >20000
&& !ai->buildAnalyzer->isGoldPreasureHigh())
{
Composition recruitHero;

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const GatherArmyBehavior & other) const override
@ -34,8 +34,8 @@ namespace Goals
}
private:
TGoalVec deliverArmyToHero(const CGHeroInstance * hero) const;
TGoalVec upgradeArmy(const CGTownInstance * upgrader) const;
TGoalVec deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const;
TGoalVec upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const;
};
}

View File

@ -24,12 +24,12 @@ std::string RecruitHeroBehavior::toString() const
return "Recruit hero";
}
Goals::TGoalVec RecruitHeroBehavior::decompose() const
Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles();
auto ourHeroes = ai->heroManager->getHeroRoles();
auto minScoreToHireMain = std::numeric_limits<float>::max();
for(auto hero : ourHeroes)
@ -37,7 +37,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
if(hero.second != HeroRole::MAIN)
continue;
auto newScore = ai->nullkiller->heroManager->evaluateHero(hero.first.get());
auto newScore = ai->heroManager->evaluateHero(hero.first.get());
if(minScoreToHireMain > newScore)
{
@ -48,13 +48,13 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
for(auto town : towns)
{
if(ai->nullkiller->heroManager->canRecruitHero(town))
if(ai->heroManager->canRecruitHero(town))
{
auto availableHeroes = cb->getAvailableHeroes(town);
auto availableHeroes = ai->cb->getAvailableHeroes(town);
for(auto hero : availableHeroes)
{
auto score = ai->nullkiller->heroManager->evaluateHero(hero);
auto score = ai->heroManager->evaluateHero(hero);
if(score > minScoreToHireMain)
{
@ -65,16 +65,16 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
int treasureSourcesCount = 0;
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
for(auto obj : ai->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE)
|| obj->ID == Obj::TREASURE_CHEST
|| obj->ID == Obj::CAMPFIRE
|| isWeeklyRevisitable(obj)
|| isWeeklyRevisitable(ai, obj)
|| obj->ID ==Obj::ARTIFACT)
{
auto tile = obj->visitablePos();
auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
auto closestTown = ai->dangerHitMap->getClosestTown(tile);
if(town == closestTown)
treasureSourcesCount++;
@ -84,8 +84,8 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000))
continue;
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh()))
if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPreasureHigh()))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
}

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const RecruitHeroBehavior & other) const override

View File

@ -41,9 +41,9 @@ const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPa
return shortestPath;
}
const CGHeroInstance * getNearestHero(const CGTownInstance * town)
const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstance * town)
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
if(paths.empty())
return nullptr;
@ -59,9 +59,9 @@ const CGHeroInstance * getNearestHero(const CGTownInstance * town)
return shortestPath.targetHero;
}
bool needToRecruitHero(const CGTownInstance * startupTown)
bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
{
if(!ai->nullkiller->heroManager->canRecruitHero(startupTown))
if(!ai->heroManager->canRecruitHero(startupTown))
return false;
if(!startupTown->garrisonHero && !startupTown->visitingHero)
@ -69,7 +69,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
int treasureSourcesCount = 0;
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
for(auto obj : ai->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE && dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD)
|| obj->ID == Obj::TREASURE_CHEST
@ -91,10 +91,10 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
}
Goals::TGoalVec StartupBehavior::decompose() const
Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
if(!towns.size())
return tasks;
@ -103,38 +103,38 @@ Goals::TGoalVec StartupBehavior::decompose() const
if(towns.size() > 1)
{
startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
{
if(town->garrisonHero)
return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
return ai->heroManager->evaluateHero(town->garrisonHero.get());
auto closestHero = getNearestHero(town);
auto closestHero = getNearestHero(ai, town);
if(closestHero)
return ai->nullkiller->heroManager->evaluateHero(closestHero);
return ai->heroManager->evaluateHero(closestHero);
return 0;
});
}
if(!startupTown->hasBuilt(BuildingID::TAVERN)
&& cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
&& ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
{
tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
return tasks;
}
bool canRecruitHero = needToRecruitHero(startupTown);
auto closestHero = getNearestHero(startupTown);
bool canRecruitHero = needToRecruitHero(ai, startupTown);
auto closestHero = getNearestHero(ai, startupTown);
if(closestHero)
{
if(!startupTown->visitingHero)
{
if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());
if(paths.size())
{
@ -147,22 +147,22 @@ Goals::TGoalVec StartupBehavior::decompose() const
else
{
auto visitingHero = startupTown->visitingHero.get();
auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
if(startupTown->garrisonHero)
{
auto garrisonHero = startupTown->garrisonHero.get();
auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
if(visitingHeroScore > garrisonHeroScore
|| (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
|| (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
{
if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
}
@ -170,7 +170,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
else if(canRecruitHero)
{
auto canPickTownArmy = startupTown->stacksCount() == 0
|| ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
|| ai->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
if(canPickTownArmy)
{
@ -189,7 +189,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
{
for(auto town : towns)
{
if(!town->visitingHero && needToRecruitHero(town))
if(!town->visitingHero && needToRecruitHero(ai, town))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
@ -205,7 +205,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
if(town->garrisonHero
&& town->garrisonHero->movementPointsRemaining()
&& !town->visitingHero
&& ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
&& ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
}

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const StartupBehavior & other) const override

View File

@ -27,26 +27,31 @@ std::string StayAtTownBehavior::toString() const
return "StayAtTownBehavior";
}
Goals::TGoalVec StayAtTownBehavior::decompose() const
Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
if(!towns.size())
return tasks;
std::vector<AIPath> paths;
for(auto town : towns)
{
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
ai->pathfinder->calculatePathInfo(paths, town->visitablePos());
for(auto & path : paths)
{
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(!path.targetHero->hasSpellbook() || path.targetHero->mana >= 0.75f * path.targetHero->manaLimit())
continue;
if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
{
if(path.targetHero->mana == path.targetHero->manaLimit())

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const StayAtTownBehavior & other) const override

View File

@ -81,6 +81,7 @@ set(Nullkiller_HEADERS
Pathfinding/Rules/AIPreviousNodeRule.h
Pathfinding/ObjectGraph.h
AIUtility.h
pforeach.h
Analyzers/ArmyManager.h
Analyzers/HeroManager.h
Engine/Settings.h

View File

@ -26,6 +26,11 @@ namespace NKAI
using namespace Goals;
DeepDecomposer::DeepDecomposer(const Nullkiller * ai)
:ai(ai), depth(0)
{
}
void DeepDecomposer::reset()
{
decompositionCache.clear();
@ -136,7 +141,7 @@ Goals::TSubgoal DeepDecomposer::aggregateGoals(int startDepth, TSubgoal last)
Goals::TSubgoal DeepDecomposer::unwrapComposition(Goals::TSubgoal goal)
{
return goal->goalType == Goals::COMPOSITION ? goal->decompose().back() : goal;
return goal->goalType == Goals::COMPOSITION ? goal->decompose(ai).back() : goal;
}
bool isEquivalentGoals(TSubgoal goal1, TSubgoal goal2)
@ -156,7 +161,7 @@ bool isEquivalentGoals(TSubgoal goal1, TSubgoal goal2)
bool DeepDecomposer::isCompositionLoop(TSubgoal goal)
{
auto goalsToTest = goal->goalType == Goals::COMPOSITION ? goal->decompose() : TGoalVec{goal};
auto goalsToTest = goal->goalType == Goals::COMPOSITION ? goal->decompose(ai) : TGoalVec{goal};
for(auto goalToTest : goalsToTest)
{
@ -206,7 +211,7 @@ TGoalVec DeepDecomposer::decomposeCached(TSubgoal goal, bool & fromCache)
fromCache = false;
return goal->decompose();
return goal->decompose(ai);
}
void DeepDecomposer::addToCache(TSubgoal goal)

View File

@ -30,8 +30,10 @@ private:
std::vector<Goals::TGoalVec> goals;
std::vector<TGoalHashSet> decompositionCache;
int depth;
const Nullkiller * ai;
public:
DeepDecomposer(const Nullkiller * ai);
void reset();
Goals::TGoalVec decompose(Goals::TSubgoal behavior, int depthLimit);

View File

@ -37,10 +37,11 @@ Nullkiller::Nullkiller()
settings = std::make_unique<Settings>();
}
void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
{
this->cb = cb;
this->playerID = playerID;
this->gateway = gateway;
this->playerID = gateway->playerID;
baseGraph.reset();
@ -59,7 +60,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
pathfinder.reset(new AIPathfinder(cb.get(), this));
armyManager.reset(new ArmyManager(cb.get(), this));
heroManager.reset(new HeroManager(cb.get(), this));
decomposer.reset(new DeepDecomposer());
decomposer.reset(new DeepDecomposer(this));
armyFormation.reset(new ArmyFormation(cb, this));
}
@ -120,12 +121,11 @@ void Nullkiller::resetAiState()
lockedResources = TResources();
scanDepth = ScanDepth::MAIN_FULL;
playerID = ai->playerID;
lockedHeroes.clear();
dangerHitMap->reset();
useHeroChain = true;
if(!baseGraph && ai->nullkiller->settings->isObjectGraphAllowed())
if(!baseGraph && settings->isObjectGraphAllowed())
{
baseGraph = std::make_unique<ObjectGraph>();
baseGraph->updateGraph(this);
@ -188,7 +188,10 @@ void Nullkiller::updateAiState(int pass, bool fast)
if(settings->isObjectGraphAllowed())
{
pathfinder->updateGraphs(activeHeroes);
pathfinder->updateGraphs(
activeHeroes,
scanDepth == ScanDepth::SMALL ? 255 : 10,
scanDepth == ScanDepth::ALL_FULL ? 255 : 3);
}
boost::this_thread::interruption_point();
@ -250,6 +253,7 @@ void Nullkiller::makeTurn()
for(int i = 1; i <= settings->getMaxPass(); i++)
{
auto start = std::chrono::high_resolution_clock::now();
updateAiState(i);
Goals::TTask bestTask = taskptr(Goals::Invalid());
@ -303,8 +307,7 @@ void Nullkiller::makeTurn()
// TODO: better to check turn distance here instead of priority
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::MAIN_FULL
&& !settings->isObjectGraphAllowed())
&& scanDepth == ScanDepth::MAIN_FULL)
{
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
@ -317,25 +320,22 @@ void Nullkiller::makeTurn()
if(bestTask->priority < MIN_PRIORITY)
{
if(!settings->isObjectGraphAllowed())
{
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
return h->movementPointsRemaining() > 100;
});
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
return h->movementPointsRemaining() > 100;
});
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
@ -343,6 +343,8 @@ void Nullkiller::makeTurn()
return;
}
logAi->debug("Decission madel in %ld", timeElapsed(start));
executeTask(bestTask);
if(i == settings->getMaxPass())
@ -362,7 +364,7 @@ void Nullkiller::executeTask(Goals::TTask task)
try
{
task->accept(ai);
task->accept(gateway);
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
}
catch(goalFulfilledException &)

