mirror of
https://github.com/vcmi/vcmi.git
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1612 lines
41 KiB
C++
1612 lines
41 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 "Actions/WhirlpoolAction.h"
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#include "../Goals/Goals.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.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/pathfinder/CPathfinder.h"
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#include "../../../lib/pathfinder/PathfinderUtil.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../lib/CPlayerState.h"
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namespace NKAI
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{
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std::shared_ptr<boost::multi_array<AIPathNode, 4>> AISharedStorage::shared;
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uint32_t AISharedStorage::version = 0;
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boost::mutex AISharedStorage::locker;
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std::set<int3> committedTiles;
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std::set<int3> committedTilesInitial;
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const uint64_t FirstActorMask = 1;
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const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
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const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
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const uint64_t CHAIN_MAX_DEPTH = 4;
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const bool DO_NOT_SAVE_TO_COMMITTED_TILES = false;
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AISharedStorage::AISharedStorage(int3 sizes)
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{
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if(!shared){
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shared.reset(new boost::multi_array<AIPathNode, 4>(
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boost::extents[sizes.z][sizes.x][sizes.y][AIPathfinding::NUM_CHAINS]));
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nodes = shared;
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foreach_tile_pos([&](const int3 & pos)
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{
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for(auto i = 0; i < AIPathfinding::NUM_CHAINS; i++)
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{
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auto & node = get(pos)[i];
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node.version = -1;
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node.coord = pos;
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}
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});
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}
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else
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nodes = shared;
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}
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AISharedStorage::~AISharedStorage()
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{
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nodes.reset();
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if(shared && shared.use_count() == 1)
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{
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shared.reset();
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}
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}
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void AIPathNode::addSpecialAction(std::shared_ptr<const SpecialAction> action)
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{
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if(!specialAction)
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{
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specialAction = action;
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}
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else
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{
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auto parts = specialAction->getParts();
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if(parts.empty())
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{
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parts.push_back(specialAction);
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}
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parts.push_back(action);
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specialAction = std::make_shared<CompositeAction>(parts);
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}
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}
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AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
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: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes)
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{
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accessibility = std::make_unique<boost::multi_array<EPathAccessibility, 4>>(
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boost::extents[sizes.z][sizes.x][sizes.y][EPathfindingLayer::NUM_LAYERS]);
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dangerEvaluator.reset(new FuzzyHelper(ai));
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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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if(heroChainPass != EHeroChainPass::INITIAL)
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return;
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AISharedStorage::version++;
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//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
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const PlayerColor fowPlayer = ai->playerID;
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
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const int3 sizes = gs->getMapSize();
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//Each thread gets different x, but an array of y located next to each other in memory
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tbb::parallel_for(tbb::blocked_range<size_t>(0, sizes.x), [&](const tbb::blocked_range<size_t>& r)
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{
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int3 pos;
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for(pos.z = 0; pos.z < sizes.z; ++pos.z)
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{
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const bool useFlying = options.useFlying;
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const bool useWaterWalking = options.useWaterWalking;
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const PlayerColor player = playerID;
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for(pos.x = r.begin(); pos.x != r.end(); ++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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const TerrainTile & tile = gs->map->getTile(pos);
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if (!tile.terType->isPassable())
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continue;
