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Merge pull request #470 from nullkiller/ai-pathfinder-extensibility

AI: add some pathfinder extensibility and replace SectorMap.
This commit is contained in:
Alexander Shishkin 2018-10-07 16:53:53 +03:00 committed by GitHub
commit f9054c06b3
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GPG Key ID: 4AEE18F83AFDEB23
30 changed files with 2224 additions and 705 deletions

@ -1 +1 @@
Subproject commit 42c30e157e999b45aee9b53bb849bb6ec3a2be22 Subproject commit 9751a751a17c0682ed5d02e583c6a0cda8bc88e5

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@ -36,6 +36,11 @@ ObjectIdRef::operator const CGObjectInstance *() const
return cb->getObj(id, false); return cb->getObj(id, false);
} }
ObjectIdRef::operator bool() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
: id(_id) : id(_id)
{ {
@ -338,14 +343,18 @@ bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
} }
bool isSafeToVisit(HeroPtr h, crint3 tile) bool isSafeToVisit(HeroPtr h, crint3 tile)
{
return isSafeToVisit(h, evaluateDanger(tile));
}
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
{ {
const ui64 heroStrength = h->getTotalStrength(); const ui64 heroStrength = h->getTotalStrength();
const ui64 dangerStrength = evaluateDanger(tile, *h);
if(dangerStrength) if(dangerStrength)
{ {
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength) if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
{ {
logAi->trace("It's safe for %s to visit tile %s", h->name, tile.toString());
return true; return true;
} }
else else
@ -398,11 +407,11 @@ int3 whereToExplore(HeroPtr h)
TimeCheck tc("where to explore"); TimeCheck tc("where to explore");
int radius = h->getSightRadius(); int radius = h->getSightRadius();
int3 hpos = h->visitablePos(); int3 hpos = h->visitablePos();
auto sm = ai->getCachedSectorMap(h);
//look for nearby objs -> visit them if they're close enouh //look for nearby objs -> visit them if they're close enouh
const int DIST_LIMIT = 3; const int DIST_LIMIT = 3;
const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
std::vector<const CGObjectInstance *> nearbyVisitableObjs; std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
{ {
@ -410,13 +419,9 @@ int3 whereToExplore(HeroPtr h)
{ {
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false)) for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
{ {
int3 op = obj->visitablePos(); if(ai->isGoodForVisit(obj, h, MP_LIMIT))
CGPath p;
ai->myCb->getPathsInfo(h.get())->getPath(p, op);
if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
{ {
if(ai->isGoodForVisit(obj, h, *sm)) nearbyVisitableObjs.push_back(obj);
nearbyVisitableObjs.push_back(obj);
} }
} }
} }
@ -518,7 +523,7 @@ creInfo infoFromDC(const dwellingContent & dc)
return ci; return ci;
} }
ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t) ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t)
{ {
ui64 aivalue = 0; ui64 aivalue = 0;
@ -597,3 +602,14 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
else else
return false; return false;
} }
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
{
auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
return 0;
return totalMovementPoints - pathInfo->moveRemains;
}

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@ -59,6 +59,10 @@ public:
const CGHeroInstance * operator->() const; const CGHeroInstance * operator->() const;
const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient const CGHeroInstance * operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
bool operator==(const HeroPtr & rhs) const; bool operator==(const HeroPtr & rhs) const;
bool operator!=(const HeroPtr & rhs) const
{
return !(*this == rhs);
}
const CGHeroInstance * get(bool doWeExpectNull = false) const; const CGHeroInstance * get(bool doWeExpectNull = false) const;
bool validAndSet() const; bool validAndSet() const;
@ -88,6 +92,7 @@ struct ObjectIdRef
const CGObjectInstance * operator->() const; const CGObjectInstance * operator->() const;
operator const CGObjectInstance *() const; operator const CGObjectInstance *() const;
operator bool() const;
ObjectIdRef(ObjectInstanceID _id); ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance * obj); ObjectIdRef(const CGObjectInstance * obj);
@ -166,16 +171,18 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
ui64 evaluateDanger(const CGObjectInstance * obj); ui64 evaluateDanger(const CGObjectInstance * obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor); ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
bool isSafeToVisit(HeroPtr h, crint3 tile);
bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property! bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, crint3 tile);
bool compareMovement(HeroPtr lhs, HeroPtr rhs); bool compareMovement(HeroPtr lhs, HeroPtr rhs);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2); bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2); bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2); bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t); ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t); ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
int3 whereToExplore(HeroPtr h); int3 whereToExplore(HeroPtr h);
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
class CDistanceSorter class CDistanceSorter
{ {

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@ -17,7 +17,7 @@ AIhelper::AIhelper()
{ {
resourceManager.reset(new ResourceManager()); resourceManager.reset(new ResourceManager());
buildingManager.reset(new BuildingManager()); buildingManager.reset(new BuildingManager());
//TODO: push to vector pathfindingManager.reset(new PathfindingManager());
} }
AIhelper::~AIhelper() AIhelper::~AIhelper()
@ -31,16 +31,16 @@ bool AIhelper::notifyGoalCompleted(Goals::TSubgoal goal)
void AIhelper::setCB(CPlayerSpecificInfoCallback * CB) void AIhelper::setCB(CPlayerSpecificInfoCallback * CB)
{ {
//TODO: for
resourceManager->setCB(CB); resourceManager->setCB(CB);
buildingManager->setCB(CB); buildingManager->setCB(CB);
pathfindingManager->setCB(CB);
} }
void AIhelper::setAI(VCAI * AI) void AIhelper::setAI(VCAI * AI)
{ {
//TODO: for loop
resourceManager->setAI(AI); resourceManager->setAI(AI);
buildingManager->setAI(AI); buildingManager->setAI(AI);
pathfindingManager->setAI(AI);
} }
bool AIhelper::getBuildingOptions(const CGTownInstance * t) bool AIhelper::getBuildingOptions(const CGTownInstance * t)
@ -112,3 +112,33 @@ TResource AIhelper::allGold() const
{ {
return resourceManager->allGold(); return resourceManager->allGold();
} }
Goals::TGoalVec AIhelper::howToVisitTile(int3 tile)
{
return pathfindingManager->howToVisitTile(tile);
}
Goals::TGoalVec AIhelper::howToVisitObj(ObjectIdRef obj)
{
return pathfindingManager->howToVisitObj(obj);
}
Goals::TGoalVec AIhelper::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy)
{
return pathfindingManager->howToVisitTile(hero, tile, allowGatherArmy);
}
Goals::TGoalVec AIhelper::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy)
{
return pathfindingManager->howToVisitObj(hero, obj, allowGatherArmy);
}
std::vector<AIPath> AIhelper::getPathsToTile(HeroPtr hero, int3 tile)
{
return pathfindingManager->getPathsToTile(hero, tile);
}
void AIhelper::resetPaths()
{
pathfindingManager->resetPaths();
}

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@ -16,25 +16,26 @@
#include "ResourceManager.h" #include "ResourceManager.h"
#include "BuildingManager.h" #include "BuildingManager.h"
#include "Pathfinding/PathfindingManager.h"
class ResourceManager; class ResourceManager;
class BuildingManager; class BuildingManager;
//indirection interface for various modules //indirection interface for various modules
class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager class DLL_EXPORT AIhelper : public IResourceManager, public IBuildingManager, public IPathfindingManager
{ {
friend class VCAI; friend class VCAI;
friend struct SetGlobalState; //mess? friend struct SetGlobalState; //mess?
std::shared_ptr<ResourceManager> resourceManager; std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<BuildingManager> buildingManager; std::shared_ptr<BuildingManager> buildingManager;
std::shared_ptr<PathfindingManager> pathfindingManager;
//TODO: vector<IAbstractManager> //TODO: vector<IAbstractManager>
public: public:
AIhelper(); AIhelper();
~AIhelper(); ~AIhelper();
//from ResourceManager
bool canAfford(const TResources & cost) const; bool canAfford(const TResources & cost) const;
TResources reservedResources() const override; TResources reservedResources() const override;
TResources freeResources() const override; TResources freeResources() const override;
@ -43,21 +44,26 @@ public:
TResource allGold() const override; TResource allGold() const override;
Goals::TSubgoal whatToDo(TResources &res, Goals::TSubgoal goal) override; Goals::TSubgoal whatToDo(TResources &res, Goals::TSubgoal goal) override;
Goals::TSubgoal whatToDo() const override; //peek highest-priority goal Goals::TSubgoal whatToDo() const override;
bool containsObjective(Goals::TSubgoal goal) const; bool containsObjective(Goals::TSubgoal goal) const;
bool hasTasksLeft() const override; bool hasTasksLeft() const override;
bool getBuildingOptions(const CGTownInstance * t) override;
boost::optional<PotentialBuilding> immediateBuilding() const override;
boost::optional<PotentialBuilding> expensiveBuilding() const override;
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) override;
Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) override;
Goals::TGoalVec howToVisitTile(int3 tile) override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override;
std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override;
void resetPaths() override;
private: private:
bool notifyGoalCompleted(Goals::TSubgoal goal); bool notifyGoalCompleted(Goals::TSubgoal goal);
void setCB(CPlayerSpecificInfoCallback * CB) override; void setCB(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override; void setAI(VCAI * AI) override;
//from BuildingManager
public:
bool getBuildingOptions(const CGTownInstance * t) override;
boost::optional<PotentialBuilding> immediateBuilding() const override;
boost::optional<PotentialBuilding> expensiveBuilding() const override;
boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
}; };

