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

AI: inefective chain cancellation

This commit is contained in:
Andrii Danylchenko 2021-05-15 21:54:58 +03:00 committed by Andrii Danylchenko
parent 0e328ab3c2
commit f44eaf8132
4 changed files with 153 additions and 58 deletions

View File

@ -245,15 +245,18 @@ bool AINodeStorage::calculateHeroChain()
heroChainPass = true;
heroChain.resize(0);
std::vector<AIPathNode *> buffer;
std::vector<AIPathNode *> existingChains;
std::vector<ExchangeCandidate> newChains;
buffer.reserve(NUM_CHAINS);
existingChains.reserve(NUM_CHAINS);
newChains.reserve(NUM_CHAINS);
foreach_tile_pos([&](const int3 & pos) {
auto layer = EPathfindingLayer::LAND;
auto chains = nodes[pos.x][pos.y][pos.z][layer];
buffer.resize(0);
existingChains.resize(0);
newChains.resize(0);
for(AIPathNode & node : chains)
{
@ -261,22 +264,40 @@ bool AINodeStorage::calculateHeroChain()
logAi->trace(node.actor->toString());
if(node.turns <= heroChainMaxTurns && node.action != CGPathNode::ENodeAction::UNKNOWN)
buffer.push_back(&node);
existingChains.push_back(&node);
}
for(AIPathNode * node : buffer)
for(AIPathNode * node : existingChains)
{
if(node->actor->hero)
{
addHeroChain(node, buffer);
calculateHeroChain(node, existingChains, newChains);
}
}
cleanupInefectiveChains(newChains);
addHeroChain(newChains);
});
return heroChain.size();
}
void AINodeStorage::addHeroChain(AIPathNode * srcNode, std::vector<AIPathNode *> variants)
void AINodeStorage::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
{
vstd::erase_if(result, [&](ExchangeCandidate & chainInfo) -> bool
{
auto pos = chainInfo.coord;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
return hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
|| hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
});
}
void AINodeStorage::calculateHeroChain(
AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result) const
{
for(AIPathNode * node : variants)
{
@ -296,12 +317,14 @@ void AINodeStorage::addHeroChain(AIPathNode * srcNode, std::vector<AIPathNode *>
srcNode->coord.toString());
#endif
addHeroChain(srcNode, node);
//addHeroChain(&node, srcNode);
calculateHeroChain(srcNode, node, result);
}
}
void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
void AINodeStorage::calculateHeroChain(
AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result) const
{
if(!carrier->actor->isMovable)
return;
@ -330,6 +353,18 @@ void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
}
auto newActor = carrier->actor->exchange(other->actor);
result.push_back(calculateExchange(newActor, carrier, other));
}
}
void AINodeStorage::addHeroChain(const std::vector<ExchangeCandidate> & result)
{
for(const ExchangeCandidate & chainInfo : result)
{
auto carrier = chainInfo.carrierParent;
auto newActor = chainInfo.actor;
auto other = chainInfo.otherParent;
auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
if(!chainNodeOptional)
@ -337,74 +372,81 @@ void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
#ifdef VCMI_TRACE_PATHFINDER_EX
logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
#endif
return;
continue;
}
auto chainNode = chainNodeOptional.get();
auto exchangeNode = chainNodeOptional.get();
if(chainNode->action != CGPathNode::ENodeAction::UNKNOWN)
if(exchangeNode->action != CGPathNode::ENodeAction::UNKNOWN)
{
#ifdef VCMI_TRACE_PATHFINDER_EX
logAi->trace("Exchange at %s node is already in use. Blocked.", carrier->coord.toString());
#endif
return;
continue;
}
if(commitExchange(chainNode, carrier, other))
if(exchangeNode->turns != 0xFF && exchangeNode->cost < chainInfo.cost)
{
#ifdef VCMI_TRACE_PATHFINDER_EX
logAi->trace(
"Chain accepted at %s %s -> %s, mask %i, cost %f",
chainNode->coord.toString(),
other->actor->toString(),
chainNode->actor->toString(),
chainNode->actor->chainMask,
chainNode->cost);
"Exchange at %s is is not effective enough. %f < %f",
exchangeNode->coord.toString(),
exchangeNode->cost,
chainInfo.cost);
#endif
heroChain.push_back(chainNode);
continue;
}
commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.cost);
exchangeNode->chainOther = other;
exchangeNode->armyLoss = chainInfo.armyLoss;
#ifdef VCMI_TRACE_PATHFINDER_EX
logAi->trace(
"Chain accepted at %s %s -> %s, mask %i, cost %f",
exchangeNode->coord.toString(),
other->actor->toString(),
exchangeNode->actor->toString(),
exchangeNode->actor->chainMask,
exchangeNode->cost);
#endif
heroChain.push_back(exchangeNode);
}
}
bool AINodeStorage::commitExchange(
AIPathNode * exchangeNode,
ExchangeCandidate AINodeStorage::calculateExchange(
ChainActor * exchangeActor,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const
{
ExchangeCandidate candidate;
auto carrierActor = carrierParentNode->actor;
auto exchangeActor = exchangeNode->actor;
auto otherActor = otherParentNode->actor;
auto armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
auto turns = carrierParentNode->turns;
auto cost = carrierParentNode->cost + otherParentNode->cost / 1000.0;
auto movementLeft = carrierParentNode->moveRemains;
candidate.layer = carrierParentNode->layer;
candidate.coord = carrierParentNode->coord;
candidate.carrierParent = carrierParentNode;
candidate.otherParent = otherParentNode;
candidate.actor = exchangeActor;
candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
candidate.turns = carrierParentNode->turns;
candidate.cost = carrierParentNode->cost + otherParentNode->cost / 1000.0;
candidate.moveRemains = carrierParentNode->moveRemains;
if(carrierParentNode->turns < otherParentNode->turns)
{
int moveRemains = exchangeActor->hero->maxMovePoints(exchangeNode->layer);
int moveRemains = exchangeActor->hero->maxMovePoints(carrierParentNode->layer);
float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
+ carrierParentNode->moveRemains / (float)moveRemains;
turns = otherParentNode->turns;
cost += waitingCost;
movementLeft = moveRemains;
candidate.turns = otherParentNode->turns;
candidate.cost += waitingCost;
candidate.moveRemains = moveRemains;
}
if(exchangeNode->turns != 0xFF && exchangeNode->cost < cost)
{
#ifdef VCMI_TRACE_PATHFINDER_EX
logAi->trace("Exchange at %s is is not effective enough. %f < %f", exchangeNode->coord.toString(), exchangeNode->cost, cost);
#endif
return false;
}
commit(exchangeNode, carrierParentNode, carrierParentNode->action, turns, movementLeft, cost);
exchangeNode->chainOther = otherParentNode;
exchangeNode->armyLoss = armyLoss;
return true;
return candidate;
}
const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
@ -587,13 +629,23 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
{
auto pos = destination.coord;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
auto destinationNode = getAINode(destination.node);
return hasBetterChain(source.node, getAINode(destination.node), chains);
}
template<class NodeRange>
bool AINodeStorage::hasBetterChain(
const CGPathNode * source,
const AIPathNode * destinationNode,
const NodeRange & chains) const
{
auto dstActor = destinationNode->actor;
for(const AIPathNode & node : chains)
{
auto sameNode = node.actor == destinationNode->actor;
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor->hero)
{
continue;
}
@ -605,14 +657,26 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
source.coord.toString(),
destination.coord.toString(),
source->coord.toString(),
destinationNode->coord.toString(),
destinationNode->actor->chainMask,
node.moveRemains - destinationNode->moveRemains);
#endif
return true;
}
}
if(dstActor->actorExchangeCount == 1)
continue;
auto nodeActor = node.actor;
if(nodeActor->armyValue - node.armyLoss >= dstActor->armyValue - destinationNode->armyLoss
&& nodeActor->heroFightingStrength >= dstActor->heroFightingStrength
&& node.cost >= destinationNode->cost)
{
return true;
}
}
return false;