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if (tile.terType->isWater())
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{
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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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}
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else
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{
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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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}
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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 AINodeStorage::clear()
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{
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actors.clear();
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committedTiles.clear();
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heroChainPass = EHeroChainPass::INITIAL;
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heroChainTurn = 0;
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heroChainMaxTurns = 1;
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turnDistanceLimit[HeroRole::MAIN] = 255;
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turnDistanceLimit[HeroRole::SCOUT] = 255;
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}
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std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
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const int3 & pos,
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const EPathfindingLayer layer,
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const ChainActor * actor)
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{
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int bucketIndex = ((uintptr_t)actor + static_cast<uint32_t>(layer)) % AIPathfinding::BUCKET_COUNT;
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int bucketOffset = bucketIndex * AIPathfinding::BUCKET_SIZE;
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auto chains = nodes.get(pos);
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if(blocked(pos, layer))
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{
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return std::nullopt;
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}
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for(auto i = AIPathfinding::BUCKET_SIZE - 1; i >= 0; i--)
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{
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AIPathNode & node = chains[i + bucketOffset];
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if(node.version != AISharedStorage::version)
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{
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node.reset(layer, getAccessibility(pos, layer));
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node.version = AISharedStorage::version;
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node.actor = actor;
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return &node;
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}
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if(node.actor == actor && node.layer == layer)
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{
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return &node;
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}
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}
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return std::nullopt;
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}
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std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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{
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if(heroChainPass)
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{
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if(heroChainTurn == 0)
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calculateTownPortalTeleportations(heroChain);
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return heroChain;
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}
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std::vector<CGPathNode *> initialNodes;
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for(auto actorPtr : actors)
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{
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ChainActor * actor = actorPtr.get();
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auto allocated = getOrCreateNode(actor->initialPosition, actor->layer, actor);
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if(!allocated)
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continue;
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AIPathNode * initialNode = allocated.value();
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initialNode->pq = nullptr;
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initialNode->turns = actor->initialTurn;
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initialNode->moveRemains = actor->initialMovement;
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initialNode->danger = 0;
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initialNode->setCost(actor->initialTurn);
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initialNode->action = EPathNodeAction::NORMAL;
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if(actor->isMovable)
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{
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initialNodes.push_back(initialNode);
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}
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else
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{
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initialNode->locked = true;
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}
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}
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if(heroChainTurn == 0)
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calculateTownPortalTeleportations(initialNodes);
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return initialNodes;
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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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commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
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// regular pathfinder can not go directly through whirlpool
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bool isWhirlpoolTeleport = destination.nodeObject
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&& destination.nodeObject->ID == Obj::WHIRLPOOL;
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if(srcNode->specialAction
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|| srcNode->chainOther
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|| isWhirlpoolTeleport)
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{
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// there is some action on source tile which should be performed before we can bypass it
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dstNode->theNodeBefore = source.node;
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if(isWhirlpoolTeleport)
