/* * PathfindingManager.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 "PathfindingManager.h" #include "AIPathfinder.h" #include "AIPathfinderConfig.h" #include "../Goals/Goals.h" #include "../../../lib/CGameInfoCallback.h" #include "../../../lib/mapping/CMap.h" PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI) : ai(AI), cb(CB) { } void PathfindingManager::init(CPlayerSpecificInfoCallback * CB) { cb = CB; pathfinder.reset(new AIPathfinder(cb, ai)); pathfinder->init(); } void PathfindingManager::setAI(VCAI * AI) { ai = AI; } Goals::TGoalVec PathfindingManager::howToVisitTile(const int3 & tile, bool allowGatherArmy) const { Goals::TGoalVec result; auto heroes = cb->getHeroesInfo(); result.reserve(heroes.size()); for(auto hero : heroes) { vstd::concatenate(result, howToVisitTile(hero, tile, allowGatherArmy)); } return result; } Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj, bool allowGatherArmy) const { Goals::TGoalVec result; auto heroes = cb->getHeroesInfo(); result.reserve(heroes.size()); for(auto hero : heroes) { vstd::concatenate(result, howToVisitObj(hero, obj, allowGatherArmy)); } return result; } Goals::TGoalVec PathfindingManager::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const { auto result = findPaths(tile, allowGatherArmy, hero, [&](int3 firstTileToGet) -> Goals::TSubgoal { return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true)); }); for(Goals::TSubgoal solution : result) { solution->setparent(sptr(Goals::VisitTile(tile).sethero(hero).setevaluationContext(solution->evaluationContext))); } return result; } Goals::TGoalVec PathfindingManager::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const { if(!obj) { return Goals::TGoalVec(); } int3 dest = obj->visitablePos(); auto result = findPaths(dest, allowGatherArmy, hero, [&](int3 firstTileToGet) -> Goals::TSubgoal { if(obj->ID.num == Obj::HERO && obj->getOwner() == hero->getOwner()) return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true)); else return sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setisAbstract(true)); }); for(Goals::TSubgoal solution : result) { solution->setparent(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setevaluationContext(solution->evaluationContext))); } return result; } std::vector PathfindingManager::getPathsToTile(const HeroPtr & hero, const int3 & tile) const { return pathfinder->getPathInfo(hero, tile); } Goals::TGoalVec PathfindingManager::findPaths( crint3 dest, bool allowGatherArmy, HeroPtr hero, const std::function doVisitTile) const { Goals::TGoalVec result; boost::optional armyValueRequired; uint64_t danger; std::vector chainInfo = pathfinder->getPathInfo(hero, dest); #ifdef VCMI_TRACE_PATHFINDER logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString()); #endif for(auto path : chainInfo) { if(hero && hero.get() != path.targetHero || path.nodes.empty()) continue; const AIPathNodeInfo & firstNode = path.firstNode(); int3 firstTileToGet = firstNode.coord; #ifdef VCMI_TRACE_PATHFINDER std::stringstream str; str << "Path found "; for(auto node : path.nodes) str << node.targetHero->name << "->" << node.coord.toString() << "; "; logAi->trace(str.str()); #endif if(ai->isTileNotReserved(hero.get(), firstTileToGet)) { danger = path.getTotalDanger(hero); if(isSafeToVisit(hero, path.heroArmy, danger)) { Goals::TSubgoal solution; if(path.specialAction) { solution = path.specialAction->whatToDo(hero); } else { solution = dest == firstTileToGet ? doVisitTile(firstTileToGet) : clearWayTo(firstNode.targetHero, firstTileToGet); } if(solution->invalid()) continue; if(solution->evaluationContext.danger < danger) solution->evaluationContext.danger = danger; solution->evaluationContext.movementCost += path.movementCost(); solution->evaluationContext.armyLoss += path.armyLoss; solution->evaluationContext.heroStrength = path.getHeroStrength(); #ifdef VCMI_TRACE_PATHFINDER logAi->trace("It's safe for %s to visit tile %s with danger %s, loss %s, army strength %s, goal %s", hero->name, dest.toString(), std::to_string(danger), std::to_string(path.armyLoss), std::to_string(path.heroArmy->getArmyStrength()), solution->name()); #endif 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 #ifdef VCMI_TRACE_PATHFINDER logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger)); #endif result.push_back(sptr(Goals::GatherArmy(danger * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true))); } return result; } Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet) const { 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->warn("%s stands in the way of %s", topObj->getObjectName(), hero->getObjectName()); } } 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)); } auto questObj = dynamic_cast(topObj); if(questObj) { auto questInfo = QuestInfo(questObj->quest, topObj, topObj->visitablePos()); return sptr(Goals::CompleteQuest(questInfo)); } return sptr(Goals::Invalid()); } } return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true)); } void PathfindingManager::updatePaths(std::vector heroes, bool useHeroChain) { logAi->debug("AIPathfinder has been reseted."); pathfinder->updatePaths(heroes, useHeroChain); }