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@ -68,6 +68,12 @@ struct AIPath
uint64_t getHeroStrength() const;
};
struct ExchangeCandidate : public AIPathNode
{
AIPathNode * carrierParent;
AIPathNode * otherParent;
};
class AINodeStorage : public INodeStorage
{
private:
@ -110,6 +116,13 @@ public:
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode * destinationNode,
const NodeRange & chains) const;
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
@ -130,8 +143,20 @@ public:
private:
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
void addHeroChain(AIPathNode * srcNode, std::vector<AIPathNode *> variants);
void addHeroChain(AIPathNode * carrier, AIPathNode * other);
void calculateHeroChain(
AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result) const;
void calculateHeroChain(
AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result) const;
void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
void addHeroChain(const std::vector<ExchangeCandidate> & result);
void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
void fillChainInfo(const AIPathNode * node, AIPath & path) const;
void commit(
@ -142,8 +167,8 @@ private:
int movementLeft,
float cost) const;
bool AINodeStorage::commitExchange(
AIPathNode * exchangeNode,
ExchangeCandidate calculateExchange(
ChainActor * exchangeActor,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const;
};

View File

@ -18,25 +18,28 @@
ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
baseActor(this), carrierParent(nullptr), otherParent(nullptr)
baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1)
{
initialPosition = hero->visitablePos();
layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
initialMovement = hero->movement;
initialTurn = 0;
armyValue = hero->getArmyStrength();
heroFightingStrength = hero->getFightingStrength();
}
ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
baseActor(this), carrierParent(carrier), otherParent(other)
baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount)
{
armyValue = heroArmy->getArmyStrength();
}
ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
heroFightingStrength(0), actorExchangeCount(1)
{
initialPosition = obj->visitablePos();
layer = EPathfindingLayer::LAND;
@ -77,6 +80,7 @@ void ChainActor::setBaseActor(HeroActor * base)
chainMask = base->chainMask;
creatureSet = base->creatureSet;
isMovable = base->isMovable;
heroFightingStrength = base->heroFightingStrength;
}
void HeroActor::setupSpecialActors()

View File

@ -44,6 +44,8 @@ public:
uint32_t initialMovement;
uint32_t initialTurn;
uint64_t armyValue;
float heroFightingStrength;
uint8_t actorExchangeCount;
ChainActor(){}