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{
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if(dstNode->actor->creatureSet->Slots().size() == 1
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&& dstNode->actor->creatureSet->Slots().begin()->second->getCount() == 1)
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{
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return;
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}
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auto weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](std::pair<SlotID, const CStackInstance *> pair) -> int
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{
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return pair.second->getCount() * pair.second->getCreatureID().toCreature()->getAIValue();
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});
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if(weakest == dstNode->actor->creatureSet->Slots().end())
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{
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logAi->debug("Empty army entering whirlpool detected at tile %s", dstNode->coord.toString());
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destination.blocked = true;
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return;
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}
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if(dstNode->actor->creatureSet->getFreeSlots().size())
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dstNode->armyLoss += weakest->second->getCreatureID().toCreature()->getAIValue();
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else
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dstNode->armyLoss += (weakest->second->getCount() + 1) / 2 * weakest->second->getCreatureID().toCreature()->getAIValue();
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dstNode->specialAction = AIPathfinding::WhirlpoolAction::instance;
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}
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}
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if(dstNode->specialAction && dstNode->actor)
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{
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dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
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}
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});
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}
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void AINodeStorage::commit(
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AIPathNode * destination,
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const AIPathNode * source,
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EPathNodeAction action,
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int turn,
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int movementLeft,
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float cost,
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bool saveToCommitted) const
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{
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destination->action = action;
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destination->setCost(cost);
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destination->moveRemains = movementLeft;
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destination->turns = turn;
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destination->armyLoss = source->armyLoss;
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destination->manaCost = source->manaCost;
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destination->danger = source->danger;
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destination->theNodeBefore = source->theNodeBefore;
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destination->chainOther = nullptr;
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Committed %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
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source->coord.toString(),
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destination->coord.toString(),
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destination->layer,
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destination->getCost(),
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std::to_string(destination->turns),
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destination->moveRemains,
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destination->actor->toString(),
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destination->actor->chainMask,
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destination->actor->armyValue);
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#endif
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if(saveToCommitted && destination->turns <= heroChainTurn)
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{
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committedTiles.insert(destination->coord);
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}
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if(destination->turns == source->turns)
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{
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destination->dayFlags = source->dayFlags;
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}
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}
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void AINodeStorage::calculateNeighbours(
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std::vector<CGPathNode *> & result,
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const PathNodeInfo & source,
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EPathfindingLayer layer,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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NeighbourTilesVector accessibleNeighbourTiles;
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result.clear();
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pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
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const AIPathNode * srcNode = getAINode(source.node);
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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if(getAccessibility(neighbour, layer) == EPathAccessibility::NOT_SET)
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Node %s rejected for %s, layer %d because of inaccessibility",
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neighbour.toString(),
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source.coord.toString(),
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static_cast<int32_t>(layer));
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#endif
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continue;
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}
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auto nextNode = getOrCreateNode(neighbour, layer, srcNode->actor);
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if(!nextNode)
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Failed to allocate node at %s[%d]",
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neighbour.toString(),
