/* * 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::init(CPlayerSpecificInfoCallback * CB) { cb = CB; pathfinder.reset(new AIPathfinder(cb, ai)); } 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) { auto result = findPath(hero, tile, allowGatherArmy, [&](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(HeroPtr hero, ObjectIdRef obj, bool allowGatherArmy) { if(!obj) { return Goals::TGoalVec(); } int3 dest = obj->visitablePos(); auto result = findPath(hero, dest, allowGatherArmy, [&](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(HeroPtr hero, int3 tile) { return pathfinder->getPathInfo(hero, tile); } Goals::TGoalVec PathfindingManager::findPath( HeroPtr hero, crint3 dest, bool allowGatherArmy, const std::function doVisitTile) { Goals::TGoalVec result; boost::optional armyValueRequired; uint64_t danger; std::vector 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)); Goals::TSubgoal solution; if(path.specialAction) { solution = path.specialAction->whatToDo(hero); } else { solution = dest == firstTileToGet ? doVisitTile(firstTileToGet) : clearWayTo(hero, firstTileToGet); } if(solution->invalid()) continue; if(solution->evaluationContext.danger < danger) solution->evaluationContext.danger = danger; solution->evaluationContext.movementCost += path.movementCost(); 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::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 logAi->trace("Can not visit this quest guard! Not ready!"); return sptr(Goals::Invalid()); } } return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true)); } void PathfindingManager::resetPaths() { logAi->debug("AIPathfinder has been reseted."); pathfinder->clear(); }