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420 lines
10 KiB
C++
420 lines
10 KiB
C++
/*
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* GraphPaths.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 "GraphPaths.h"
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#include "AIPathfinderConfig.h"
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#include "../../../lib/CRandomGenerator.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../lib/logging/VisualLogger.h"
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#include "Actions/QuestAction.h"
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#include "../pforeach.h"
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#include "Actions/BoatActions.h"
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namespace NKAI
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{
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bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
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{
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return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
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}
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GraphPaths::GraphPaths()
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: visualKey(""), graph(), pathNodes()
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{
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}
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std::shared_ptr<SpecialAction> getCompositeAction(
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const Nullkiller * ai,
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std::shared_ptr<ISpecialActionFactory> linkActionFactory,
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std::shared_ptr<SpecialAction> transitionAction)
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{
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if(!linkActionFactory)
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return transitionAction;
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auto linkAction = linkActionFactory->create(ai);
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if(!transitionAction)
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return linkAction;
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std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
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transitionAction,
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linkAction
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};
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return std::make_shared<CompositeAction>(actionsArray);
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}
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void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
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{
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graph.copyFrom(*ai->baseGraph);
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graph.connectHeroes(ai);
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visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
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pathNodes.clear();
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GraphNodeComparer cmp(pathNodes);
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GraphPathNode::TFibHeap pq(cmp);
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pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
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pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
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while(!pq.empty())
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{
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GraphPathNodePointer pos = pq.top();
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pq.pop();
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auto & node = getOrCreateNode(pos);
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std::shared_ptr<SpecialAction> transitionAction;
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if(node.obj)
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{
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if(node.obj->ID == Obj::QUEST_GUARD
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|| node.obj->ID == Obj::BORDERGUARD
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|| node.obj->ID == Obj::BORDER_GATE)
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{
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auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
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auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
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if(node.obj->ID == Obj::QUEST_GUARD
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&& questObj->quest->mission == Rewardable::Limiter{}
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&& questObj->quest->killTarget == ObjectInstanceID::NONE)
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{
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continue;
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}
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auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
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if(!questAction->canAct(ai, targetHero))
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{
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transitionAction = questAction;
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}
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}
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}
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node.isInQueue = false;
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graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
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{
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auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
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auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
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auto targetPointer = GraphPathNodePointer(target, targetNodeType);
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auto & targetNode = getOrCreateNode(targetPointer);
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if(targetNode.tryUpdate(pos, node, o))
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{
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if(targetNode.cost > scanDepth)
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{
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return;
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}
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targetNode.specialAction = compositeAction;
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const auto & targetGraphNode = graph.getNode(target);
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if(targetGraphNode.objID.hasValue())
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{
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targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
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if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
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return;
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}
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if(targetNode.isInQueue)
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{
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pq.increase(targetNode.handle);
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}
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else
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{
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targetNode.handle = pq.emplace(targetPointer);
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targetNode.isInQueue = true;
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}
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}
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});
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}
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}
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void GraphPaths::dumpToLog() const
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{
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logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
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{
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for(auto & tile : pathNodes)
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{
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for(auto & node : tile.second)
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{
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if(!node.previous.valid())
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continue;
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if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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{
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logAi->trace(
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"%s -> %s: %f !%d",
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node.previous.coord.toString(),
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tile.first.toString(),
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node.cost,
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node.linkDanger);
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}
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logBuilder.addLine(node.previous.coord, tile.first);
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}
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}
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});
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}
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bool GraphPathNode::tryUpdate(
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const GraphPathNodePointer & pos,
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const GraphPathNode & prev,
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const ObjectLink & link)
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{
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auto newCost = prev.cost + link.cost;
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if(newCost < cost)
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{
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previous = pos;
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linkDanger = link.danger;
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cost = newCost;
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return true;
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}
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return false;
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}
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void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
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{
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auto nodes = pathNodes.find(tile);
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if(nodes == pathNodes.end())
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return;
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for(auto & node : nodes->second)
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{
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if(!node.reachable())
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continue;
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std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = node.linkDanger;
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float cost = node.cost;