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@ -8,6 +8,10 @@ include_directories(${Boost_INCLUDE_DIRS} ${CMAKE_HOME_DIRECTORY} ${CMAKE_HOME_D
set(VCAI_SRCS set(VCAI_SRCS
StdInc.cpp StdInc.cpp
Pathfinding/AIPathfinderConfig.cpp
Pathfinding/AIPathfinder.cpp
Pathfinding/AINodeStorage.cpp
Pathfinding/PathfindingManager.cpp
AIUtility.cpp AIUtility.cpp
AIhelper.cpp AIhelper.cpp
ResourceManager.cpp ResourceManager.cpp
@ -24,7 +28,11 @@ set(VCAI_SRCS
set(VCAI_HEADERS set(VCAI_HEADERS
StdInc.h StdInc.h
Pathfinding/AIPathfinderConfig.h
Pathfinding/AIPathfinder.h
Pathfinding/AINodeStorage.h
Pathfinding/PathfindingManager.h
AIUtility.h AIUtility.h
AIhelper.h AIhelper.h
ResourceManager.h ResourceManager.h

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@ -79,7 +79,7 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const CGHeroInstance * h, int3 tile) const
{ {
float turns = 0.0f; float turns = 0.0f;
float distance = CPathfinderHelper::getMovementCost(h, tile); float distance = distanceToTile(h, tile);
if(distance) if(distance)
{ {
if(distance < h->movement) //we can move there within one turn if(distance < h->movement) //we can move there within one turn

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@ -19,10 +19,13 @@ extern boost::thread_specific_ptr<VCAI> ai;
Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec) Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{ {
if(vec.empty()) //no possibilities found if(vec.empty())
return sptr(Goals::Invalid()); {
logAi->debug("FuzzyHelper found no goals. Returning Goals::Invalid.");
ai->cachedSectorMaps.clear(); //no possibilities found
return sptr(Goals::Invalid());
}
//a trick to switch between heroes less often - calculatePaths is costly //a trick to switch between heroes less often - calculatePaths is costly
auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool auto sortByHeroes = [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
@ -40,7 +43,17 @@ Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec)
{ {
return lhs->priority < rhs->priority; return lhs->priority < rhs->priority;
}; };
return *boost::max_element(vec, compareGoals);
for(auto goal : vec)
{
logAi->debug("FuzzyHelper evaluated goal %s, priority=%i", goal->name(), goal->priority);
}
Goals::TSubgoal result = *boost::max_element(vec, compareGoals);
logAi->debug("FuzzyHelper returned goal %s, priority=%i", result->name(), result->priority);
return result;
} }
ui64 FuzzyHelper::estimateBankDanger(const CBank * bank) ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
@ -96,24 +109,7 @@ float FuzzyHelper::evaluate(Goals::ClearWayTo & g)
if (!g.hero.h) if (!g.hero.h)
return 0; //lowest priority return 0; //lowest priority
int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile); return g.whatToDoToAchieve()->accept(this);
if(t.valid())
{
if(isSafeToVisit(g.hero, t))
{
g.setpriority(Goals::VisitTile(g.tile).sethero(g.hero).setisAbstract(g.isAbstract).accept(this));
}
else
{
g.setpriority (Goals::GatherArmy(evaluateDanger(t, g.hero.h)*SAFE_ATTACK_CONSTANT).
sethero(g.hero).setisAbstract(true).accept(this));
}
return g.priority;
}
else
return -1;
} }
float FuzzyHelper::evaluate(Goals::BuildThis & g) float FuzzyHelper::evaluate(Goals::BuildThis & g)