View File

@ -57,6 +57,7 @@ private:
ScanDepth scanDepth;
TResources lockedResources;
bool useHeroChain;
AIGateway * gateway;
public:
static std::unique_ptr<ObjectGraph> baseGraph;
@ -79,7 +80,7 @@ public:
std::mutex aiStateMutex;
Nullkiller();
void init(std::shared_ptr<CCallback> cb, PlayerColor playerID);
void init(std::shared_ptr<CCallback> cb, AIGateway * gateway);
void makeTurn();
bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
bool isHeroLocked(const CGHeroInstance * hero) const;

View File

@ -709,7 +709,7 @@ public:
Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
@ -1064,7 +1064,7 @@ EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal
if(goal->goalType == Goals::COMPOSITION)
{
parts = goal->decompose();
parts = goal->decompose(ai);
}
else
{

View File

@ -21,6 +21,7 @@ namespace NKAI
struct HeroPtr;
class AIGateway;
class FuzzyHelper;
class Nullkiller;
namespace Goals
{
@ -128,7 +129,7 @@ namespace Goals
return const_cast<AbstractGoal *>(this);
}
virtual TGoalVec decompose() const
virtual TGoalVec decompose(const Nullkiller * ai) const
{
return TGoalVec();
}

View File

@ -1,6 +1,3 @@
namespace Nullkiller
{
/*
* Build.cpp, part of VCMI engine
*
@ -23,6 +20,8 @@ namespace Nullkiller
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
namespace Nullkiller
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;

View File

@ -1,6 +1,3 @@
namespace Nullkiller
{
/*
* Build.h, part of VCMI engine
*
@ -14,6 +11,9 @@ namespace Nullkiller
#include "CGoal.h"
namespace Nullkiller
{
struct HeroPtr;
class AIGateway;
class FuzzyHelper;

View File

@ -54,9 +54,9 @@ namespace Goals
virtual bool operator==(const T & other) const = 0;
TGoalVec decompose() const override
TGoalVec decompose(const Nullkiller * ai) const override
{
TSubgoal single = decomposeSingle();
TSubgoal single = decomposeSingle(ai);
if(!single || single->invalid())
return {};
@ -65,7 +65,7 @@ namespace Goals
}
protected:
virtual TSubgoal decomposeSingle() const
virtual TSubgoal decomposeSingle(const Nullkiller * ai) const
{
return TSubgoal();
}

View File

@ -35,9 +35,9 @@ std::string CaptureObject::toString() const
return "Capture " + name + " at " + tile.toString();
}
TGoalVec CaptureObject::decompose() const
TGoalVec CaptureObject::decompose(const Nullkiller * ai) const
{
return CaptureObjectsBehavior(cb->getObj(ObjectInstanceID(objid))).decompose();
return CaptureObjectsBehavior(ai->cb->getObj(ObjectInstanceID(objid))).decompose(ai);
}
}

View File

@ -35,7 +35,7 @@ namespace Goals
}
bool operator==(const CaptureObject & other) const override;
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool hasHash() const override { return true; }
uint64_t getHash() const override;

View File

@ -29,36 +29,36 @@ std::string CompleteQuest::toString() const
return "Complete quest " + questToString();
}
TGoalVec CompleteQuest::decompose() const
TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const
{
if(isKeyMaster(q))
{
return missionKeymaster();
return missionKeymaster(ai);
}
logAi->debug("Trying to realize quest: %s", questToString());
if(!q.quest->mission.artifacts.empty())
return missionArt();
return missionArt(ai);
if(!q.quest->mission.heroes.empty())
return missionHero();
return missionHero(ai);
if(!q.quest->mission.creatures.empty())
return missionArmy();
return missionArmy(ai);
if(q.quest->mission.resources.nonZero())
return missionResources();
return missionResources(ai);
if(q.quest->killTarget != ObjectInstanceID::NONE)
return missionDestroyObj();
return missionDestroyObj(ai);
for(auto & s : q.quest->mission.primary)
if(s)
return missionIncreasePrimaryStat();
return missionIncreasePrimaryStat(ai);
if(q.quest->mission.heroLevel > 0)
return missionLevel();
return missionLevel(ai);
return TGoalVec();
}
@ -103,21 +103,21 @@ std::string CompleteQuest::questToString() const
return ms.toString();
}
TGoalVec CompleteQuest::tryCompleteQuest() const
TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !q.quest->checkQuest(path.targetHero);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionArt() const
TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
if(!solutions.empty())
return solutions;
@ -132,9 +132,9 @@ TGoalVec CompleteQuest::missionArt() const
return solutions;
}
TGoalVec CompleteQuest::missionHero() const
TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
if(solutions.empty())
{
@ -145,43 +145,43 @@ TGoalVec CompleteQuest::missionHero() const
return solutions;
}
TGoalVec CompleteQuest::missionArmy() const
TGoalVec CompleteQuest::missionArmy(const Nullkiller * ai) const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
{
return tryCompleteQuest();
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionLevel() const
TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
{
return tryCompleteQuest();
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionKeymaster() const
TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
{
if(isObjectPassable(q.obj))
if(isObjectPassable(ai, q.obj))
{
return CaptureObjectsBehavior(q.obj).decompose();
return CaptureObjectsBehavior(q.obj).decompose(ai);
}
else
{
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose();
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose(ai);
}
}
TGoalVec CompleteQuest::missionResources() const
TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
@ -208,14 +208,14 @@ TGoalVec CompleteQuest::missionResources() const
return solutions;
}
TGoalVec CompleteQuest::missionDestroyObj() const
TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * ai) const
{
auto obj = cb->getObj(q.quest->killTarget);
auto obj = ai->cb->getObj(q.quest->killTarget);
if(!obj)
return CaptureObjectsBehavior(q.obj).decompose();
return CaptureObjectsBehavior(q.obj).decompose(ai);
auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
auto relations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
//if(relations == PlayerRelations::SAME_PLAYER)
//{
@ -226,7 +226,7 @@ TGoalVec CompleteQuest::missionDestroyObj() const
//else
if(relations == PlayerRelations::ENEMIES)
{
return CaptureObjectsBehavior(obj).decompose();
return CaptureObjectsBehavior(obj).decompose(ai);
}
return TGoalVec();

View File

@ -29,7 +29,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool hasHash() const override { return true; }
uint64_t getHash() const override;
@ -37,15 +37,15 @@ namespace Goals
bool operator==(const CompleteQuest & other) const override;
private:
TGoalVec tryCompleteQuest() const;
TGoalVec missionArt() const;
TGoalVec missionHero() const;
TGoalVec missionArmy() const;
TGoalVec missionResources() const;
TGoalVec missionDestroyObj() const;
TGoalVec missionIncreasePrimaryStat() const;
TGoalVec missionLevel() const;
TGoalVec missionKeymaster() const;
TGoalVec tryCompleteQuest(const Nullkiller * ai) const;
TGoalVec missionArt(const Nullkiller * ai) const;
TGoalVec missionHero(const Nullkiller * ai) const;
TGoalVec missionArmy(const Nullkiller * ai) const;
TGoalVec missionResources(const Nullkiller * ai) const;
TGoalVec missionDestroyObj(const Nullkiller * ai) const;
TGoalVec missionIncreasePrimaryStat(const Nullkiller * ai) const;
TGoalVec missionLevel(const Nullkiller * ai) const;
TGoalVec missionKeymaster(const Nullkiller * ai) const;
std::string questToString() const;
};
}

View File

@ -59,7 +59,7 @@ void Composition::accept(AIGateway * ai)
}
}
TGoalVec Composition::decompose() const
TGoalVec Composition::decompose(const Nullkiller * ai) const
{
TGoalVec result;

View File

@ -32,7 +32,7 @@ namespace Goals
Composition & addNext(const AbstractGoal & goal);
Composition & addNext(TSubgoal goal);
Composition & addNextSequence(const TGoalVec & taskSequence);
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
bool isElementar() const override;
int getHeroExchangeCount() const override;
};

View File

@ -67,40 +67,40 @@ void ExecuteHeroChain::accept(AIGateway * ai)
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
{
auto & node = chainPath.nodes[i];
auto * node = &chainPath.nodes[i];
const CGHeroInstance * hero = node.targetHero;
const CGHeroInstance * hero = node->targetHero;
HeroPtr heroPtr = hero;
if(node.parentIndex >= i)
if(node->parentIndex >= i)
{
logAi->error("Invalid parentIndex while executing node " + node.coord.toString());
logAi->error("Invalid parentIndex while executing node " + node->coord.toString());
}
if(vstd::contains(blockedIndexes, i))
{
blockedIndexes.insert(node.parentIndex);
blockedIndexes.insert(node->parentIndex);
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
continue;
}
logAi->debug("Executing chain node %d. Moving hero %s to %s", i, hero->getNameTranslated(), node.coord.toString());
logAi->debug("Executing chain node %d. Moving hero %s to %s", i, hero->getNameTranslated(), node->coord.toString());
try
{
if(hero->movementPointsRemaining() > 0)
{
ai->nullkiller->setActive(hero, node.coord);
ai->nullkiller->setActive(hero, node->coord);
if(node.specialAction)
if(node->specialAction)
{
if(node.actionIsBlocked)
if(node->actionIsBlocked)
{
throw cannotFulfillGoalException("Path is nondeterministic.");
}
node.specialAction->execute(hero);
node->specialAction->execute(ai, hero);
if(!heroPtr.validAndSet())
{
@ -109,10 +109,34 @@ void ExecuteHeroChain::accept(AIGateway * ai)
return;
}
}
if(node.turns == 0 && node.coord != hero->visitablePos())
else if(i > 0 && ai->nullkiller->settings->isObjectGraphAllowed())
{
auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node.coord);
auto chainMask = i < chainPath.nodes.size() - 1 ? chainPath.nodes[i + 1].chainMask : node->chainMask;
for(auto j = i - 1; j >= 0; j--)
{
auto & nextNode = chainPath.nodes[j];
if(nextNode.specialAction || nextNode.chainMask != chainMask)
break;
auto targetNode = cb->getPathsInfo(hero)->getPathInfo(nextNode.coord);
if(!targetNode->reachable()
|| targetNode->getCost() > nextNode.cost)
break;
i = j;
node = &nextNode;
if(targetNode->action == EPathNodeAction::BATTLE || targetNode->action == EPathNodeAction::TELEPORT_BATTLE)
break;
}
}
if(node->turns == 0 && node->coord != hero->visitablePos())
{
auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node->coord);
if(targetNode->accessible == EPathAccessibility::NOT_SET
|| targetNode->accessible == EPathAccessibility::BLOCKED
@ -122,7 +146,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
logAi->error(
"Unable to complete chain. Expected hero %s to arrive to %s in 0 turns but he cannot do this",
hero->getNameTranslated(),
node.coord.toString());
node->coord.toString());
return;
}
@ -132,7 +156,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
{
try
{
if(moveHeroToTile(hero, node.coord))
if(moveHeroToTile(ai, hero, node->coord))
{
continue;
}
@ -149,11 +173,11 @@ void ExecuteHeroChain::accept(AIGateway * ai)
if(hero->movementPointsRemaining() > 0)
{
CGPath path;
bool isOk = cb->getPathsInfo(hero)->getPath(path, node.coord);
bool isOk = cb->getPathsInfo(hero)->getPath(path, node->coord);
if(isOk && path.nodes.back().turns > 0)
{
logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero->getNameTranslated(), hero->movementPointsRemaining(), node.coord.toString());
logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero->getNameTranslated(), hero->movementPointsRemaining(), node->coord.toString());
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
return;
@ -165,15 +189,15 @@ void ExecuteHeroChain::accept(AIGateway * ai)
}
}
if(node.coord == hero->visitablePos())
if(node->coord == hero->visitablePos())
continue;
if(node.turns == 0)
if(node->turns == 0)
{
logAi->error(
"Unable to complete chain. Expected hero %s to arive to %s but he is at %s",
hero->getNameTranslated(),
node.coord.toString(),
node->coord.toString(),
hero->visitablePos().toString());
return;
@ -181,13 +205,13 @@ void ExecuteHeroChain::accept(AIGateway * ai)
// no exception means we were not able to reach the tile
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
blockedIndexes.insert(node.parentIndex);
blockedIndexes.insert(node->parentIndex);
}
catch(const goalFulfilledException &)
{
if(!heroPtr.validAndSet())
{
logAi->debug("Hero %s was killed while attempting to reach %s", heroPtr.name, node.coord.toString());
logAi->debug("Hero %s was killed while attempting to reach %s", heroPtr.name, node->coord.toString());
return;
}
@ -200,9 +224,9 @@ std::string ExecuteHeroChain::toString() const
return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
}
bool ExecuteHeroChain::moveHeroToTile(const CGHeroInstance * hero, const int3 & tile)
bool ExecuteHeroChain::moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile)
{
if(tile == hero->visitablePos() && cb->getVisitableObjs(hero->visitablePos()).size() < 2)
if(tile == hero->visitablePos() && ai->myCb->getVisitableObjs(hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", hero->getNameTranslated(), tile.toString());

