/* * AINodeStorage.cpp, 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" #include "Actions/TownPortalAction.h" #include "../Goals/Goals.h" #include "../VCAI.h" #include "../Engine/Nullkiller.h" #include "../../../CCallback.h" #include "../../../lib/mapping/CMap.h" #include "../../../lib/mapObjects/MapObjects.h" #include "../../../lib/PathfinderUtil.h" #include "../../../lib/CPlayerState.h" /// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations) boost::multi_array nodes; AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes) : sizes(Sizes), ai(ai), cb(ai->cb.get()) { nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]); dangerEvaluator.reset(new FuzzyHelper(ai)); } AINodeStorage::~AINodeStorage() = default; void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs) { if(heroChainPass) return; //TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline int3 pos; const PlayerColor player = playerID; const PlayerColor fowPlayer = ai->playerID; const int3 sizes = gs->getMapSize(); const auto & fow = static_cast(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap; //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching) const bool useFlying = options.useFlying; const bool useWaterWalking = options.useWaterWalking; for(pos.x=0; pos.x < sizes.x; ++pos.x) { for(pos.y=0; pos.y < sizes.y; ++pos.y) { for(pos.z=0; pos.z < sizes.z; ++pos.z) { const TerrainTile * tile = &gs->map->getTile(pos); switch(tile->terType) { case ETerrainType::ROCK: break; case ETerrainType::WATER: resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useFlying) resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useWaterWalking) resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); break; default: resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useFlying) resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); break; } } } } } void AINodeStorage::clear() { actors.clear(); heroChainPass = EHeroChainPass::INITIAL; heroChainTurn = 0; heroChainMaxTurns = 1; } const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const { return static_cast(node); } void AINodeStorage::updateAINode(CGPathNode * node, std::function updater) { auto aiNode = static_cast(node); updater(aiNode); } boost::optional AINodeStorage::getOrCreateNode( const int3 & pos, const EPathfindingLayer layer, const ChainActor * actor) { auto chains = nodes[pos.x][pos.y][pos.z][layer]; for(AIPathNode & node : chains) { if(node.actor == actor) { return &node; } if(!node.actor) { node.actor = actor; return &node; } } return boost::none; } std::vector AINodeStorage::getInitialNodes() { if(heroChainPass) { calculateTownPortalTeleportations(heroChain); return heroChain; } std::vector initialNodes; for(auto actorPtr : actors) { ChainActor * actor = actorPtr.get(); AIPathNode * initialNode = getOrCreateNode(actor->initialPosition, actor->layer, actor) .get(); initialNode->turns = actor->initialTurn; initialNode->moveRemains = actor->initialMovement; initialNode->danger = 0; initialNode->cost = actor->initialTurn; initialNode->action = CGPathNode::ENodeAction::NORMAL; if(actor->isMovable) { initialNodes.push_back(initialNode); } else { initialNode->locked = true; } } calculateTownPortalTeleportations(initialNodes); return initialNodes; } 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.actor = nullptr; heroNode.danger = 0; heroNode.manaCost = 0; heroNode.specialAction.reset(); heroNode.armyLoss = 0; heroNode.chainOther = nullptr; heroNode.update(coord, layer, accessibility); } } void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) { const AIPathNode * srcNode = getAINode(source.node); updateAINode(destination.node, [&](AIPathNode * dstNode) { commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost); if(srcNode->specialAction || srcNode->chainOther) { // there is some action on source tile which should be performed before we can bypass it destination.node->theNodeBefore = source.node; } if(dstNode->specialAction && dstNode->actor) { dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode); } }); } void AINodeStorage::commit( AIPathNode * destination, const AIPathNode * source, CGPathNode::ENodeAction action, int turn, int movementLeft, float cost) const { destination->action = action; destination->cost = cost; destination->moveRemains = movementLeft; destination->turns = turn; destination->armyLoss = source->armyLoss; destination->manaCost = source->manaCost; destination->danger = source->danger; destination->theNodeBefore = source->theNodeBefore; destination->chainOther = nullptr; #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld", source->coord.toString(), destination->coord.toString(), destination->cost, std::to_string(destination->turns), destination->moveRemains, destination->actor->toString(), destination->actor->chainMask, destination->actor->armyValue); #endif } std::vector