mirror of
https://github.com/vcmi/vcmi.git
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178 lines
5.2 KiB
C++
178 lines
5.2 KiB
C++
/*
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* AINodeStorage.h, 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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#pragma once
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#define VCMI_TRACE_PATHFINDER 1
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "Actions/ISpecialAction.h"
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#include "Actors.h"
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#include <inttypes.h>
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struct AIPathNode : public CGPathNode
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{
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uint64_t danger;
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uint64_t armyLoss;
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uint32_t manaCost;
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const AIPathNode * chainOther;
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std::shared_ptr<const ISpecialAction> specialAction;
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const ChainActor * actor;
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};
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struct AIPathNodeInfo
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{
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float cost;
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int turns;
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int3 coord;
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uint64_t danger;
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const CGHeroInstance * targetHero;
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int parentIndex;
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};
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struct AIPath
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{
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std::vector<AIPathNodeInfo> nodes;
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std::shared_ptr<const ISpecialAction> specialAction;
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uint64_t targetObjectDanger;
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uint64_t armyLoss;
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const CGHeroInstance * targetHero;
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const CCreatureSet * heroArmy;
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uint64_t chainMask;
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AIPath();
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/// Gets danger of path excluding danger of visiting the target object like creature bank
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uint64_t getPathDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalDanger(HeroPtr hero) const;
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int3 firstTileToGet() const;
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int3 targetTile() const;
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const AIPathNodeInfo & firstNode() const;
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float movementCost() const;
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uint64_t getHeroStrength() const;
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std::string toString();
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};
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struct ExchangeCandidate : public AIPathNode
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{
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AIPathNode * carrierParent;
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AIPathNode * otherParent;
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};
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class AINodeStorage : public INodeStorage
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{
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private:
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int3 sizes;
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/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
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boost::multi_array<AIPathNode, 5> nodes;
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const CPlayerSpecificInfoCallback * cb;
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const VCAI * ai;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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std::vector<std::shared_ptr<ChainActor>> actors;
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std::vector<CGPathNode *> heroChain;
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bool heroChainPass; // true if we need to calculate hero chain
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int heroChainTurn;
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public:
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/// 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.
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static const int NUM_CHAINS = 5 * GameConstants::MAX_HEROES_PER_PLAYER;
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AINodeStorage(const int3 & sizes);
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~AINodeStorage();
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
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const AIPathNode * getAINode(const CGPathNode * node) const;
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void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
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bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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template<class NodeRange>
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bool hasBetterChain(
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const CGPathNode * source,
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const AIPathNode * destinationNode,
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const NodeRange & chains) const;
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boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
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std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
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bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
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void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
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void setTownsAndDwellings(
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const std::vector<const CGTownInstance *> & towns,
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const std::set<const CGObjectInstance *> & visitableObjs);
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const CGHeroInstance * getHero(const CGPathNode * node) const;
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const std::set<const CGHeroInstance *> getAllHeroes() const;
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void clear();
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bool calculateHeroChain();
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uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero) const
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{
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return dangerEvaluator->evaluateDanger(tile, hero, ai);
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}
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private:
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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void calculateHeroChain(
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AIPathNode * srcNode,
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const std::vector<AIPathNode *> & variants,
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std::vector<ExchangeCandidate> & result) const;
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void calculateHeroChain(
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AIPathNode * carrier,
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AIPathNode * other,
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std::vector<ExchangeCandidate> & result) const;
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void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
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void addHeroChain(const std::vector<ExchangeCandidate> & result);
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void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
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void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
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void commit(
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AIPathNode * destination,
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const AIPathNode * source,
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CGPathNode::ENodeAction action,
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int turn,
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int movementLeft,
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float cost) const;
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ExchangeCandidate calculateExchange(
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ChainActor * exchangeActor,
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AIPathNode * carrierParentNode,
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AIPathNode * otherParentNode) const;
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};
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