View File

@ -27,7 +27,6 @@ namespace Goals
ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj = nullptr);
void accept(AIGateway * ai) override;
std::string toString() const override;
bool operator==(const ExecuteHeroChain & other) const override;
@ -36,7 +35,7 @@ namespace Goals
int getHeroExchangeCount() const override { return chainPath.exchangeCount; }
private:
bool moveHeroToTile(const CGHeroInstance * hero, const int3 & tile);
bool moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile);
};
}

View File

@ -1,6 +1,3 @@
namespace Nullkiller
{
/*
* GatherArmy.cpp, part of VCMI engine
*
@ -22,6 +19,8 @@ namespace Nullkiller
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
namespace Nullkiller
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;

View File

@ -1,6 +1,3 @@
namespace Nullkiller
{
/*
* GatherArmy.h, part of VCMI engine
*
@ -14,6 +11,9 @@ namespace Nullkiller
#include "CGoal.h"
namespace Nullkiller
{
struct HeroPtr;
class AIGateway;
class FuzzyHelper;

View File

@ -27,7 +27,7 @@ namespace Goals
{
priority = -1;
}
TGoalVec decompose() const override
TGoalVec decompose(const Nullkiller * ai) const override
{
return TGoalVec();
}

View File

@ -29,9 +29,9 @@ std::string HeroExchange::toString() const
return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
}
uint64_t HeroExchange::getReinforcementArmyStrength() const
uint64_t HeroExchange::getReinforcementArmyStrength(const Nullkiller * ai) const
{
uint64_t armyValue = ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero.get(), exchangePath.heroArmy);
uint64_t armyValue = ai->armyManager->howManyReinforcementsCanGet(hero.get(), exchangePath.heroArmy);
return armyValue;
}

View File

@ -31,7 +31,7 @@ namespace Goals
bool operator==(const HeroExchange & other) const override;
std::string toString() const override;
uint64_t getReinforcementArmyStrength() const;
uint64_t getReinforcementArmyStrength(const Nullkiller * ai) const;
};
}

