Files
vcmi/AI/Nullkiller2/Pathfinding/AINodeStorage.h
T
Michał Zaremba 01cddcecca Fix branched hero chain reconstruction to preserve order and parent links
Fix reconstruction of branched hero chains so branch nodes keep their
original ordering and parentIndex links remain valid.
Previously, reconstructed paths could connect nodes in the wrong sequence,
which produced invalid handoff paths during chain execution.
2026-05-17 22:42:11 +02:00

349 lines
9.5 KiB
C++

/*
* AINodeStorage.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
*
*/
#pragma once
#define NK2AI_PATHFINDER_TRACE_LEVEL 0
constexpr int NK2AI_GRAPH_TRACE_LEVEL = 0; // To actually enable graph visualization, enter `/vslog graph` in game chat
#define NK2AI_TRACE_LEVEL 0
#include "../../../lib/pathfinder/CGPathNode.h"
#include "../../../lib/pathfinder/INodeStorage.h"
#include "Actions/SpecialAction.h"
#include "Actors.h"
namespace NK2AI
{
namespace AIPathfinding
{
const int CHAIN_MAX_DEPTH = 4;
}
enum DayFlags : ui8
{
NONE = 0,
FLY_CAST = 1,
WATER_WALK_CAST = 2
};
struct AIPathNode : public CGPathNode
{
std::shared_ptr<const SpecialAction> specialAction;
const AIPathNode * chainOther = nullptr;
const ChainActor * actor = nullptr;
uint64_t danger;
uint64_t armyLoss;
uint32_t version;
int16_t manaCost;
DayFlags dayFlags;
void addSpecialAction(std::shared_ptr<const SpecialAction> action);
inline void reset(EPathfindingLayer layer, EPathAccessibility accessibility)
{
CGPathNode::reset();
actor = nullptr;
danger = 0;
manaCost = 0;
specialAction.reset();
armyLoss = 0;
chainOther = nullptr;
dayFlags = DayFlags::NONE;
this->layer = layer;
accessible = accessibility;
}
};
struct AIPathNodeInfo
{
float cost;
uint8_t turns;
int3 coord;
EPathfindingLayer layer;
uint64_t danger;
const CGHeroInstance * targetHero;
int parentIndex;
uint64_t chainMask;
std::shared_ptr<const SpecialAction> specialAction;
bool actionIsBlocked;
};
struct AIPath
{
using NodesVector = boost::container::small_vector<AIPathNodeInfo, 16>;
NodesVector nodes;
uint64_t targetObjectDanger;
uint64_t armyLoss;
uint64_t targetObjectArmyLoss;
const CGHeroInstance * targetHero;
const CCreatureSet * heroArmy;
uint64_t chainMask;
uint8_t exchangeCount;
AIPath();
/// Gets danger of path excluding danger of visiting the target object like creature bank
uint64_t getPathDanger() const;
/// Gets danger of path including danger of visiting the target object like creature bank
uint64_t getTotalDanger() const;
/// Gets danger of path including danger of visiting the target object like creature bank
uint64_t getTotalArmyLoss() const;
int3 firstTileToGet() const;
int3 targetTile() const;
const AIPathNodeInfo & firstNode() const;
const AIPathNodeInfo & targetNode() const;
float movementCost() const;
uint8_t turn() const;
uint64_t getHeroStrength() const;
std::string toString() const;
std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
bool containsHero(const CGHeroInstance * hero) const;
};
struct ExchangeCandidate : public AIPathNode
{
AIPathNode * carrierParent = nullptr;
AIPathNode * otherParent = nullptr;
};
enum EHeroChainPass
{
INITIAL, // single heroes unlimited distance
CHAIN, // chains with limited distance
FINAL // same as SINGLE but for heroes from CHAIN pass
};
class AISharedStorage
{
// 1-3 - position on map[z][x][y]
// 4 - chain + layer (normal, battle, spellcast and combinations, water, air)
static std::shared_ptr<boost::multi_array<AIPathNode, 4>> shared;
std::shared_ptr<boost::multi_array<AIPathNode, 4>> nodes;
public:
static std::mutex locker;
static uint32_t version;
explicit AISharedStorage(int3 sizes, int numChains, const CCallback & cc);
~AISharedStorage();
STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile) const
{
return (*nodes)[tile.z][tile.x][tile.y];
}
};
class AINodeStorage : public INodeStorage
{
private:
int3 sizes;
std::unique_ptr<boost::multi_array<EPathAccessibility, 4>> accessibility;
Nullkiller * aiNk; // TODO: Mircea: Replace with &
AISharedStorage nodes;
std::vector<std::shared_ptr<ChainActor>> actors;
std::vector<CGPathNode *> heroChain;
EHeroChainPass heroChainPass; // true if we need to calculate hero chain
uint64_t chainMask;
int heroChainTurn;
int heroChainMaxTurns;
PlayerColor playerID;
uint8_t turnDistanceLimit[2];
public:
/// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
AINodeStorage(Nullkiller * aiNk, const int3 & sizes);
