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Merge remote-tracking branch 'remotes/nullkiller/ai-refactor-exploration-according-to-new-pathfinder' into develop
This commit is contained in:
commit
9ec3d2ef64
@ -403,46 +403,6 @@ bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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return false;
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}
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int3 whereToExplore(HeroPtr h)
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{
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TimeCheck tc("where to explore");
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int radius = h->getSightRadius();
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int3 hpos = h->visitablePos();
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
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std::vector<const CGObjectInstance *> nearbyVisitableObjs;
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for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
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{
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for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
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{
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for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
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{
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if(ai->isGoodForVisit(obj, h, MP_LIMIT))
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{
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nearbyVisitableObjs.push_back(obj);
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}
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}
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}
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}
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vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
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boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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if(nearbyVisitableObjs.size())
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return nearbyVisitableObjs.back()->visitablePos();
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try //check if nearby tiles allow us to reveal anything - this is quick
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{
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return ai->explorationBestNeighbour(hpos, radius, h);
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}
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catch(cannotFulfillGoalException & e)
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{
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//perform exhaustive search
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return ai->explorationNewPoint(h);
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}
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}
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bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
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{
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if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
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@ -461,51 +421,6 @@ bool isBlockVisitObj(const int3 & pos)
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return false;
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}
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bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp)
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{
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = pos + dir;
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if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable())
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{
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return true;
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}
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}
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero)
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{
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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{
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if(hasReachableNeighbor(npos, hero, cbp))
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ret++;
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}
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}
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}
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return ret;
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}
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
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{
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for(const int3 & tile : tiles)
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{
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foreach_neighbour(tile, [&](int3 neighbour)
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{
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if(cb->isVisible(neighbour))
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out.push_back(neighbour);
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});
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}
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}
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creInfo infoFromDC(const dwellingContent & dc)
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{
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creInfo ci;
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@ -159,9 +159,6 @@ void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const
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void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
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void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero);
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isBlockVisitObj(const int3 & pos);
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@ -181,7 +178,6 @@ bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
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int3 whereToExplore(HeroPtr h);
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
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class CDistanceSorter
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@ -148,6 +148,11 @@ std::vector<AIPath> AIhelper::getPathsToTile(HeroPtr hero, int3 tile)
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return pathfindingManager->getPathsToTile(hero, tile);
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}
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bool AIhelper::isTileAccessible(HeroPtr hero, int3 tile)
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{
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return pathfindingManager->isTileAccessible(hero, tile);
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}
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void AIhelper::resetPaths()
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{
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pathfindingManager->resetPaths();
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@ -60,6 +60,7 @@ public:
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Goals::TGoalVec howToVisitTile(int3 tile) override;
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Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override;
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std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override;
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bool isTileAccessible(HeroPtr hero, int3 tile) override;
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void resetPaths() override;
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private:
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@ -318,8 +318,15 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
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{
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float turns = calculateTurnDistanceInputValue(goal);
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float missionImportanceData = 0;
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if(vstd::contains(ai->lockedHeroes, goal.hero))
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{
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missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
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}
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else if(goal.parent)
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{
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missionImportanceData = goal.parent->priority;
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}
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float strengthRatioData = 10.0f; //we are much stronger than enemy
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ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
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@ -410,6 +417,9 @@ VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that
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float VisitTileEngine::evaluate(Goals::VisitTile & goal)
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{
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// for now any visit tile is usually much more in priority then visit obj so lets reduce it
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const int scale = 2;
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if(!goal.hero)
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return 0;
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@ -421,7 +431,8 @@ float VisitTileEngine::evaluate(Goals::VisitTile & goal)
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try
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{
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engine.process();
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goal.priority = value->getValue();
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goal.priority = value->getValue() / scale;
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}
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catch(fl::Exception & fe)
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{
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@ -78,6 +78,11 @@ ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitTileEngine.evaluate(g);
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}
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@ -108,6 +113,11 @@ float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitObjEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitHero & g)
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@ -18,7 +18,7 @@
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#include "../../../lib/mapping/CMap.h" //for victory conditions
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/StringConstants.h"
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#include "../../../lib/CPlayerState.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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@ -28,7 +28,7 @@ using namespace Goals;
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bool Explore::operator==(const Explore & other) const
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{
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return other.hero.h == hero.h;
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return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
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}
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std::string Explore::completeMessage() const
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@ -127,34 +127,36 @@ TGoalVec Explore::getAllPossibleSubgoals()
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{
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for(auto obj : objs) //double loop, performance risk?