View File

@ -24,7 +24,8 @@
namespace NKAI
{
std::shared_ptr<boost::multi_array<AIPathNode, 5>> AISharedStorage::shared;
std::shared_ptr<boost::multi_array<AIPathNode, 4>> AISharedStorage::shared;
uint64_t AISharedStorage::version = 0;
boost::mutex AISharedStorage::locker;
std::set<int3> commitedTiles;
std::set<int3> commitedTilesInitial;
@ -40,11 +41,24 @@ const bool DO_NOT_SAVE_TO_COMMITED_TILES = false;
AISharedStorage::AISharedStorage(int3 sizes)
{
if(!shared){
shared.reset(new boost::multi_array<AIPathNode, 5>(
boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][AIPathfinding::NUM_CHAINS]));
}
shared.reset(new boost::multi_array<AIPathNode, 4>(
boost::extents[sizes.z][sizes.x][sizes.y][AIPathfinding::NUM_CHAINS]));
nodes = shared;
nodes = shared;
foreach_tile_pos([&](const int3 & pos)
{
for(auto i = 0; i < AIPathfinding::NUM_CHAINS; i++)
{
auto & node = get(pos)[i];
node.version = -1;
node.coord = pos;
}
});
}
else
nodes = shared;
}
AISharedStorage::~AISharedStorage()
@ -80,6 +94,9 @@ void AIPathNode::addSpecialAction(std::shared_ptr<const SpecialAction> action)
AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes)
{
accesibility = std::make_unique<boost::multi_array<EPathAccessibility, 4>>(
boost::extents[sizes.z][sizes.x][sizes.y][EPathfindingLayer::NUM_LAYERS]);
dangerEvaluator.reset(new FuzzyHelper(ai));
}
@ -90,6 +107,8 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
if(heroChainPass)
return;
AISharedStorage::version++;
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
const PlayerColor fowPlayer = ai->playerID;
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
@ -97,7 +116,7 @@ void AINodeStorage::initialize(const PathfinderOptions & options, const CGameSta
//Each thread gets different x, but an array of y located next to each other in memory
parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
tbb::parallel_for(tbb::blocked_range<size_t>(0, sizes.x), [&](const tbb::blocked_range<size_t>& r)
{
int3 pos;
@ -152,9 +171,9 @@ std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
{
int bucketIndex = ((uintptr_t)actor) % AIPathfinding::BUCKET_COUNT;
int bucketOffset = bucketIndex * AIPathfinding::BUCKET_SIZE;
auto chains = nodes.get(pos, layer);
auto chains = nodes.get(pos);
if(chains[0].blocked())
if(blocked(pos, layer))
{
return std::nullopt;
}
@ -163,15 +182,17 @@ std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
{
AIPathNode & node = chains[i + bucketOffset];
if(node.actor == actor)
if(node.version != AISharedStorage::version)
{
node.reset(layer, getAccessibility(pos, layer));
node.version = AISharedStorage::version;
node.actor = actor;
return &node;
}
if(!node.actor)
if(node.actor == actor && node.layer == layer)
{
node.actor = actor;
return &node;
}
}
@ -226,21 +247,6 @@ std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
return initialNodes;
}
void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPathAccessibility accessibility)
{
for(AIPathNode & heroNode : nodes.get(coord, layer))
{
heroNode.actor = nullptr;
heroNode.danger = 0;
heroNode.manaCost = 0;
heroNode.specialAction.reset();
heroNode.armyLoss = 0;
heroNode.chainOther = nullptr;
heroNode.dayFlags = DayFlags::NONE;
heroNode.update(coord, layer, accessibility);
}
}
void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
const AIPathNode * srcNode = getAINode(source.node);
@ -306,30 +312,31 @@ void AINodeStorage::commit(
}
}
std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
void AINodeStorage::calculateNeighbours(
std::vector<CGPathNode *> & result,
const PathNodeInfo & source,
EPathfindingLayer layer,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
neighbours.reserve(16);
std::vector<int3> accessibleNeighbourTiles;
result.clear();
accessibleNeighbourTiles.reserve(8);
pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
const AIPathNode * srcNode = getAINode(source.node);
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
{
auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
auto nextNode = getOrCreateNode(neighbour, layer, srcNode->actor);
if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
continue;
if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
continue;
neighbours.push_back(nextNode.value());
}
result.push_back(nextNode.value());
}
return neighbours;
}
constexpr std::array phisycalLayers = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
@ -346,19 +353,16 @@ bool AINodeStorage::increaseHeroChainTurnLimit()
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
iterateValidNodesUntil(pos, layer, [&](AIPathNode & node)
{
if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
{
commitedTiles.insert(pos);
break;
return true;
}
}
}
return false;
});
});
}
@ -374,22 +378,17 @@ bool AINodeStorage::calculateHeroChainFinal()
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
iterateValidNodes(pos, layer, [&](AIPathNode & node)
{
if(node.turns > heroChainTurn
&& !node.locked
&& node.action != EPathNodeAction::UNKNOWN
&& node.actor->actorExchangeCount > 1
&& !hasBetterChain(&node, &node, chains))
&& !hasBetterChain(&node, node))
{
heroChain.push_back(&node);
}
}
}
});
});
}
@ -413,7 +412,6 @@ struct DelayedWork
class HeroChainCalculationTask
{
private:
AISharedStorage & nodes;
AINodeStorage & storage;
std::vector<AIPathNode *> existingChains;
std::vector<ExchangeCandidate> newChains;
@ -425,14 +423,14 @@ private:
public:
HeroChainCalculationTask(
AINodeStorage & storage, AISharedStorage & nodes, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
:existingChains(), newChains(), delayedWork(), nodes(nodes), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
AINodeStorage & storage, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
:existingChains(), newChains(), delayedWork(), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
{
existingChains.reserve(AIPathfinding::NUM_CHAINS);
newChains.reserve(AIPathfinding::NUM_CHAINS);
}
void execute(const blocked_range<size_t>& r)
void execute(const tbb::blocked_range<size_t>& r)
{
std::random_device randomDevice;
std::mt19937 randomEngine(randomDevice());
@ -443,21 +441,19 @@ public:
for(auto layer : phisycalLayers)
{
auto chains = nodes.get(pos, layer);
existingChains.clear();
// fast cut inactive nodes
if(chains[0].blocked())
storage.iterateValidNodes(pos, layer, [this](AIPathNode & node)
{
if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
existingChains.push_back(&node);
});
if(existingChains.empty())
continue;
existingChains.clear();
newChains.clear();
for(AIPathNode & node : chains)
{
if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
existingChains.push_back(&node);
}
std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
for(AIPathNode * node : existingChains)
@ -530,10 +526,10 @@ bool AINodeStorage::calculateHeroChain()
std::shuffle(data.begin(), data.end(), randomEngine);
parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)
tbb::parallel_for(tbb::blocked_range<size_t>(0, data.size()), [&](const tbb::blocked_range<size_t>& r)
{
//auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
task.execute(r);
@ -546,8 +542,8 @@ bool AINodeStorage::calculateHeroChain()
}
else
{
auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
auto r = tbb::blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
task.execute(r);
task.flushResult(heroChain);
@ -612,14 +608,20 @@ bool AINodeStorage::selectNextActor()
return false;
}
uint64_t AINodeStorage::evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
{
float fightingStrength = ai->heroManager->getFightingStrengthCached(hero);
double ratio = (double)danger / (armyValue * fightingStrength);
return (uint64_t)(armyValue * ratio * ratio);
}
void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
{
vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
{
auto pos = chainInfo.coord;
auto chains = nodes.get(pos, EPathfindingLayer::LAND);
auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
|| storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, chainInfo)
|| storage.hasBetterChain(chainInfo.carrierParent, chainInfo, result);
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
if(isNotEffective)
@ -645,7 +647,7 @@ void HeroChainCalculationTask::calculateHeroChain(
{
for(AIPathNode * node : variants)
{
if(node == srcNode || !node->actor)
if(node == srcNode || !node->actor || node->version != AISharedStorage::version)
continue;
if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
@ -1174,7 +1176,7 @@ void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *>
if(actorsVector.size() * initialNodes.size() > 1000)
{
parallel_for(blocked_range<size_t>(0, actorsVector.size()), [&](const blocked_range<size_t> & r)
tbb::parallel_for(tbb::blocked_range<size_t>(0, actorsVector.size()), [&](const tbb::blocked_range<size_t> & r)
{
for(int i = r.begin(); i != r.end(); i++)
{
@ -1195,95 +1197,116 @@ void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *>
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes.get(pos, EPathfindingLayer::LAND);
auto candidateNode = getAINode(destination.node);
return hasBetterChain(source.node, getAINode(destination.node), chains);
return hasBetterChain(source.node, *candidateNode);
}
bool AINodeStorage::hasBetterChain(
const CGPathNode * source,
const AIPathNode & candidateNode) const
{
return iterateValidNodesUntil(
candidateNode.coord,
candidateNode.layer,
[this, &source, candidateNode](const AIPathNode & node) -> bool
{
return isOtherChainBetter(source, candidateNode, node);
});
}
template<class NodeRange>
bool AINodeStorage::hasBetterChain(
const CGPathNode * source,
const AIPathNode * candidateNode,
const NodeRange & chains) const
const CGPathNode * source,
const AIPathNode & candidateNode,
const NodeRange & nodes) const
{
auto candidateActor = candidateNode->actor;
for(const AIPathNode & node : chains)
for(const AIPathNode & node : nodes)
{
auto sameNode = node.actor == candidateNode->actor;
if(isOtherChainBetter(source, candidateNode, node))
return true;
}
if(sameNode || node.action == EPathNodeAction::UNKNOWN || !node.actor || !node.actor->hero)
{
continue;
}
return false;
}
if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)
{
if(node.getCost() < candidateNode->getCost())
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
#endif
return true;
}
}
bool AINodeStorage::isOtherChainBetter(
const CGPathNode * source,
const AIPathNode & candidateNode,
const AIPathNode & other) const
{
auto sameNode = other.actor == candidateNode.actor;
if(candidateActor->chainMask != node.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
continue;
if(sameNode || other.action == EPathNodeAction::UNKNOWN || !other.actor || !other.actor->hero)
{
return false;
}
auto nodeActor = node.actor;
auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;
auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;
if(nodeArmyValue > candidateArmyValue
&& node.getCost() <= candidateNode->getCost())
if(other.danger <= candidateNode.danger && candidateNode.actor == other.actor->battleActor)
{
if(other.getCost() < candidateNode.getCost())
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
candidateNode.coord.toString(),
candidateNode.actor->hero->getNameTranslated(),
candidateNode.actor->chainMask,
candidateNode.actor->armyValue,
other.moveRemains - candidateNode.moveRemains);
#endif
return true;
}
}
if(heroChainPass == EHeroChainPass::FINAL)
if(candidateNode.actor->chainMask != other.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
return false;
auto nodeActor = other.actor;
auto nodeArmyValue = nodeActor->armyValue - other.armyLoss;
auto candidateArmyValue = candidateNode.actor->armyValue - candidateNode.armyLoss;
if(nodeArmyValue > candidateArmyValue
&& other.getCost() <= candidateNode.getCost())
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode.coord.toString(),
candidateNode.actor->hero->getNameTranslated(),
candidateNode.actor->chainMask,
candidateNode.actor->armyValue,
other.moveRemains - candidateNode.moveRemains);
#endif
return true;
}
if(heroChainPass == EHeroChainPass::FINAL)
{
if(nodeArmyValue == candidateArmyValue
&& nodeActor->heroFightingStrength >= candidateNode.actor->heroFightingStrength
&& other.getCost() <= candidateNode.getCost())
{
if(nodeArmyValue == candidateArmyValue
&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
&& node.getCost() <= candidateNode->getCost())
if(vstd::isAlmostEqual(nodeActor->heroFightingStrength, candidateNode.actor->heroFightingStrength)
&& vstd::isAlmostEqual(other.getCost(), candidateNode.getCost())
&& &other < &candidateNode)
{
if(vstd::isAlmostEqual(nodeActor->heroFightingStrength, candidateActor->heroFightingStrength)
&& vstd::isAlmostEqual(node.getCost(), candidateNode->getCost())
&& &node < candidateNode)
{
continue;
}
return false;
}
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->getNameTranslated(),
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
logAi->trace(
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode.coord.toString(),
candidateNode.actor->hero->getNameTranslated(),
candidateNode.actor->chainMask,
candidateNode.actor->armyValue,
other.moveRemains - candidateNode.moveRemains);
#endif
return true;
}
return true;
}
}
@ -1292,12 +1315,15 @@ bool AINodeStorage::hasBetterChain(
bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
{
auto chains = nodes.get(pos, layer);
auto chains = nodes.get(pos);
for(const AIPathNode & node : chains)
{
if(node.action != EPathNodeAction::UNKNOWN
&& node.actor && node.actor->hero == hero.h)
if(node.version == AISharedStorage::version
&& node.layer == layer
&& node.action != EPathNodeAction::UNKNOWN
&& node.actor
&& node.actor->hero == hero.h)
{
return true;
}
@ -1306,22 +1332,23 @@ bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, con
return false;
}
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 & pos, bool isOnLand) const
{
std::vector<AIPath> paths;
paths.reserve(AIPathfinding::NUM_CHAINS / 4);
auto chains = nodes.get(pos, isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
auto layer = isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL;
auto chains = nodes.get(pos);
for(const AIPathNode & node : chains)
{
if(node.action == EPathNodeAction::UNKNOWN || !node.actor || !node.actor->hero)
if(node.version != AISharedStorage::version
|| node.layer != layer
|| node.action == EPathNodeAction::UNKNOWN
|| !node.actor
|| !node.actor->hero)
{
continue;
}
AIPath path;
AIPath & path = paths.emplace_back();
path.targetHero = node.actor->hero;
path.heroArmy = node.actor->creatureSet;
@ -1332,11 +1359,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand)
path.exchangeCount = node.actor->actorExchangeCount;
fillChainInfo(&node, path, -1);
paths.push_back(path);
}
return paths;
}
void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const
@ -1349,33 +1372,29 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
if(node->chainOther)
fillChainInfo(node->chainOther, path, parentIndex);
//if(node->actor->hero->visitablePos() != node->coord)
AIPathNodeInfo pathNode;
pathNode.cost = node->getCost();
pathNode.targetHero = node->actor->hero;
pathNode.chainMask = node->actor->chainMask;
pathNode.specialAction = node->specialAction;
pathNode.turns = node->turns;
pathNode.danger = node->danger;
pathNode.coord = node->coord;
pathNode.parentIndex = parentIndex;
pathNode.actionIsBlocked = false;
pathNode.layer = node->layer;
if(pathNode.specialAction)
{
AIPathNodeInfo pathNode;
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
pathNode.cost = node->getCost();
pathNode.targetHero = node->actor->hero;
pathNode.chainMask = node->actor->chainMask;
pathNode.specialAction = node->specialAction;
pathNode.turns = node->turns;
pathNode.danger = node->danger;
pathNode.coord = node->coord;
pathNode.parentIndex = parentIndex;
pathNode.actionIsBlocked = false;
pathNode.layer = node->layer;
if(pathNode.specialAction)
{
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(targetNode);
}
parentIndex = path.nodes.size();
path.nodes.push_back(pathNode);
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(ai, targetNode);
}
parentIndex = path.nodes.size();
path.nodes.push_back(pathNode);
node = getAINode(node->theNodeBefore);
}
}

View File

@ -27,8 +27,8 @@ namespace NKAI
{
namespace AIPathfinding
{
const int BUCKET_COUNT = 5;
const int BUCKET_SIZE = 3;
const int BUCKET_COUNT = 3;
const int BUCKET_SIZE = 7;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
const int CHAIN_MAX_DEPTH = 4;
}
@ -49,15 +49,24 @@ struct AIPathNode : public CGPathNode
const AIPathNode * chainOther;
std::shared_ptr<const SpecialAction> specialAction;
const ChainActor * actor;
STRONG_INLINE
bool blocked() const
{
return accessible == EPathAccessibility::NOT_SET
|| accessible == EPathAccessibility::BLOCKED;
}
uint64_t version;
void addSpecialAction(std::shared_ptr<const SpecialAction> action);
inline void reset(EPathfindingLayer layer, EPathAccessibility accessibility)
{
CGPathNode::reset();
actor = nullptr;
danger = 0;
manaCost = 0;
specialAction.reset();
armyLoss = 0;
chainOther = nullptr;
dayFlags = DayFlags::NONE;
this->layer = layer;
accessible = accessibility;
}
};
struct AIPathNodeInfo
@ -133,21 +142,21 @@ enum EHeroChainPass
class AISharedStorage
{
// 1 - layer (air, water, land)
// 2-4 - position on map[z][x][y]
// 5 - chain (normal, battle, spellcast and combinations)
static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
// 1-3 - position on map[z][x][y]
// 4 - chain + layer (normal, battle, spellcast and combinations, water, air)
static std::shared_ptr<boost::multi_array<AIPathNode, 4>> shared;
std::shared_ptr<boost::multi_array<AIPathNode, 4>> nodes;
public:
static boost::mutex locker;
static uint64_t version;
AISharedStorage(int3 mapSize);
~AISharedStorage();
STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile) const
{
return (*nodes)[layer][tile.z][tile.x][tile.y];
return (*nodes)[tile.z][tile.x][tile.y];
}
};
@ -156,6 +165,8 @@ class AINodeStorage : public INodeStorage
private:
int3 sizes;
std::unique_ptr<boost::multi_array<EPathAccessibility, 4>> accesibility;
const CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
@ -182,8 +193,10 @@ public:
std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
virtual void calculateNeighbours(
std::vector<CGPathNode *> & result,
const PathNodeInfo & source,
EPathfindingLayer layer,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
@ -222,7 +235,27 @@ public:
return aiNode->actor->hero;
}
inline bool blocked(const int3 & tile, EPathfindingLayer layer) const
{
EPathAccessibility accessible = getAccessibility(tile, layer);
return accessible == EPathAccessibility::NOT_SET
|| accessible == EPathAccessibility::BLOCKED;
}
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
bool hasBetterChain(const CGPathNode * source, const AIPathNode & candidateNode) const;
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode & destinationNode,
const NodeRange & chains) const;
bool isOtherChainBetter(
const CGPathNode * source,
const AIPathNode & candidateNode,
const AIPathNode & other) const;
bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
@ -231,14 +264,8 @@ public:
bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode * destinationNode,
const NodeRange & chains) const;
std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
void calculateChainInfo(std::vector<AIPath> & result, const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }
@ -256,17 +283,19 @@ public:
return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
}
inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
{
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const;
return (uint64_t)(armyValue * ratio * ratio);
inline EPathAccessibility getAccessibility(const int3 & tile, EPathfindingLayer layer) const
{
return (*this->accesibility)[tile.z][tile.x][tile.y][layer];
}
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility accessibility);
inline void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility tileAccessibility)
{
(*this->accesibility)[tile.z][tile.x][tile.y][layer] = tileAccessibility;
}
STRONG_INLINE int getBucket(const ChainActor * actor) const
inline int getBucket(const ChainActor * actor) const
{
return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;
}
@ -274,6 +303,44 @@ public:
void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
template<typename Fn>
void iterateValidNodes(const int3 & pos, EPathfindingLayer layer, Fn fn)
{
if(blocked(pos, layer))
return;
auto chains = nodes.get(pos);
for(AIPathNode & node : chains)
{
if(node.version != AISharedStorage::version || node.layer != layer)
continue;
fn(node);
}
}
template<typename Fn>
bool iterateValidNodesUntil(const int3 & pos, EPathfindingLayer layer, Fn predicate) const
{
if(blocked(pos, layer))
return false;
auto chains = nodes.get(pos);
for(AIPathNode & node : chains)
{
if(node.version != AISharedStorage::version || node.layer != layer)
continue;
if(predicate(node))
return true;
}
return false;
}
private:
template<class TVector>
void calculateTownPortal(