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@ -163,6 +163,9 @@ bool Goals::AbstractGoal::operator==(AbstractGoal & g)
return (town == g.town && bid == g.bid); //build specific structure in specific town return (town == g.town && bid == g.bid); //build specific structure in specific town
break; break;
case BUY_ARMY:
return town == g.town;
//no check atm //no check atm
case COLLECT_RES: case COLLECT_RES:
case TRADE: //TODO case TRADE: //TODO
@ -698,63 +701,10 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
//if our hero is trapped, make sure we request clearing the way from OUR perspective //if our hero is trapped, make sure we request clearing the way from OUR perspective
auto sm = ai->getCachedSectorMap(h); vstd::concatenate(ret, ai->ah->howToVisitTile(h, tile));
int3 tileToHit = sm->firstTileToGet(h, tile);
if(!tileToHit.valid())
continue;
if(isBlockedBorderGate(tileToHit))
{
//FIXME: this way we'll not visit gate and activate quest :?
ret.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
return ret; //only option
}
auto topObj = cb->getTopObj(tileToHit);
if(topObj)
{
if(vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
{
throw goalFulfilledException(sptr(Goals::ClearWayTo(tile, h)));
continue; //do not capure object reserved by other hero
}
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
if(topObj != hero.get(true)) //the hero we want to free
logAi->error("%s stands in the way of %s", topObj->getObjectName(), h->getObjectName());
}
if(topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
{
if(shouldVisit(h, topObj))
{
//do NOT use VISIT_TILE, as tile with quets guard can't be visited
ret.push_back(sptr(Goals::VisitObj(topObj->id.getNum()).sethero(h))); //TODO: Recheck this code - object visit became elementar goal
continue; //do not try to visit tile or gather army
}
else
{
//TODO: we should be able to return apriopriate quest here
//ret.push_back(ai->questToGoal());
//however, visiting obj for firts time will give us quest
logAi->debug("Quest guard blocks the way to %s", tile.toString());
continue; //do not access quets guard if we can't complete the quest
}
return ret; //try complete quest as the only option
}
}
if(isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there is no quest object
{
ret.push_back(sptr(Goals::VisitTile(tileToHit).sethero(h)));
}
else
{
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(tileToHit, h) * SAFE_ATTACK_CONSTANT).
sethero(h).setisAbstract(true)));
}
} }
if(ai->canRecruitAnyHero())
if(ret.empty() && ai->canRecruitAnyHero())
ret.push_back(sptr(Goals::RecruitHero())); ret.push_back(sptr(Goals::RecruitHero()));
if(ret.empty()) if(ret.empty())
@ -860,13 +810,11 @@ TGoalVec Explore::getAllPossibleSubgoals()
auto primaryHero = ai->primaryHero().h; auto primaryHero = ai->primaryHero().h;
for(auto h : heroes) for(auto h : heroes)
{ {
auto sm = ai->getCachedSectorMap(h);
for(auto obj : objs) //double loop, performance risk? for(auto obj : objs) //double loop, performance risk?
{ {
auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded auto waysToVisitObj = ai->ah->howToVisitObj(h, obj);
if(ai->isTileNotReserved(h, t))
ret.push_back(sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true))); vstd::concatenate(ret, waysToVisitObj);
} }
int3 t = whereToExplore(h); int3 t = whereToExplore(h);
@ -883,7 +831,9 @@ TGoalVec Explore::getAllPossibleSubgoals()
t = ai->explorationDesperate(h); //check this only ONCE, high cost t = ai->explorationDesperate(h); //check this only ONCE, high cost
if (t.valid()) //don't waste time if we are completely blocked if (t.valid()) //don't waste time if we are completely blocked
{ {
ret.push_back(sptr(Goals::ClearWayTo(t, h).setisAbstract(true))); auto waysToVisitTile = ai->ah->howToVisitTile(h, t);
vstd::concatenate(ret, waysToVisitTile);
continue; continue;
} }
} }
@ -1131,7 +1081,6 @@ TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
} }
for (auto h : cb->getHeroesInfo()) for (auto h : cb->getHeroesInfo())
{ {
auto sm = ai->getCachedSectorMap(h);
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
@ -1139,11 +1088,12 @@ TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
if (givesResource(obj)) if (givesResource(obj))
ourObjs.push_back(obj); ourObjs.push_back(obj);
} }
for (auto obj : ourObjs) for (auto obj : ourObjs)
{ {
auto pos = obj->visitablePos(); auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
if (ai->isTileNotReserved(h, pos)) //further decomposition and evaluation will be handled by VisitObj
ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true))); vstd::concatenate(ret, waysToGo);
} }
} }
return ret; return ret;
@ -1384,7 +1334,6 @@ TGoalVec Conquer::getAllPossibleSubgoals()
for(auto h : cb->getHeroesInfo()) for(auto h : cb->getHeroesInfo())
{ {
auto sm = ai->getCachedSectorMap(h);
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
@ -1394,32 +1343,9 @@ TGoalVec Conquer::getAllPossibleSubgoals()
} }
for(auto obj : ourObjs) for(auto obj : ourObjs)
{ {
int3 dest = obj->visitablePos(); auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
if(t.valid()) //we know any path at all vstd::concatenate(ret, waysToGo);
{
if(ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
{
if(isSafeToVisit(h, dest))
{
if(dest != t) //there is something blocking our way
ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
else
{
if(obj->ID.num == Obj::HERO) //enemy hero may move to other position
{
ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
else //just get that object
{
ret.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
}
}
else //we need to get army in order to conquer that place
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
}
}
} }
} }
if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
@ -1500,6 +1426,11 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
//get all possible towns, heroes and dwellings we may use //get all possible towns, heroes and dwellings we may use
TGoalVec ret; TGoalVec ret;
if(!hero.validAndSet())
{
return ret;
}
//TODO: include evaluation of monsters gather in calculation //TODO: include evaluation of monsters gather in calculation
for(auto t : cb->getTownsInfo()) for(auto t : cb->getTownsInfo())
{ {
@ -1513,14 +1444,16 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
ret.push_back(sptr(Goals::VisitTile(pos).sethero(hero))); ret.push_back(sptr(Goals::VisitTile(pos).sethero(hero)));
} }
//buy army in town //buy army in town
if (!t->visitingHero || t->visitingHero != hero.get(true)) if (!t->visitingHero || t->visitingHero == hero.get(true))
{ {
ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t)); ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));
if (val) if (val)
{ {
auto goal = sptr(Goals::BuyArmy(t, val).sethero(hero)); auto goal = sptr(Goals::BuyArmy(t, val).sethero(hero));
if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal); ret.push_back(goal);
else
logAi->debug("Can not buy army, because of ai->ah->containsObjective");
} }
} }
//build dwelling //build dwelling
@ -1532,6 +1465,8 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority)); auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal); ret.push_back(goal);
else
logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
} }
} }
} }
@ -1554,7 +1489,8 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
for(auto h : otherHeroes) for(auto h : otherHeroes)
{ {
// Go to the other hero if we are faster // Go to the other hero if we are faster
if (!vstd::contains(ai->visitedHeroes[hero], h)) //visit only once each turn //FIXME: this is only bug workaround if (!vstd::contains(ai->visitedHeroes[hero], h)
&& ai->isAccessibleForHero(h->visitablePos(), hero, true)) //visit only once each turn //FIXME: this is only bug workaround
ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero))); ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
// Let the other hero come to us // Let the other hero come to us
if (!vstd::contains(ai->visitedHeroes[h], hero)) if (!vstd::contains(ai->visitedHeroes[h], hero))
@ -1572,15 +1508,21 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
if(relationToOwner == PlayerRelations::SAME_PLAYER) if(relationToOwner == PlayerRelations::SAME_PLAYER)
{ {
auto dwelling = dynamic_cast<const CGDwelling *>(obj); auto dwelling = dynamic_cast<const CGDwelling *>(obj);
for(auto & creLevel : dwelling->creatures)
ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, dwelling));
if(val)
{ {
if(creLevel.first) for(auto & creLevel : dwelling->creatures)
{ {
for(auto & creatureID : creLevel.second) if(creLevel.first)
{ {
auto creature = VLC->creh->creatures[creatureID]; for(auto & creatureID : creLevel.second)
if(ai->ah->freeResources().canAfford(creature->cost)) {
objs.push_back(obj); //TODO: reserve resources? auto creature = VLC->creh->creatures[creatureID];
if(ai->ah->freeResources().canAfford(creature->cost))
objs.push_back(obj); //TODO: reserve resources?
}
} }
} }
} }
@ -1589,13 +1531,13 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
} }
for(auto h : cb->getHeroesInfo()) for(auto h : cb->getHeroesInfo())
{ {
auto sm = ai->getCachedSectorMap(h);
for(auto obj : objs) for(auto obj : objs)
{ {
//find safe dwelling //find safe dwelling
auto pos = obj->visitablePos(); if(ai->isGoodForVisit(obj, h))
if(ai->isGoodForVisit(obj, h, *sm)) {
ret.push_back(sptr(Goals::VisitTile(pos).sethero(h))); vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
}
} }
} }

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@ -0,0 +1,237 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AINodeStorage.h"
AINodeStorage::AINodeStorage(const int3 & Sizes)
: sizes(Sizes)
{
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
}
AINodeStorage::~AINodeStorage()
{
}
const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
{
return static_cast<const AIPathNode *>(node);
}
void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
{
auto aiNode = static_cast<AIPathNode *>(node);
updater(aiNode);
}
bool AINodeStorage::isBattleNode(const CGPathNode * node) const
{
return getAINode(node)->chainMask & BATTLE_CHAIN > 0;
}
AIPathNode * AINodeStorage::getNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber)
{
return &nodes[coord.x][coord.y][coord.z][layer][chainNumber];
}
CGPathNode * AINodeStorage::getInitialNode()
{
auto hpos = hero->getPosition(false);
auto initialNode = getNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, 0);
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
initialNode->danger = 0;
return initialNode;
}
void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
{
for(int i = 0; i < NUM_CHAINS; i++)
{
AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
heroNode.chainMask = i;
heroNode.update(coord, layer, accessibility);
}
}
void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
const AIPathNode * srcNode = getAINode(source.node);
updateAINode(destination.node, [&](AIPathNode * dstNode) {
dstNode->moveRemains = destination.movementLeft;
dstNode->turns = destination.turn;
dstNode->danger = srcNode->danger;
dstNode->action = destination.action;
dstNode->theNodeBefore = srcNode->theNodeBefore;
});
}
std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
const AIPathNode * srcNode = getAINode(source.node);
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto nextNode = getNode(neighbour, i, srcNode->chainMask);
if(nextNode->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(nextNode);
}
}
return neighbours;
}
std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
auto srcNode = getAINode(source.node);
for(auto & neighbour : accessibleExits)
{
auto node = getNode(neighbour, source.node->layer, srcNode->chainMask);
neighbours.push_back(node);
}
return neighbours;
}
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
auto destinationNode = getAINode(destination.node);
for(const AIPathNode & node : chains)
{
auto sameNode = node.chainMask == destinationNode->chainMask;
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
{
continue;
}
if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
{
if(node.turns < destinationNode->turns
|| node.turns == destinationNode->turns && node.moveRemains >= destinationNode->moveRemains)
{
logAi->trace(
"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
source.coord.toString(),
destination.coord.toString(),
destinationNode->chainMask,
node.moveRemains - destinationNode->moveRemains);
return true;
}
}
}
return false;
}
std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos) const
{
std::vector<AIPath> paths;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
for(const AIPathNode & node : chains)
{
if(node.action == CGPathNode::ENodeAction::UNKNOWN)
{
continue;
}
AIPath path;
const AIPathNode * current = &node;
while(current != nullptr)
{
AIPathNodeInfo pathNode;
pathNode.movementPointsLeft = current->moveRemains;
pathNode.movementPointsUsed = (int)(current->turns * hero->maxMovePoints(true) + hero->movement) - (int)current->moveRemains;
pathNode.turns = current->turns;
pathNode.danger = current->danger;
pathNode.coord = current->coord;
path.nodes.push_back(pathNode);
current = getAINode(current->theNodeBefore);
}
paths.push_back(path);
}
return paths;
}
AIPath::AIPath()
: nodes({})
{
}
int3 AIPath::firstTileToGet() const
{
if(nodes.size())
{
return nodes.back().coord;
}
return int3(-1, -1, -1);
}
uint64_t AIPath::getPathDanger() const
{
if(nodes.size())
{
return nodes.front().danger;
}
return 0;
}
uint32_t AIPath::movementCost() const
{
if(nodes.size())
{
return nodes.front().movementPointsUsed;
}
// TODO: boost:optional?
return 0;
}
uint64_t AIPath::getTotalDanger(HeroPtr hero) const
{
uint64_t pathDanger = getPathDanger();
uint64_t objDanger = evaluateDanger(nodes.front().coord, hero.get()); // bank danger is not checked by pathfinder
uint64_t danger = pathDanger > objDanger ? pathDanger : objDanger;
return danger;
}