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{
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auto waysToVisitObj = ai->ah->howToVisitObj(h, obj);
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auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
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vstd::concatenate(ret, waysToVisitObj);
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}
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int3 t = whereToExplore(h);
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if(t.valid())
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{
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ret.push_back(sptr(VisitTile(t).sethero(h)));
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}
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else
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{
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//FIXME: possible issues when gathering army to break
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if(hero.h == h || //exporation is assigned to this hero
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(!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job
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{
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t = ai->explorationDesperate(h); //check this only ONCE, high cost
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if (t.valid()) //don't waste time if we are completely blocked
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{
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auto waysToVisitTile = ai->ah->howToVisitTile(h, t);
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TSubgoal goal = exploreNearestNeighbour(h);
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vstd::concatenate(ret, waysToVisitTile);
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continue;
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}
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}
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ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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if(!goal->invalid())
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{
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ret.push_back(goal);
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}
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}
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if(ret.empty())
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{
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for(auto h : heroes)
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{
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TSubgoal goal = explorationNewPoint(h);
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if(goal->invalid())
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{
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ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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}
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else
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{
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ret.push_back(goal);
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}
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}
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}
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//we either don't have hero yet or none of heroes can explore
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if((!hero || ret.empty()) && ai->canRecruitAnyHero())
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ret.push_back(sptr(RecruitHero()));
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@ -163,7 +165,6 @@ TGoalVec Explore::getAllPossibleSubgoals()
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{
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throw goalFulfilledException(sptr(Explore().sethero(hero)));
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}
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//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
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return ret;
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}
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@ -179,3 +180,244 @@ bool Explore::fulfillsMe(TSubgoal goal)
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}
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return false;
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}
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bool Explore::hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const
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{
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = pos + dir;
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if(cbp->isInTheMap(tile))
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{
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auto isAccessible = vcai->ah->isTileAccessible(hero, tile);
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if(isAccessible)
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return true;
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}
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}
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return false;
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}
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int Explore::howManyTilesWillBeDiscovered(
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const int3 & pos,
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int radious,
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CCallback * cbp,
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const TeamState * ts,
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VCAI * aip,
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HeroPtr h) const
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{
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos)
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&& pos.dist2d(npos) - 0.5 < radious
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&& !ts->fogOfWarMap[npos.x][npos.y][npos.z]
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&& hasReachableNeighbor(npos, h, cbp, aip))
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{
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ret++;
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}
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}
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}
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return ret;
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}
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TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const
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{
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std::map<int3, int> dstToRevealedTiles;
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VCAI * aip = ai.get();
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CCallback * cbp = cb.get();
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const TeamState * ts = cbp->getPlayerTeam(ai->playerID);
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = hpos + dir;
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if(cb->isInTheMap(tile))
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{
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if(isBlockVisitObj(tile))
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continue;
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if(isSafeToVisit(h, tile) && ai->isAccessibleForHero(tile, h))
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{
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auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
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int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
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dstToRevealedTiles[tile] = tilesDiscovered / distance;
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}
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}
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}
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if(dstToRevealedTiles.empty()) //yes, it DID happen!
