mirror of
https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
@@ -50,7 +50,6 @@
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#include <chrono>
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using namespace tbb;
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using dwellingContent = std::pair<ui32, std::vector<CreatureID>>;
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@@ -246,26 +245,6 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
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// todo: move to obj manager
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bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
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template<typename TFunc>
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void pforeachTilePos(const int3 & mapSize, TFunc fn)
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{
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for(int z = 0; z < mapSize.z; ++z)
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{
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parallel_for(blocked_range<size_t>(0, mapSize.x), [&](const blocked_range<size_t>& r)
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{
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int3 pos(0, 0, z);
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for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
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{
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for(pos.y = 0; pos.y < mapSize.y; ++pos.y)
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{
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fn(pos);
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}
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}
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});
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}
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}
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class CDistanceSorter
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{
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const CGHeroInstance * hero;
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@@ -11,6 +11,7 @@
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#include "DangerHitMapAnalyzer.h"
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#include "../Engine/Nullkiller.h"
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#include "../pforeach.h"
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#include "../../../lib/CRandomGenerator.h"
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namespace NKAI
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@@ -82,9 +83,9 @@ void DangerHitMapAnalyzer::updateHitMap()
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boost::this_thread::interruption_point();
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pforeachTilePos(mapSize, [&](const int3 & pos)
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pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
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{
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for(AIPath & path : ai->pathfinder->getPathInfo(pos))
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for(const AIPath & path : paths)
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{
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if(path.getFirstBlockedAction())
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continue;
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@@ -194,14 +195,14 @@ void DangerHitMapAnalyzer::calculateTileOwners()
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ai->pathfinder->updatePaths(townHeroes, ps);
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pforeachTilePos(mapSize, [&](const int3 & pos)
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pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
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{
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float ourDistance = std::numeric_limits<float>::max();
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float enemyDistance = std::numeric_limits<float>::max();
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const CGTownInstance * enemyTown = nullptr;
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const CGTownInstance * ourTown = nullptr;
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for(AIPath & path : ai->pathfinder->getPathInfo(pos))
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for(const AIPath & path : paths)
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{
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if(!path.targetHero || path.getFirstBlockedAction())
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continue;
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@@ -109,6 +109,7 @@ void HeroManager::update()
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for(auto & hero : myHeroes)
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{
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scores[hero] = evaluateFightingStrength(hero);
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knownFightingStrength[hero->id] = hero->getFightingStrength();
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}
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auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
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@@ -192,6 +193,13 @@ bool HeroManager::heroCapReached() const
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|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_TOTAL_CAP);
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}
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float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
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{
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auto cached = knownFightingStrength.find(hero->id);