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@ -0,0 +1,105 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "AIUtility.h"
class IVirtualObject
{
public:
virtual void materialize();
};
struct AIPathNode : public CGPathNode
{
uint32_t chainMask;
uint64_t danger;
};
struct AIPathNodeInfo
{
uint32_t movementPointsLeft;
uint32_t movementPointsUsed;
int turns;
int3 coord;
uint64_t danger;
};
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
AIPath();
/// Gets danger of path excluding danger of visiting the target object like creature bank
uint64_t getPathDanger() const;
/// Gets danger of path including danger of visiting the target object like creature bank
uint64_t getTotalDanger(HeroPtr hero) const;
int3 firstTileToGet() const;
uint32_t movementCost() const;
};
class AINodeStorage : public INodeStorage
{
private:
int3 sizes;
/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
boost::multi_array<AIPathNode, 5> nodes;
const CGHeroInstance * hero;
public:
/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
static const int NUM_CHAINS = 2;
static const int NORMAL_CHAIN = 0;
static const int BATTLE_CHAIN = 1;
AINodeStorage(const int3 & sizes);
~AINodeStorage();
virtual CGPathNode * getInitialNode() override;
virtual void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility) override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
const AIPathNode * getAINode(const CGPathNode * node) const;
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
bool isBattleNode(const CGPathNode * node) const;
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
AIPathNode * getNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
std::vector<AIPath> getChainInfo(int3 pos) const;
void setHero(HeroPtr heroPtr)
{
hero = heroPtr.get();
}
const CGHeroInstance * getHero() const
{
return hero;
}
};

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@ -0,0 +1,62 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AIPathfinder.h"
#include "AIPathfinderConfig.h"
#include "../../../CCallback.h"
std::vector<std::shared_ptr<AINodeStorage>> AIPathfinder::storagePool;
std::map<HeroPtr, std::shared_ptr<AINodeStorage>> AIPathfinder::storageMap;
boost::mutex AIPathfinder::storageMutex;
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb)
:cb(cb)
{
}
void AIPathfinder::clear()
{
boost::unique_lock<boost::mutex> storageLock(storageMutex);
storageMap.clear();
}
std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
{
boost::unique_lock<boost::mutex> storageLock(storageMutex);
std::shared_ptr<AINodeStorage> nodeStorage;
if(!vstd::contains(storageMap, hero))
{
logAi->debug("Recalculate paths for %s", hero->name);
if(storageMap.size() < storagePool.size())
{
nodeStorage = storagePool.at(storageMap.size());
}
else
{
nodeStorage = std::make_shared<AINodeStorage>(cb->getMapSize());
storagePool.push_back(nodeStorage);
}
storageMap[hero] = nodeStorage;
auto config = std::make_shared<AIPathfinderConfig>(cb, nodeStorage);
nodeStorage->setHero(hero.get());
cb->calculatePaths(config, hero.get());
}
else
{
nodeStorage = storageMap.at(hero);
}
return nodeStorage->getChainInfo(tile);
}

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@ -0,0 +1,28 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AIUtility.h"
#include "AINodeStorage.h"
class AIPathfinder
{
private:
static std::vector<std::shared_ptr<AINodeStorage>> storagePool;
static std::map<HeroPtr, std::shared_ptr<AINodeStorage>> storageMap;
static boost::mutex storageMutex;
CPlayerSpecificInfoCallback * cb;
public:
AIPathfinder(CPlayerSpecificInfoCallback * cb);
std::vector<AIPath> getPathInfo(HeroPtr hero, int3 tile);
void clear();
};

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@ -0,0 +1,257 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AIPathfinderConfig.h"
#include "../../../CCallback.h"
class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
if(nodeStorage->hasBetterChain(source, destination))
{
destination.blocked = true;
return;
}
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
return;
auto srcNode = nodeStorage->getAINode(source.node);
if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
{
auto objID = destination.nodeObject->ID;
if(objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES
|| objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
|| objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
|| objID == Obj::WHIRLPOOL)
{
destination.blocked = true;
}
return;
}
if(blocker == BlockingReason::DESTINATION_VISIT)
{
return;
}
if(blocker == BlockingReason::DESTINATION_GUARDED)
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
auto destGuardians = cb->getGuardingCreatures(destination.coord);
if(destGuardians.empty())
{
destination.blocked = true;
return;
}
vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
{
return vstd::contains(srcGuardians, destGuard);
});
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
{
logAi->trace(
"Bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
return;
}
auto destNode = nodeStorage->getAINode(destination.node);
auto battleNode = nodeStorage->getNode(destination.coord, destination.node->layer, destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
if(battleNode->locked)
{
logAi->trace(
"Block bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
destination.blocked = true;
return;
}
auto hero = nodeStorage->getHero();
auto danger = evaluateDanger(destination.coord, hero);
destination.node = battleNode;
nodeStorage->commit(destination, source);
if(battleNode->danger < danger)
{
battleNode->danger = danger;
}
logAi->trace(
"Begin bypass guard at destination with danger %s while moving %s -> %s",
std::to_string(danger),
source.coord.toString(),
destination.coord.toString());
return;
}
destination.blocked = true;
}
};
class AIMovementToDestinationRule : public MovementToDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
return;
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
auto destGuardians = cb->getGuardingCreatures(destination.coord);
for(auto srcGuard : srcGuardians)
{
if(!vstd::contains(destGuardians, srcGuard))
continue;
auto guardPos = srcGuard->visitablePos();
if(guardPos != source.coord && guardPos != destination.coord)
{
destination.blocked = true; // allow to pass monster only through guard tile
}
}
if(!destination.blocked)
{
logAi->trace(
"Bypass src guard while moving from %s to %s",
source.coord.toString(),
destination.coord.toString());
}
return;
}
destination.blocked = true;
}
};
class AIPreviousNodeRule : public MovementToDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(source.guarded)
{
auto srcGuardian = cb->guardingCreaturePosition(source.node->coord);
if(srcGuardian == source.node->coord)
{
// guardian tile is used as chain junction
destination.node->theNodeBefore = source.node;
logAi->trace(
"Link src node %s to destination node %s while bypassing guard",
source.coord.toString(),
destination.coord.toString());
}
}
if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
{
// we can not directly bypass objects, we need to interact with them first
destination.node->theNodeBefore = source.node;
logAi->trace(
"Link src node %s to destination node %s while bypassing visitable obj",
source.coord.toString(),
destination.coord.toString());
}
}
};
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<LayerTransitionRule>(),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
};
return rules;
}
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, nodeStorage))
{
}

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@ -0,0 +1,19 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AINodeStorage.h"
class AIPathfinderConfig : public PathfinderConfig
{
public:
AIPathfinderConfig(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage);
};