AINodeStorage::calculateNeighbours( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) { std::vector neighbours; neighbours.reserve(16); 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 = getOrCreateNode(neighbour, i, srcNode->actor); if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET) continue; neighbours.push_back(nextNode.get()); } } return neighbours; } bool AINodeStorage::increaseHeroChainTurnLimit() { if(heroChainTurn >= heroChainMaxTurns) return false; heroChainTurn++; return true; } EPathfindingLayer phisycalLayers[2] = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL}; bool AINodeStorage::calculateHeroChainFinal() { heroChainPass = EHeroChainPass::FINAL; heroChain.resize(0); for(auto layer : phisycalLayers) { foreach_tile_pos([&](const int3 & pos) { auto chains = nodes[pos.x][pos.y][pos.z][layer]; for(AIPathNode & node : chains) { if(node.turns > heroChainTurn && !node.locked && node.action != CGPathNode::ENodeAction::UNKNOWN && node.actor->actorExchangeCount > 1 && !hasBetterChain(&node, &node, chains)) { heroChain.push_back(&node); } } }); } return heroChain.size(); } bool AINodeStorage::calculateHeroChain() { heroChainPass = EHeroChainPass::CHAIN; heroChain.resize(0); std::vector existingChains; std::vector newChains; existingChains.reserve(NUM_CHAINS); newChains.reserve(NUM_CHAINS); for(auto layer : phisycalLayers) { foreach_tile_pos([&](const int3 & pos) { auto chains = nodes[pos.x][pos.y][pos.z][layer]; existingChains.resize(0); newChains.resize(0); for(AIPathNode & node : chains) { if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN) existingChains.push_back(&node); } for(AIPathNode * node : existingChains) { if(node->actor->isMovable) { calculateHeroChain(node, existingChains, newChains); } } cleanupInefectiveChains(newChains); addHeroChain(newChains); }); } return heroChain.size(); } bool AINodeStorage::selectFirstActor() { if(!actors.size()) return false; auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr actor) -> uint64_t { return actor->armyValue; }); chainMask = strongest->chainMask; return true; } bool AINodeStorage::selectNextActor() { auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr actor)-> bool { return actor->chainMask == chainMask; }); auto nextActor = actors.end(); for(auto actor = actors.begin(); actor != actors.end(); actor++) { if(actor->get()->armyValue > currentActor->get()->armyValue || actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor) { continue; } if(nextActor == actors.end() || actor->get()->armyValue > nextActor->get()->armyValue) { nextActor = actor; } } if(nextActor != actors.end()) { chainMask = nextActor->get()->chainMask; return true; } return false; } void AINodeStorage::cleanupInefectiveChains(std::vector & result) const { vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool { auto pos = chainInfo.coord; auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND]; return hasBetterChain(chainInfo.carrierParent, &chainInfo, chains) || hasBetterChain(chainInfo.carrierParent, &chainInfo, result); }); } void AINodeStorage::calculateHeroChain( AIPathNode * srcNode, const std::vector & variants, std::vector & result) const { for(AIPathNode * node : variants) { if(node == srcNode || !node->actor) continue; if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0) continue; if(node->action == CGPathNode::ENodeAction::BATTLE || node->action == CGPathNode::ENodeAction::TELEPORT_BATTLE || node->action == CGPathNode::ENodeAction::TELEPORT_NORMAL || node->action == CGPathNode::ENodeAction::TELEPORT_BLOCKING_VISIT) { continue; } if(node->turns > heroChainTurn || (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero) || (node->actor->chainMask & srcNode->actor->chainMask) != 0) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Skip exchange %s[%x] -> %s[%x] at %s because of %s", node->actor->toString(), node->actor->chainMask, srcNode->actor->toString(), srcNode->actor->chainMask, srcNode->coord.toString(), (node->turns > heroChainTurn ? "turn limit" : (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero) ? "action unknown" : "chain mask")); #endif continue; } #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Thy exchange %s[%x] -> %s[%x] at %s", node->actor->toString(), node->actor->chainMask, srcNode->actor->toString(), srcNode->actor->chainMask, srcNode->coord.toString()); #endif calculateHeroChain(srcNode, node, result); } } void AINodeStorage::calculateHeroChain( AIPathNode * carrier, AIPathNode * other, std::vector & result) const { if(carrier->armyLoss < carrier->actor->armyValue && (carrier->action != CGPathNode::BATTLE || (carrier->actor->allowBattle && carrier->specialAction)) && carrier->action != CGPathNode::BLOCKING_VISIT && (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue) && carrier->actor->canExchange(other->actor)) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Exchange allowed %s[%x] -> %s[%x] at %s", other->actor->toString(), other->actor->chainMask, carrier->actor->toString(), carrier->actor->chainMask, carrier->coord.toString()); #endif if(other->actor->isMovable) { bool hasLessMp = carrier->turns > other->turns || (carrier->turns == other->turns && carrier->moveRemains < other->moveRemains); bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp; if(hasLessMp && hasLessExperience) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString()); #endif return; } } auto newActor = carrier->actor->exchange(other->actor); result.push_back(calculateExchange(newActor, carrier, other)); } } void AINodeStorage::addHeroChain(const std::vector & result) { for(const ExchangeCandidate & chainInfo : result) { auto carrier = chainInfo.carrierParent; auto newActor = chainInfo.actor; auto other = chainInfo.otherParent; auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor); if(!chainNodeOptional) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString()); #endif continue; } auto exchangeNode = chainNodeOptional.get(); if(exchangeNode->action != CGPathNode::ENodeAction::UNKNOWN) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace("Exchange at %s node is already in use. Blocked.", carrier->coord.toString()); #endif continue; } if(exchangeNode->turns != 0xFF && exchangeNode->cost < chainInfo.cost) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Exchange at %s is is not effective enough. %f < %f", exchangeNode->coord.toString(), exchangeNode->cost, chainInfo.cost); #endif continue; } commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.cost); if(carrier->specialAction || carrier->chainOther) { // there is some action on source tile which should be performed before we can bypass it exchangeNode->theNodeBefore = carrier; } exchangeNode->chainOther = other; exchangeNode->armyLoss = chainInfo.armyLoss; #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i", exchangeNode->coord.toString(), other->actor->toString(), exchangeNode->actor->toString(), exchangeNode->actor->chainMask, exchangeNode->cost, std::to_string(exchangeNode->turns), exchangeNode->moveRemains, exchangeNode->actor->armyValue); #endif heroChain.push_back(exchangeNode); } } ExchangeCandidate AINodeStorage::calculateExchange( ChainActor * exchangeActor, AIPathNode * carrierParentNode, AIPathNode * otherParentNode) const { ExchangeCandidate candidate; candidate.layer = carrierParentNode->layer; candidate.coord = carrierParentNode->coord; candidate.carrierParent = carrierParentNode; candidate.otherParent = otherParentNode; candidate.actor = exchangeActor; candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss; candidate.turns = carrierParentNode->turns; candidate.cost = carrierParentNode->cost + otherParentNode->cost / 1000.0; candidate.moveRemains = carrierParentNode->moveRemains; if(carrierParentNode->turns < otherParentNode->turns) { int moveRemains = exchangeActor->hero->maxMovePoints(carrierParentNode->layer); float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1 + carrierParentNode->moveRemains / (float)moveRemains; candidate.turns = otherParentNode->turns; candidate.cost += waitingCost; candidate.moveRemains = moveRemains; } return candidate; } const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const { auto aiNode = getAINode(node); return aiNode->actor->hero; } const std::set AINodeStorage::getAllHeroes() const { std::set heroes; for(auto actor : actors) { if(actor->hero) heroes.insert(actor->hero); } return heroes; } void AINodeStorage::setHeroes(std::vector heroes) { playerID = ai->playerID; for(auto & hero : heroes) { uint64_t mask = 1 << actors.size(); auto actor = std::make_shared(hero, mask, ai); if(hero->tempOwner != ai->playerID) { bool onLand = !actor->hero->boat; actor->initialMovement = actor->hero->maxMovePoints(onLand); } playerID = hero->tempOwner; actors.push_back(actor); } } void AINodeStorage::setTownsAndDwellings( const std::vector & towns, const std::set & visitableObjs) { for(auto town : towns) { uint64_t mask = 1 << actors.size(); // TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE // check defence imrove if(!town->garrisonHero) { actors.push_back(std::make_shared(town, mask)); } } /*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK); auto waitForGrowth = dayOfWeek > 4;*/ for(auto obj: visitableObjs) { if(obj->ID == Obj::HILL_FORT) { uint64_t mask = 1 << actors.size(); actors.push_back(std::make_shared(obj, mask)); } /*const CGDwelling * dwelling = dynamic_cast(obj); if(dwelling) { uint64_t mask = 1 << actors.size(); auto dwellingActor = std::make_shared(dwelling, mask, false, dayOfWeek); if(dwellingActor->creatureSet->getArmyStrength()) { actors.push_back(dwellingActor); } if(waitForGrowth) { mask = 1 << actors.size(); dwellingActor = std::make_shared(dwelling, mask, waitForGrowth, dayOfWeek); if(dwellingActor->creatureSet->getArmyStrength()) { actors.push_back(dwellingActor); } } }*/ } } std::vector