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return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
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}
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float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
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{
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auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
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@@ -20,23 +20,6 @@
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namespace NKAI
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{
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class DLL_EXPORT IHeroManager //: public: IAbstractManager
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{
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public:
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virtual ~IHeroManager() = default;
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virtual const std::map<HeroPtr, HeroRole> & getHeroRoles() const = 0;
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virtual int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const = 0;
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virtual HeroRole getHeroRole(const HeroPtr & hero) const = 0;
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virtual void update() = 0;
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virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
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virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
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virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
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virtual bool heroCapReached() const = 0;
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virtual const CGHeroInstance * findHeroWithGrail() const = 0;
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virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
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virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
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};
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class DLL_EXPORT ISecondarySkillRule
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{
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public:
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@@ -55,7 +38,7 @@ public:
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float evaluateSecSkill(const CGHeroInstance * hero, SecondarySkill skill) const;
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};
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class DLL_EXPORT HeroManager : public IHeroManager
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class DLL_EXPORT HeroManager
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{
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private:
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static const SecondarySkillEvaluator wariorSkillsScores;
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@@ -64,20 +47,22 @@ private:
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CCallback * cb; //this is enough, but we downcast from CCallback
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const Nullkiller * ai;
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std::map<HeroPtr, HeroRole> heroRoles;
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std::map<ObjectInstanceID, float> knownFightingStrength;
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public:
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HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
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const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
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HeroRole getHeroRole(const HeroPtr & hero) const override;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
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void update() override;
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
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float evaluateHero(const CGHeroInstance * hero) const override;
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bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
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bool heroCapReached() const override;
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const CGHeroInstance * findHeroWithGrail() const override;
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const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
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float getMagicStrength(const CGHeroInstance * hero) const override;
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const std::map<HeroPtr, HeroRole> & getHeroRoles() const;
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HeroRole getHeroRole(const HeroPtr & hero) const;
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int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const;
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void update();
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float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const;
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float evaluateHero(const CGHeroInstance * hero) const;
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bool canRecruitHero(const CGTownInstance * t = nullptr) const;
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bool heroCapReached() const;
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const CGHeroInstance * findHeroWithGrail() const;
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const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const;
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float getMagicStrength(const CGHeroInstance * hero) const;