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@ -0,0 +1,214 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "PathfindingManager.h"
#include "AIPathfinder.h"
#include "AIPathfinderConfig.h"
#include "../../../lib/CGameInfoCallback.h"
#include "../../../lib/mapping/CMap.h"
PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
: ai(AI), cb(CB)
{
}
void PathfindingManager::setCB(CPlayerSpecificInfoCallback * CB)
{
cb = CB;
pathfinder.reset(new AIPathfinder(cb));
}
void PathfindingManager::setAI(VCAI * AI)
{
ai = AI;
}
Goals::TGoalVec PathfindingManager::howToVisitTile(int3 tile)
{
Goals::TGoalVec result;
auto heroes = cb->getHeroesInfo();
for(auto hero : heroes)
{
vstd::concatenate(result, howToVisitTile(hero, tile));
}
return result;
}
Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj)
{
Goals::TGoalVec result;
auto heroes = cb->getHeroesInfo();
for(auto hero : heroes)
{
vstd::concatenate(result, howToVisitObj(hero, obj));
}
return result;
}
Goals::TGoalVec PathfindingManager::howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy)
{
return findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
{
return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
});
}
Goals::TGoalVec PathfindingManager::howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy)
{
if(!obj)
{
return Goals::TGoalVec();
}
int3 dest = obj->visitablePos();
return findPath(hero, dest, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
{
return selectVisitingGoal(hero, obj);
});
}
std::vector<AIPath> PathfindingManager::getPathsToTile(HeroPtr hero, int3 tile)
{
return pathfinder->getPathInfo(hero, tile);
}
Goals::TGoalVec PathfindingManager::findPath(
HeroPtr hero,
crint3 dest,
bool allowGatherArmy,
const std::function<Goals::TSubgoal(int3)> doVisitTile)
{
Goals::TGoalVec result;
boost::optional<uint64_t> armyValueRequired;
uint64_t danger;
std::vector<AIPath> chainInfo = pathfinder->getPathInfo(hero, dest);
logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString());
for(auto path : chainInfo)
{
int3 firstTileToGet = path.firstTileToGet();
logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString());
if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet))
{
danger = path.getTotalDanger(hero);
if(isSafeToVisit(hero, danger))
{
logAi->trace("It's safe for %s to visit tile %s with danger %s", hero->name, dest.toString(), std::to_string(danger));
auto solution = dest == firstTileToGet
? doVisitTile(firstTileToGet)
: clearWayTo(hero, firstTileToGet);
result.push_back(solution);
continue;
}
if(!armyValueRequired || armyValueRequired > danger)
{
armyValueRequired = boost::make_optional(danger);
}
}
}
danger = armyValueRequired.get_value_or(0);
if(allowGatherArmy && danger > 0)
{
//we need to get army in order to conquer that place
logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger));
result.push_back(sptr(Goals::GatherArmy(danger * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
}
return result;
}
Goals::TSubgoal PathfindingManager::selectVisitingGoal(HeroPtr hero, ObjectIdRef obj) const
{
int3 dest = obj->visitablePos();
if(obj->ID.num == Obj::HERO) //enemy hero may move to other position
{
return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true));
}
else //just visit that tile
{
//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
//TODO: change to getObj eventually and and move appropiate logic there
return obj->ID.num == Obj::TOWN
? sptr(Goals::VisitTile(dest).sethero(hero).setobjid(obj->ID.num).setisAbstract(true))
: sptr(Goals::VisitTile(dest).sethero(hero).setisAbstract(true));
}
return sptr(Goals::VisitTile(dest).sethero(hero).setisAbstract(true));
}
Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet)
{
if(isBlockedBorderGate(firstTileToGet))
{
//FIXME: this way we'll not visit gate and activate quest :?
return sptr(Goals::FindObj(Obj::KEYMASTER, cb->getTile(firstTileToGet)->visitableObjects.back()->subID));
}
auto topObj = cb->getTopObj(firstTileToGet);
if(topObj)
{
if(vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[hero], topObj))
{
return sptr(Goals::Invalid());
}
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(hero->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
if(topObj != hero.get(true)) //the hero we want to free
{
logAi->error("%s stands in the way of %s", topObj->getObjectName(), hero->getObjectName());
return sptr(Goals::Invalid());
}
}
if(topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
{
if(shouldVisit(hero, topObj))
{
//do NOT use VISIT_TILE, as tile with quets guard can't be visited
return sptr(Goals::VisitObj(topObj->id.getNum()).sethero(hero));
}
//TODO: we should be able to return apriopriate quest here
//ret.push_back(ai->questToGoal());
//however, visiting obj for firts time will give us quest
//do not access quets guard if we can't complete the quest
return sptr(Goals::Invalid());
}
}
return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
}
void PathfindingManager::resetPaths()
{
logAi->debug("AIPathfinder has been reseted.");
pathfinder->clear();
}

View File

@ -0,0 +1,64 @@
/*
* AIhelper.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "VCAI.h"
#include "AINodeStorage.h"
class IPathfindingManager
{
public:
virtual ~IPathfindingManager() = default;
virtual void setCB(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual void resetPaths() = 0;
virtual Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) = 0;
virtual Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) = 0;
virtual Goals::TGoalVec howToVisitTile(int3 tile) = 0;
virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) = 0;
virtual std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) = 0;
};
class PathfindingManager : public IPathfindingManager
{
friend class AIhelper;
private:
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
std::unique_ptr<AIPathfinder> pathfinder;
public:
PathfindingManager() = default;
PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only
Goals::TGoalVec howToVisitTile(HeroPtr hero, int3 tile, bool allowGatherArmy = true) override;
Goals::TGoalVec howToVisitObj(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy = true) override;
Goals::TGoalVec howToVisitTile(int3 tile) override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) override;
std::vector<AIPath> getPathsToTile(HeroPtr hero, int3 tile) override;
void resetPaths() override;
private:
void setCB(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
Goals::TGoalVec findPath(
HeroPtr hero,
crint3 dest,
bool allowGatherArmy,
const std::function<Goals::TSubgoal(int3)> goalFactory);
Goals::TSubgoal clearWayTo(HeroPtr hero, int3 firstTileToGet);
Goals::TSubgoal selectVisitingGoal(HeroPtr hero, ObjectIdRef obj) const;
};

View File

@ -172,6 +172,8 @@ Goals::TSubgoal ResourceManager::whatToDo() const //suggest any goal
Goals::TSubgoal ResourceManager::whatToDo(TResources &res, Goals::TSubgoal goal) Goals::TSubgoal ResourceManager::whatToDo(TResources &res, Goals::TSubgoal goal)
{ {
logAi->trace("ResourceManager: checking goal %s which requires resources %s", goal->name(), res.toString());
TResources accumulatedResources; TResources accumulatedResources;
auto allResources = cb->getResourceAmount(); auto allResources = cb->getResourceAmount();
@ -181,19 +183,38 @@ Goals::TSubgoal ResourceManager::whatToDo(TResources &res, Goals::TSubgoal goal)
for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++) for (auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{ {
accumulatedResources += it->resources; accumulatedResources += it->resources;
if (!accumulatedResources.canBeAfforded(allResources)) //can't afford
return collectResourcesForOurGoal(ro); logAi->trace(
"ResourceManager: checking goal %s, accumulatedResources=%s, available=%s",
it->goal->name(),
accumulatedResources.toString(),
allResources.toString());
if(!accumulatedResources.canBeAfforded(allResources))
{
//can't afford
break;
}
else //can afford all goals up to this point else //can afford all goals up to this point
{ {
if (it->goal == goal) if(it->goal == goal)
{
logAi->debug("ResourceManager: can afford goal %s", goal->name());
return goal; //can afford immediately return goal; //can afford immediately
}
} }
} }
return collectResourcesForOurGoal(ro); //fallback, ever needed?
logAi->debug("ResourceManager: can not afford goal %s", goal->name());
return collectResourcesForOurGoal(ro);
} }
bool ResourceManager::containsObjective(Goals::TSubgoal goal) const bool ResourceManager::containsObjective(Goals::TSubgoal goal) const
{ {
logAi->trace("Entering ResourceManager.containsObjective goal=%s", goal->name());
dumpToLog();
//TODO: unit tests for once //TODO: unit tests for once
for (auto objective : queue) for (auto objective : queue)
{ {
@ -205,6 +226,8 @@ bool ResourceManager::containsObjective(Goals::TSubgoal goal) const
bool ResourceManager::notifyGoalCompleted(Goals::TSubgoal goal) bool ResourceManager::notifyGoalCompleted(Goals::TSubgoal goal)
{ {
logAi->trace("Entering ResourceManager.notifyGoalCompleted goal=%s", goal->name());
if (goal->invalid()) if (goal->invalid())
logAi->warn("Attempt to complete Invalid goal"); logAi->warn("Attempt to complete Invalid goal");
@ -215,15 +238,18 @@ bool ResourceManager::notifyGoalCompleted(Goals::TSubgoal goal)
{ {
return ro.goal == goal || ro.goal->fulfillsMe (goal); return ro.goal == goal || ro.goal->fulfillsMe (goal);
}); });
if (it != queue.end()) //removed at least one if(it != queue.end()) //removed at least one
{ {
logAi->debug("Removing goal %s from ResourceManager.", it->goal->name()); logAi->debug("Removing goal %s from ResourceManager.", it->goal->name());
queue.erase(queue.s_handle_from_iterator(it)); queue.erase(queue.s_handle_from_iterator(it));
removedGoal = true; removedGoal = true;
} }
else //found nothing more to remove else //found nothing more to remove
return removedGoal; break;
} }
dumpToLog();
return removedGoal; return removedGoal;
} }
@ -248,10 +274,21 @@ bool ResourceManager::updateGoal(Goals::TSubgoal goal)
return false; return false;
} }
void ResourceManager::dumpToLog() const
{
for(auto it = queue.ordered_begin(); it != queue.ordered_end(); it++)
{
logAi->trace("ResourceManager contains goal %s which requires resources %s", it->goal->name(), it->resources.toString());
}
}
bool ResourceManager::tryPush(const ResourceObjective & o) bool ResourceManager::tryPush(const ResourceObjective & o)
{ {
auto goal = o.goal; auto goal = o.goal;
logAi->trace("ResourceManager: Trying to add goal %s which requires resources %s", goal->name(), o.resources.toString());
dumpToLog();
auto it = boost::find_if(queue, [goal](const ResourceObjective & ro) -> bool auto it = boost::find_if(queue, [goal](const ResourceObjective & ro) -> bool
{ {
return ro.goal == goal; return ro.goal == goal;