AINodeStorage::calculateTeleportations( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) { std::vector neighbours; if(source.isNodeObjectVisitable()) { auto accessibleExits = pathfinderHelper->getTeleportExits(source); auto srcNode = getAINode(source.node); for(auto & neighbour : accessibleExits) { auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor); if(!node) continue; neighbours.push_back(node.get()); } } return neighbours; } struct TowmPortalFinder { const std::vector & initialNodes; SecSkillLevel::SecSkillLevel townPortalSkillLevel; uint64_t movementNeeded; const ChainActor * actor; const CGHeroInstance * hero; std::vector targetTowns; AINodeStorage * nodeStorage; SpellID spellID; const CSpell * townPortal; TowmPortalFinder( const ChainActor * actor, const std::vector & initialNodes, std::vector targetTowns, AINodeStorage * nodeStorage) :actor(actor), initialNodes(initialNodes), hero(actor->hero), targetTowns(targetTowns), nodeStorage(nodeStorage) { spellID = SpellID::TOWN_PORTAL; townPortal = spellID.toSpell(); // TODO: Copy/Paste from TownPortalMechanics townPortalSkillLevel = SecSkillLevel::SecSkillLevel(hero->getSpellSchoolLevel(townPortal)); movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= SecSkillLevel::EXPERT ? 2 : 3); } bool actorCanCastTownPortal() { return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal); } CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown) { CGPathNode * bestNode = nullptr; for(CGPathNode * node : initialNodes) { auto aiNode = nodeStorage->getAINode(node); if(aiNode->actor->baseActor != actor || node->layer != EPathfindingLayer::LAND || node->moveRemains < movementNeeded) { continue; } if(townPortalSkillLevel < SecSkillLevel::ADVANCED) { const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int { return node->coord.dist2dSQ(t->visitablePos()); }); if(targetTown != nearestTown) continue; } if(!bestNode || bestNode->cost > node->cost) bestNode = node; } return bestNode; } boost::optional createTownPortalNode(const CGTownInstance * targetTown) { auto bestNode = getBestInitialNodeForTownPortal(targetTown); if(!bestNode) return boost::none; auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor); if(!nodeOptional) return boost::none; AIPathNode * node = nodeOptional.get(); float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND); movementCost += bestNode->cost; if(node->action == CGPathNode::UNKNOWN || node->cost > movementCost) { nodeStorage->commit( node, nodeStorage->getAINode(bestNode), CGPathNode::TELEPORT_NORMAL, bestNode->turns, bestNode->moveRemains - movementNeeded, movementCost); node->theNodeBefore = bestNode; node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown)); } return nodeOptional; } }; void AINodeStorage::calculateTownPortalTeleportations(std::vector & initialNodes) { std::set actorsOfInitial; for(const CGPathNode * node : initialNodes) { auto aiNode = getAINode(node); actorsOfInitial.insert(aiNode->actor->baseActor); } std::map maskMap; for(std::shared_ptr basicActor : actors) { if(basicActor->hero) maskMap[basicActor->hero] = basicActor->chainMask; } for(const ChainActor * actor : actorsOfInitial) { if(!actor->hero) continue; auto towns = cb->getTownsInfo(false); vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool { return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES; }); if(!towns.size()) { return; // no towns no need to run loop further } TowmPortalFinder townPortalFinder(actor, initialNodes, towns, this); if(townPortalFinder.actorCanCastTownPortal()) { for(const CGTownInstance * targetTown : towns) { // TODO: allow to hide visiting hero in garrison if(targetTown->visitingHero) { auto basicMask = maskMap[targetTown->visitingHero.get()]; bool heroIsInChain = (actor->chainMask & basicMask) != 0; bool sameActorInTown = actor->chainMask == basicMask; if(sameActorInTown || !heroIsInChain) continue; } auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown); if(nodeOptional) { #if PATHFINDER_TRACE_LEVEL >= 1 logAi->trace("Adding town portal node at %s", targetTown->name); #endif initialNodes.push_back(nodeOptional.get()); } } } } } bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const { auto pos = destination.coord; auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND]; return hasBetterChain(source.node, getAINode(destination.node), chains); } template bool AINodeStorage::hasBetterChain( const CGPathNode * source, const AIPathNode * candidateNode, const NodeRange & chains) const { auto candidateActor = candidateNode->actor; for(const AIPathNode & node : chains) { auto sameNode = node.actor == candidateNode->actor; if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor->hero) { continue; } if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor) { if(node.cost < candidateNode->cost) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i", source->coord.toString(), candidateNode->coord.toString(), candidateNode->actor->hero->name, candidateNode->actor->chainMask, candidateNode->actor->armyValue, node.moveRemains - candidateNode->moveRemains); #endif return true; } } if(candidateActor->chainMask != node.actor->chainMask) continue; auto nodeActor = node.actor; auto nodeArmyValue = nodeActor->armyValue - node.armyLoss; auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss; if(nodeArmyValue > candidateArmyValue && node.cost <= candidateNode->cost) { #if PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i", source->coord.toString(), candidateNode->coord.toString(), candidateNode->actor->hero->name, candidateNode->actor->chainMask, candidateNode->actor->armyValue, node.moveRemains - candidateNode->moveRemains); #endif return true; } /*if(nodeArmyValue == candidateArmyValue && nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength && node.cost <= candidateNode->cost) { if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength && node.cost == candidateNode->cost && &node < candidateNode) { continue; } #if AI_TRACE_LEVEL >= 2 logAi->trace( "Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i", source->coord.toString(), candidateNode->coord.toString(), candidateNode->actor->hero->name, candidateNode->actor->chainMask, candidateNode->actor->armyValue, node.moveRemains - candidateNode->moveRemains); #endif return true; }*/ } return false; } bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const { auto chains = nodes[pos.x][pos.y][pos.z][layer]; for(const AIPathNode & node : chains) { if(node.action != CGPathNode::ENodeAction::UNKNOWN && node.actor && node.actor->hero == hero.h) { return true; } } return false; } std::vector AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const { std::vector paths; paths.reserve(NUM_CHAINS / 4); auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL]; for(const AIPathNode & node : chains) { if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero) { continue; } AIPath path; path.targetHero = node.actor->hero; path.heroArmy = node.actor->creatureSet; path.armyLoss = node.armyLoss; path.targetObjectDanger = evaluateDanger(pos, path.targetHero, false); path.targetObjectArmyLoss = evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger); path.chainMask = node.actor->chainMask; path.exchangeCount = node.actor->actorExchangeCount; fillChainInfo(&node, path, -1); paths.push_back(path); } return paths; } void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const { while(node != nullptr) { if(!node->actor->hero) return; if(node->chainOther) fillChainInfo(node->chainOther, path, parentIndex); //if(node->actor->hero->visitablePos() != node->coord) { AIPathNodeInfo pathNode; pathNode.cost = node->cost; pathNode.targetHero = node->actor->hero; pathNode.chainMask = node->actor->chainMask; pathNode.specialAction = node->specialAction; pathNode.turns = node->turns; pathNode.danger = node->danger; pathNode.coord = node->coord; pathNode.parentIndex = parentIndex; if(pathNode.specialAction) { pathNode.actionIsBlocked = !pathNode.specialAction->canAct(node); } parentIndex = path.nodes.size(); path.nodes.push_back(pathNode); } node = getAINode(node->theNodeBefore); } } AIPath::AIPath() : nodes({}) { } std::shared_ptr AIPath::getFirstBlockedAction() const { for(auto node : nodes) { if(node.specialAction && node.actionIsBlocked) return node.specialAction; } return std::shared_ptr(); } int3 AIPath::firstTileToGet() const { if(nodes.size()) { return nodes.back().coord; } return int3(-1, -1, -1); } int3 AIPath::targetTile() const { if(nodes.size()) { return targetNode().coord; } return int3(-1, -1, -1); } const AIPathNodeInfo & AIPath::firstNode() const { return nodes.back(); } const AIPathNodeInfo & AIPath::targetNode() const { auto & node = nodes.front(); return targetHero == node.targetHero ? node : nodes.at(1); } uint64_t AIPath::getPathDanger() const { if(nodes.empty()) return 0; return targetNode().danger; } float AIPath::movementCost() const { if(nodes.empty()) return 0.0f; return targetNode().cost; } uint8_t AIPath::turn() const { if(nodes.empty()) return 0; return targetNode().turns; } uint64_t AIPath::getHeroStrength() const { return targetHero->getFightingStrength() * heroArmy->getArmyStrength(); } uint64_t AIPath::getTotalDanger() const { uint64_t pathDanger = getPathDanger(); uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger; return danger; } bool AIPath::containsHero(const CGHeroInstance * hero) const { if(targetHero == hero) return true; for(auto node : nodes) { if(node.targetHero == hero) return true; } return false; } uint64_t AIPath::getTotalArmyLoss() const { return armyLoss + targetObjectArmyLoss; } std::string AIPath::toString() const { std::stringstream str; str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ": "; for(auto node : nodes) str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; "; return str.str(); }