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float getFightingStrengthCached(const CGHeroInstance * hero) const;
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private:
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float evaluateFightingStrength(const CGHeroInstance * hero) const;
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@@ -90,64 +90,74 @@ std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters
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return result;
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}
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std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPathNodeInfo & node) const
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{
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std::vector<const CGObjectInstance *> blockers = {};
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if(node.layer == EPathfindingLayer::LAND || node.layer == EPathfindingLayer::SAIL)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node.coord);
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blockers = ai->cb->getVisitableObjs(node.coord);
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if(guardPos.valid())
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{
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
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if(guard)
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{
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blockers.insert(blockers.begin(), guard);
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}
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}
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}
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if(node.specialAction && node.actionIsBlocked)
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{
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auto blockerObject = node.specialAction->targetObject();
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if(blockerObject)
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{
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blockers.insert(blockers.begin(), blockerObject);
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}
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}
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if(blockers.empty())
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return std::optional< const CGObjectInstance *>();
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auto blocker = blockers.front();
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if(isObjectPassable(ai, blocker))
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return std::optional< const CGObjectInstance *>();
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if(blocker->ID == Obj::GARRISON
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|| blocker->ID == Obj::GARRISON2)
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{
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if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
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return std::optional< const CGObjectInstance *>();
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else
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return blocker;
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}
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if(blocker->ID == Obj::MONSTER
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|| blocker->ID == Obj::BORDERGUARD
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|| blocker->ID == Obj::BORDER_GATE
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|| blocker->ID == Obj::SHIPYARD
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|| (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
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{
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return blocker;
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}
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return std::optional< const CGObjectInstance *>();
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}
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const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
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{
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for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
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{
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std::vector<const CGObjectInstance *> blockers = {};
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auto blocker = getBlocker(*node);
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if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
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blockers = ai->cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
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if(guard)
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{
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blockers.insert(blockers.begin(), guard);
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}
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}
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}
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if(node->specialAction && node->actionIsBlocked)
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{
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auto blockerObject = node->specialAction->targetObject();
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if(blockerObject)
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{
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blockers.insert(blockers.begin(), blockerObject);
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}
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}
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if(blockers.empty())