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static_cast<int32_t>(layer));
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#endif
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continue;
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}
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Node %s added to neighbors of %s, layer %d",
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neighbour.toString(),
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source.coord.toString(),
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static_cast<int32_t>(layer));
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#endif
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result.push_back(nextNode.value());
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}
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}
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constexpr std::array phisycalLayers = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
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bool AINodeStorage::increaseHeroChainTurnLimit()
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{
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if(heroChainTurn >= heroChainMaxTurns)
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return false;
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heroChainTurn++;
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committedTiles.clear();
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for(auto layer : phisycalLayers)
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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iterateValidNodesUntil(pos, layer, [&](AIPathNode & node)
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{
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if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
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{
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committedTiles.insert(pos);
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return true;
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}
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return false;
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});
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});
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}
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return true;
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}
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bool AINodeStorage::calculateHeroChainFinal()
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{
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heroChainPass = EHeroChainPass::FINAL;
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heroChain.resize(0);
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for(auto layer : phisycalLayers)
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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iterateValidNodes(pos, layer, [&](AIPathNode & node)
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{
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if(node.turns > heroChainTurn
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&& !node.locked
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&& node.action != EPathNodeAction::UNKNOWN
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&& node.actor->actorExchangeCount > 1
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&& !hasBetterChain(&node, node))
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{
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heroChain.push_back(&node);
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}
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});
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});
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}
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return heroChain.size();
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}
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struct DelayedWork
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{
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AIPathNode * carrier;
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AIPathNode * other;
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DelayedWork()
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{
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}
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DelayedWork(AIPathNode * carrier, AIPathNode * other) : carrier(carrier), other(other)
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{
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}
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};
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class HeroChainCalculationTask
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{
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private:
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AINodeStorage & storage;
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std::vector<AIPathNode *> existingChains;
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std::vector<ExchangeCandidate> newChains;
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uint64_t chainMask;
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int heroChainTurn;
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std::vector<CGPathNode *> heroChain;
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const std::vector<int3> & tiles;
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std::vector<DelayedWork> delayedWork;
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public:
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HeroChainCalculationTask(
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AINodeStorage & storage, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
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:existingChains(), newChains(), delayedWork(), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
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{
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existingChains.reserve(AIPathfinding::NUM_CHAINS);
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newChains.reserve(AIPathfinding::NUM_CHAINS);
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}
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void execute(const tbb::blocked_range<size_t>& r)
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{
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std::random_device randomDevice;
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std::mt19937 randomEngine(randomDevice());
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for(int i = r.begin(); i != r.end(); i++)
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{
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auto & pos = tiles[i];
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for(auto layer : phisycalLayers)
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{
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existingChains.clear();
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storage.iterateValidNodes(pos, layer, [this](AIPathNode & node)
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{
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if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