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return sptr(Invalid());
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auto best = dstToRevealedTiles.begin();
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for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
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{
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const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
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//const TerrainTile *t = cb->getTile(i->first);
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if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
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best = i;
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}
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if(best->second)
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return sptr(VisitTile(best->first).sethero(h));
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|
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return sptr(Invalid());
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}
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TSubgoal Explore::explorationNewPoint(HeroPtr h) const
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{
|
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int radius = h->getSightRadius();
|
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CCallback * cbp = cb.get();
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||||
VCAI *aip = ai.get();
|
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const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
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||||
|
||||
int3 mapSize = cbp->getMapSize();
|
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int perimiter = 2 * radius * (mapSize.x + mapSize.y);
|
||||
|
||||
std::vector<int3> from;
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||||
std::vector<int3> to;
|
||||
|
||||
from.reserve(perimiter);
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||||
to.reserve(perimiter);
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos)
|
||||
{
|
||||
if(ts->fogOfWarMap[pos.x][pos.y][pos.z])
|
||||
{
|
||||
bool hasInvisibleNeighbor = false;
|
||||
|
||||
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
|
||||
{
|
||||
if(!ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
|
||||
{
|
||||
hasInvisibleNeighbor = true;
|
||||
}
|
||||
});
|
||||
|
||||
if(hasInvisibleNeighbor)
|
||||
from.push_back(pos);
|
||||
}
|
||||
});
|
||||
|
||||
for(int i = 0; i < radius; i++)
|
||||
{
|
||||
getVisibleNeighbours(from, to, cbp, ts);
|
||||
vstd::concatenate(from, to);
|
||||
vstd::removeDuplicates(from);
|
||||
}
|
||||
|
||||
return explorationScanRange(h, from);
|
||||
}
|
||||
|
||||
TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) const
|
||||
{
|
||||
int radius = h->getSightRadius();
|
||||
CCallback * cbp = cb.get();
|
||||
VCAI *aip = ai.get();
|
||||
const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
|
||||
|
||||
float bestValue = 0; //discovered tile to node distance ratio
|
||||
TSubgoal bestWay = sptr(Invalid());
|
||||
int3 ourPos = h->convertPosition(h->pos, false);
|
||||
|
||||
for(const int3 & tile : range)
|
||||
{
|
||||
if(tile == ourPos) //shouldn't happen, but it does
|
||||
continue;
|
||||
|
||||
int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
|
||||
if(!tilesDiscovered)
|
||||
continue;
|
||||
|
||||
auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
|
||||
for(auto goal : waysToVisit)
|
||||
{
|
||||
if(goal->evaluationContext.movementCost == 0) // should not happen
|
||||
continue;
|
||||
|
||||
float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
|
||||
|
||||
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
||||
{
|
||||
auto obj = cb->getTopObj(tile);
|
||||
if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(isSafeToVisit(h, tile))
|
||||
{
|
||||
bestWay = goal;
|
||||
bestValue = ourValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!bestWay->invalid())
|
||||
{
|
||||
return bestWay;
|
||||
}
|
||||
|
||||
return bestWay;
|
||||
}
|
||||
|
||||
TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
|
||||
{
|
||||
TimeCheck tc("where to explore");
|
||||
int radius = h->getSightRadius();
|
||||
int3 hpos = h->visitablePos();
|
||||
|
||||
//look for nearby objs -> visit them if they're close enouh
|
||||
const int DIST_LIMIT = 3;
|
||||
const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
|
||||
|
||||
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
|
||||
for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
|
||||
{
|
||||
for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
|
||||
{
|
||||
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
|
||||
{
|
||||
if(ai->isGoodForVisit(obj, h, MP_LIMIT))
|
||||
{
|