View File

@ -102,6 +102,8 @@ private:
boost::heap::binomial_heap<ResourceObjective> queue; boost::heap::binomial_heap<ResourceObjective> queue;
void dumpToLog() const;
//TODO: register? //TODO: register?
template<typename Handler> void serializeInternal(Handler & h, const int version) template<typename Handler> void serializeInternal(Handler & h, const int version)
{ {

View File

@ -120,7 +120,7 @@ void VCAI::heroMoved(const TryMoveHero & details)
validateObject(details.id); //enemy hero may have left visible area validateObject(details.id); //enemy hero may have left visible area
auto hero = cb->getHero(details.id); auto hero = cb->getHero(details.id);
cachedSectorMaps.clear(); ah->resetPaths();
const int3 from = CGHeroInstance::convertPosition(details.start, false); const int3 from = CGHeroInstance::convertPosition(details.start, false);
const int3 to = CGHeroInstance::convertPosition(details.end, false); const int3 to = CGHeroInstance::convertPosition(details.end, false);
@ -401,7 +401,7 @@ void VCAI::newObject(const CGObjectInstance * obj)
if(obj->isVisitable()) if(obj->isVisitable())
addVisitableObj(obj); addVisitableObj(obj);
cachedSectorMaps.clear(); ah->resetPaths();
} }
void VCAI::objectRemoved(const CGObjectInstance * obj) void VCAI::objectRemoved(const CGObjectInstance * obj)
@ -460,7 +460,7 @@ void VCAI::objectRemoved(const CGObjectInstance * obj)
} }
} }
cachedSectorMaps.clear(); //invalidate all paths ah->resetPaths();
//TODO //TODO
//there are other places where CGObjectinstance ptrs are stored... //there are other places where CGObjectinstance ptrs are stored...
@ -761,7 +761,7 @@ void VCAI::saveGame(BinarySerializer & h, const int version)
void VCAI::loadGame(BinaryDeserializer & h, const int version) void VCAI::loadGame(BinaryDeserializer & h, const int version)
{ {
LOG_TRACE_PARAMS(logAi, "version '%i'", version); LOG_TRACE_PARAMS(logAi, "version '%i'", version);
NET_EVENT_HANDLER; //NET_EVENT_HANDLER;
#if 0 #if 0
//disabled due to issue 2890 //disabled due to issue 2890
@ -792,9 +792,11 @@ void makePossibleUpgrades(const CArmedInstance * obj)
void VCAI::makeTurn() void VCAI::makeTurn()
{ {
logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
MAKING_TURN; MAKING_TURN;
auto day = cb->getDate(Date::EDateType::DAY);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex); boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("VCAI::makeTurn"); setThreadName("VCAI::makeTurn");
@ -882,8 +884,12 @@ void VCAI::mainLoop()
elementarGoals.clear(); elementarGoals.clear();
ultimateGoalsFromBasic.clear(); ultimateGoalsFromBasic.clear();
logAi->debug("Main loop: decomposing %i basic goals", basicGoals.size());
for (auto basicGoal : basicGoals) for (auto basicGoal : basicGoals)
{ {
logAi->debug("Main loop: decomposing basic goal %s", basicGoal->name());
auto goalToDecompose = basicGoal; auto goalToDecompose = basicGoal;
Goals::TSubgoal elementarGoal = sptr(Goals::Invalid()); Goals::TSubgoal elementarGoal = sptr(Goals::Invalid());
int maxAbstractGoals = 10; int maxAbstractGoals = 10;
@ -927,6 +933,8 @@ void VCAI::mainLoop()
} }
} }
logAi->trace("Main loop: selecting best elementar goal");
//now choose one elementar goal to realize //now choose one elementar goal to realize
Goals::TGoalVec possibleGoals(elementarGoals.begin(), elementarGoals.end()); //copy to vector Goals::TGoalVec possibleGoals(elementarGoals.begin(), elementarGoals.end()); //copy to vector
Goals::TSubgoal goalToRealize = sptr(Goals::Invalid()); Goals::TSubgoal goalToRealize = sptr(Goals::Invalid());
@ -975,6 +983,9 @@ void VCAI::mainLoop()
completeGoal(e.goal); completeGoal(e.goal);
//local goal was also completed? //local goal was also completed?
completeGoal(goalToRealize); completeGoal(goalToRealize);
// remove abstract visit tile if we completed the elementar one
vstd::erase_if_present(goalsToAdd, goalToRealize);
} }
catch (std::exception & e) catch (std::exception & e)
{ {
@ -1013,17 +1024,6 @@ void VCAI::mainLoop()
} }
} }
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
auto sm = getCachedSectorMap(h);
logAi->debug("%s will try to visit %s at (%s)", h->name, obj->getObjectName(), dst.toString());
int3 pos = sm->firstTileToGet(h, dst);
if(!pos.valid()) //rare case when we are already standing on one of potential objects
return false;
return moveHeroToTile(pos, h);
}
void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h) void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
{ {
LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString()); LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
@ -1289,10 +1289,27 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
} }
} }
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm) bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit)
{
int3 op = obj->visitablePos();
auto paths = ah->getPathsToTile(h, op);
for(auto path : paths)
{
if(movementCostLimit && movementCostLimit.get() < path.movementCost())
return false;
if(ai->isGoodForVisit(obj, h, path))
return true;
}
return false;
}
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const
{ {
const int3 pos = obj->visitablePos(); const int3 pos = obj->visitablePos();
const int3 targetPos = sm.firstTileToGet(h, pos); const int3 targetPos = path.firstTileToGet();
if (!targetPos.valid()) if (!targetPos.valid())
return false; return false;
if (!isTileNotReserved(h.get(), targetPos)) if (!isTileNotReserved(h.get(), targetPos))
@ -1309,8 +1326,11 @@ bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & s
return false; return false;
if (vstd::contains(reservedObjs, obj)) if (vstd::contains(reservedObjs, obj))
return false; return false;
if (!isAccessibleForHero(targetPos, h))
return false; // TODO: looks extra if we already have AIPath
//if (!isAccessibleForHero(targetPos, h))
// return false;
const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands //we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
@ -1320,12 +1340,14 @@ bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & s
return true; //all of the following is met return true; //all of the following is met
} }
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) const
{ {
if(t.valid()) if(t.valid())
{ {
auto obj = cb->getTopObj(t); auto obj = cb->getTopObj(t);
if(obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj)) if(obj && vstd::contains(ai->reservedObjs, obj)
&& vstd::contains(reservedHeroesMap, h)
&& !vstd::contains(reservedHeroesMap.at(h), obj))
return false; //do not capture object reserved by another hero return false; //do not capture object reserved by another hero
else else
return true; return true;
@ -1380,47 +1402,38 @@ void VCAI::wander(HeroPtr h)
{ {
validateVisitableObjs(); validateVisitableObjs();
std::vector<ObjectIdRef> dests; std::vector<ObjectIdRef> dests;
auto sm = getCachedSectorMap(h);
//also visit our reserved objects - but they are not prioritized to avoid running back and forth //also visit our reserved objects - but they are not prioritized to avoid running back and forth
vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{ {
int3 pos = sm->firstTileToGet(h, obj->visitablePos()); return ah->getPathsToTile(h, obj->visitablePos()).size();
if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
return true;
return false;
}); });
int pass = 0; int pass = 0;
while(!dests.size() && pass < 3) std::vector<boost::optional<ui32>> distanceLimits = {
h->movement,
h->movement + h->maxMovePoints(true),
boost::none
};
while(!dests.size() && pass < distanceLimits.size())
{ {
if(pass < 2) // optimization - first check objects in current sector; then in sectors around boost::optional<ui32> distanceLimit = distanceLimits[pass];
logAi->debug("Looking for wander destination pass=%i, distance limit=%i", pass, distanceLimit.get_value_or(-1));
vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{ {
auto objs = sm->getNearbyObjs(h, pass); return isGoodForVisit(obj, h, distanceLimit);
vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool });
{
return isGoodForVisit(obj, h, *sm);
});
}
else // we only check full objects list if for some reason there are no objects in closest sectors
{
vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{
return isGoodForVisit(obj, h, *sm);
});
}
pass++; pass++;
} }
vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
{
return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
});
if(!dests.size()) if(!dests.size())
{ {
logAi->debug("Looking for town destination");
if(cb->getVisitableObjs(h->visitablePos()).size() > 1) if(cb->getVisitableObjs(h->visitablePos()).size() > 1)
moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
@ -1497,10 +1510,10 @@ void VCAI::wander(HeroPtr h)
Goals::TGoalVec targetObjectGoals; Goals::TGoalVec targetObjectGoals;
for(auto destination : dests) for(auto destination : dests)
{ {
targetObjectGoals.push_back(sptr(Goals::VisitObj(destination.id.getNum()).sethero(h).setisAbstract(true))); vstd::concatenate(targetObjectGoals, ah->howToVisitObj(h, destination, false));
} }
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals); auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
decomposeGoal(bestObjectGoal)->accept(this);
//wander should not cause heroes to be reserved - they are always considered free //wander should not cause heroes to be reserved - they are always considered free
if(bestObjectGoal->goalType == Goals::VISIT_OBJ) if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
@ -1510,7 +1523,19 @@ void VCAI::wander(HeroPtr h)
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString()); logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
} }
else else
logAi->debug("Trying to realize goal of type %d as part of wandering.", bestObjectGoal->goalType); logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
try
{
decomposeGoal(bestObjectGoal)->accept(this);
}
catch(goalFulfilledException e)
{
if(e.goal->goalType == Goals::EGoals::VISIT_TILE || e.goal->goalType == Goals::EGoals::VISIT_OBJ)
continue;
throw e;
}
visitTownIfAny(h); visitTownIfAny(h);
} }
@ -1541,7 +1566,7 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
if (goal->goalType == Goals::WIN) //we can never complete this goal - unless we already won if (goal->goalType == Goals::WIN) //we can never complete this goal - unless we already won
return; return;
logAi->trace("Completing goal: %s", goal->name()); logAi->debug("Completing goal: %s", goal->name());
//notify Managers //notify Managers
ah->notifyGoalCompleted(goal); ah->notifyGoalCompleted(goal);
@ -1649,7 +1674,7 @@ bool VCAI::isAbleToExplore(HeroPtr h)
void VCAI::clearPathsInfo() void VCAI::clearPathsInfo()
{ {
heroesUnableToExplore.clear(); heroesUnableToExplore.clear();
cachedSectorMaps.clear(); ah->resetPaths();
} }
void VCAI::validateVisitableObjs() void VCAI::validateVisitableObjs()
@ -1745,7 +1770,7 @@ const CGObjectInstance * VCAI::lookForArt(int aid) const
//TODO what if more than one artifact is available? return them all or some slection criteria //TODO what if more than one artifact is available? return them all or some slection criteria
} }
bool VCAI::isAccessible(const int3 & pos) bool VCAI::isAccessible(const int3 & pos) const
{ {
//TODO precalculate for speed //TODO precalculate for speed
@ -2182,7 +2207,7 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
}); });
vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
if (ci.count > 0) if (ci.count > 0 && t->getUpperArmy()->getSlotFor(ci.creID) != SlotID())
{ {
cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level); cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
valueBought += ci.count * ci.cre->AIValue; valueBought += ci.count * ci.cre->AIValue;
@ -2356,6 +2381,13 @@ void VCAI::striveToGoal(Goals::TSubgoal basicGoal)
Goals::TSubgoal VCAI::decomposeGoal(Goals::TSubgoal ultimateGoal) Goals::TSubgoal VCAI::decomposeGoal(Goals::TSubgoal ultimateGoal)
{ {
if(ultimateGoal->isElementar)
{
logAi->warn("Trying to decompose elementar goal %s", ultimateGoal->name());
return ultimateGoal;
}
const int searchDepth = 30; const int searchDepth = 30;
const int searchDepth2 = searchDepth - 2; const int searchDepth2 = searchDepth - 2;
Goals::TSubgoal abstractGoal = sptr(Goals::Invalid()); Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
@ -2529,7 +2561,7 @@ void VCAI::performTypicalActions()
if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
continue; continue;
logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement); logAi->debug("Hero %s started wandering, MP=%d", h->name.c_str(), h->movement);
makePossibleUpgrades(*h); makePossibleUpgrades(*h);
pickBestArtifacts(*h); pickBestArtifacts(*h);
try try
@ -2644,7 +2676,6 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
int3 VCAI::explorationDesperate(HeroPtr h) int3 VCAI::explorationDesperate(HeroPtr h)
{ {
auto sm = getCachedSectorMap(h);
int radius = h->getSightRadius(); int radius = h->getSightRadius();
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow] std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
@ -2673,15 +2704,20 @@ int3 VCAI::explorationDesperate(HeroPtr h)
if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
continue; continue;
auto t = sm->firstTileToGet(h, tile); auto paths = ah->getPathsToTile(h, tile);
if(t.valid()) for(auto path : paths)
{ {
auto t = path.firstTileToGet();
if(t == bestTile)
continue;
auto obj = cb->getTopObj(t); auto obj = cb->getTopObj(t);
if (obj) if (obj)
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it
continue; continue;
ui64 ourDanger = evaluateDanger(t, h.h); ui64 ourDanger = path.getTotalDanger(h);
if(ourDanger < lowestDanger) if(ourDanger < lowestDanger)
{ {
if(!ourDanger) //at least one safe place found if(!ourDanger) //at least one safe place found
@ -2759,7 +2795,6 @@ void VCAI::lostHero(HeroPtr h)
vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
} }
vstd::erase_if_present(reservedHeroesMap, h); vstd::erase_if_present(reservedHeroesMap, h);
vstd::erase_if_present(cachedSectorMaps, h);
vstd::erase_if_present(visitedHeroes, h); vstd::erase_if_present(visitedHeroes, h);
for (auto heroVec : visitedHeroes) for (auto heroVec : visitedHeroes)
{ {
@ -2820,20 +2855,6 @@ void VCAI::validateObject(ObjectIdRef obj)
} }
} }
std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
{
auto it = cachedSectorMaps.find(h);
if(it != cachedSectorMaps.end())
{
return it->second;
}
else
{
cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
return cachedSectorMaps[h];
}
}
AIStatus::AIStatus() AIStatus::AIStatus()
{ {
battle = NO_BATTLE; battle = NO_BATTLE;

