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244 lines
6.3 KiB
C++
244 lines
6.3 KiB
C++
/*
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* PathfindingManager.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 "PathfindingManager.h"
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#include "AIPathfinder.h"
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#include "AIPathfinderConfig.h"
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#include "../Goals/Goals.h"
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#include "../../../lib/CGameInfoCallback.h"
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#include "../../../lib/mapping/CMapDefines.h"
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#include "../../../lib/mapObjects/CQuest.h"
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PathfindingManager::PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI)
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: ai(AI), cb(CB)
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{
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}
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void PathfindingManager::init(CPlayerSpecificInfoCallback * CB)
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{
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cb = CB;
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pathfinder.reset(new AIPathfinder(cb, ai));
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pathfinder->init();
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}
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void PathfindingManager::setAI(VCAI * AI)
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{
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ai = AI;
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}
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Goals::TGoalVec PathfindingManager::howToVisitTile(const int3 & tile) const
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{
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Goals::TGoalVec result;
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auto heroes = cb->getHeroesInfo();
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result.reserve(heroes.size());
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for(auto hero : heroes)
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{
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vstd::concatenate(result, howToVisitTile(hero, tile));
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}
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return result;
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}
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Goals::TGoalVec PathfindingManager::howToVisitObj(ObjectIdRef obj) const
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{
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Goals::TGoalVec result;
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auto heroes = cb->getHeroesInfo();
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result.reserve(heroes.size());
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for(auto hero : heroes)
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{
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vstd::concatenate(result, howToVisitObj(hero, obj));
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}
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return result;
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}
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Goals::TGoalVec PathfindingManager::howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy) const
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{
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auto result = findPath(hero, tile, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
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{
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return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
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});
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for(Goals::TSubgoal solution : result)
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{
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solution->setparent(sptr(Goals::VisitTile(tile).sethero(hero).setevaluationContext(solution->evaluationContext)));
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}
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return result;
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}
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Goals::TGoalVec PathfindingManager::howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy) const
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{
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if(!obj)
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{
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return Goals::TGoalVec();
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}
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int3 dest = obj->visitablePos();
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auto result = findPath(hero, dest, allowGatherArmy, [&](int3 firstTileToGet) -> Goals::TSubgoal
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{
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if(obj->ID.num == Obj::HERO && obj->getOwner() == hero->getOwner())
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return sptr(Goals::VisitHero(obj->id.getNum()).sethero(hero).setisAbstract(true));
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else
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return sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setisAbstract(true));
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});
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for(Goals::TSubgoal solution : result)
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{
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solution->setparent(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero).setevaluationContext(solution->evaluationContext)));
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}
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return result;
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}
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std::vector<AIPath> PathfindingManager::getPathsToTile(const HeroPtr & hero, const int3 & tile) const
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{
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return pathfinder->getPathInfo(hero, tile);
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}
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Goals::TGoalVec PathfindingManager::findPath(
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HeroPtr hero,
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crint3 dest,
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bool allowGatherArmy,
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const std::function<Goals::TSubgoal(int3)> doVisitTile) const
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{
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Goals::TGoalVec result;
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std::optional<uint64_t> armyValueRequired;
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uint64_t danger;
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std::vector<AIPath> chainInfo = pathfinder->getPathInfo(hero, dest);
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Trying to find a way for %s to visit tile %s", hero->name, dest.toString());
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#endif
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for(auto path : chainInfo)
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{
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int3 firstTileToGet = path.firstTileToGet();
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Path found size=%i, first tile=%s", path.nodes.size(), firstTileToGet.toString());
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#endif
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if(firstTileToGet.valid() && ai->isTileNotReserved(hero.get(), firstTileToGet))
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{
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danger = path.getTotalDanger(hero);
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if(isSafeToVisit(hero, danger))
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{
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Goals::TSubgoal solution;
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if(path.specialAction)
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{
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solution = path.specialAction->whatToDo(hero);
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}
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else
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{
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solution = dest == firstTileToGet
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? doVisitTile(firstTileToGet)
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: clearWayTo(hero, firstTileToGet);
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}
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if(solution->invalid())
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continue;
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if(solution->evaluationContext.danger < danger)
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solution->evaluationContext.danger = danger;
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solution->evaluationContext.movementCost += path.movementCost();
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("It's safe for %s to visit tile %s with danger %s, goal %s", hero->name, dest.toString(), std::to_string(danger), solution->name());
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#endif
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result.push_back(solution);
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continue;
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}
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if(!armyValueRequired || armyValueRequired > danger)
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{
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armyValueRequired = std::make_optional(danger);
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}
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}
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}
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danger = armyValueRequired.value_or(0);
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if(allowGatherArmy && danger > 0)
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{
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//we need to get army in order to conquer that place
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Gather army for %s, value=%s", hero->name, std::to_string(danger));
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#endif
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result.push_back(sptr(Goals::GatherArmy((int)(danger * SAFE_ATTACK_CONSTANT)).sethero(hero).setisAbstract(true)));
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}
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return result;
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}
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Goals::TSubgoal PathfindingManager::clearWayTo(HeroPtr hero, int3 firstTileToGet) const
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{
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if(isBlockedBorderGate(firstTileToGet))
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{
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//FIXME: this way we'll not visit gate and activate quest :?
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return sptr(Goals::FindObj(Obj::KEYMASTER, cb->getTile(firstTileToGet)->visitableObjects.back()->getObjTypeIndex()));
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}
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auto topObj = cb->getTopObj(firstTileToGet);
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if(topObj)
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{
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if(vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[hero], topObj))
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{
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return sptr(Goals::Invalid());
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}
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if(topObj->ID == Obj::HERO && cb->getPlayerRelations(hero->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
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{
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if(topObj != hero.get(true)) //the hero we want to free
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{
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logAi->error("%s stands in the way of %s", topObj->getObjectName(), hero->getObjectName());
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return sptr(Goals::Invalid());
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}
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}
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if(topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
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{
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if(shouldVisit(hero, topObj))
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{
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//do NOT use VISIT_TILE, as tile with quets guard can't be visited
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return sptr(Goals::VisitObj(topObj->id.getNum()).sethero(hero));
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}
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auto questObj = dynamic_cast<const IQuestObject*>(topObj);
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if(questObj)
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{
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auto questInfo = QuestInfo(questObj->quest, topObj, topObj->visitablePos());
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return sptr(Goals::CompleteQuest(questInfo));
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}
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return sptr(Goals::Invalid());
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}
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}
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return sptr(Goals::VisitTile(firstTileToGet).sethero(hero).setisAbstract(true));
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}
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void PathfindingManager::updatePaths(std::vector<HeroPtr> heroes)
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{
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logAi->debug("AIPathfinder has been reset.");
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pathfinder->updatePaths(heroes);
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}
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