||||
nearbyVisitableObjs.push_back(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(nearbyVisitableObjs.size())
|
||||
{
|
||||
vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
|
||||
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
|
||||
|
||||
TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
|
||||
|
||||
if(!pickupNearestObj->invalid())
|
||||
{
|
||||
return pickupNearestObj;
|
||||
}
|
||||
}
|
||||
|
||||
//check if nearby tiles allow us to reveal anything - this is quick
|
||||
return explorationBestNeighbour(hpos, radius, h);
|
||||
}
|
||||
|
||||
void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp, const TeamState * ts) const
|
||||
{
|
||||
for(const int3 & tile : tiles)
|
||||
{
|
||||
foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
|
||||
{
|
||||
if(ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
|
||||
{
|
||||
out.push_back(neighbour);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
@ -19,12 +19,21 @@ namespace Goals
|
||||
{
|
||||
class DLL_EXPORT Explore : public CGoal<Explore>
|
||||
{
|
||||
private:
|
||||
bool allowGatherArmy;
|
||||
|
||||
public:
|
||||
Explore()
|
||||
: CGoal(Goals::EXPLORE)
|
||||
Explore(bool allowGatherArmy)
|
||||
: CGoal(Goals::EXPLORE), allowGatherArmy(allowGatherArmy)
|
||||
{
|
||||
priority = 1;
|
||||
}
|
||||
|
||||
Explore()
|
||||
: Explore(true)
|
||||
{
|
||||
}
|
||||
|
||||
Explore(HeroPtr h)
|
||||
: CGoal(Goals::EXPLORE)
|
||||
{
|
||||
@ -36,5 +45,26 @@ namespace Goals
|
||||
std::string completeMessage() const override;
|
||||
bool fulfillsMe(TSubgoal goal) override;
|
||||
virtual bool operator==(const Explore & other) const override;
|
||||
|
||||
private:
|
||||
TSubgoal exploreNearestNeighbour(HeroPtr h) const;
|
||||
TSubgoal explorationNewPoint(HeroPtr h) const;
|
||||
TSubgoal explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const;
|
||||
TSubgoal explorationScanRange(HeroPtr h, std::vector<int3> & range) const;
|
||||
bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const;
|
||||
|
||||
void getVisibleNeighbours(
|
||||
const std::vector<int3> & tiles,
|
||||
std::vector<int3> & out,
|
||||
CCallback * cbp,
|
||||
const TeamState * ts) const;
|
||||
|
||||
int howManyTilesWillBeDiscovered(
|
||||
const int3 & pos,
|
||||
int radious,
|
||||
CCallback * cbp,
|
||||
const TeamState * ts,
|
||||
VCAI * aip,
|
||||
HeroPtr h) const;
|
||||
};
|
||||
}
|
||||
|
@ -193,8 +193,10 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
|
||||
|
||||
if(ret.empty())
|
||||
{
|
||||
const bool allowGatherArmy = false;
|
||||
|
||||
if(hero == ai->primaryHero())
|
||||
ret.push_back(sptr(Explore()));
|
||||
ret.push_back(sptr(Explore(allowGatherArmy)));
|
||||
else
|
||||
throw cannotFulfillGoalException("No ways to gather army");
|
||||
}
|
||||
|
@ -189,6 +189,23 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
|
||||
return false;
|
||||
}
|
||||
|
||||
bool AINodeStorage::isTileAccessible(int3 pos, const EPathfindingLayer layer) const
|
||||
{
|
||||
std::vector<AIPath> paths;
|
||||
auto chains = nodes[pos.x][pos.y][pos.z][layer];
|
||||
auto initialPos = hero->visitablePos();
|
||||
|
||||
for(const AIPathNode & node : chains)
|
||||
{
|
||||
if(node.action != CGPathNode::ENodeAction::UNKNOWN)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const
|
||||
{
|
||||
std::vector<AIPath> paths;
|
||||
|
@ -111,6 +111,7 @@ public:
|
||||
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
|
||||
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
|
||||
std::vector<AIPath> getChainInfo(int3 pos, bool isOnLand) const;
|
||||
bool isTileAccessible(int3 pos, const EPathfindingLayer layer) const;
|
||||
|
||||
void setHero(HeroPtr heroPtr)
|
||||
{
|
||||
|
@ -35,9 +35,34 @@ void AIPathfinder::init()
|
||||
storageMap.clear();
|
||||
}
|
||||
|
||||
bool AIPathfinder::isTileAccessible(HeroPtr hero, int3 tile)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> storageLock(storageMutex);
|
||||
|
||||
std::shared_ptr<AINodeStorage> nodeStorage = getOrCreateStorage(hero);
|
||||
|
||||
return nodeStorage->isTileAccessible(tile, EPathfindingLayer::LAND)
|
||||
|| nodeStorage->isTileAccessible(tile, EPathfindingLayer::SAIL);
|
||||
}
|
||||
|
||||
std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
|
||||
{
|
||||
boost::unique_lock<boost::mutex> storageLock(storageMutex);
|
||||
|
||||
std::shared_ptr<AINodeStorage> nodeStorage = getOrCreateStorage(hero);
|
||||
|
||||
const TerrainTile * tileInfo = cb->getTile(tile, false);
|
||||
|
||||
if(!tileInfo)
|
||||
{
|
||||
return std::vector<AIPath>();
|
||||
}
|
||||
|
||||
return nodeStorage->getChainInfo(tile, !tileInfo->isWater());
|
||||
}
|
||||
|
||||
std::shared_ptr<AINodeStorage> AIPathfinder::getOrCreateStorage(HeroPtr hero)
|
||||
{
|
||||
std::shared_ptr<AINodeStorage> nodeStorage;
|
||||
|
||||