~AINodeStorage() override;
void initialize(const PathfinderOptions & options, const IGameInfoCallback & gameInfo) override;
bool increaseHeroChainTurnLimit();
bool selectFirstActor();
bool selectNextActor();
int getBucketCount() const;
int getBucketSize() const;
std::vector<CGPathNode *> getInitialNodes() override;
virtual void calculateNeighbours(
std::vector<CGPathNode *> & result,
const PathNodeInfo & source,
EPathfindingLayer layer,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
void commit(
AIPathNode * destination,
const AIPathNode * source,
EPathNodeAction action,
int turn,
int movementLeft,
float cost,
bool saveToCommitted = true) const;
inline const AIPathNode * getAINode(const CGPathNode * node) const
{
return static_cast<const AIPathNode *>(node);
}
inline void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater)
{
auto * aiNode = static_cast<AIPathNode *>(node);
updater(aiNode);
}
inline const CGHeroInstance * getHero(const CGPathNode * node) const
{
const auto * aiNode = getAINode(node);
return aiNode->actor->hero;
}
inline bool blocked(const int3 & tile, EPathfindingLayer layer) const
{
EPathAccessibility accessible = getAccessibility(tile, layer);
return accessible == EPathAccessibility::NOT_SET
|| accessible == EPathAccessibility::BLOCKED;
}
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
bool hasBetterChain(const CGPathNode * source, const AIPathNode & candidateNode) const;
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode & destinationNode,
const NodeRange & chains) const;
bool isOtherChainBetter(
const CGPathNode * source,
const AIPathNode & candidateNode,
const AIPathNode & other) const;
bool isMovementInefficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
return hasBetterChain(source, destination);
}
bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
void calculateChainInfo(std::vector<AIPath> & paths, const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const HeroPtr & heroPtr, const int3 & pos, const EPathfindingLayer layer) const;
void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }
void setMainTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::MAIN] = distanceLimit; }
void setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns,
const std::set<const CGObjectInstance *> & visitableObjs);
const std::set<const CGHeroInstance *> getAllHeroes() const;
void clear();
bool calculateHeroChain();
bool calculateHeroChainFinal();
uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const;
inline EPathAccessibility getAccessibility(const int3 & tile, EPathfindingLayer layer) const
{
return (*this->accessibility)[tile.z][tile.x][tile.y][layer.getNum()];
}
inline void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility tileAccessibility)
{
(*this->accessibility)[tile.z][tile.x][tile.y][layer.getNum()] = tileAccessibility;
}
void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
using RealMoveMasksByHero = std::map<const CGHeroInstance *, uint64_t>;
STRONG_INLINE bool isRealMovementNode(const AIPathNode * node) const
{
return node && node->actor && node->actor->hero && node->coord != node->actor->hero->visitablePos();
}
// Reconstructs an AIPath by walking theNodeBefore / chainOther, appending branch nodes first and linking them via parentIndex
// Returns false when reconstruction would assign conflicting real-move chainMasks to the same hero
bool tryReconstructChainInfo(const AIPathNode * node, AIPath & path, int & parentIndex, RealMoveMasksByHero & realMoveMasks) const;
template<typename Fn>
void iterateValidNodes(const int3 & pos, EPathfindingLayer layer, Fn fn)
{
if(blocked(pos, layer))
return;
auto chains = nodes.get(pos);
for(AIPathNode & node : chains)
{
if(node.version != AISharedStorage::version || node.layer != layer)
continue;
fn(node);
}
}
template<typename Fn>
bool iterateValidNodesUntil(const int3 & pos, EPathfindingLayer layer, Fn predicate) const
{
if(blocked(pos, layer))
return false;
auto chains = nodes.get(pos);
for(AIPathNode & node : chains)
{
if(node.version != AISharedStorage::version || node.layer != layer)
continue;
if(predicate(node))
return true;
}
return false;
}
private:
template<class TVector>
void calculateTownPortal(
const ChainActor * actor,
const std::map<const CGHeroInstance *, int> & maskMap,
const std::vector<CGPathNode *> & initialNodes,
TVector & output);
};
}