View File

@ -25,6 +25,7 @@
#include "../../lib/mapObjects/MiscObjects.h" #include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/CSpellHandler.h"
#include "../../lib/CondSh.h" #include "../../lib/CondSh.h"
#include "Pathfinding/AIPathfinder.h"
struct QuestInfo; struct QuestInfo;
@ -106,9 +107,6 @@ public:
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround
//TODO: move to separate PathHandler class?
std::map<HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
AIStatus status; AIStatus status;
std::string battlename; std::string battlename;
@ -137,7 +135,7 @@ public:
int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h); int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
int3 explorationNewPoint(HeroPtr h); int3 explorationNewPoint(HeroPtr h);
int3 explorationDesperate(HeroPtr h); int3 explorationDesperate(HeroPtr h);
bool isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved bool isTileNotReserved(const CGHeroInstance * h, int3 t) const; //the tile is not occupied by allied hero and the object is not reserved
std::string getBattleAIName() const override; std::string getBattleAIName() const override;
@ -216,14 +214,14 @@ public:
Goals::TSubgoal questToGoal(const QuestInfo & q); Goals::TSubgoal questToGoal(const QuestInfo & q);
void recruitHero(const CGTownInstance * t, bool throwing = false); void recruitHero(const CGTownInstance * t, bool throwing = false);
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm); bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit = boost::none);
bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const;
//void recruitCreatures(const CGTownInstance * t); //void recruitCreatures(const CGTownInstance * t);
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter); void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
bool canGetArmy(const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero? bool canGetArmy(const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr); void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
void moveCreaturesToHero(const CGTownInstance * t); void moveCreaturesToHero(const CGTownInstance * t);
bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h); void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
bool moveHeroToTile(int3 dst, HeroPtr h); bool moveHeroToTile(int3 dst, HeroPtr h);
@ -250,13 +248,12 @@ public:
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const; virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
const CGObjectInstance * lookForArt(int aid) const; const CGObjectInstance * lookForArt(int aid) const;
bool isAccessible(const int3 & pos); bool isAccessible(const int3 & pos) const;
HeroPtr getHeroWithGrail() const; HeroPtr getHeroWithGrail() const;
const CGObjectInstance * getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate); const CGObjectInstance * getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate);
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const; bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
//optimization - use one SM for every hero call //optimization - use one SM for every hero call
std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
const CGTownInstance * findTownWithTavern() const; const CGTownInstance * findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const; bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;

View File

@ -72,3 +72,6 @@ Henning Koehler, <henning.koehler.nz@gmail.com>
Andrzej Żak aka godric3 Andrzej Żak aka godric3
* minor bug fixes and modding features * minor bug fixes and modding features
Andrii Danylchenko
* VCAI improvements

View File

@ -25,6 +25,7 @@ class IShipyard;
struct CGPathNode; struct CGPathNode;
struct CGPath; struct CGPath;
struct CPathsInfo; struct CPathsInfo;
class PathfinderConfig;
struct CPack; struct CPack;
class IBattleEventsReceiver; class IBattleEventsReceiver;
class IGameEventsReceiver; class IGameEventsReceiver;

