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vcmi/AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp
2023-04-02 10:10:17 +03:00

150 lines
3.7 KiB
C++

/*
* DangerHitMapAnalyzer.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 "lib/mapping/CMap.h" //for victory conditions
#include "../Engine/Nullkiller.h"
namespace NKAI
{
HitMapInfo HitMapInfo::NoTreat;
void DangerHitMapAnalyzer::updateHitMap()
{
if(upToDate)
return;
logAi->trace("Update danger hitmap");
upToDate = true;
auto start = std::chrono::high_resolution_clock::now();
auto cb = ai->cb.get();
auto mapSize = ai->cb->getMapSize();
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
enemyHeroAccessibleObjects.clear();
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
for(const CGObjectInstance * obj : ai->memory->visitableObjs)
{
if(obj->ID == Obj::HERO)
{
auto hero = dynamic_cast<const CGHeroInstance *>(obj);
heroes[hero->tempOwner][hero] = HeroRole::MAIN;
}
}
foreach_tile_pos([&](const int3 & pos){
hitMap[pos.x][pos.y][pos.z].reset();
});
for(auto pair : heroes)
{
if(!pair.first.isValidPlayer())
continue;
if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
continue;
ai->pathfinder->updatePaths(pair.second, PathfinderSettings());
boost::this_thread::interruption_point();
pforeachTilePos(mapSize, [&](const int3 & pos)
{
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
{
if(path.getFirstBlockedAction())
continue;
auto tileDanger = path.getHeroStrength();
auto turn = path.turn();
auto & node = hitMap[pos.x][pos.y][pos.z];
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
{
node.maximumDanger.danger = tileDanger;
node.maximumDanger.turn = turn;
node.maximumDanger.hero = path.targetHero;
}
if(turn < node.fastestDanger.turn
|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
{
node.fastestDanger.danger = tileDanger;
node.fastestDanger.turn = turn;
node.fastestDanger.hero = path.targetHero;
}
if(turn == 0)
{
auto objects = cb->getVisitableObjs(pos, false);
for(auto obj : objects)
{
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
enemyHeroAccessibleObjects[path.targetHero].insert(obj);
}
}
}
});
}
logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
}
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
{
int3 tile = path.targetTile();
int turn = path.turn();
const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
return (info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger))
|| (info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger));
}
const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * obj) const
{
auto tile = obj->visitablePos();
return getTileTreat(tile);
}
const HitMapNode & DangerHitMapAnalyzer::getTileTreat(const int3 & tile) const
{
const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
return info;
}
const std::set<const CGObjectInstance *> empty = {};
const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
{
auto result = enemyHeroAccessibleObjects.find(enemy);
if(result == enemyHeroAccessibleObjects.end())
{
return empty;
}
return result->second;
}
void DangerHitMapAnalyzer::reset()
{
upToDate = false;
}
}