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414 lines
10 KiB
C++
414 lines
10 KiB
C++
/*
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* AINodeStorage.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 "AINodeStorage.h"
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#include "Actions/TownPortalAction.h"
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#include "../Goals/Goals.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/PathfinderUtil.h"
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#include "../../../lib/CPlayerState.h"
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AINodeStorage::AINodeStorage(const int3 & Sizes)
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: sizes(Sizes)
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{
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nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
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dangerEvaluator.reset(new FuzzyHelper());
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}
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AINodeStorage::~AINodeStorage() = default;
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void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
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{
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//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
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int3 pos;
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const int3 sizes = gs->getMapSize();
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
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const PlayerColor player = hero->tempOwner;
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//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
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const bool useFlying = options.useFlying;
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const bool useWaterWalking = options.useWaterWalking;
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for(pos.x=0; pos.x < sizes.x; ++pos.x)
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{
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for(pos.y=0; pos.y < sizes.y; ++pos.y)
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{
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for(pos.z=0; pos.z < sizes.z; ++pos.z)
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{
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const TerrainTile * tile = &gs->map->getTile(pos);
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switch(tile->terType)
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{
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case ETerrainType::ROCK:
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break;
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case ETerrainType::WATER:
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resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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if(useWaterWalking)
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resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
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break;
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default:
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resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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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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const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
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{
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return static_cast<const AIPathNode *>(node);
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}
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void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
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{
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auto aiNode = static_cast<AIPathNode *>(node);
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updater(aiNode);
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}
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bool AINodeStorage::isBattleNode(const CGPathNode * node) const
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{
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return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
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}
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boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
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{
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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for(AIPathNode & node : chains)
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{
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if(node.chainMask == chainNumber)
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{
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return &node;
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}
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if(node.chainMask == 0)
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{
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node.chainMask = chainNumber;
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return &node;
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}
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}
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return boost::none;
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}
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std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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{
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auto hpos = hero->getPosition(false);
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auto initialNode =
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getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN)
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.get();
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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initialNode->danger = 0;
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initialNode->setCost(0.0);
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return {initialNode};
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}
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void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
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{
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for(int i = 0; i < NUM_CHAINS; i++)
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{
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AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
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heroNode.chainMask = 0;
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heroNode.danger = 0;
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heroNode.manaCost = 0;
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heroNode.specialAction.reset();
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heroNode.update(coord, layer, accessibility);
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}
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}
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void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
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{
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const AIPathNode * srcNode = getAINode(source.node);
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updateAINode(destination.node, [&](AIPathNode * dstNode)
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{
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dstNode->moveRemains = destination.movementLeft;
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dstNode->turns = destination.turn;
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dstNode->setCost(destination.cost);
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dstNode->danger = srcNode->danger;
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dstNode->action = destination.action;
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dstNode->theNodeBefore = srcNode->theNodeBefore;
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dstNode->manaCost = srcNode->manaCost;
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if(dstNode->specialAction)
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{
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dstNode->specialAction->applyOnDestination(getHero(), destination, source, dstNode, srcNode);
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}
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});
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}
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std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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neighbours.reserve(16);
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const AIPathNode * srcNode = getAINode(source.node);
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auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
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if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
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continue;
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neighbours.push_back(nextNode.get());
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}
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}
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return neighbours;
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}
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void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)
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{
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hero = heroPtr.get();
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cb = _ai->myCb.get();
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ai = _ai;
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}
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std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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if(source.isNodeObjectVisitable())
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{
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auto accessibleExits = pathfinderHelper->getTeleportExits(source);
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auto srcNode = getAINode(source.node);
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for(auto & neighbour : accessibleExits)
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{
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auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->chainMask);
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if(!node)
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continue;
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neighbours.push_back(node.get());
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}
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}
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if(hero->getPosition(false) == source.coord)
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{
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calculateTownPortalTeleportations(source, neighbours);
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}
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return neighbours;
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}
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void AINodeStorage::calculateTownPortalTeleportations(
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const PathNodeInfo & source,
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std::vector<CGPathNode *> & neighbours)
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{
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SpellID spellID = SpellID::TOWN_PORTAL;
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const CSpell * townPortal = spellID.toSpell();
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auto srcNode = getAINode(source.node);
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if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
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{
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auto towns = cb->getTownsInfo(false);
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vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
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{
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return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
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});
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if(!towns.size())
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{
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return;
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}
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// TODO: Copy/Paste from TownPortalMechanics
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auto skillLevel = hero->getSpellSchoolLevel(townPortal);
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auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
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if(hero->movement < movementCost)
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{
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return;
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}
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if(skillLevel < SecSkillLevel::ADVANCED)
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{
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const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
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{
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return hero->visitablePos().dist2dSQ(t->visitablePos());
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});
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towns = std::vector<const CGTownInstance *>{ nearestTown };
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}
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for(const CGTownInstance * targetTown : towns)
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{
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if(targetTown->visitingHero)
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continue;
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auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->chainMask | CAST_CHAIN);
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if(nodeOptional)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Adding town portal node at %s", targetTown->name);
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#endif
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AIPathNode * node = nodeOptional.get();
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node->theNodeBefore = source.node;
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node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
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node->moveRemains = source.node->moveRemains;
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neighbours.push_back(node);
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}
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}
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}
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}
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bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
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{
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auto pos = destination.coord;
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auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
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auto destinationNode = getAINode(destination.node);
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for(const AIPathNode & node : chains)
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{
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auto sameNode = node.chainMask == destinationNode->chainMask;
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if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
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{
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continue;
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}
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if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
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{
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if(node.getCost() < destinationNode->getCost())
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
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source.coord.toString(),
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destination.coord.toString(),
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destinationNode->chainMask,
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node.moveRemains - destinationNode->moveRemains);
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#endif
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return true;
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}
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}
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}
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return false;
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}
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bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
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{
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const AIPathNode & node = nodes[pos.x][pos.y][pos.z][layer][0];
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return node.action != CGPathNode::ENodeAction::UNKNOWN;
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}
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std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
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{
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std::vector<AIPath> paths;
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auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
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auto initialPos = hero->visitablePos();
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for(const AIPathNode & node : chains)
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{
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if(node.action == CGPathNode::ENodeAction::UNKNOWN)
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{
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continue;
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}
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AIPath path;
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const AIPathNode * current = &node;
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while(current != nullptr && current->coord != initialPos)
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{
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AIPathNodeInfo pathNode;
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pathNode.cost = current->getCost();
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pathNode.turns = current->turns;
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pathNode.danger = current->danger;
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pathNode.coord = current->coord;
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path.nodes.push_back(pathNode);
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path.specialAction = current->specialAction;
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current = getAINode(current->theNodeBefore);
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}
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path.targetObjectDanger = evaluateDanger(pos);
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paths.push_back(path);
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}
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return paths;
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}
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AIPath::AIPath()
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: nodes({})
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{
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}
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int3 AIPath::firstTileToGet() const
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{
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if(nodes.size())
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{
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return nodes.back().coord;
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}
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return int3(-1, -1, -1);
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}
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uint64_t AIPath::getPathDanger() const
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{
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if(nodes.size())
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{
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return nodes.front().danger;
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}
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return 0;
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}
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float AIPath::movementCost() const
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{
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if(nodes.size())
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{
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return nodes.front().cost;
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}
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// TODO: boost:optional?
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return 0.0;
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}
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uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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{
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uint64_t pathDanger = getPathDanger();
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uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
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return danger;
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}
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