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existingChains.push_back(&node);
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});
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if(existingChains.empty())
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continue;
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newChains.clear();
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std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
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for(AIPathNode * node : existingChains)
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{
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if(node->actor->isMovable)
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{
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calculateHeroChain(node, existingChains, newChains);
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}
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}
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for(auto delayed = delayedWork.begin(); delayed != delayedWork.end();)
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{
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auto newActor = delayed->carrier->actor->tryExchangeNoLock(delayed->other->actor);
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if(!newActor.lockAcquired) continue;
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if(newActor.actor)
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{
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newChains.push_back(calculateExchange(newActor.actor, delayed->carrier, delayed->other));
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}
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delayed++;
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}
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delayedWork.clear();
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|
|
|
cleanupInefectiveChains(newChains);
|
|
addHeroChain(newChains);
|
|
}
|
|
}
|
|
}
|
|
|
|
void calculateHeroChain(
|
|
AIPathNode * srcNode,
|
|
const std::vector<AIPathNode *> & variants,
|
|
std::vector<ExchangeCandidate> & result);
|
|
|
|
void calculateHeroChain(
|
|
AIPathNode * carrier,
|
|
AIPathNode * other,
|
|
std::vector<ExchangeCandidate> & result);
|
|
|
|
void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
|
|
void addHeroChain(const std::vector<ExchangeCandidate> & result);
|
|
|
|
ExchangeCandidate calculateExchange(
|
|
ChainActor * exchangeActor,
|
|
AIPathNode * carrierParentNode,
|
|
AIPathNode * otherParentNode) const;
|
|
|
|
void flushResult(std::vector<CGPathNode *> & result)
|
|
{
|
|
vstd::concatenate(result, heroChain);
|
|
}
|
|
};
|
|
|
|
bool AINodeStorage::calculateHeroChain()
|
|
{
|
|
std::random_device randomDevice;
|
|
std::mt19937 randomEngine(randomDevice());
|
|
|
|
heroChainPass = EHeroChainPass::CHAIN;
|
|
heroChain.clear();
|
|
|
|
std::vector<int3> data(committedTiles.begin(), committedTiles.end());
|
|
|
|
if(data.size() > 100)
|
|
{
|
|
boost::mutex resultMutex;
|
|
|
|
std::shuffle(data.begin(), data.end(), randomEngine);
|
|
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(0, data.size()), [&](const tbb::blocked_range<size_t>& r)
|
|
{
|
|
//auto r = blocked_range<size_t>(0, data.size());
|
|
HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
|
|
|
|
task.execute(r);
|
|
|
|
{
|
|
boost::lock_guard<boost::mutex> resultLock(resultMutex);
|
|
|
|
task.flushResult(heroChain);
|
|
}
|
|
});
|
|
}
|
|
else
|
|
{
|
|
auto r = tbb::blocked_range<size_t>(0, data.size());
|
|
HeroChainCalculationTask task(*this, data, chainMask, heroChainTurn);
|
|
|
|
task.execute(r);
|
|
task.flushResult(heroChain);
|
|
}
|
|
|
|
committedTiles.clear();
|
|
|
|
return !heroChain.empty();
|
|
}
|
|
|
|
bool AINodeStorage::selectFirstActor()
|
|
{
|
|
if(actors.empty())
|
|
return false;
|
|
|
|
auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t
|
|
{
|
|
return actor->armyValue;
|
|
});
|
|
|
|
chainMask = strongest->chainMask;
|
|
committedTilesInitial = committedTiles;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool AINodeStorage::selectNextActor()
|
|
{
|
|
auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr<ChainActor> actor)-> bool
|
|
{
|
|
return actor->chainMask == chainMask;
|
|
});
|
|
|
|
auto nextActor = actors.end();
|
|
|
|
for(auto actor = actors.begin(); actor != actors.end(); actor++)
|
|
{
|
|
if(actor->get()->armyValue > currentActor->get()->armyValue
|
|
|| (actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(nextActor == actors.end()
|
|
|| actor->get()->armyValue > nextActor->get()->armyValue)
|
|
{
|
|
nextActor = actor;
|
|
}
|
|
}
|
|
|
|
if(nextActor != actors.end())
|
|
{
|
|
if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)
|
|
return false;
|
|
|
|
chainMask = nextActor->get()->chainMask;
|
|
committedTiles = committedTilesInitial;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
uint64_t AINodeStorage::evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
|
|
{
|
|
float fightingStrength = ai->heroManager->getFightingStrengthCached(hero);
|
|
double ratio = (double)danger / (armyValue * fightingStrength);
|
|
|
|
return (uint64_t)(armyValue * ratio * ratio);
|
|
}
|
|
|
|
void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
|
|
{
|
|
vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
|
|
{
|
|
auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, chainInfo)
|
|
|| storage.hasBetterChain(chainInfo.carrierParent, chainInfo, result);
|
|
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
if(isNotEffective)
|
|
{
|
|
logAi->trace(
|
|
"Skip exchange %s[%x] -> %s[%x] at %s is inefficient",
|
|
chainInfo.otherParent->actor->toString(),
|
|
chainInfo.otherParent->actor->chainMask,
|
|
chainInfo.carrierParent->actor->toString(),
|
|
chainInfo.carrierParent->actor->chainMask,
|
|
chainInfo.carrierParent->coord.toString());
|
|
}
|
|
#endif
|
|
|
|
return isNotEffective;
|
|
});
|
|
}
|
|
|
|
void HeroChainCalculationTask::calculateHeroChain(
|
|
AIPathNode * srcNode,
|
|
const std::vector<AIPathNode *> & variants,
|
|
std::vector<ExchangeCandidate> & result)
|
|
{
|
|
for(AIPathNode * node : variants)
|
|
{
|
|
if(node == srcNode || !node->actor || node->version != AISharedStorage::version)
|
|
continue;
|
|
|
|
if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
|
|
continue;
|
|
|
|
if(node->actor->actorExchangeCount + srcNode->actor->actorExchangeCount > CHAIN_MAX_DEPTH)
|
|
continue;
|
|
|
|
if(node->action == EPathNodeAction::BATTLE
|
|
|| node->action == EPathNodeAction::TELEPORT_BATTLE
|
|
|| node->action == EPathNodeAction::TELEPORT_NORMAL
|
|
|| node->action == EPathNodeAction::TELEPORT_BLOCKING_VISIT)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(node->turns > heroChainTurn
|
|
|| (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
|
|
|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Skip exchange %s[%x] -> %s[%x] at %s because of %s",
|
|
node->actor->toString(),
|
|
node->actor->chainMask,
|
|
srcNode->actor->toString(),
|
|
srcNode->actor->chainMask,
|
|
srcNode->coord.toString(),
|
|
(node->turns > heroChainTurn
|
|
? "turn limit"
|
|
: (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
|
|
? "action unknown"
|
|
: "chain mask"));
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Thy exchange %s[%x] -> %s[%x] at %s",
|
|
node->actor->toString(),
|