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bool allowBattle = false;
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auto current = GraphPathNodePointer(nodes->first, node.nodeType);
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while(true)
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{
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auto currentTile = pathNodes.find(current.coord);
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if(currentTile == pathNodes.end())
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break;
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auto & currentNode = currentTile->second[current.nodeType];
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if(!currentNode.previous.valid())
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break;
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allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
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tilesToPass.push_back(current);
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if(currentNode.cost < 2.0f)
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break;
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current = currentNode.previous;
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}
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if(tilesToPass.empty())
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continue;
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auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
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for(auto & path : entryPaths)
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{
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if(path.targetHero != hero)
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continue;
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uint64_t loss = 0;
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uint64_t strength = getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy);
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for(auto graphTile = ++tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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{
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AIPathNodeInfo n;
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auto & node = getNode(*graphTile);
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n.coord = graphTile->coord;
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n.cost = cost;
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n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
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n.danger = danger;
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n.targetHero = hero;
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n.parentIndex = -1;
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n.specialAction = node.specialAction;
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if(node.linkDanger > 0)
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{
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auto additionalLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, strength, node.linkDanger);
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loss += additionalLoss;
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if(strength > additionalLoss)
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strength -= additionalLoss;
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else
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{
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strength = 0;
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break;
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}
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}
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if(n.specialAction)
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{
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n.actionIsBlocked = !n.specialAction->canAct(ai, n);
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}
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for(auto & node : path.nodes)
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{
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node.parentIndex++;
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}
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path.nodes.insert(path.nodes.begin(), n);
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}
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if(strength == 0)
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{
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continue;
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}
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path.armyLoss += loss;
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path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
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path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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paths.push_back(path);
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}
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}
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}
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void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
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{
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auto nodes = pathNodes.find(tile);
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if(nodes == pathNodes.end())
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return;
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for(auto & targetNode : nodes->second)
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{
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if(!targetNode.reachable())
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continue;
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std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = targetNode.linkDanger;
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float cost = targetNode.cost;
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bool allowBattle = false;
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auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
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while(true)
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{
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auto currentTile = pathNodes.find(current.coord);
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if(currentTile == pathNodes.end())
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break;
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auto currentNode = currentTile->second[current.nodeType];
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allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
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tilesToPass.push_back(current);
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if(currentNode.cost < 2.0f)
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break;
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current = currentNode.previous;
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}
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if(tilesToPass.empty())
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continue;
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auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
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for(auto & entryPath : entryPaths)
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{
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if(entryPath.targetHero != hero)
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continue;
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auto & path = paths.emplace_back();
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path.targetHero = entryPath.targetHero;
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path.heroArmy = entryPath.heroArmy;
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path.exchangeCount = entryPath.exchangeCount;
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path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
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path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
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path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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AIPathNodeInfo n;
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n.targetHero = hero;
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n.parentIndex = -1;
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// final node
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n.coord = tile;
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n.cost = targetNode.cost;
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n.danger = danger;
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n.parentIndex = path.nodes.size();
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path.nodes.push_back(n);
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for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
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{
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auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
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if(blocker)
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{
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// blocker node
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path.nodes.push_back(*entryNode);
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path.nodes.back().parentIndex = path.nodes.size() - 1;
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break;
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}
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}
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if(path.nodes.size() > 1)
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continue;
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for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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{
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auto & node = getNode(*graphTile);
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n.coord = graphTile->coord;
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n.cost = node.cost;
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n.turns = static_cast<ui8>(node.cost);
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n.danger = danger;
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n.specialAction = node.specialAction;
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n.parentIndex = path.nodes.size();
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if(n.specialAction)
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{
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n.actionIsBlocked = !n.specialAction->canAct(ai, n);
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}
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auto blocker = ai->objectClusterizer->getBlocker(n);
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if(!blocker)
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continue;
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// blocker node
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path.nodes.push_back(n);
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break;
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}
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}
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}
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}
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}
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