View File

@ -17,6 +17,8 @@
namespace NKAI
{
std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> AIPathfinder::heroGraphs;
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
:cb(cb), ai(ai)
{
@ -33,16 +35,31 @@ bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) con
|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
}
std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile, bool includeGraph) const
void AIPathfinder::calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile)
{
result.clear();
for(auto hero : heroes)
{
auto graph = heroGraphs.find(hero->id);
if(graph != heroGraphs.end())
graph->second->quickAddChainInfoWithBlocker(result, tile, hero, ai);
}
}
void AIPathfinder::calculatePathInfo(std::vector<AIPath> & result, const int3 & tile, bool includeGraph) const
{
const TerrainTile * tileInfo = cb->getTile(tile, false);
result.clear();
if(!tileInfo)
{
return std::vector<AIPath>();
return;
}
auto info = storage->getChainInfo(tile, !tileInfo->isWater());
storage->calculateChainInfo(result, tile, !tileInfo->isWater());
if(includeGraph)
{
@ -51,11 +68,9 @@ std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile, bool includeGra
auto graph = heroGraphs.find(hero->id);
if(graph != heroGraphs.end())
graph->second.addChainInfo(info, tile, hero, ai);
graph->second->addChainInfo(result, tile, hero, ai);
}
}
return info;
}
void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings)
@ -125,7 +140,10 @@ void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole>
logAi->trace("Recalculated paths in %ld", timeElapsed(start));
}
void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes)
void AIPathfinder::updateGraphs(
const std::map<const CGHeroInstance *, HeroRole> & heroes,
uint8_t mainScanDepth,
uint8_t scoutScanDepth)
{
auto start = std::chrono::high_resolution_clock::now();
std::vector<const CGHeroInstance *> heroesVector;
@ -134,21 +152,29 @@ void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole>
for(auto hero : heroes)
{
if(heroGraphs.try_emplace(hero.first->id, GraphPaths()).second)
if(heroGraphs.try_emplace(hero.first->id).second)
{
heroGraphs[hero.first->id] = std::make_unique<GraphPaths>();
heroesVector.push_back(hero.first);
}
}
parallel_for(blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector](const blocked_range<size_t> & r)
tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector, &heroes, mainScanDepth, scoutScanDepth](const tbb::blocked_range<size_t> & r)
{
for(auto i = r.begin(); i != r.end(); i++)
heroGraphs.at(heroesVector[i]->id).calculatePaths(heroesVector[i], ai);
{
auto role = heroes.at(heroesVector[i]);
auto scanLimit = role == HeroRole::MAIN ? mainScanDepth : scoutScanDepth;
heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai, scanLimit);
}
});
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
{
for(auto hero : heroes)
{
heroGraphs[hero.first->id].dumpToLog();
heroGraphs[hero.first->id]->dumpToLog();
}
}

View File

@ -40,20 +40,30 @@ private:
std::shared_ptr<AINodeStorage> storage;
CPlayerSpecificInfoCallback * cb;
Nullkiller * ai;
std::map<ObjectInstanceID, GraphPaths> heroGraphs;
static std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> heroGraphs;
public:
AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai);
std::vector<AIPath> getPathInfo(const int3 & tile, bool includeGraph = false) const;
void calculatePathInfo(std::vector<AIPath> & paths, const int3 & tile, bool includeGraph = false) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
void updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings);
void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes);
void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes, uint8_t mainScanDepth, uint8_t scoutScanDepth);
void calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile);
void init();
std::shared_ptr<AINodeStorage>getStorage()
{
return storage;
}
std::vector<AIPath> getPathInfo(const int3 & tile, bool includeGraph = false)
{
std::vector<AIPath> result;
calculatePathInfo(result, tile, includeGraph);
return result;
}
};
}

View File

@ -33,7 +33,7 @@ namespace AIPathfinding
std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage, allowBypassObjects)
std::make_shared<AIMovementAfterDestinationRule>(ai, cb, nodeStorage, allowBypassObjects)
};
return rules;

View File

@ -49,14 +49,14 @@ namespace AIPathfinding
dstNode->dayFlags = static_cast<DayFlags>(dstNode->dayFlags | flagsToAdd);
}
void AdventureCastAction::execute(const CGHeroInstance * hero) const
void AdventureCastAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
assert(hero == this->hero);
Goals::AdventureSpellCast(hero, spellToCast).accept(ai);
}
bool AdventureCastAction::canAct(const AIPathNode * source) const
bool AdventureCastAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
assert(hero == this->hero);

View File

@ -29,7 +29,7 @@ namespace AIPathfinding
public:
AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero, DayFlags flagsToAdd = DayFlags::NONE);
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -38,7 +38,7 @@ namespace AIPathfinding
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
std::string toString() const override;
};

View File

@ -18,7 +18,7 @@ namespace NKAI
namespace AIPathfinding
{
void BattleAction::execute(const CGHeroInstance * hero) const
void BattleAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(targetTile, hero);
}

View File

@ -28,7 +28,7 @@ namespace AIPathfinding
{
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

View File

@ -22,12 +22,12 @@ namespace NKAI
namespace AIPathfinding
{
void BuildBoatAction::execute(const CGHeroInstance * hero) const
void BuildBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
return Goals::BuildBoat(shipyard).accept(ai);
}
Goals::TSubgoal BuildBoatAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
@ -37,10 +37,8 @@ namespace AIPathfinding
return Goals::sptr(Goals::Invalid());
}
bool BuildBoatAction::canAct(const AIPathNode * source) const
bool BuildBoatAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
{
auto hero = source->actor->hero;
if(cb->getPlayerRelations(hero->tempOwner, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
#if NKAI_TRACE_LEVEL > 1
@ -53,7 +51,7 @@ namespace AIPathfinding
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(source->actor->armyCost + boatCost))
if(!cb->getResourceAmount().canAfford(reservedResources + boatCost))
{
#if NKAI_TRACE_LEVEL > 1
logAi->trace("Can not build a boat. Not enough resources.");
@ -65,6 +63,18 @@ namespace AIPathfinding
return true;
}
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
return canAct(ai, source->actor->hero, source->actor->armyCost);
}
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
{
TResources res;
return canAct(ai, source.targetHero, res);
}
const CGObjectInstance * BuildBoatAction::targetObject() const
{
return dynamic_cast<const CGObjectInstance*>(shipyard);
@ -75,7 +85,12 @@ namespace AIPathfinding
return sourceActor->resourceActor;
}
void SummonBoatAction::execute(const CGHeroInstance * hero) const
std::shared_ptr<SpecialAction> BuildBoatActionFactory::create(const Nullkiller * ai)
{
return std::make_shared<BuildBoatAction>(ai->cb.get(), dynamic_cast<const IShipyard * >(ai->cb->getObj(shipyard)));
}
void SummonBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
}
@ -101,7 +116,7 @@ namespace AIPathfinding
return "Build Boat at " + shipyard->getObject()->visitablePos().toString();
}
bool SummonBoatAction::canAct(const AIPathNode * source) const
bool SummonBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
auto hero = source->actor->hero;

View File

@ -25,7 +25,7 @@ namespace AIPathfinding
class SummonBoatAction : public VirtualBoatAction
{
public:
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -34,7 +34,7 @@ namespace AIPathfinding
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
@ -56,11 +56,13 @@ namespace AIPathfinding
{
}
bool canAct(const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const;
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
@ -68,6 +70,19 @@ namespace AIPathfinding
const CGObjectInstance * targetObject() const override;
};
class BuildBoatActionFactory : public ISpecialActionFactory
{
ObjectInstanceID shipyard;
public:
BuildBoatActionFactory(ObjectInstanceID shipyard)
:shipyard(shipyard)
{
}
std::shared_ptr<SpecialAction> create(const Nullkiller * ai) override;
};
}
}

View File

@ -18,7 +18,7 @@ namespace NKAI
namespace AIPathfinding
{
void BuyArmyAction::execute(const CGHeroInstance * hero) const
void BuyArmyAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
if(!hero->visitedTown)
{

View File

@ -21,12 +21,12 @@ namespace AIPathfinding
private:
public:
bool canAct(const AIPathNode * source) const override
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override
{
return true;
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};
}

View File

@ -18,23 +18,33 @@ namespace NKAI
namespace AIPathfinding
{
bool QuestAction::canAct(const AIPathNode * node) const
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
{
return canAct(ai, node->actor->hero);
}
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
{
return canAct(ai, node.targetHero);
}
bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
{
return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(node->actor->hero);
return dynamic_cast<const IQuestObject *>(questInfo.obj)->checkQuest(hero);
}
return questInfo.quest->activeForPlayers.count(node->actor->hero->getOwner())
|| questInfo.quest->checkQuest(node->actor->hero);
return questInfo.quest->activeForPlayers.count(hero->getOwner())
|| questInfo.quest->checkQuest(hero);
}
Goals::TSubgoal QuestAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::CompleteQuest(questInfo));
}
void QuestAction::execute(const CGHeroInstance * hero) const
void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
}

View File

@ -28,11 +28,13 @@ namespace AIPathfinding
{
}
bool canAct(const AIPathNode * node) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * node) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero) const;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

