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https://github.com/vcmi/vcmi.git
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cloned Nullkiller into Nullkiller2
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354
AI/Nullkiller2/Analyzers/DangerHitMapAnalyzer.cpp
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354
AI/Nullkiller2/Analyzers/DangerHitMapAnalyzer.cpp
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/*
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* DangerHitMapAnalyzer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "../StdInc.h"
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#include "DangerHitMapAnalyzer.h"
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#include "../Engine/Nullkiller2.h"
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#include "../pforeach.h"
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#include "../../../lib/callback/GameRandomizer.h"
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#include "../../../lib/logging/VisualLogger.h"
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namespace NKAI
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{
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const HitMapInfo HitMapInfo::NoThreat;
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double HitMapInfo::value() const
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{
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return danger / std::sqrt(turn / 3.0f + 1);
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}
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void logHitmap(PlayerColor playerID, DangerHitMapAnalyzer & data)
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{
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#if NKAI_TRACE_LEVEL >= 1
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logVisual->updateWithLock(playerID.toString() + ".danger.max", [&data](IVisualLogBuilder & b)
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{
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foreach_tile_pos([&b, &data](const int3 & pos)
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{
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auto & treat = data.getTileThreat(pos).maximumDanger;
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b.addText(pos, std::to_string(treat.danger));
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if(treat.hero.validAndSet())
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{
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b.addText(pos, std::to_string(treat.turn));
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b.addText(pos, treat.hero->getNameTranslated());
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}
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});
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});
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logVisual->updateWithLock(playerID.toString() + ".danger.fast", [&data](IVisualLogBuilder & b)
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{
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foreach_tile_pos([&b, &data](const int3 & pos)
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{
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auto & treat = data.getTileThreat(pos).fastestDanger;
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b.addText(pos, std::to_string(treat.danger));
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if(treat.hero.validAndSet())
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{
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b.addText(pos, std::to_string(treat.turn));
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b.addText(pos, treat.hero->getNameTranslated());
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}
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});
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});
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#endif
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}
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void DangerHitMapAnalyzer::updateHitMap()
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{
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if(hitMapUpToDate)
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return;
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logAi->trace("Update danger hitmap");
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hitMapUpToDate = true;
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auto start = std::chrono::high_resolution_clock::now();
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auto cb = ai->cb.get();
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auto mapSize = ai->cb->getMapSize();
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if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
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hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
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enemyHeroAccessibleObjects.clear();
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townThreats.clear();
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std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
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for(const CGObjectInstance * obj : ai->memory->visitableObjs)
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{
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if(obj->ID == Obj::HERO)
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{
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auto hero = dynamic_cast<const CGHeroInstance *>(obj);
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heroes[hero->tempOwner][hero] = HeroRole::MAIN;
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}
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if(obj->ID == Obj::TOWN)
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{
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auto town = dynamic_cast<const CGTownInstance *>(obj);
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if(town->getGarrisonHero())
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heroes[town->getGarrisonHero()->tempOwner][town->getGarrisonHero()] = HeroRole::MAIN;
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}
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}
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auto ourTowns = cb->getTownsInfo();
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for(auto town : ourTowns)
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{
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townThreats[town->id]; // insert empty list
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}
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foreach_tile_pos([&](const int3 & pos){
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hitMap[pos.x][pos.y][pos.z].reset();
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});
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for(auto pair : heroes)
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{
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if(!pair.first.isValidPlayer())
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continue;
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if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
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continue;
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PathfinderSettings ps;
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ps.scoutTurnDistanceLimit = ps.mainTurnDistanceLimit = ai->settings->getThreatTurnDistanceLimit();
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ps.useHeroChain = false;
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ai->pathfinder->updatePaths(pair.second, ps);
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ai->makingTurnInterrupption.interruptionPoint();
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pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
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{
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for(const AIPath & path : paths)
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{
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if(path.getFirstBlockedAction())
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continue;
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auto & node = hitMap[pos.x][pos.y][pos.z];
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HitMapInfo newThreat;
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newThreat.hero = path.targetHero;
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newThreat.turn = path.turn();
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newThreat.threat = path.getHeroStrength() * (1 - path.movementCost() / 2.0);
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// Why is this danger calculated so differently than FuzzyHelper::evaluateDanger?
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// shouldn't it use the path danger instead of hero strength?