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continue;
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auto blocker = blockers.front();
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if(isObjectPassable(ai, blocker))
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continue;
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if(blocker->ID == Obj::GARRISON
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|| blocker->ID == Obj::GARRISON2)
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{
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if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
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continue;
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else
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return blocker;
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}
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if(blocker->ID == Obj::MONSTER
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|| blocker->ID == Obj::BORDERGUARD
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|| blocker->ID == Obj::BORDER_GATE
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|| blocker->ID == Obj::SHIPYARD
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|| (blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked))
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{
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return blocker;
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}
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if(blocker)
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return *blocker;
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}
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return nullptr;
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@@ -225,15 +235,17 @@ void ObjectClusterizer::clusterize()
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ai->memory->visitableObjs.end());
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#if NKAI_TRACE_LEVEL == 0
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parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r) {
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tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
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#else
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blocked_range<size_t> r(0, objs.size());
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tbb::blocked_range<size_t> r(0, objs.size());
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#endif
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auto priorityEvaluator = ai->priorityEvaluators->acquire();
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auto heroes = ai->cb->getHeroesInfo();
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std::vector<AIPath> pathCache;
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for(int i = r.begin(); i != r.end(); i++)
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{
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clusterizeObject(objs[i], priorityEvaluator.get());
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clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
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}
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#if NKAI_TRACE_LEVEL == 0
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});
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@@ -257,7 +269,11 @@ void ObjectClusterizer::clusterize()
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logAi->trace("Clusterization complete in %ld", timeElapsed(start));
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}
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void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator)
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void ObjectClusterizer::clusterizeObject(
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const CGObjectInstance * obj,
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PriorityEvaluator * priorityEvaluator,
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std::vector<AIPath> & pathCache,
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std::vector<const CGHeroInstance *> & heroes)
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{
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if(!shouldVisitObject(obj))
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{
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@@ -271,9 +287,14 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
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logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(obj->visitablePos(), true);
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if(ai->settings->isObjectGraphAllowed())
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{
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ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
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}
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else
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ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
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if(paths.empty())
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if(pathCache.empty())
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{
|
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("No paths found.");
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@@ -281,17 +302,17 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
|
||||
return;
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}
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|
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std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
|
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std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
|
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{