|
node->actor->chainMask,
|
|
srcNode->actor->toString(),
|
|
srcNode->actor->chainMask,
|
|
srcNode->coord.toString());
|
|
#endif
|
|
|
|
calculateHeroChain(srcNode, node, result);
|
|
}
|
|
}
|
|
|
|
void HeroChainCalculationTask::calculateHeroChain(
|
|
AIPathNode * carrier,
|
|
AIPathNode * other,
|
|
std::vector<ExchangeCandidate> & result)
|
|
{
|
|
if(carrier->armyLoss < carrier->actor->armyValue
|
|
&& (carrier->action != EPathNodeAction::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
|
|
&& carrier->action != EPathNodeAction::BLOCKING_VISIT
|
|
&& (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue))
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Exchange allowed %s[%x] -> %s[%x] at %s",
|
|
other->actor->toString(),
|
|
other->actor->chainMask,
|
|
carrier->actor->toString(),
|
|
carrier->actor->chainMask,
|
|
carrier->coord.toString());
|
|
#endif
|
|
|
|
if(other->actor->isMovable)
|
|
{
|
|
bool hasLessMp = carrier->turns > other->turns || (carrier->turns == other->turns && carrier->moveRemains < other->moveRemains);
|
|
bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
|
|
|
|
if(hasLessMp && hasLessExperience)
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace("Exchange at %s is inefficient. Blocked.", carrier->coord.toString());
|
|
#endif
|
|
return;
|
|
}
|
|
}
|
|
|
|
auto newActor = carrier->actor->tryExchangeNoLock(other->actor);
|
|
|
|
if(!newActor.lockAcquired) delayedWork.push_back(DelayedWork(carrier, other));
|
|
if(newActor.actor) result.push_back(calculateExchange(newActor.actor, carrier, other));
|
|
}
|
|
}
|
|
|
|
void HeroChainCalculationTask::addHeroChain(const std::vector<ExchangeCandidate> & result)
|
|
{
|
|
for(const ExchangeCandidate & chainInfo : result)
|
|
{
|
|
auto carrier = chainInfo.carrierParent;
|
|
auto newActor = chainInfo.actor;
|
|
auto other = chainInfo.otherParent;
|
|
auto chainNodeOptional = storage.getOrCreateNode(carrier->coord, carrier->layer, newActor);
|
|
|
|
if(!chainNodeOptional)
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
auto exchangeNode = chainNodeOptional.value();
|
|
|
|
if(exchangeNode->action != EPathNodeAction::UNKNOWN)
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Skip exchange %s[%x] -> %s[%x] at %s because node is in use",
|
|
other->actor->toString(),
|
|
other->actor->chainMask,
|
|
carrier->actor->toString(),
|
|
carrier->actor->chainMask,
|
|
carrier->coord.toString());
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if(exchangeNode->turns != 0xFF && exchangeNode->getCost() < chainInfo.getCost())
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Skip exchange %s[%x] -> %s[%x] at %s because not effective enough. %f < %f",
|
|
other->actor->toString(),
|
|
other->actor->chainMask,
|
|
carrier->actor->toString(),
|
|
carrier->actor->chainMask,
|
|
carrier->coord.toString(),
|
|
exchangeNode->getCost(),
|
|
chainInfo.getCost());
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
storage.commit(
|
|
exchangeNode,
|
|
carrier,
|
|
carrier->action,
|
|
chainInfo.turns,
|
|
chainInfo.moveRemains,
|
|
chainInfo.getCost(),
|
|
DO_NOT_SAVE_TO_COMMITTED_TILES);
|
|
|
|
if(carrier->specialAction || carrier->chainOther)
|
|
{
|
|
// there is some action on source tile which should be performed before we can bypass it
|
|
exchangeNode->theNodeBefore = carrier;
|
|
}
|
|
|
|
if(exchangeNode->actor->actorAction)
|
|
{
|
|
exchangeNode->theNodeBefore = carrier;
|
|
exchangeNode->addSpecialAction(exchangeNode->actor->actorAction);
|
|
}
|
|
|
|
exchangeNode->chainOther = other;
|
|
exchangeNode->armyLoss = chainInfo.armyLoss;
|
|
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
|
|
exchangeNode->coord.toString(),
|
|
other->actor->toString(),
|
|
exchangeNode->actor->toString(),
|
|
exchangeNode->actor->chainMask,
|
|
exchangeNode->getCost(),
|
|
std::to_string(exchangeNode->turns),
|
|
exchangeNode->moveRemains,
|
|
exchangeNode->actor->armyValue);
|
|
#endif
|
|
heroChain.push_back(exchangeNode);
|
|
}
|
|
}
|
|
|
|
ExchangeCandidate HeroChainCalculationTask::calculateExchange(
|
|
ChainActor * exchangeActor,
|
|
AIPathNode * carrierParentNode,
|
|
AIPathNode * otherParentNode) const
|
|
{
|
|
ExchangeCandidate candidate;
|
|
|
|
candidate.layer = carrierParentNode->layer;
|
|
candidate.coord = carrierParentNode->coord;
|
|
candidate.carrierParent = carrierParentNode;
|
|
candidate.otherParent = otherParentNode;
|
|
candidate.actor = exchangeActor;
|
|
candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
|
|
candidate.turns = carrierParentNode->turns;
|
|
candidate.setCost(carrierParentNode->getCost() + otherParentNode->getCost() / 1000.0);
|
|
candidate.moveRemains = carrierParentNode->moveRemains;
|
|
candidate.danger = carrierParentNode->danger;
|
|
|
|
if(carrierParentNode->turns < otherParentNode->turns)
|
|
{
|
|
int moveRemains = exchangeActor->maxMovePoints(carrierParentNode->layer);
|
|
float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
|
|
+ carrierParentNode->moveRemains / (float)moveRemains;
|
|
|
|
candidate.turns = otherParentNode->turns;
|
|
candidate.setCost(candidate.getCost() + waitingCost);
|
|
candidate.moveRemains = moveRemains;
|
|
}
|
|
|
|
return candidate;
|
|
}
|
|
|
|
const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
|
|
{
|
|
std::set<const CGHeroInstance *> heroes;
|
|
|
|
for(auto actor : actors)
|
|
{
|
|
if(actor->hero)
|
|
heroes.insert(actor->hero);
|
|
}
|
|
|
|
return heroes;
|
|
}
|
|
|
|
bool AINodeStorage::isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
|
|
{
|
|
if(heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
auto aiNode = getAINode(destination.node);
|
|
|
|
if(heroChainPass != EHeroChainPass::CHAIN
|
|
&& destination.node->turns > turnDistanceLimit[aiNode->actor->heroRole])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
|
|
{
|
|
playerID = ai->playerID;
|
|
|
|
for(auto & hero : heroes)
|
|
{
|
|
// do not allow our own heroes in garrison to act on map
|
|
if(hero.first->getOwner() == ai->playerID
|
|
&& hero.first->inTownGarrison
|
|
&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
uint64_t mask = FirstActorMask << actors.size();
|
|
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
|
|
|
|
if(actor->hero->tempOwner != ai->playerID)
|
|
{
|
|
bool onLand = !actor->hero->boat || actor->hero->boat->layer != EPathfindingLayer::SAIL;
|
|
actor->initialMovement = actor->hero->movementPointsLimit(onLand);
|
|
}
|
|
|
|
playerID = actor->hero->tempOwner;
|
|
|
|
actors.push_back(actor);
|
|
}
|
|
}
|
|
|
|
void AINodeStorage::setTownsAndDwellings(
|
|
const std::vector<const CGTownInstance *> & towns,
|
|
const std::set<const CGObjectInstance *> & visitableObjs)
|
|
{
|
|
for(auto town : towns)
|
|
{
|
|
uint64_t mask = FirstActorMask << actors.size();
|
|
|
|
// TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE
|
|
// check defence imrove
|
|
if(!town->garrisonHero)
|
|
{
|
|
actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
|
|
}
|
|
}
|
|
|
|
/*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
|
auto waitForGrowth = dayOfWeek > 4;*/
|
|
|
|
for(auto obj: visitableObjs)
|
|
{
|
|
if(obj->ID == Obj::HILL_FORT)
|
|
{
|
|
uint64_t mask = FirstActorMask << actors.size();
|
|
|
|
actors.push_back(std::make_shared<HillFortActor>(obj, mask));
|
|
}
|
|
/*const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
|
|
|
|
if(dwelling)
|
|
{
|
|
uint64_t mask = 1 << actors.size();
