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NKAI: fix potential concurrency and town treat calculation
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@ -53,6 +53,13 @@ void DangerHitMapAnalyzer::updateHitMap()
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}
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}
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auto ourTowns = cb->getTownsInfo();
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for(auto town : ourTowns)
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{
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townTreats[town->id]; // insert empty list
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}
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foreach_tile_pos([&](const int3 & pos){
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hitMap[pos.x][pos.y][pos.z].reset();
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});
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@ -95,33 +102,33 @@ void DangerHitMapAnalyzer::updateHitMap()
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node.fastestDanger = newTreat;
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}
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if(newTreat.turn == 0)
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auto objects = cb->getVisitableObjs(pos, false);
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for(auto obj : objects)
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{
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auto objects = cb->getVisitableObjs(pos, false);
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for(auto obj : objects)
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if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
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{
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if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
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enemyHeroAccessibleObjects[path.targetHero].insert(obj);
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auto & treats = townTreats[obj->id];
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auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
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{
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return i.hero.hid == path.targetHero->id;
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});
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if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
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if(treat == treats.end())
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{
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auto & treats = townTreats[obj->id];
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auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
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{
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return i.hero.hid == path.targetHero->id;
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});
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treats.emplace_back();
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treat = std::prev(treats.end(), 1);
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}
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if(treat == treats.end())
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{
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treats.emplace_back();
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treat = std::prev(treats.end(), 1);
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}
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if(newTreat.value() > treat->value())
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{
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*treat = newTreat;
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}
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if(newTreat.value() > treat->value())
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{
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*treat = newTreat;
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}
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if(newTreat.turn == 0)
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{
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if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
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enemyHeroAccessibleObjects.emplace_back(path.targetHero, obj);
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}
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}
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}
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@ -274,16 +281,17 @@ const HitMapNode & DangerHitMapAnalyzer::getTileTreat(const int3 & tile) const
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const std::set<const CGObjectInstance *> empty = {};
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const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
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std::set<const CGObjectInstance *> DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
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{
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auto result = enemyHeroAccessibleObjects.find(enemy);
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if(result == enemyHeroAccessibleObjects.end())
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std::set<const CGObjectInstance *> result;
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for(auto & obj : enemyHeroAccessibleObjects)
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{
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return empty;
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if(obj.hero == enemy)
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result.insert(obj.obj);
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}
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return result->second;
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return result;
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}
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void DangerHitMapAnalyzer::reset()
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@ -55,11 +55,22 @@ struct HitMapNode
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}
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};
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struct EnemyHeroAccessibleObject
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{
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const CGHeroInstance * hero;
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const CGObjectInstance * obj;
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EnemyHeroAccessibleObject(const CGHeroInstance * hero, const CGObjectInstance * obj)
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:hero(hero), obj(obj)
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{
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}
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};
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class DangerHitMapAnalyzer
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{
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private:
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boost::multi_array<HitMapNode, 3> hitMap;
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std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
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tbb::concurrent_vector<EnemyHeroAccessibleObject> enemyHeroAccessibleObjects;
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bool hitMapUpToDate = false;
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bool tileOwnersUpToDate = false;
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const Nullkiller * ai;
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@ -73,7 +84,7 @@ public:
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uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
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const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
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const HitMapNode & getTileTreat(const int3 & tile) const;
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const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
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std::set<const CGObjectInstance *> getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
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void reset();
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void resetTileOwners() { tileOwnersUpToDate = false; }
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PlayerColor getTileOwner(const int3 & tile) const;
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