if(!vstd::contains(storageMap, hero))
|
||||
@ -56,7 +81,7 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
|
||||
|
||||
storageMap[hero] = nodeStorage;
|
||||
nodeStorage->setHero(hero.get());
|
||||
|
||||
|
||||
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage);
|
||||
|
||||
cb->calculatePaths(config, hero.get());
|
||||
@ -66,12 +91,6 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
|
||||
nodeStorage = storageMap.at(hero);
|
||||
}
|
||||
|
||||
const TerrainTile * tileInfo = cb->getTile(tile, false);
|
||||
|
||||
if(!tileInfo)
|
||||
{
|
||||
return std::vector<AIPath>();
|
||||
}
|
||||
|
||||
return nodeStorage->getChainInfo(tile, !tileInfo->isWater());
|
||||
return nodeStorage;
|
||||
}
|
||||
|
||||
|
@ -26,6 +26,8 @@ private:
|
||||
public:
|
||||
AIPathfinder(CPlayerSpecificInfoCallback * cb, VCAI * ai);
|
||||
std::vector<AIPath> getPathInfo(HeroPtr hero, int3 tile);
|
||||
bool isTileAccessible(HeroPtr hero, int3 tile);
|
||||
std::shared_ptr<AINodeStorage> getOrCreateStorage(HeroPtr hero);
|
||||
void clear();
|
||||
void init();
|
||||
};
|
||||
|
@ -105,6 +105,11 @@ std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
|
||||
return pathfinder->getPathInfo(hero, tile);
|
||||
}
|
||||
|
||||
bool PathfindingManager::isTileAccessible(HeroPtr hero, int3 tile)
|
||||
{
|
||||
return pathfinder->isTileAccessible(hero, tile);
|
||||
}
|
||||
|
||||
Goals::TGoalVec PathfindingManager::findPath(
|
||||
HeroPtr hero,
|
||||
crint3 dest,
|
||||
|
@ -26,6 +26,7 @@ public:
|
||||
virtual Goals::TGoalVec howToVisitTile(int3 tile) = 0;
|
||||
virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) = 0;
|
||||
virtual std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) = 0;
|
||||
virtual bool isTileAccessible(HeroPtr hero, int3 tile) = 0;
|
||||
};
|
||||
|
||||
class PathfindingManager : public IPathfindingManager
|
||||
@ -46,6 +47,7 @@ public:
|
||||
Goals::TGoalVec howToVisitTile(int3 tile) override;
|
||||
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override;
|
||||
std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override;
|
||||
bool isTileAccessible(HeroPtr hero, int3 tile) override;
|
||||
void resetPaths() override;
|
||||
|
||||
private:
|
||||
|
193
AI/VCAI/VCAI.cpp
193
AI/VCAI/VCAI.cpp
@ -1530,33 +1530,42 @@ void VCAI::wander(HeroPtr h)
|
||||
vstd::concatenate(targetObjectGoals, ah->howToVisitObj(h, destination, false));
|
||||
}
|
||||
|
||||
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
|
||||
|
||||
//wander should not cause heroes to be reserved - they are always considered free
|
||||
if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
|
||||
if(targetObjectGoals.size())
|
||||
{
|
||||
auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
|
||||
if(chosenObject != nullptr)
|
||||
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
|
||||
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
|
||||
|
||||
//wander should not cause heroes to be reserved - they are always considered free
|
||||
if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
|
||||
{
|
||||
auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
|
||||
if(chosenObject != nullptr)
|
||||
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
|
||||
}
|
||||
else
|
||||
logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
|
||||
|
||||
try
|
||||
{
|
||||
decomposeGoal(bestObjectGoal)->accept(this);
|
||||
}
|
||||
catch(const goalFulfilledException & e)
|
||||
{
|
||||
if(e.goal->goalType == Goals::EGoals::VISIT_TILE || e.goal->goalType == Goals::EGoals::VISIT_OBJ)
|
||||
continue;
|
||||
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
else
|
||||
logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
|
||||
|
||||
try
|
||||
{
|
||||
decomposeGoal(bestObjectGoal)->accept(this);
|
||||
}
|
||||
catch(const goalFulfilledException & e)
|
||||
{
|
||||
if(e.goal->goalType == Goals::EGoals::VISIT_TILE || e.goal->goalType == Goals::EGoals::VISIT_OBJ)
|
||||
continue;
|
||||
|
||||
throw e;
|
||||
logAi->debug("Nowhere more to go...");
|
||||
break;
|
||||
}
|
||||
|
||||
visitTownIfAny(h);
|
||||
}
|
||||
}
|
||||
|
||||
visitTownIfAny(h); //in case hero is just sitting in town
|
||||
}
|
||||
|
||||
@ -2471,154 +2480,6 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
|
||||
moveCreaturesToHero(t);
|
||||
}
|
||||
|
||||
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
|
||||
{
|
||||
std::map<int3, int> dstToRevealedTiles;
|
||||
|
||||
for(crint3 dir : int3::getDirs())
|
||||
{
|
||||
int3 tile = hpos + dir;
|
||||
if(cb->isInTheMap(tile))
|
||||
{
|
||||
if(isBlockVisitObj(tile))
|
||||
continue;
|
||||
|
||||
if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
|
||||
{
|
||||
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
|
||||
dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(dstToRevealedTiles.empty()) //yes, it DID happen!