View File

@ -17,43 +17,43 @@
namespace NKAI
{
Goals::TSubgoal SpecialAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal SpecialAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::Invalid());
}
void SpecialAction::execute(const CGHeroInstance * hero) const
void SpecialAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
throw cannotFulfillGoalException("Can not execute " + toString());
}
bool CompositeAction::canAct(const AIPathNode * source) const
bool CompositeAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
for(auto part : parts)
{
if(!part->canAct(source)) return false;
if(!part->canAct(ai, source)) return false;
}
return true;
}
Goals::TSubgoal CompositeAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal CompositeAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
for(auto part : parts)
{
auto goal = part->decompose(hero);
auto goal = part->decompose(ai, hero);
if(!goal->invalid()) return goal;
}
return SpecialAction::decompose(hero);
return SpecialAction::decompose(ai, hero);
}
void CompositeAction::execute(const CGHeroInstance * hero) const
void CompositeAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
for(auto part : parts)
{
part->execute(hero);
part->execute(ai, hero);
}
}

View File

@ -22,6 +22,7 @@ namespace NKAI
{
struct AIPathNode;
struct AIPathNodeInfo;
class ChainActor;
class SpecialAction
@ -29,14 +30,19 @@ class SpecialAction
public:
virtual ~SpecialAction() = default;
virtual bool canAct(const AIPathNode * source) const
virtual bool canAct(const Nullkiller * ai, const AIPathNode * source) const
{
return true;
}
virtual Goals::TSubgoal decompose(const CGHeroInstance * hero) const;
virtual bool canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
{
return true;
}
virtual void execute(const CGHeroInstance * hero) const;
virtual Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const;
virtual void execute(AIGateway * ai, const CGHeroInstance * hero) const;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -70,11 +76,11 @@ private:
public:
CompositeAction(std::vector<std::shared_ptr<const SpecialAction>> parts) : parts(parts) {}
bool canAct(const AIPathNode * source) const override;
void execute(const CGHeroInstance * hero) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
const CGObjectInstance * targetObject() const override;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
std::vector<std::shared_ptr<const SpecialAction>> getParts() const override
{
@ -89,4 +95,11 @@ public:
const AIPathNode * srcNode) const override;
};
class ISpecialActionFactory
{
public:
virtual std::shared_ptr<SpecialAction> create(const Nullkiller * ai) = 0;
virtual ~ISpecialActionFactory() = default;
};
}

View File

@ -18,7 +18,7 @@ namespace NKAI
using namespace AIPathfinding;
void TownPortalAction::execute(const CGHeroInstance * hero) const
void TownPortalAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
auto goal = Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL);

View File

@ -29,7 +29,7 @@ namespace AIPathfinding
{
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

View File

@ -15,15 +15,26 @@
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/logging/VisualLogger.h"
#include "Actions/QuestAction.h"
#include "../pforeach.h"
#include "Actions/BoatActions.h"
namespace NKAI
{
struct ConnectionCostInfo
{
float totalCost = 0;
float avg = 0;
int connectionsCount = 0;
};
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
std::mutex syncLock;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
@ -33,11 +44,15 @@ private:
public:
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
:ai(ai), target(target)
:ai(ai), target(target), syncLock()
{
}
void setGraphObjects()
{
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO)
if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
{
addObjectActor(obj);
}
@ -47,7 +62,81 @@ public:
{
addObjectActor(town);
}
}
void calculateConnections()
{
updatePaths();
std::vector<AIPath> pathCache;
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
calculateConnections(pos, pathCache);
});
removeExtraConnections();
}
float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
{
float neighborCost = std::numeric_limits<float>::max();
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Checking junction %s", pos.toString());
}
foreach_neighbour(
ai->cb.get(),
pos,
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
auto costTotal = this->getConnectionsCost(pathCache);
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
{
neighborCost = costTotal.avg;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Better node found at %s", neighbor.toString());
}
}
});
return neighborCost;
}
void addMinimalDistanceJunctions()
{
pforeachTilePaths(ai->cb->getMapSize(), ai, [this](const int3 & pos, std::vector<AIPath> & paths)
{
if(target->hasNodeAt(pos))
return;
if(ai->cb->getGuardingCreaturePosition(pos).valid())
return;
ConnectionCostInfo currentCost = getConnectionsCost(paths);
if(currentCost.connectionsCount <= 2)
return;
float neighborCost = getNeighborConnectionsCost(pos, paths);
if(currentCost.avg < neighborCost)
{
addJunctionActor(pos);
}
});
}
private:
void updatePaths()
{
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
@ -57,41 +146,101 @@ public:
ai->pathfinder->updatePaths(actors, ps);
}
void calculateConnections(const int3 & pos)
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
{
auto guarded = ai->cb->getGuardingCreaturePosition(pos).valid();
if(guarded)
return;
auto paths = ai->pathfinder->getPathInfo(pos);
for(AIPath & path1 : paths)
if(target->hasNodeAt(pos))
{
for(AIPath & path2 : paths)
foreach_neighbour(
ai->cb.get(),
pos,
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
if(target->hasNodeAt(neighbor))
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
for(auto & path : pathCache)
{
if(pos == path.targetHero->visitablePos())
{
target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
}
}
}
});
auto obj = ai->cb->getTopObj(pos);
if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
{
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path : pathCache)
{
auto from = path.targetHero->visitablePos();
auto fromObj = actorObjectMap[path.targetHero];
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
auto updated = target->tryAddConnection(
from,
pos,
path.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
fromObj ? fromObj->getObjectName() : "J", from.toString(),
"Boat", pos.toString(),
pos.toString(),
path.movementCost());
}
}
}
return;
}
auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path1 : pathCache)
{
for(AIPath & path2 : pathCache)
{
if(path1.targetHero == path2.targetHero)
continue;
auto pos1 = path1.targetHero->visitablePos();
auto pos2 = path2.targetHero->visitablePos();
if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
continue;
auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero];
auto tile1 = cb->getTile(obj1->visitablePos());
auto tile2 = cb->getTile(obj2->visitablePos());
auto tile1 = cb->getTile(pos1);
auto tile2 = cb->getTile(pos2);
if(tile2->isWater() && !tile1->isWater())
{
auto linkTile = cb->getTile(pos);
if(!cb->getTile(pos)->isWater())
continue;
if(!linkTile->isWater() || obj1->ID != Obj::BOAT || obj1->ID != Obj::SHIPYARD)
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
if(!startingObjIsBoat)
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(obj2->visitablePos(), path1.targetHero, true);
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos2, path1.targetHero, true);
auto updated = target->tryAddConnection(
obj1->visitablePos(),
obj2->visitablePos(),
pos1,
pos2,
path1.movementCost() + path2.movementCost(),
danger);
@ -99,8 +248,8 @@ public:
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
obj1->getObjectName(), obj1->visitablePos().toString(),
obj2->getObjectName(), obj2->visitablePos().toString(),
obj1 ? obj1->getObjectName() : "J", pos1.toString(),
obj2 ? obj2->getObjectName() : "J", pos2.toString(),
pos.toString(),
path1.movementCost() + path2.movementCost());
}
@ -108,7 +257,49 @@ public:
}
}
private:
bool isExtraConnection(float direct, float side1, float side2) const
{
float sideRatio = (side1 + side2) / direct;
return sideRatio < 1.25f && direct > side1 && direct > side2;
}
void removeExtraConnections()
{
std::vector<std::pair<int3, int3>> connectionsToRemove;
for(auto & actor : temporaryActorHeroes)
{
auto pos = actor->visitablePos();
auto & currentNode = target->getNode(pos);
target->iterateConnections(pos, [this, &pos, &connectionsToRemove, &currentNode](int3 n1, ObjectLink o1)
{
target->iterateConnections(n1, [&pos, &o1, &currentNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
{
auto direct = currentNode.connections.find(n2);
if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
{
connectionsToRemove.push_back({pos, n2});
}
});
});
}
vstd::removeDuplicates(connectionsToRemove);
for(auto & c : connectionsToRemove)
{
target->removeConnection(c.first, c.second);
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
}
}
}
void addObjectActor(const CGObjectInstance * obj)
{
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
@ -126,11 +317,88 @@ private:
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::SHIPYARD ? HeroRole::MAIN : HeroRole::SCOUT;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
target->addObject(obj);
};
auto shipyard = dynamic_cast<const IShipyard *>(obj);
if(shipyard && shipyard->bestLocation().valid())
{
int3 virtualBoat = shipyard->bestLocation();
addJunctionActor(virtualBoat, true);
target->addVirtualBoat(virtualBoat, obj);
}
}
void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false)
{
std::lock_guard<std::mutex> lock(syncLock);
auto internalCb = temporaryActorHeroes.front()->cb;
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
CRandomGenerator rng;
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(rng);
if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
{
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = nullptr;
actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
target->registerJunction(visitablePos);
}
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
{
std::map<int3, float> costs;
for(auto & path : paths)
{
auto fromPos = path.targetHero->visitablePos();
auto cost = costs.find(fromPos);
if(cost == costs.end())
{
costs.emplace(fromPos, path.movementCost());
}
else
{
if(path.movementCost() < cost->second)
{
costs[fromPos] = path.movementCost();
}
}
}
ConnectionCostInfo result;
for(auto & cost : costs)
{
result.totalCost += cost.second;
result.connectionsCount++;
}
if(result.connectionsCount)
{
result.avg = result.totalCost / result.connectionsCount;
}
return result;
}
};
bool ObjectGraph::tryAddConnection(
@ -139,7 +407,20 @@ bool ObjectGraph::tryAddConnection(
float cost,
uint64_t danger)
{
return nodes[from].connections[to].update(cost, danger);
auto result = nodes[from].connections[to].update(cost, danger);
auto & connection = nodes[from].connections[to];
if(result && isVirtualBoat(to) && !connection.specialAction)
{
connection.specialAction = std::make_shared<AIPathfinding::BuildBoatActionFactory>(virtualBoats[to]);
}
return result;
}
void ObjectGraph::removeConnection(const int3 & from, const int3 & to)
{
nodes[from].connections.erase(to);
}
void ObjectGraph::updateGraph(const Nullkiller * ai)
@ -148,29 +429,41 @@ void ObjectGraph::updateGraph(const Nullkiller * ai)
ObjectGraphCalculator calculator(this, ai);
foreach_tile_pos(cb.get(), [this, &calculator](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
if(nodes.find(pos) != nodes.end())
return;
calculator.calculateConnections(pos);
});
calculator.setGraphObjects();
calculator.calculateConnections();
calculator.addMinimalDistanceJunctions();
calculator.calculateConnections();
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
dumpToLog("graph");
}
void ObjectGraph::addObject(const CGObjectInstance * obj)
{
nodes[obj->visitablePos()].init(obj);
if(!hasNodeAt(obj->visitablePos()))
nodes[obj->visitablePos()].init(obj);
}
void ObjectGraph::addVirtualBoat(const int3 & pos, const CGObjectInstance * shipyard)
{
if(!isVirtualBoat(pos))
{
virtualBoats[pos] = shipyard->id;
}
}
void ObjectGraph::registerJunction(const int3 & pos)
{
if(!hasNodeAt(pos))
nodes[pos].initJunction();
}
void ObjectGraph::removeObject(const CGObjectInstance * obj)
{
nodes[obj->visitablePos()].objectExists = false;
if(obj->ID == Obj::BOAT)
if(obj->ID == Obj::BOAT && !isVirtualBoat(obj->visitablePos()))
{
vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
{
@ -198,6 +491,9 @@ void ObjectGraph::connectHeroes(const Nullkiller * ai)
for(AIPath & path : paths)
{
if(path.getFirstBlockedAction())
continue;
auto heroPos = path.targetHero->visitablePos();
nodes[pos].connections[heroPos].update(
@ -240,9 +536,35 @@ bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const Graph
return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
GraphPaths::GraphPaths()
: visualKey(""), graph(), pathNodes()
{
graph = *ai->baseGraph;
}
std::shared_ptr<SpecialAction> getCompositeAction(
const Nullkiller * ai,
std::shared_ptr<ISpecialActionFactory> linkActionFactory,
std::shared_ptr<SpecialAction> transitionAction)
{
if(!linkActionFactory)
return transitionAction;
auto linkAction = linkActionFactory->create(ai);
if(!transitionAction)
return linkAction;
std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
transitionAction,
linkAction
};
return std::make_shared<CompositeAction>(actionsArray);
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
{
graph.copyFrom(*ai->baseGraph);
graph.connectHeroes(ai);
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
@ -259,20 +581,61 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
GraphPathNodePointer pos = pq.top();
pq.pop();
auto & node = getNode(pos);
auto & node = getOrCreateNode(pos);
std::shared_ptr<SpecialAction> transitionAction;
if(node.obj)
{
if(node.obj->ID == Obj::QUEST_GUARD
|| node.obj->ID == Obj::BORDERGUARD
|| node.obj->ID == Obj::BORDER_GATE)
{
auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
if(node.obj->ID == Obj::QUEST_GUARD
&& questObj->quest->mission == Rewardable::Limiter{}
&& questObj->quest->killTarget == ObjectInstanceID::NONE)
{
continue;
}
auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
if(!questAction->canAct(ai, targetHero))
{
transitionAction = questAction;
}
}
}
node.isInQueue = false;
graph.iterateConnections(pos.coord, [&](int3 target, ObjectLink o)
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
{
auto targetNodeType = o.danger ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto targetPointer = GraphPathNodePointer(target, targetNodeType);
auto & targetNode = getNode(targetPointer);
auto & targetNode = getOrCreateNode(targetPointer);
if(targetNode.tryUpdate(pos, node, o))
{
if(graph.getNode(target).objTypeID == Obj::HERO)
if(targetNode.cost > scanDepth)
{
return;
}
targetNode.specialAction = compositeAction;
auto targetGraphNode = graph.getNode(target);
if(targetGraphNode.objID.hasValue())
{
targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
return;
}
if(targetNode.isInQueue)
{
@ -321,11 +684,6 @@ bool GraphPathNode::tryUpdate(const GraphPathNodePointer & pos, const GraphPathN
if(newCost < cost)
{
if(nodeType < pos.nodeType)
{
logAi->error("Linking error");
}
previous = pos;
danger = prev.danger + link.danger;
cost = newCost;
@ -348,7 +706,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
if(!node.reachable())
continue;
std::vector<int3> tilesToPass;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = node.danger;
float cost = node.cost;
@ -372,7 +730,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current.coord);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
@ -383,7 +741,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back());
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & path : entryPaths)
{
@ -394,12 +752,18 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
{
AIPathNodeInfo n;
n.coord = *graphTile;
n.coord = graphTile->coord;
n.cost = cost;
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
n.parentIndex = 0;
n.parentIndex = -1;
n.specialAction = getNode(*graphTile).specialAction;
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
for(auto & node : path.nodes)
{
@ -418,4 +782,121 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
}
}
void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & targetNode : nodes->second)
{
if(!targetNode.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = targetNode.danger;
float cost = targetNode.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & entryPath : entryPaths)
{
if(entryPath.targetHero != hero)
continue;
auto & path = paths.emplace_back();
path.targetHero = entryPath.targetHero;
path.heroArmy = entryPath.heroArmy;
path.exchangeCount = entryPath.exchangeCount;
path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
AIPathNodeInfo n;
n.targetHero = hero;
n.parentIndex = -1;
// final node
n.coord = tile;
n.cost = targetNode.cost;
n.danger = targetNode.danger;
n.parentIndex = path.nodes.size();
path.nodes.push_back(n);
for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
{
auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
if(blocker)
{
// blocker node
path.nodes.push_back(*entryNode);
path.nodes.back().parentIndex = path.nodes.size() - 1;
break;
}
}
if(path.nodes.size() > 1)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
auto & node = getNode(*graphTile);
n.coord = graphTile->coord;
n.cost = node.cost;
n.turns = static_cast<ui8>(node.cost);
n.danger = node.danger;
n.specialAction = node.specialAction;
n.parentIndex = path.nodes.size();
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
auto blocker = ai->objectClusterizer->getBlocker(n);
if(!blocker)
continue;
// blocker node
path.nodes.push_back(n);
break;
}
}
}
}
}