|
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return p1.movementCost() < p2.movementCost();
|
||||
});
|
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|
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if(vstd::contains(IgnoredObjectTypes, obj->ID))
|
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{
|
||||
farObjects.addObject(obj, paths.front(), 0);
|
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farObjects.addObject(obj, pathCache.front(), 0);
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|
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
|
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logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
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#endif
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return;
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@@ -299,12 +320,35 @@ void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityE
|
||||
|
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std::set<const CGHeroInstance *> heroesProcessed;
|
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|
||||
for(auto & path : paths)
|
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for(auto & path : pathCache)
|
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{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
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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
|
||||
|
@@ -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);
|
||||
};
|
||||
|
||||
}
|
||||
|
@@ -180,6 +180,8 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
|
||||
|
||||
logAi->debug("Scanning objects, count %d", objs.size());
|
||||
|
||||
std::vector<AIPath> paths;
|
||||
|
||||
for(auto objToVisit : objs)
|
||||
{
|
||||
if(!objectMatchesFilter(objToVisit))
|
||||
@@ -193,7 +195,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
|
||||
bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
|
||||
&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
|
||||
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, useObjectGraph);
|
||||
ai->nullkiller->pathfinder->calculatePathInfo(paths, pos, useObjectGraph);
|
||||
|
||||
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
||||
std::shared_ptr<ExecuteHeroChain> closestWay;
|
||||
|
@@ -43,6 +43,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
|
||||
{
|
||||
auto center = cluster->calculateCenter();
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(center->visitablePos(), ai->nullkiller->settings->isObjectGraphAllowed());
|
||||
|
||||
auto blockerPos = cluster->blocker->visitablePos();
|
||||
std::vector<AIPath> blockerPaths;
|
||||
|
||||
|
@@ -69,7 +69,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
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->nullkiller->pathfinder->getPathInfo(pos, ai->nullkiller->settings->isObjectGraphAllowed());
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Gather army found %d paths", paths.size());
|
||||
@@ -231,7 +231,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
|
||||
#endif
|
||||
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, ai->nullkiller->settings->isObjectGraphAllowed());
|
||||
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
|
||||
|
||||
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
||||
|
@@ -35,18 +35,23 @@ Goals::TGoalVec StayAtTownBehavior::decompose() const
|
||||
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->nullkiller->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())
|
||||
|
@@ -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
|
||||
|
@@ -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(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(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;
|
||||
}
|
||||
|
@@ -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(targetNode);
|
||||
}
|
||||
|
||||
|
||||
parentIndex = path.nodes.size();
|
||||
|
||||
path.nodes.push_back(pathNode);
|
||||
node = getAINode(node->theNodeBefore);
|
||||
}
|
||||
}
|
||||
|
@@ -28,7 +28,7 @@ namespace NKAI
|
||||
namespace AIPathfinding
|
||||
{
|
||||
const int BUCKET_COUNT = 3;
|
||||
const int BUCKET_SIZE = 5;
|
||||
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(
|
||||
|
@@ -33,16 +33,31 @@ 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 +66,9 @@ 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)
|
||||
@@ -134,21 +147,24 @@ 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](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);
|
||||
heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai);
|
||||
});
|
||||
|
||||
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
|
||||
{
|
||||
for(auto hero : heroes)
|
||||
{
|
||||
heroGraphs[hero.first->id].dumpToLog();
|
||||
heroGraphs[hero.first->id]->dumpToLog();
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -40,20 +40,30 @@ private:
|
||||
std::shared_ptr<AINodeStorage> storage;
|
||||
CPlayerSpecificInfoCallback * cb;
|
||||
Nullkiller * ai;
|
||||
std::map<ObjectInstanceID, GraphPaths> heroGraphs;
|
||||
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 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;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
@@ -37,10 +37,8 @@ namespace AIPathfinding
|
||||
return Goals::sptr(Goals::Invalid());
|
||||
}
|
||||
|
||||
bool BuildBoatAction::canAct(const AIPathNode * source) const
|
||||
bool BuildBoatAction::canAct(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 AIPathNode * source) const
|
||||
{
|
||||
return canAct(source->actor->hero, source->actor->armyCost);
|
||||
}
|
||||
|
||||
bool BuildBoatAction::canAct(const AIPathNodeInfo & source) const
|
||||
{
|
||||
TResources res;
|
||||
|
||||
return canAct(source.targetHero, res);
|
||||
}
|
||||
|
||||
const CGObjectInstance * BuildBoatAction::targetObject() const
|
||||
{
|
||||
return dynamic_cast<const CGObjectInstance*>(shipyard);
|
||||
