/* * 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/CMapDefines.h" #include "../../../lib/mapObjects/CQuest.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) const { Goals::TGoalVec result; auto heroes = cb->getHeroesInfo(); result.reserve(heroes.size()); for(auto hero : heroes) { vstd::concatenate(result, howToVisitTile(hero, tile)); } return result; } Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj) const { Goals::TGoalVec result; auto heroes = cb->getHeroesInfo(); result.reserve(heroes.size()); for(auto hero : heroes) { vstd::concatenate(result, howToVisitObj(hero, obj)); } return result; } Goals::TGoalVec PathfindingManager::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const { 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(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const { 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(const HeroPtr & hero, const int3 & tile) const { return pathfinder->getPathInfo(hero, tile); } Goals::TGoalVec PathfindingManager::findPath( HeroPtr hero, crint3 dest, bool allowGatherArmy, const std::function doVisitTile) const { Goals::TGoalVec result; std::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) { int3 firstTileToGet = path.firstTileToGet(); #ifdef VCMI_TRACE_PATHFINDER logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString()); #endif if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet)) { danger = path.getTotalDanger(hero); if(isSafeToVisit(hero, 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(); #ifdef VCMI_TRACE_PATHFINDER logAi->trace("It's safe for %s to visit tile %s with danger %s, goal %s", hero->name, dest.toString(), std::to_string(danger), solution->name()); #endif result.push_back(solution); continue; } if(!armyValueRequired || armyValueRequired > danger) { armyValueRequired = std::make_optional(danger); } } } danger = armyValueRequired.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((int)(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->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)); } 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) { logAi->debug("AIPathfinder has been reseted."); pathfinder->updatePaths(heroes); }