View File

@ -22,6 +22,7 @@ struct ObjectLink
{
float cost = 100000; // some big number
uint64_t danger = 0;
std::shared_ptr<ISpecialActionFactory> specialAction;
bool update(float newCost, uint64_t newDanger)
{
@ -50,19 +51,47 @@ struct ObjectNode
objID = obj->id;
objTypeID = obj->ID;
}
void initJunction()
{
objectExists = false;
objID = ObjectInstanceID();
objTypeID = Obj();
}
};
class ObjectGraph
{
std::unordered_map<int3, ObjectNode> nodes;
std::unordered_map<int3, ObjectInstanceID> virtualBoats;
public:
ObjectGraph()
:nodes(), virtualBoats()
{
}
void updateGraph(const Nullkiller * ai);
void addObject(const CGObjectInstance * obj);
void registerJunction(const int3 & pos);
void addVirtualBoat(const int3 & pos, const CGObjectInstance * shipyard);
void connectHeroes(const Nullkiller * ai);
void removeObject(const CGObjectInstance * obj);
bool tryAddConnection(const int3 & from, const int3 & to, float cost, uint64_t danger);
void removeConnection(const int3 & from, const int3 & to);
void dumpToLog(std::string visualKey) const;
bool isVirtualBoat(const int3 & tile) const
{
return vstd::contains(virtualBoats, tile);
}
void copyFrom(const ObjectGraph & other)
{
nodes = other.nodes;
virtualBoats = other.virtualBoats;
}
template<typename Func>
void iterateConnections(const int3 & pos, Func fn)
{
@ -77,7 +106,10 @@ public:
return nodes.at(tile);
}
bool tryAddConnection(const int3 & from, const int3 & to, float cost, uint64_t danger);
bool hasNodeAt(const int3 & tile) const
{
return vstd::contains(nodes, tile);
}
};
struct GraphPathNode;
@ -131,6 +163,8 @@ struct GraphPathNode
GraphPathNodePointer previous;
float cost = BAD_COST;
uint64_t danger = 0;
const CGObjectInstance * obj = nullptr;
std::shared_ptr<SpecialAction> specialAction;
using TFibHeap = boost::heap::fibonacci_heap<GraphPathNodePointer, boost::heap::compare<GraphNodeComparer>>;
@ -152,12 +186,14 @@ class GraphPaths
std::string visualKey;
public:
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai);
GraphPaths();
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth);
void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void dumpToLog() const;
private:
GraphPathNode & getNode(const GraphPathNodePointer & pos)
GraphPathNode & getOrCreateNode(const GraphPathNodePointer & pos)
{
auto & node = pathNodes[pos.coord][pos.nodeType];
@ -165,6 +201,13 @@ private:
return node;
}
const GraphPathNode & getNode(const GraphPathNodePointer & pos) const
{
auto & node = pathNodes.at(pos.coord)[pos.nodeType];
return node;
}
};
}

View File

@ -17,7 +17,10 @@ namespace NKAI
{
namespace AIPathfinding
{
AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr<AINodeStorage> nodeStorage)
AILayerTransitionRule::AILayerTransitionRule(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), ai(ai), nodeStorage(nodeStorage)
{
setup();
@ -174,7 +177,7 @@ namespace AIPathfinding
const CGHeroInstance * hero = nodeStorage->getHero(source.node);
if(vstd::contains(summonableVirtualBoats, hero)
&& summonableVirtualBoats.at(hero)->canAct(nodeStorage->getAINode(source.node)))
&& summonableVirtualBoats.at(hero)->canAct(ai, nodeStorage->getAINode(source.node)))
{
virtualBoat = summonableVirtualBoats.at(hero);
}

View File

@ -34,7 +34,10 @@ namespace AIPathfinding
std::map<const CGHeroInstance *, std::shared_ptr<const AirWalkingAction>> airWalkingActions;
public:
AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr<AINodeStorage> nodeStorage);
AILayerTransitionRule(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage);
virtual void process(
const PathNodeInfo & source,

View File

@ -20,10 +20,11 @@ namespace NKAI
namespace AIPathfinding
{
AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
const Nullkiller * ai,
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
:cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
:ai(ai), cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
{
}
@ -40,17 +41,46 @@ namespace AIPathfinding
return;
}
if(!allowBypassObjects
&& destination.action == EPathNodeAction::EMBARK
&& source.node->layer == EPathfindingLayer::LAND
&& destination.node->layer == EPathfindingLayer::SAIL)
{
destination.blocked = true;
return;
}
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
{
destination.blocked = nodeStorage->isDistanceLimitReached(source, destination);
if(destination.nodeObject
&& !destination.blocked
&& !allowBypassObjects
&& !dynamic_cast<const CGTeleport *>(destination.nodeObject)
&& destination.nodeObject->ID != Obj::EVENT)
{
destination.blocked = true;
destination.node->locked = true;
}
return;
}
if(!allowBypassObjects)
{
if(destination.nodeObject)
{
destination.blocked = true;
destination.node->locked = true;
}
return;
}
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
@ -142,7 +172,7 @@ namespace AIPathfinding
return false;
}
if(!questAction.canAct(destinationNode))
if(!questAction.canAct(ai, destinationNode))
{
if(!destinationNode->actor->allowUseResources)
{

View File

@ -24,11 +24,13 @@ namespace AIPathfinding
{
private:
CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
std::shared_ptr<AINodeStorage> nodeStorage;
bool allowBypassObjects;
public:
AIMovementAfterDestinationRule(
const Nullkiller * ai,
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects);

View File

@ -49,7 +49,7 @@ namespace AIPathfinding
return;
// when actor represents moster graph node, we need to let him escape monster
if(!destination.guarded && cb->getGuardingCreaturePosition(source.coord) == actor->initialPosition)
if(cb->getGuardingCreaturePosition(source.coord) == actor->initialPosition)
return;
}

View File

@ -1 +1,10 @@
/*
* StdInc.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"

View File

@ -1,3 +1,12 @@
/*
* StdInc.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 "../../Global.h"
VCMI_LIB_USING_NAMESPACE