|
|
auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
|
|
|
|
if(dwellingActor->creatureSet->getArmyStrength())
|
|
{
|
|
actors.push_back(dwellingActor);
|
|
}
|
|
|
|
if(waitForGrowth)
|
|
{
|
|
mask = 1 << actors.size();
|
|
dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
|
|
|
|
if(dwellingActor->creatureSet->getArmyStrength())
|
|
{
|
|
actors.push_back(dwellingActor);
|
|
}
|
|
}
|
|
}*/
|
|
}
|
|
}
|
|
|
|
std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper)
|
|
{
|
|
std::vector<CGPathNode *> neighbours;
|
|
|
|
if(source.isNodeObjectVisitable())
|
|
{
|
|
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
|
|
auto srcNode = getAINode(source.node);
|
|
|
|
for(auto & neighbour : accessibleExits)
|
|
{
|
|
std::optional<AIPathNode *> node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
|
|
|
|
if(!node)
|
|
continue;
|
|
|
|
neighbours.push_back(node.value());
|
|
}
|
|
}
|
|
|
|
return neighbours;
|
|
}
|
|
|
|
struct TownPortalFinder
|
|
{
|
|
const std::vector<CGPathNode *> & initialNodes;
|
|
MasteryLevel::Type townPortalSkillLevel;
|
|
uint64_t movementNeeded;
|
|
const ChainActor * actor;
|
|
const CGHeroInstance * hero;
|
|
std::vector<const CGTownInstance *> targetTowns;
|
|
AINodeStorage * nodeStorage;
|
|
|
|
SpellID spellID;
|
|
const CSpell * townPortal;
|
|
|
|
TownPortalFinder(
|
|
const ChainActor * actor,
|
|
const std::vector<CGPathNode *> & initialNodes,
|
|
std::vector<const CGTownInstance *> targetTowns,
|
|
AINodeStorage * nodeStorage)
|
|
:actor(actor), initialNodes(initialNodes), hero(actor->hero),
|
|
targetTowns(targetTowns), nodeStorage(nodeStorage)
|
|
{
|
|
spellID = SpellID::TOWN_PORTAL;
|
|
townPortal = spellID.toSpell();
|
|
|
|
// TODO: Copy/Paste from TownPortalMechanics
|
|
townPortalSkillLevel = MasteryLevel::Type(hero->getSpellSchoolLevel(townPortal));
|
|
movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= MasteryLevel::EXPERT ? 2 : 3);
|
|
}
|
|
|
|
bool actorCanCastTownPortal()
|
|
{
|
|
return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
|
|
}
|
|
|
|
CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
|
|
{
|
|
for(CGPathNode * node : initialNodes)
|
|
{
|
|
auto aiNode = nodeStorage->getAINode(node);
|
|
|
|
if(aiNode->actor->baseActor != actor
|
|
|| node->layer != EPathfindingLayer::LAND
|
|
|| node->moveRemains < movementNeeded)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(townPortalSkillLevel < MasteryLevel::ADVANCED)
|
|
{
|
|
const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
|
|
{
|
|
return node->coord.dist2dSQ(t->visitablePos());
|
|
});
|
|
|
|
if(targetTown != nearestTown)
|
|
continue;
|
|
}
|
|
|
|
return node;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
std::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
|
|
{
|
|
auto bestNode = getBestInitialNodeForTownPortal(targetTown);
|
|
|
|
if(!bestNode)
|
|
return std::nullopt;
|
|
|
|
auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
|
|
|
|
if(!nodeOptional)
|
|
return std::nullopt;
|
|
|
|
AIPathNode * node = nodeOptional.value();
|
|
float movementCost = (float)movementNeeded / (float)hero->movementPointsLimit(EPathfindingLayer::LAND);
|
|
|
|
movementCost += bestNode->getCost();
|
|
|
|
if(node->action == EPathNodeAction::UNKNOWN || node->getCost() > movementCost)
|
|
{
|
|
nodeStorage->commit(
|
|
node,
|
|
nodeStorage->getAINode(bestNode),
|
|
EPathNodeAction::TELEPORT_NORMAL,
|
|
bestNode->turns,
|
|
bestNode->moveRemains - movementNeeded,
|
|
movementCost,
|
|
DO_NOT_SAVE_TO_COMMITTED_TILES);
|
|
|
|
node->theNodeBefore = bestNode;
|
|
node->addSpecialAction(std::make_shared<AIPathfinding::TownPortalAction>(targetTown));
|
|
}
|
|
|
|
return nodeOptional;
|
|
}
|
|
};
|
|
|
|
template<class TVector>
|
|
void AINodeStorage::calculateTownPortal(
|
|
const ChainActor * actor,
|
|
const std::map<const CGHeroInstance *, int> & maskMap,
|
|
const std::vector<CGPathNode *> & initialNodes,
|
|
TVector & output)
|
|
{
|
|
auto towns = cb->getTownsInfo(false);
|
|
|
|
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
|
|
{
|
|
return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
|
|
});
|
|
|
|
if(!towns.size())
|
|
{
|
|
return; // no towns no need to run loop further
|
|
}
|
|
|
|
TownPortalFinder townPortalFinder(actor, initialNodes, towns, this);
|
|
|
|
if(townPortalFinder.actorCanCastTownPortal())
|
|
{
|
|
for(const CGTownInstance * targetTown : towns)
|
|
{
|
|
if(targetTown->visitingHero
|
|
&& targetTown->getUpperArmy()->stacksCount()
|
|
&& maskMap.find(targetTown->visitingHero.get()) != maskMap.end())
|
|
{
|
|
auto basicMask = maskMap.at(targetTown->visitingHero.get());
|
|
bool sameActorInTown = actor->chainMask == basicMask;
|
|
|
|
if(!sameActorInTown)
|
|
continue;
|
|
}
|
|
|
|
auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
|
|
|
|
if(nodeOptional)
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
|
|
logAi->trace("Adding town portal node at %s", targetTown->getObjectName());
|
|
#endif
|
|
output.push_back(nodeOptional.value());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
|
|
{
|
|
std::set<const ChainActor *> actorsOfInitial;
|
|
|
|
for(const CGPathNode * node : initialNodes)
|
|
{
|
|
auto aiNode = getAINode(node);
|
|
|
|
if(aiNode->actor->hero)
|
|
actorsOfInitial.insert(aiNode->actor->baseActor);
|
|
}
|
|
|
|
std::map<const CGHeroInstance *, int> maskMap;
|
|
|
|
for(std::shared_ptr<ChainActor> basicActor : actors)
|
|
{
|
|
if(basicActor->hero)
|
|
maskMap[basicActor->hero] = basicActor->chainMask;
|
|
}
|
|
|
|
boost::sort(initialNodes, NodeComparer<CGPathNode>());
|
|
|
|
std::vector<const ChainActor *> actorsVector(actorsOfInitial.begin(), actorsOfInitial.end());
|
|
tbb::concurrent_vector<CGPathNode *> output;
|
|
|
|
// TODO: re-enable after fixing thread races. See issue for details:
|
|
// https://github.com/vcmi/vcmi/pull/4130
|
|
#if 0
|
|
if (actorsVector.size() * initialNodes.size() > 1000)
|
|
{
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(0, actorsVector.size()), [&](const tbb::blocked_range<size_t> & r)
|
|
{
|
|
for(int i = r.begin(); i != r.end(); i++)
|
|
{
|
|
calculateTownPortal(actorsVector[i], maskMap, initialNodes, output);
|
|
}
|
|
});
|
|
|
|
std::copy(output.begin(), output.end(), std::back_inserter(initialNodes));
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
for(auto actor : actorsVector)
|
|
{
|
|
calculateTownPortal(actor, maskMap, initialNodes, initialNodes);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
|
|
{
|
|
auto candidateNode = getAINode(destination.node);
|
|
|
|
return hasBetterChain(source.node, *candidateNode);
|
|
}
|
|
|
|
bool AINodeStorage::hasBetterChain(
|
|
const CGPathNode * source,
|
|
const AIPathNode & candidateNode) const
|
|
{
|
|
return iterateValidNodesUntil(
|
|
candidateNode.coord,
|
|
candidateNode.layer,
|
|
[this, &source, candidateNode](const AIPathNode & node) -> bool
|
|
{
|
|
return isOtherChainBetter(source, candidateNode, node);
|
|
});
|
|
}
|
|
|
|
template<class NodeRange>
|
|
bool AINodeStorage::hasBetterChain(
|
|
const CGPathNode * source,
|
|
const AIPathNode & candidateNode,
|
|
const NodeRange & nodes) const
|
|
{
|
|
for(const AIPathNode & node : nodes)
|
|
{
|
|
if(isOtherChainBetter(source, candidateNode, node))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AINodeStorage::isOtherChainBetter(
|
|
const CGPathNode * source,
|
|
const AIPathNode & candidateNode,