View File

@ -919,6 +919,11 @@ void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3, ShashInt
gs->getTilesInRange(tiles, pos, radious, getLocalPlayer(), -1, distanceFormula); gs->getTilesInRange(tiles, pos, radious, getLocalPlayer(), -1, distanceFormula);
} }
void CGameInfoCallback::calculatePaths(std::shared_ptr<PathfinderConfig> config, const CGHeroInstance * hero)
{
gs->calculatePaths(config, hero);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{ {
return gs->map->artInstances[aid.num]; return gs->map->artInstances[aid.num];

View File

@ -31,6 +31,7 @@ struct TeamState;
struct QuestInfo; struct QuestInfo;
struct ShashInt3; struct ShashInt3;
class CGameState; class CGameState;
class PathfinderConfig;
class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
@ -98,6 +99,7 @@ public:
virtual std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const; virtual std::shared_ptr<boost::multi_array<TerrainTile*, 3>> getAllVisibleTiles() const;
virtual bool isInTheMap(const int3 &pos) const; virtual bool isInTheMap(const int3 &pos) const;
virtual void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const; virtual void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
virtual void calculatePaths(std::shared_ptr<PathfinderConfig> config, const CGHeroInstance * hero);
//town //town
virtual const CGTownInstance* getTown(ObjectInstanceID objid) const; virtual const CGTownInstance* getTown(ObjectInstanceID objid) const;

View File

@ -1979,6 +1979,12 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
pathfinder.calculatePaths(); pathfinder.calculatePaths();
} }
void CGameState::calculatePaths(std::shared_ptr<PathfinderConfig> config, const CGHeroInstance * hero)
{
CPathfinder pathfinder(this, hero, config);
pathfinder.calculatePaths();
}
/** /**
* Tells if the tile is guarded by a monster as well as the position * Tells if the tile is guarded by a monster as well as the position
* of the monster that will attack on it. * of the monster that will attack on it.

View File

@ -178,6 +178,7 @@ public:
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2); PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(std::shared_ptr<PathfinderConfig> config, const CGHeroInstance * hero);
int3 guardingCreaturePosition (int3 pos) const; int3 guardingCreaturePosition (int3 pos) const;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const; std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
void updateRumor(); void updateRumor();

File diff suppressed because it is too large Load Diff

View File

@ -22,6 +22,9 @@ struct TerrainTile;
class CPathfinderHelper; class CPathfinderHelper;
class CMap; class CMap;
class CGWhirlpool; class CGWhirlpool;
class CPathfinderHelper;
class CPathfinder;
class PathfinderConfig;
struct DLL_LINKAGE CGPathNode struct DLL_LINKAGE CGPathNode
{ {
@ -96,72 +99,269 @@ struct DLL_LINKAGE CPathsInfo
CGPathNode * getNode(const int3 & coord, const ELayer layer); CGPathNode * getNode(const int3 & coord, const ELayer layer);
}; };
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations::PlayerRelations objectRelations;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false) override;
virtual bool isBetterWay() const;
};
class IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementCostRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
destination.blocked = blockingReason != BlockingReason::NONE;
}
protected:
enum class BlockingReason
{
NONE = 0,
SOURCE_GUARDED = 1,
DESTINATION_GUARDED = 2,
SOURCE_BLOCKED = 3,
DESTINATION_BLOCKED = 4,
DESTINATION_BLOCKVIS = 5,
DESTINATION_VISIT = 6
};
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
{
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
class INodeStorage
{
public:
virtual CGPathNode * getInitialNode() = 0;
virtual void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility) = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
};
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer);
virtual CGPathNode * getInitialNode() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void resetTile(
const int3 & tile,
EPathfindingLayer layer,
CGPathNode::EAccessibility accessibility) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
};
class DLL_LINKAGE PathfinderConfig
{
public:
std::shared_ptr<INodeStorage> nodeStorage;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
PathfinderConfig(
std::shared_ptr<INodeStorage> nodeStorage,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
};
class CPathfinder : private CGameInfoCallback class CPathfinder : private CGameInfoCallback
{ {
public: public:
friend class CPathfinderHelper; friend class CPathfinderHelper;
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero); CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
CPathfinder(
CGameState * _gs,
const CGHeroInstance * _hero,
std::shared_ptr<PathfinderConfig> config);
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private: private:
typedef EPathfindingLayer ELayer; typedef EPathfindingLayer ELayer;
struct PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
} options;
CPathsInfo & out;
const CGHeroInstance * hero; const CGHeroInstance * hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW; const std::vector<std::vector<std::vector<ui8> > > &FoW;
std::unique_ptr<CPathfinderHelper> hlp; std::unique_ptr<CPathfinderHelper> hlp;
std::shared_ptr<PathfinderConfig> config;
enum EPatrolState { enum EPatrolState {
PATROL_NONE = 0, PATROL_NONE = 0,
@ -184,49 +384,24 @@ private:
}; };
boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq; boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
std::vector<int3> neighbourTiles; PathNodeInfo source; //current (source) path node -> we took it from the queue
std::vector<int3> neighbours; CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
CGPathNode * cp; //current (source) path node -> we took it from the queue
CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
const TerrainTile * ct, * dt; //tile info for both nodes
const CGObjectInstance * ctObj, * dtObj;
CGPathNode::ENodeAction destAction;
void addNeighbours();
void addTeleportExits();
bool isHeroPatrolLocked() const; bool isHeroPatrolLocked() const;
bool isPatrolMovementAllowed(const int3 & dst) const; bool isPatrolMovementAllowed(const int3 & dst) const;
bool isLayerTransitionPossible(const ELayer dstLayer) const; bool isLayerTransitionPossible(const ELayer dstLayer) const;
bool isLayerTransitionPossible() const;
bool isMovementToDestPossible() const;
bool isMovementAfterDestPossible() const;
CGPathNode::ENodeAction getDestAction() const;
CGPathNode::ENodeAction getTeleportDestAction() const; CGPathNode::ENodeAction getTeleportDestAction() const;
bool isSourceInitialPosition() const; bool isSourceInitialPosition() const;
bool isSourceVisitableObj() const;
bool isSourceGuarded() const; bool isSourceGuarded() const;
bool isDestVisitableObj() const; bool isDestinationGuarded() const;
bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
bool isDestinationGuardian() const; bool isDestinationGuardian() const;
void initializePatrol(); void initializePatrol();
void initializeGraph(); void initializeGraph();
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const; CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
bool canSeeObj(const CGObjectInstance * 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)
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
}; };
struct DLL_LINKAGE TurnInfo struct DLL_LINKAGE TurnInfo
@ -258,10 +433,15 @@ struct DLL_LINKAGE TurnInfo
int getMaxMovePoints(const EPathfindingLayer layer) const; int getMaxMovePoints(const EPathfindingLayer layer) const;
}; };
class DLL_LINKAGE CPathfinderHelper class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{ {
public: public:
CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options); int turn;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
~CPathfinderHelper(); ~CPathfinderHelper();
void updateTurnInfo(const int turn = 0); void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer layer) const; bool isLayerAvailable(const EPathfindingLayer layer) const;
@ -269,14 +449,50 @@ public:
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const; bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer layer) const; int getMaxMovePoints(const EPathfindingLayer layer) const;
static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing); std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
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)
static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true); std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
static int getMovementCost(const CGHeroInstance * h, const int3 & dst); std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
private: void getNeighbours(
int turn; const TerrainTile & srct,
const CGHeroInstance * hero; const int3 & tile,
std::vector<TurnInfo *> turnsInfo; std::vector<int3> & vec,
const CPathfinder::PathfinderOptions & options; const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints =- 1,
const bool checkLast = true) const;
int getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints = -1,
const bool checkLast = true) const
{
return getMovementCost(
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
checkLast
);
}
int getHeroMaxMovementPoints(EPathfindingLayer layer) const;
int movementPointsAfterEmbark(int movement, int cost, int action) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
}; };

View File

@ -2158,10 +2158,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
tmh.movePoints = h->movement; tmh.movePoints = h->movement;
//check if destination tile is available //check if destination tile is available
auto ti = make_unique<TurnInfo>(h); auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING); pathfinderHelper->updateTurnInfo(0);
const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get()); auto ti = pathfinderHelper->getTurnInfo();
const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
//it's a rock or blocked and not visitable tile //it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat) //OR hero is on land and dest is water and (there is not present only one object - boat)
@ -2253,14 +2257,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
if (!transit && embarking) if (!transit && embarking)
{ {
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get()); tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE); return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// In H3 embark ignore guards // In H3 embark ignore guards
} }
if (disembarking) if (disembarking)
{ {
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get()); tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE); return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
} }