50
AI/Nullkiller/pforeach.h Normal file
View File

@ -0,0 +1,50 @@
#pragma once
#include "Engine/Nullkiller.h"
namespace NKAI
{
template<typename TFunc>
void pforeachTilePos(const int3 & mapSize, TFunc fn)
{
for(int z = 0; z < mapSize.z; ++z)
{
tbb::parallel_for(tbb::blocked_range<size_t>(0, mapSize.x), [&](const tbb::blocked_range<size_t> & r)
{
int3 pos(0, 0, z);
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
{
fn(pos);
}
}
});
}
}
template<typename TFunc>
void pforeachTilePaths(const int3 & mapSize, const Nullkiller * ai, TFunc fn)
{
for(int z = 0; z < mapSize.z; ++z)
{
tbb::parallel_for(tbb::blocked_range<size_t>(0, mapSize.x), [&](const tbb::blocked_range<size_t> & r)
{
int3 pos(0, 0, z);
std::vector<AIPath> paths;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
{
ai->pathfinder->calculatePathInfo(paths, pos);
fn(pos, paths);
}
}
});
}
}
}

View File

@ -1,2 +1,11 @@
/*
* StdInc.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
// Creates the precompiled header
#include "StdInc.h"

View File

@ -1,3 +1,12 @@
/*
* StdInc.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 "../../Global.h"

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AIhelper.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

View File

@ -1,3 +1,12 @@
/*
* MapObjectsEvaluator.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "MapObjectsEvaluator.h"
#include "../../lib/GameConstants.h"

View File

@ -155,15 +155,21 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
});
}
std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
void AINodeStorage::calculateNeighbours(
std::vector<CGPathNode *> & result,
const PathNodeInfo & source,
EPathfindingLayer layer,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
neighbours.reserve(16);
std::vector<int3> accessibleNeighbourTiles;
result.clear();
accessibleNeighbourTiles.reserve(8);
pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
const AIPathNode * srcNode = getAINode(source.node);
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
for(auto & neighbour : accessibleNeighbourTiles)
{
@ -174,11 +180,9 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
continue;
neighbours.push_back(nextNode.value());
result.push_back(nextNode.value());
}
}
return neighbours;
}
void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)

View File

@ -89,8 +89,10 @@ public:
std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
virtual void calculateNeighbours(
std::vector<CGPathNode *> & result,
const PathNodeInfo & source,
EPathfindingLayer layer,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;

View File

@ -1 +1,10 @@
/*
* StdInc.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"

View File

@ -1,3 +1,12 @@
/*
* StdInc.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 "../../Global.h"

View File

@ -180,6 +180,14 @@ void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dst
sendRequest(&bma);
}
void CCallback::scrollBackpackArtifacts(ObjectInstanceID hero, bool left)
{
ManageBackpackArtifacts mba(hero, ManageBackpackArtifacts::ManageCmd::SCROLL_RIGHT);
if(left)
mba.cmd = ManageBackpackArtifacts::ManageCmd::SCROLL_LEFT;
sendRequest(&mba);
}
void CCallback::eraseArtifactByClient(const ArtifactLocation & al)
{
EraseArtifactByClient ea(al);

View File

@ -90,6 +90,7 @@ public:
virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2, int val)=0;//split creatures from the first stack
//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
virtual bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2)=0;
virtual void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) = 0;
virtual void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo)=0;
virtual void eraseArtifactByClient(const ArtifactLocation & al)=0;
virtual bool dismissCreature(const CArmedInstance *obj, SlotID stackPos)=0;
@ -174,6 +175,7 @@ public:
bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
void assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped = true, bool backpack = true) override;
void scrollBackpackArtifacts(ObjectInstanceID hero, bool left) override;
void eraseArtifactByClient(const ArtifactLocation & al) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;

View File

@ -3,7 +3,7 @@
sudo apt-get update
# Dependencies
sudo apt-get install libboost-all-dev \
sudo apt-get install libboost-dev libboost-filesystem-dev libboost-system-dev libboost-thread-dev libboost-program-options-dev libboost-locale-dev \
libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev \
qt6-base-dev qt6-base-dev-tools qt6-tools-dev qt6-tools-dev-tools qt6-l10n-tools \
ninja-build zlib1g-dev libavformat-dev libswscale-dev libtbb-dev libluajit-5.1-dev \

View File

@ -3,7 +3,7 @@
sudo apt-get update
# Dependencies
sudo apt-get install libboost-all-dev \
sudo apt-get install libboost-dev libboost-filesystem-dev libboost-system-dev libboost-thread-dev libboost-program-options-dev libboost-locale-dev \
libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev \
qtbase5-dev \
ninja-build zlib1g-dev libavformat-dev libswscale-dev libtbb-dev libluajit-5.1-dev \

View File

@ -5,11 +5,6 @@ cmake_minimum_required(VERSION 3.16.0)
project(VCMI)
# TODO
# macOS:
# - There is problem with running fixup_bundle in main project after subdirectories.
# Cmake put them after all install code of main CMakelists in cmake_install.cmake
# Currently I just added extra add_subdirectory and CMakeLists.txt in osx directory to bypass that.
#
# Vckpg:
# - Improve install code once there is better way to deploy DLLs and Qt plugins
#
@ -23,7 +18,7 @@ project(VCMI)
# - Make FindFuzzyLite check for the right version and disable FORCE_BUNDLED_FL by default
if(APPLE)
if(${CMAKE_SYSTEM_NAME} STREQUAL "Darwin")
if(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(APPLE_MACOS 1)
else()
set(APPLE_IOS 1)
@ -43,11 +38,13 @@ endif()
# Platform-independent options
option(ENABLE_CLIENT "Enable compilation of game client" ON)
option(ENABLE_ERM "Enable compilation of ERM scripting module" OFF)
option(ENABLE_LUA "Enable compilation of LUA scripting module" OFF)
option(ENABLE_TRANSLATIONS "Enable generation of translations for launcher and editor" ON)
option(ENABLE_NULLKILLER_AI "Enable compilation of Nullkiller AI library" ON)
option(ENABLE_GITVERSION "Enable Version.cpp with Git commit hash" ON)
option(ENABLE_MINIMAL_LIB "Build only core parts of vcmi library that are required for game lobby" OFF)
# Compilation options
@ -252,6 +249,10 @@ if(ENABLE_SINGLE_APP_BUILD)
add_definitions(-DENABLE_SINGLE_APP_BUILD)
endif()
if(ENABLE_MINIMAL_LIB)
add_definitions(-DENABLE_MINIMAL_LIB)
endif()
if(APPLE_IOS)
set(CMAKE_MACOSX_RPATH 1)
set(CMAKE_OSX_DEPLOYMENT_TARGET 12.0)
@ -455,12 +456,6 @@ if(TARGET zlib::zlib)
add_library(ZLIB::ZLIB ALIAS zlib::zlib)
endif()
set(FFMPEG_COMPONENTS avutil swscale avformat avcodec)
if(APPLE_IOS AND NOT USING_CONAN)
list(APPEND FFMPEG_COMPONENTS swresample)
endif()
find_package(ffmpeg COMPONENTS ${FFMPEG_COMPONENTS})
option(FORCE_BUNDLED_MINIZIP "Force bundled Minizip library" OFF)
if(NOT FORCE_BUNDLED_MINIZIP)
find_package(minizip)
@ -469,18 +464,26 @@ if(NOT FORCE_BUNDLED_MINIZIP)
endif()
endif()
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
if(TARGET SDL2_image::SDL2_image)
add_library(SDL2::Image ALIAS SDL2_image::SDL2_image)
endif()
find_package(SDL2_mixer REQUIRED)
if(TARGET SDL2_mixer::SDL2_mixer)
add_library(SDL2::Mixer ALIAS SDL2_mixer::SDL2_mixer)
endif()
find_package(SDL2_ttf REQUIRED)
if(TARGET SDL2_ttf::SDL2_ttf)
add_library(SDL2::TTF ALIAS SDL2_ttf::SDL2_ttf)
if (ENABLE_CLIENT)
set(FFMPEG_COMPONENTS avutil swscale avformat avcodec)
if(APPLE_IOS AND NOT USING_CONAN)
list(APPEND FFMPEG_COMPONENTS swresample)
endif()
find_package(ffmpeg COMPONENTS ${FFMPEG_COMPONENTS})
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
if(TARGET SDL2_image::SDL2_image)
add_library(SDL2::Image ALIAS SDL2_image::SDL2_image)
endif()
find_package(SDL2_mixer REQUIRED)
if(TARGET SDL2_mixer::SDL2_mixer)
add_library(SDL2::Mixer ALIAS SDL2_mixer::SDL2_mixer)
endif()
find_package(SDL2_ttf REQUIRED)
if(TARGET SDL2_ttf::SDL2_ttf)
add_library(SDL2::TTF ALIAS SDL2_ttf::SDL2_ttf)
endif()
endif()
if(ENABLE_LOBBY)
@ -498,7 +501,7 @@ if(ENABLE_LAUNCHER OR ENABLE_EDITOR)
endif()
endif()
if(ENABLE_NULLKILLER_AI)
if(ENABLE_NULLKILLER_AI AND ENABLE_CLIENT)
find_package(TBB REQUIRED)
endif()
@ -608,10 +611,15 @@ if(APPLE_IOS)
add_subdirectory(ios)
endif()
add_subdirectory_with_folder("AI" AI)
if (ENABLE_CLIENT)
add_subdirectory_with_folder("AI" AI)
endif()
add_subdirectory(lib)
add_subdirectory(server)
if (ENABLE_CLIENT OR ENABLE_SERVER)
add_subdirectory(server)
endif()
if(ENABLE_ERM)
add_subdirectory(scripting/erm)
@ -638,7 +646,9 @@ if(ENABLE_LOBBY)
add_subdirectory(lobby)
endif()
add_subdirectory(client)
if (ENABLE_CLIENT)
add_subdirectory(client)
endif()
if(ENABLE_SERVER)
add_subdirectory(serverapp)
@ -682,7 +692,9 @@ if(ANDROID)
")
else()
install(DIRECTORY config DESTINATION ${DATA_DIR})
install(DIRECTORY Mods DESTINATION ${DATA_DIR})
if (ENABLE_CLIENT OR ENABLE_SERVER)
install(DIRECTORY Mods DESTINATION ${DATA_DIR})
endif()
endif()
if(ENABLE_LUA)
install(DIRECTORY scripts DESTINATION ${DATA_DIR})

View File

@ -215,10 +215,10 @@ using TLockGuardRec = std::lock_guard<std::recursive_mutex>;
/* ---------------------------------------------------------------------------- */
// Import + Export macro declarations
#ifdef VCMI_WINDOWS
#ifdef VCMI_DLL_STATIC
# ifdef VCMI_DLL_STATIC
# define DLL_IMPORT
# define DLL_EXPORT
#elif defined(__GNUC__)
# elif defined(__GNUC__)
# define DLL_IMPORT __attribute__((dllimport))
# define DLL_EXPORT __attribute__((dllexport))
# else

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