@@ -75,6 +85,11 @@ namespace AIPathfinding
|
||||
return sourceActor->resourceActor;
|
||||
}
|
||||
|
||||
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(const CGHeroInstance * hero) const
|
||||
{
|
||||
Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
|
||||
|
@@ -57,6 +57,8 @@ namespace AIPathfinding
|
||||
}
|
||||
|
||||
bool canAct(const AIPathNode * source) const override;
|
||||
bool canAct(const AIPathNodeInfo & source) const override;
|
||||
bool canAct(const CGHeroInstance * hero, const TResources & reservedResources) const;
|
||||
|
||||
void execute(const CGHeroInstance * hero) 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;
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -23,6 +23,11 @@ namespace AIPathfinding
|
||||
return canAct(node->actor->hero);
|
||||
}
|
||||
|
||||
bool QuestAction::canAct(const AIPathNodeInfo & node) const
|
||||
{
|
||||
return canAct(node.targetHero);
|
||||
}
|
||||
|
||||
bool QuestAction::canAct(const CGHeroInstance * hero) const
|
||||
{
|
||||
if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
|
||||
|
@@ -29,7 +29,7 @@ namespace AIPathfinding
|
||||
}
|
||||
|
||||
bool canAct(const AIPathNode * node) const override;
|
||||
|
||||
bool canAct(const AIPathNodeInfo & node) const override;
|
||||
bool canAct(const CGHeroInstance * hero) const;
|
||||
|
||||
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
|
||||
|
@@ -22,6 +22,7 @@ namespace NKAI
|
||||
{
|
||||
|
||||
struct AIPathNode;
|
||||
struct AIPathNodeInfo;
|
||||
class ChainActor;
|
||||
|
||||
class SpecialAction
|
||||
@@ -34,6 +35,11 @@ public:
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual bool canAct(const AIPathNodeInfo & source) const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
virtual Goals::TSubgoal decompose(const CGHeroInstance * hero) const;
|
||||
|
||||
virtual void execute(const CGHeroInstance * hero) const;
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
}
|
||||
|
@@ -16,6 +16,8 @@
|
||||
#include "../Engine/Nullkiller.h"
|
||||
#include "../../../lib/logging/VisualLogger.h"
|
||||
#include "Actions/QuestAction.h"
|
||||
#include "../pforeach.h"
|
||||
#include "Actions/BoatActions.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@@ -32,6 +34,7 @@ class ObjectGraphCalculator
|
||||
private:
|
||||
ObjectGraph * target;
|
||||
const Nullkiller * ai;
|
||||
std::mutex syncLock;
|
||||
|
||||
std::map<const CGHeroInstance *, HeroRole> actors;
|
||||
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
|
||||
@@ -41,7 +44,7 @@ private:
|
||||
|
||||
public:
|
||||
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
|
||||
:ai(ai), target(target)
|
||||
:ai(ai), target(target), syncLock()
|
||||
{
|
||||
}
|
||||
|
||||
@@ -65,17 +68,51 @@ public:
|
||||
{
|
||||
updatePaths();
|
||||
|
||||
foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
std::vector<AIPath> pathCache;
|
||||
|
||||
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
{
|
||||
calculateConnections(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()
|
||||
{
|
||||
foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
pforeachTilePaths(ai->cb->getMapSize(), ai, [this](const int3 & pos, std::vector<AIPath> & paths)
|
||||
{
|
||||
if(target->hasNodeAt(pos))
|
||||
return;
|
||||
@@ -83,35 +120,12 @@ public:
|
||||
if(ai->cb->getGuardingCreaturePosition(pos).valid())
|
||||
return;
|
||||
|
||||
ConnectionCostInfo currentCost = getConnectionsCost(pos);
|
||||
ConnectionCostInfo currentCost = getConnectionsCost(paths);
|
||||
|
||||
if(currentCost.connectionsCount <= 2)
|
||||
return;
|
||||
|
||||
float neighborCost = currentCost.avg + 0.001f;
|
||||
|
||||
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
|
||||
{
|
||||
logAi->trace("Checking junction %s", pos.toString());
|
||||
}
|
||||
|
||||
foreach_neighbour(
|
||||
ai->cb.get(),
|
||||
pos,
|
||||
[this, &neighborCost](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
{
|
||||
auto costTotal = this->getConnectionsCost(neighbor);
|
||||
|
||||
if(costTotal.avg < neighborCost)
|
||||
{
|
||||
neighborCost = costTotal.avg;
|
||||
|
||||
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
|
||||
{
|
||||
logAi->trace("Better node found at %s", neighbor.toString());
|
||||
}
|
||||
}
|
||||
});
|
||||
float neighborCost = getNeighborConnectionsCost(pos, paths);
|
||||
|
||||
if(currentCost.avg < neighborCost)
|
||||
{
|
||||
@@ -132,20 +146,20 @@ private:
|
||||
ai->pathfinder->updatePaths(actors, ps);
|
||||
}
|
||||
|
||||
void calculateConnections(const int3 & pos)
|
||||
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
|
||||
{
|
||||
if(target->hasNodeAt(pos))
|
||||
{
|
||||
foreach_neighbour(
|
||||
ai->cb.get(),
|
||||
pos,
|
||||
[this, &pos](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
{
|
||||
if(target->hasNodeAt(neighbor))
|
||||
{
|
||||
auto paths = ai->pathfinder->getPathInfo(neighbor);
|
||||
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
|
||||
|
||||
for(auto & path : paths)
|
||||
for(auto & path : pathCache)
|
||||
{
|
||||
if(pos == path.targetHero->visitablePos())
|
||||
{
|
||||
@@ -155,15 +169,46 @@ private:
|
||||
}
|
||||
});
|
||||
|
||||
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);
|
||||
auto paths = ai->pathfinder->getPathInfo(pos);
|
||||
|
||||
ai->pathfinder->calculatePathInfo(pathCache, pos);
|
||||
|
||||
for(AIPath & path1 : paths)
|
||||
for(AIPath & path1 : pathCache)
|
||||
{
|
||||
for(AIPath & path2 : paths)
|
||||
for(AIPath & path2 : pathCache)
|
||||
{
|
||||
if(path1.targetHero == path2.targetHero)
|
||||
continue;
|
||||
@@ -185,7 +230,9 @@ private:
|
||||
if(!cb->getTile(pos)->isWater())
|
||||
continue;
|
||||
|
||||
if(obj1 && (obj1->ID != Obj::BOAT || obj1->ID != Obj::SHIPYARD))
|
||||
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
|
||||
|
||||
if(!startingObjIsBoat)
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -273,13 +320,25 @@ private:
|
||||
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)