|
|
const AIPathNode & other) const
|
|
{
|
|
auto sameNode = other.actor == candidateNode.actor;
|
|
|
|
if(sameNode || other.action == EPathNodeAction::UNKNOWN || !other.actor || !other.actor->hero)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(other.danger <= candidateNode.danger && candidateNode.actor == other.actor->battleActor)
|
|
{
|
|
if(other.getCost() < candidateNode.getCost())
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block inefficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode.coord.toString(),
|
|
candidateNode.actor->hero->getNameTranslated(),
|
|
candidateNode.actor->chainMask,
|
|
candidateNode.actor->armyValue,
|
|
other.moveRemains - candidateNode.moveRemains);
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if(candidateNode.actor->chainMask != other.actor->chainMask && heroChainPass != EHeroChainPass::FINAL)
|
|
return false;
|
|
|
|
auto nodeActor = other.actor;
|
|
auto nodeArmyValue = nodeActor->armyValue - other.armyLoss;
|
|
auto candidateArmyValue = candidateNode.actor->armyValue - candidateNode.armyLoss;
|
|
|
|
if(nodeArmyValue > candidateArmyValue
|
|
&& other.getCost() <= candidateNode.getCost())
|
|
{
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block inefficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode.coord.toString(),
|
|
candidateNode.actor->hero->getNameTranslated(),
|
|
candidateNode.actor->chainMask,
|
|
candidateNode.actor->armyValue,
|
|
other.moveRemains - candidateNode.moveRemains);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
if(heroChainPass == EHeroChainPass::FINAL)
|
|
{
|
|
if(nodeArmyValue == candidateArmyValue
|
|
&& nodeActor->heroFightingStrength >= candidateNode.actor->heroFightingStrength
|
|
&& other.getCost() <= candidateNode.getCost())
|
|
{
|
|
if(vstd::isAlmostEqual(nodeActor->heroFightingStrength, candidateNode.actor->heroFightingStrength)
|
|
&& vstd::isAlmostEqual(other.getCost(), candidateNode.getCost())
|
|
&& &other < &candidateNode)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block inefficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode.coord.toString(),
|
|
candidateNode.actor->hero->getNameTranslated(),
|
|
candidateNode.actor->chainMask,
|
|
candidateNode.actor->armyValue,
|
|
other.moveRemains - candidateNode.moveRemains);
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
|
|
{
|
|
auto chains = nodes.get(pos);
|
|
|
|
for(const AIPathNode & node : chains)
|
|
{
|
|
if(node.version == AISharedStorage::version
|
|
&& node.layer == layer
|
|
&& node.action != EPathNodeAction::UNKNOWN
|
|
&& node.actor
|
|
&& node.actor->hero == hero.h)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 & pos, bool isOnLand) const
|
|
{
|
|
auto layer = isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL;
|
|
auto chains = nodes.get(pos);
|
|
|
|
for(const AIPathNode & node : chains)
|
|
{
|
|
if(node.version != AISharedStorage::version
|
|
|| node.layer != layer
|
|
|| node.action == EPathNodeAction::UNKNOWN
|
|
|| !node.actor
|
|
|| !node.actor->hero)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
AIPath & path = paths.emplace_back();
|
|
|
|
path.targetHero = node.actor->hero;
|
|
path.heroArmy = node.actor->creatureSet;
|
|
path.armyLoss = node.armyLoss;
|
|
path.targetObjectDanger = evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
|
|
|
|
if(path.targetObjectDanger > 0)
|
|
{
|
|
if(node.theNodeBefore)
|
|
{
|
|
auto prevNode = getAINode(node.theNodeBefore);
|
|
|
|
if(node.coord == prevNode->coord && node.actor->hero == prevNode->actor->hero)
|
|
{
|
|
paths.pop_back();
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
path.armyLoss = prevNode->armyLoss;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
path.armyLoss = 0;
|
|
}
|
|
}
|
|
|
|
path.targetObjectArmyLoss = evaluateArmyLoss(
|
|
path.targetHero,
|
|
getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy),
|
|
path.targetObjectDanger);
|
|
|
|
path.chainMask = node.actor->chainMask;
|
|
path.exchangeCount = node.actor->actorExchangeCount;
|
|
|
|
fillChainInfo(&node, path, -1);
|
|
}
|
|
}
|
|
|
|
void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const
|
|
{
|
|
while(node != nullptr)
|
|
{
|
|
if(!node->actor->hero)
|
|
return;
|
|
|
|
if(node->chainOther)
|
|
fillChainInfo(node->chainOther, path, parentIndex);
|
|
|
|
AIPathNodeInfo pathNode;
|
|
|
|
pathNode.cost = node->getCost();
|
|
pathNode.targetHero = node->actor->hero;
|
|
pathNode.chainMask = node->actor->chainMask;
|
|
pathNode.specialAction = node->specialAction;
|
|
pathNode.turns = node->turns;
|
|
pathNode.danger = node->danger;
|
|
pathNode.coord = node->coord;
|
|
pathNode.parentIndex = parentIndex;
|
|
pathNode.actionIsBlocked = false;
|
|
pathNode.layer = node->layer;
|
|
|
|
if(pathNode.specialAction)
|
|
{
|
|
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
|
|
|
|
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(ai, targetNode);
|
|
}
|
|
|
|
parentIndex = path.nodes.size();
|
|
|
|
path.nodes.push_back(pathNode);
|
|
node = getAINode(node->theNodeBefore);
|
|
}
|
|
}
|
|
|
|
AIPath::AIPath()
|
|
: nodes({})
|
|
{
|
|
}
|
|
|
|
std::shared_ptr<const SpecialAction> AIPath::getFirstBlockedAction() const
|
|
{
|
|
for(auto node = nodes.rbegin(); node != nodes.rend(); node++)
|
|
{
|
|
if(node->specialAction && node->actionIsBlocked)
|
|
return node->specialAction;
|
|
}
|
|
|
|
return std::shared_ptr<const SpecialAction>();
|
|
}
|
|
|
|
int3 AIPath::firstTileToGet() const
|
|
{
|
|
if(nodes.size())
|
|
{
|
|
return nodes.back().coord;
|
|
}
|
|
|
|
return int3(-1, -1, -1);
|
|
}
|
|
|
|
int3 AIPath::targetTile() const
|
|
{
|
|
if(nodes.size())
|
|
{
|
|
return targetNode().coord;
|
|
}
|
|
|
|
return int3(-1, -1, -1);
|
|
}
|
|
|
|
const AIPathNodeInfo & AIPath::firstNode() const
|
|
{
|
|
return nodes.back();
|
|
}
|
|
|
|
const AIPathNodeInfo & AIPath::targetNode() const
|
|
{
|
|
auto & node = nodes.front();
|
|
|
|
return targetHero == node.targetHero ? node : nodes.at(1);
|
|
}
|
|
|
|
uint64_t AIPath::getPathDanger() const
|
|
{
|
|
if(nodes.empty())
|
|
return 0;
|
|
|
|
return targetNode().danger;
|
|
}
|
|
|
|
float AIPath::movementCost() const
|
|
{
|
|
if(nodes.empty())
|
|
return 0.0f;
|
|
|
|
return targetNode().cost;
|
|
}
|
|
|
|
uint8_t AIPath::turn() const
|
|
{
|
|
if(nodes.empty())
|
|
return 0;
|
|
|
|
return targetNode().turns;
|
|
}
|
|
|
|
uint64_t AIPath::getHeroStrength() const
|
|
{
|
|
return targetHero->getFightingStrength() * getHeroArmyStrengthWithCommander(targetHero, heroArmy);
|
|
}
|
|
|
|
uint64_t AIPath::getTotalDanger() const
|
|
{
|
|
uint64_t pathDanger = getPathDanger();
|
|
uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
|
|
|
|
return danger;
|
|
}
|
|
|
|
bool AIPath::containsHero(const CGHeroInstance * hero) const
|
|
{
|
|
if(targetHero == hero)
|
|
return true;
|
|
|
|
for(auto node : nodes)
|
|
{
|
|
if(node.targetHero == hero)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
uint64_t AIPath::getTotalArmyLoss() const
|
|
{
|
|
return armyLoss + targetObjectArmyLoss;
|
|
}
|
|
|
|
std::string AIPath::toString() const
|
|
{
|
|
std::stringstream str;
|
|
|
|
str << targetHero->getNameTranslated() << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";
|
|
|
|
for(auto node : nodes)
|
|
str << node.targetHero->getNameTranslated() << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
|
|
|
|
return str.str();
|
|
}
|
|
|
|
}
|