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newThreat.danger = path.getHeroStrength();
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auto danger2 = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero);
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logAi->trace("Danger comparison for (%d %d %d) %s is %f vs %f",
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pos.x, pos.y, pos.z, path.targetHero->getNameTranslated(), newThreat.danger, danger2);
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if(newThreat.value() > node.maximumDanger.value())
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{
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node.maximumDanger = newThreat;
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}
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if(newThreat.turn < node.fastestDanger.turn
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|| (newThreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newThreat.danger))
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{
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node.fastestDanger = newThreat;
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}
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auto objects = cb->getVisitableObjs(pos, false);
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for(auto obj : objects)
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{
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if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
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{
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auto & threats = townThreats[obj->id];
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auto threat = std::find_if(threats.begin(), threats.end(), [&](const HitMapInfo & i) -> bool
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{
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return i.hero.hid == path.targetHero->id;
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});
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if(threat == threats.end())
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{
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threats.emplace_back();
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threat = std::prev(threats.end(), 1);
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}
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if(newThreat.value() > threat->value())
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{
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*threat = newThreat;
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}
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if(newThreat.turn == 0)
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{
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if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
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enemyHeroAccessibleObjects.emplace_back(path.targetHero, obj);
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}
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}
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}
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}
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});
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}
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logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
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logHitmap(ai->playerID, *this);
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}
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void DangerHitMapAnalyzer::calculateTileOwners()
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{
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if(tileOwnersUpToDate) return;
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tileOwnersUpToDate = true;
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auto cb = ai->cb.get();
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auto mapSize = ai->cb->getMapSize();
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if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
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hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
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std::vector<std::unique_ptr<CGHeroInstance>> temporaryHeroes;
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std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
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std::map<const CGHeroInstance *, HeroRole> townHeroes;
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auto addTownHero = [&](const CGTownInstance * town)
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{
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auto townHero = temporaryHeroes.emplace_back(std::make_unique<CGHeroInstance>(town->cb)).get();
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GameRandomizer randomizer(*town->cb);
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auto visitablePos = town->visitablePos();
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townHero->id = town->id;
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townHero->setOwner(ai->playerID); // lets avoid having multiple colors
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townHero->initHero(randomizer, static_cast<HeroTypeID>(0));
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townHero->pos = townHero->convertFromVisitablePos(visitablePos);
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townHero->initObj(randomizer);
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heroTownMap[townHero] = town;
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townHeroes[townHero] = HeroRole::MAIN;
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};
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for(auto obj : ai->memory->visitableObjs)
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{
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if(obj && obj->ID == Obj::TOWN)
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{
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addTownHero(dynamic_cast<const CGTownInstance *>(obj));
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}
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}
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for(auto town : cb->getTownsInfo())
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{
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addTownHero(town);
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}
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PathfinderSettings ps;
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ps.mainTurnDistanceLimit = ps.scoutTurnDistanceLimit = ai->settings->getMainHeroTurnDistanceLimit();
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ai->pathfinder->updatePaths(townHeroes, ps);
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pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
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{
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float ourDistance = std::numeric_limits<float>::max();
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float enemyDistance = std::numeric_limits<float>::max();
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const CGTownInstance * enemyTown = nullptr;
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const CGTownInstance * ourTown = nullptr;
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for(const AIPath & path : paths)
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{
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if(!path.targetHero || path.getFirstBlockedAction())
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continue;
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auto town = heroTownMap[path.targetHero];
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if(town->getOwner() == ai->playerID)
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{
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if(ourDistance > path.movementCost())
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{
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ourDistance = path.movementCost();
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ourTown = town;
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}
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}
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else
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{
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if(enemyDistance > path.movementCost())
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{
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enemyDistance = path.movementCost();
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enemyTown = town;
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}
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}
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}
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if(vstd::isAlmostEqual(ourDistance, enemyDistance))
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{
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hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
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}
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else if(!enemyTown || ourDistance < enemyDistance)
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{
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hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
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}
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else
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{
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hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
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}
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});
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}
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const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownThreats(const CGTownInstance * town) const
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{
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static const std::vector<HitMapInfo> empty = {};
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auto result = townThreats.find(town->id);
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return result == townThreats.end() ? empty : result->second;
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}
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PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
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{
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auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
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return town ? town->getOwner() : PlayerColor::NEUTRAL;
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}
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const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
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{
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return hitMap[tile.x][tile.y][tile.z].closestTown;
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}
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uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
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{
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int3 tile = path.targetTile();
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int turn = path.turn();
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const auto& info = getTileThreat(tile);
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return (info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger, ai->settings->getSafeAttackRatio()))
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|| (info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger, ai->settings->getSafeAttackRatio()));
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}
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const HitMapNode & DangerHitMapAnalyzer::getObjectThreat(const CGObjectInstance * obj) const
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{
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auto tile = obj->visitablePos();
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return getTileThreat(tile);
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}
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const HitMapNode & DangerHitMapAnalyzer::getTileThreat(const int3 & tile) const
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{
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return hitMap[tile.x][tile.y][tile.z];
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}
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std::set<const CGObjectInstance *> DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
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{
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std::set<const CGObjectInstance *> result;
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for(auto & obj : enemyHeroAccessibleObjects)
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{
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if(obj.hero == enemy)
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result.insert(obj.obj);
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}
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return result;
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}
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}
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