|
||||
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
||||
|
||||
auto best = dstToRevealedTiles.begin();
|
||||
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
||||
{
|
||||
const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
|
||||
//const TerrainTile *t = cb->getTile(i->first);
|
||||
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
|
||||
best = i;
|
||||
}
|
||||
|
||||
if(best->second)
|
||||
return best->first;
|
||||
|
||||
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
||||
}
|
||||
|
||||
int3 VCAI::explorationNewPoint(HeroPtr h)
|
||||
{
|
||||
int radius = h->getSightRadius();
|
||||
CCallback * cbp = cb.get();
|
||||
const CGHeroInstance * hero = h.get();
|
||||
|
||||
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
||||
tiles.resize(radius);
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos)
|
||||
{
|
||||
if(!cbp->isVisible(pos))
|
||||
tiles[0].push_back(pos);
|
||||
});
|
||||
|
||||
float bestValue = 0; //discovered tile to node distance ratio
|
||||
int3 bestTile(-1, -1, -1);
|
||||
int3 ourPos = h->convertPosition(h->pos, false);
|
||||
|
||||
for(int i = 1; i < radius; i++)
|
||||
{
|
||||
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
||||
vstd::removeDuplicates(tiles[i]);
|
||||
|
||||
for(const int3 & tile : tiles[i])
|
||||
{
|
||||
if(tile == ourPos) //shouldn't happen, but it does
|
||||
continue;
|
||||
if(!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
|
||||
continue;
|
||||
|
||||
CGPath path;
|
||||
cb->getPathsInfo(hero)->getPath(path, tile);
|
||||
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
|
||||
|
||||
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
||||
{
|
||||
auto obj = cb->getTopObj(tile);
|
||||
if (obj)
|
||||
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
|
||||
continue;
|
||||
if(isSafeToVisit(h, tile))
|
||||
{
|
||||
bestTile = tile;
|
||||
bestValue = ourValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestTile;
|
||||
}
|
||||
|
||||
int3 VCAI::explorationDesperate(HeroPtr h)
|
||||
{
|
||||
int radius = h->getSightRadius();
|
||||
|
||||
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
||||
tiles.resize(radius);
|
||||
|
||||
CCallback * cbp = cb.get();
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos)
|
||||
{
|
||||
if(!cbp->isVisible(pos))
|
||||
tiles[0].push_back(pos);
|
||||
});
|
||||
|
||||
ui64 lowestDanger = -1;
|
||||
int3 bestTile(-1, -1, -1);
|
||||
|
||||
for(int i = 1; i < radius; i++)
|
||||
{
|
||||
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
||||
vstd::removeDuplicates(tiles[i]);
|
||||
|
||||
for(const int3 & tile : tiles[i])
|
||||
{
|
||||
if(cbp->getTile(tile)->blocked) //does it shorten the time?
|
||||
continue;
|
||||
if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
|
||||
continue;
|
||||
|
||||
auto paths = ah->getPathsToTile(h, tile);
|
||||
for(auto path : paths)
|
||||
{
|
||||
auto t = path.firstTileToGet();
|
||||
|
||||
if(t == bestTile)
|
||||
continue;
|
||||
|
||||
auto obj = cb->getTopObj(t);
|
||||
if (obj)
|
||||
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it
|
||||
continue;
|
||||
|
||||
ui64 ourDanger = path.getTotalDanger(h);
|
||||
if(ourDanger < lowestDanger)
|
||||
{
|
||||
if(!ourDanger) //at least one safe place found
|
||||
return t;
|
||||
|
||||
bestTile = t;
|
||||
lowestDanger = ourDanger;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestTile;
|
||||
}
|
||||
|
||||
void VCAI::checkHeroArmy(HeroPtr h)
|
||||
{
|
||||
auto it = lockedHeroes.find(h);
|
||||
|
@ -131,9 +131,6 @@ public:
|
||||
void tryRealize(Goals::Invalid & g);
|
||||
void tryRealize(Goals::AbstractGoal & g);
|
||||
|
||||
int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
|
||||
int3 explorationNewPoint(HeroPtr h);
|
||||
int3 explorationDesperate(HeroPtr h);
|
||||
bool isTileNotReserved(const CGHeroInstance * h, int3 t) const; //the tile is not occupied by allied hero and the object is not reserved
|
||||
|
||||
std::string getBattleAIName() const override;
|
||||
|
Loading…
Reference in New Issue
Block a user