|
||||
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();
|
||||
|
||||
@@ -290,7 +349,7 @@ private:
|
||||
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
|
||||
objectActor->initObj(rng);
|
||||
|
||||
if(cb->getTile(visitablePos)->isWater())
|
||||
if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
|
||||
{
|
||||
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
|
||||
}
|
||||
@@ -298,14 +357,13 @@ private:
|
||||
assert(objectActor->visitablePos() == visitablePos);
|
||||
|
||||
actorObjectMap[objectActor] = nullptr;
|
||||
actors[objectActor] = HeroRole::SCOUT;
|
||||
actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
|
||||
|
||||
target->registerJunction(visitablePos);
|
||||
}
|
||||
|
||||
ConnectionCostInfo getConnectionsCost(const int3 & pos) const
|
||||
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
|
||||
{
|
||||
auto paths = ai->pathfinder->getPathInfo(pos);
|
||||
std::map<int3, float> costs;
|
||||
|
||||
for(auto & path : paths)
|
||||
@@ -349,7 +407,15 @@ 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)
|
||||
@@ -374,19 +440,30 @@ void ObjectGraph::updateGraph(const Nullkiller * ai)
|
||||
|
||||
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)
|
||||
{
|
||||
nodes[pos].initJunction();
|
||||
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
|
||||
{
|
||||
@@ -459,9 +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;
|
||||
}
|
||||
|
||||
GraphPaths::GraphPaths()
|
||||
: visualKey(""), graph(), pathNodes()
|
||||
{
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
graph = *ai->baseGraph;
|
||||
graph.copyFrom(*ai->baseGraph);
|
||||
graph.connectHeroes(ai);
|
||||
|
||||
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
|
||||
@@ -508,15 +611,16 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
|
||||
|
||||
node.isInQueue = false;
|
||||
|
||||
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq](int3 target, ObjectLink o)
|
||||
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq](int3 target, const ObjectLink & o)
|
||||
{
|
||||
auto targetNodeType = o.danger || transitionAction ? 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 = getOrCreateNode(targetPointer);
|
||||
|
||||
if(targetNode.tryUpdate(pos, node, o))
|
||||
{
|
||||
targetNode.specialAction = transitionAction;
|
||||
targetNode.specialAction = compositeAction;
|
||||
|
||||
auto targetGraphNode = graph.getNode(target);
|
||||
|
||||
@@ -651,6 +755,11 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
|
||||
n.parentIndex = -1;
|
||||
n.specialAction = getNode(*graphTile).specialAction;
|
||||
|
||||
if(n.specialAction)
|
||||
{
|
||||
n.actionIsBlocked = !n.specialAction->canAct(n);
|
||||
}
|
||||
|
||||
for(auto & node : path.nodes)
|
||||
{
|
||||
node.parentIndex++;
|
||||
@@ -668,4 +777,121 @@ 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(n);
|
||||
}
|
||||
|
||||
auto blocker = ai->objectClusterizer->getBlocker(n);
|
||||
|
||||
if(!blocker)
|
||||
continue;
|
||||
|
||||
// blocker node
|
||||
path.nodes.push_back(n);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -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)
|
||||
{
|
||||
@@ -62,17 +63,35 @@ struct ObjectNode
|
||||
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)
|
||||
{
|
||||
@@ -167,8 +186,10 @@ class GraphPaths
|
||||
std::string visualKey;
|
||||
|
||||
public:
|
||||
GraphPaths();
|
||||
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai);
|
||||
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:
|
||||
|
@@ -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();
|
||||
|
@@ -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,
|
||||
|
@@ -40,6 +40,16 @@ 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);
|
||||
|
||||
|
50
AI/Nullkiller/pforeach.h
Normal file
50
AI/Nullkiller/pforeach.h
Normal 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);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@@ -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)
|
||||
|
@@ -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;
|
||||
|
||||
|
@@ -56,6 +56,7 @@ namespace po = boost::program_options;
|
||||
namespace po_style = boost::program_options::command_line_style;
|
||||
|
||||
static std::atomic<bool> quitRequestedDuringOpeningPlayback = false;
|
||||
static std::atomic<bool> headlessQuit = false;
|
||||
|
||||
#ifndef VCMI_IOS
|
||||
void processCommand(const std::string &message);
|
||||
@@ -371,8 +372,10 @@ int main(int argc, char * argv[])
|
||||
}
|
||||
else
|
||||
{
|
||||
while(true)
|
||||
while(!headlessQuit)
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(200));
|
||||
|
||||
quitApplication();
|
||||
}
|
||||
|
||||
return 0;
|
||||
@@ -481,7 +484,15 @@ void handleQuit(bool ask)
|
||||
// proper solution would be to abort init thread (or wait for it to finish)
|
||||
if(!ask)
|
||||
{
|
||||
quitApplication();
|
||||
if(settings["session"]["headless"].Bool())
|
||||
{
|
||||
headlessQuit = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
quitApplication();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
@@ -410,7 +410,11 @@ void ApplyClientNetPackVisitor::visitPlayerEndsGame(PlayerEndsGame & pack)
|
||||
|
||||
// In auto testing pack.mode we always close client if red pack.player won or lose
|
||||
if(!settings["session"]["testmap"].isNull() && pack.player == PlayerColor(0))
|
||||
{
|
||||
logAi->info("Red player %s. Ending game.", pack.victoryLossCheckResult.victory() ? "won" : "lost");
|
||||
|
||||
handleQuit(settings["session"]["spectate"].Bool()); // if spectator is active ask to close client or not
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitPlayerReinitInterface(PlayerReinitInterface & pack)
|
||||
|
@@ -49,30 +49,27 @@ bool CPathfinderHelper::canMoveFromNode(const PathNodeInfo & source) const
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
|
||||
void CPathfinderHelper::calculateNeighbourTiles(std::vector<int3> & result, const PathNodeInfo & source) const
|
||||
{
|
||||
std::vector<int3> neighbourTiles;
|
||||
result.clear();
|
||||
|
||||
if (!canMoveFromNode(source))
|
||||
return neighbourTiles;
|
||||
return;
|
||||
|
||||
neighbourTiles.reserve(8);
|
||||
getNeighbours(
|
||||
*source.tile,
|
||||
source.node->coord,
|
||||
neighbourTiles,
|
||||
result,
|
||||
boost::logic::indeterminate,
|
||||
source.node->layer == EPathfindingLayer::SAIL);
|
||||
|
||||
if(source.isNodeObjectVisitable())
|
||||
{
|
||||
vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
|
||||
vstd::erase_if(result, [&](const int3 & tile) -> bool
|
||||
{
|
||||
return !canMoveBetween(tile, source.nodeObject->visitablePos());
|
||||
});
|
||||
}
|
||||
|
||||
return neighbourTiles;
|
||||
}
|
||||
|
||||
CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr<PathfinderConfig> config):
|
||||
@@ -129,6 +126,8 @@ void CPathfinder::calculatePaths()
|
||||
pq.push(initialNode);
|
||||
}
|
||||
|
||||
std::vector<CGPathNode *> neighbourNodes;
|
||||
|
||||
while(!pq.empty())
|
||||
{
|
||||
counter++;
|
||||
@@ -158,43 +157,47 @@ void CPathfinder::calculatePaths()
|
||||
source.updateInfo(hlp, gamestate);
|
||||
|
||||
//add accessible neighbouring nodes to the queue
|
||||
auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
|
||||
for(CGPathNode * neighbour : neighbourNodes)
|
||||
for(EPathfindingLayer layer = EPathfindingLayer::LAND; layer < EPathfindingLayer::NUM_LAYERS; layer.advance(1))
|
||||
{
|
||||
if(neighbour->locked)
|
||||
if(!hlp->isLayerAvailable(layer))
|
||||
continue;
|
||||
|
||||
if(!hlp->isLayerAvailable(neighbour->layer))
|
||||
continue;
|
||||
config->nodeStorage->calculateNeighbours(neighbourNodes, source, layer, config.get(), hlp);
|
||||
|
||||
destination.setNode(gamestate, neighbour);
|
||||
hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
|
||||
|
||||
if(!hlp->isPatrolMovementAllowed(neighbour->coord))
|
||||
continue;
|
||||
|
||||
/// Check transition without tile accessability rules
|
||||
if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
|
||||
continue;
|
||||
|
||||
destination.turn = turn;
|
||||
destination.movementLeft = movement;
|
||||
destination.cost = cost;
|
||||
destination.updateInfo(hlp, gamestate);
|
||||
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
|
||||
|
||||
for(const auto & rule : config->rules)
|
||||
for(CGPathNode * neighbour : neighbourNodes)
|
||||
{
|
||||
rule->process(source, destination, config.get(), hlp);
|
||||
if(neighbour->locked)
|
||||
continue;
|
||||
|
||||
if(destination.blocked)
|
||||
break;
|
||||
}
|
||||
destination.setNode(gamestate, neighbour);
|
||||
hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
|
||||
|
||||
if(!destination.blocked)
|
||||
push(destination.node);
|
||||
if(!hlp->isPatrolMovementAllowed(neighbour->coord))
|
||||
continue;
|
||||
|
||||
} //neighbours loop
|
||||
/// Check transition without tile accessability rules
|
||||
if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
|
||||
continue;
|
||||
|
||||
destination.turn = turn;
|
||||
destination.movementLeft = movement;
|
||||
destination.cost = cost;
|
||||
destination.updateInfo(hlp, gamestate);
|
||||
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
|
||||
|
||||
for(const auto & rule : config->rules)
|
||||
{
|
||||
rule->process(source, destination, config.get(), hlp);
|
||||
|
||||
if(destination.blocked)
|
||||
break;
|
||||
}
|
||||
|
||||
if(!destination.blocked)
|
||||
push(destination.node);
|
||||
|
||||
} //neighbours loop
|
||||
}
|
||||
|
||||
//just add all passable teleport exits
|
||||
hlp = config->getOrCreatePathfinderHelper(source, gamestate);
|
||||
|
@@ -96,7 +96,7 @@ public:
|
||||
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
||||
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
|
||||
std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
|
||||
void calculateNeighbourTiles(std::vector<int3> & result, const PathNodeInfo & source) const;
|
||||
std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
|
||||
|
||||
void getNeighbours(
|
||||
|
@@ -31,8 +31,10 @@ public:
|
||||
|
||||
virtual std::vector<CGPathNode *> getInitialNodes() = 0;
|
||||
|
||||
virtual std::vector<CGPathNode *> calculateNeighbours(
|
||||
virtual void calculateNeighbours(
|
||||
std::vector<CGPathNode *> & result,
|
||||
const PathNodeInfo & source,
|
||||
EPathfindingLayer layer,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
const CPathfinderHelper * pathfinderHelper) = 0;
|
||||
|
||||
|
@@ -60,29 +60,29 @@ void NodeStorage::initialize(const PathfinderOptions & options, const CGameState
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
|
||||
void NodeStorage::calculateNeighbours(
|
||||
std::vector<CGPathNode *> & result,
|
||||
const PathNodeInfo & source,
|
||||
EPathfindingLayer layer,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
const CPathfinderHelper * pathfinderHelper)
|
||||
{
|
||||
std::vector<CGPathNode *> neighbours;
|
||||
neighbours.reserve(16);
|
||||
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
|
||||
std::vector<int3> accessibleNeighbourTiles;
|
||||
|
||||
result.clear();
|
||||
accessibleNeighbourTiles.reserve(8);
|
||||
|
||||
pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
|
||||
|
||||
for(auto & neighbour : accessibleNeighbourTiles)
|
||||
{
|
||||
for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
|
||||
{
|
||||
auto * node = getNode(neighbour, i);
|
||||
auto * node = getNode(neighbour, layer);
|
||||
|
||||
if(node->accessible == EPathAccessibility::NOT_SET)
|
||||
continue;
|
||||
if(node->accessible == EPathAccessibility::NOT_SET)
|
||||
continue;
|
||||
|
||||
neighbours.push_back(node);
|
||||
}
|
||||
result.push_back(node);
|
||||
}
|
||||
|
||||
return neighbours;
|
||||
}
|
||||
|
||||
std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
|
||||
|
@@ -36,8 +36,10 @@ 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;
|
||||
|
||||
|
Reference in New Issue
Block a user