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1007 lines
25 KiB
C++
1007 lines
25 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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if(heroChainPass)
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return;
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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 PlayerColor player = playerID;
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const PlayerColor fowPlayer = ai->playerID;
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const int3 sizes = gs->getMapSize();
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
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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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void AINodeStorage::clear()
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{
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actors.clear();
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heroChainPass = false;
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heroChainTurn = 1;
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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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boost::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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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.actor == actor)
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{
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return &node;
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}
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if(!node.actor)
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{
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node.actor = actor;
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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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if(heroChainPass)
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{
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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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AIPathNode * initialNode =
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getOrCreateNode(actor->initialPosition, actor->layer, actor)
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.get();
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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->cost = actor->initialTurn;
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initialNode->action = CGPathNode::ENodeAction::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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calculateTownPortalTeleportations(initialNodes);
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return initialNodes;
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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.actor = nullptr;
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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.armyLoss = 0;
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heroNode.chainOther = nullptr;
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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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commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
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if(srcNode->specialAction || srcNode->chainOther)
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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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destination.node->theNodeBefore = source.node;
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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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CGPathNode::ENodeAction action,
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int turn,
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int movementLeft,
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float cost) const
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{
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destination->action = action;
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destination->cost = 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 AI_TRACE_LEVEL >= 2
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logAi->trace(
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"Commited %s -> %s, 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->cost,
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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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}
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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->actor);
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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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bool AINodeStorage::calculateHeroChain()
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{
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heroChainPass = true;
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heroChain.resize(0);
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std::vector<AIPathNode *> existingChains;
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std::vector<ExchangeCandidate> newChains;
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existingChains.reserve(NUM_CHAINS);
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newChains.reserve(NUM_CHAINS);
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foreach_tile_pos([&](const int3 & pos) {
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auto layer = EPathfindingLayer::LAND;
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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existingChains.resize(0);
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newChains.resize(0);
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for(AIPathNode & node : chains)
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{
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if(node.turns <= heroChainTurn && node.action != CGPathNode::ENodeAction::UNKNOWN)
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existingChains.push_back(&node);
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}
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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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cleanupInefectiveChains(newChains);
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addHeroChain(newChains);
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});
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return heroChain.size();
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}
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void AINodeStorage::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
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{
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vstd::erase_if(result, [&](ExchangeCandidate & chainInfo) -> bool
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{
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auto pos = chainInfo.coord;
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auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
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return hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
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|| hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
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});
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}
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void AINodeStorage::calculateHeroChain(
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AIPathNode * srcNode,
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const std::vector<AIPathNode *> & variants,
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std::vector<ExchangeCandidate> & result) const
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{
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for(AIPathNode * node : variants)
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{
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if(node == srcNode
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|| !node->actor
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|| node->turns > heroChainTurn
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|| (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
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|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)
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{
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continue;
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}
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"Thy exchange %s[%x] -> %s[%x] at %s",
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node->actor->toString(),
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node->actor->chainMask,
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srcNode->actor->toString(),
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srcNode->actor->chainMask,
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srcNode->coord.toString());
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#endif
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calculateHeroChain(srcNode, node, result);
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}
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}
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void AINodeStorage::calculateHeroChain(
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AIPathNode * carrier,
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AIPathNode * other,
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std::vector<ExchangeCandidate> & result) const
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{
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if(carrier->armyLoss < carrier->actor->armyValue
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&& (carrier->action != CGPathNode::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
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&& carrier->action != CGPathNode::BLOCKING_VISIT
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&& other->armyLoss < other->actor->armyValue
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&& carrier->actor->canExchange(other->actor))
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange allowed %s[%x] -> %s[%x] at %s",
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other->actor->toString(),
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other->actor->chainMask,
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carrier->actor->toString(),
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carrier->actor->chainMask,
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carrier->coord.toString());
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#endif
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if(other->actor->isMovable)
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{
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bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
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bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
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if(hasLessMp && hasLessExperience)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString());
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#endif
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return;
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}
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}
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auto newActor = carrier->actor->exchange(other->actor);
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result.push_back(calculateExchange(newActor, carrier, other));
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}
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}
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void AINodeStorage::addHeroChain(const std::vector<ExchangeCandidate> & result)
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{
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for(const ExchangeCandidate & chainInfo : result)
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{
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auto carrier = chainInfo.carrierParent;
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auto newActor = chainInfo.actor;
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auto other = chainInfo.otherParent;
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auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
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if(!chainNodeOptional)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
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#endif
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continue;
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}
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auto exchangeNode = chainNodeOptional.get();
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if(exchangeNode->action != CGPathNode::ENodeAction::UNKNOWN)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Exchange at %s node is already in use. Blocked.", carrier->coord.toString());
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#endif
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continue;
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}
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if(exchangeNode->turns != 0xFF && exchangeNode->cost < chainInfo.cost)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"Exchange at %s is is not effective enough. %f < %f",
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exchangeNode->coord.toString(),
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exchangeNode->cost,
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chainInfo.cost);
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#endif
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continue;
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}
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commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.cost);
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if(carrier->specialAction || carrier->chainOther)
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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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exchangeNode->theNodeBefore = carrier;
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}
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exchangeNode->chainOther = other;
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exchangeNode->armyLoss = chainInfo.armyLoss;
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#if AI_TRACE_LEVEL >= 2
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logAi->trace(
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"Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
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exchangeNode->coord.toString(),
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other->actor->toString(),
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exchangeNode->actor->toString(),
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exchangeNode->actor->chainMask,
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exchangeNode->cost,
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std::to_string(exchangeNode->turns),
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exchangeNode->moveRemains,
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exchangeNode->actor->armyValue);
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#endif
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heroChain.push_back(exchangeNode);
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}
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}
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ExchangeCandidate AINodeStorage::calculateExchange(
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ChainActor * exchangeActor,
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AIPathNode * carrierParentNode,
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AIPathNode * otherParentNode) const
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{
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ExchangeCandidate candidate;
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candidate.layer = carrierParentNode->layer;
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candidate.coord = carrierParentNode->coord;
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candidate.carrierParent = carrierParentNode;
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candidate.otherParent = otherParentNode;
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candidate.actor = exchangeActor;
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candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
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candidate.turns = carrierParentNode->turns;
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candidate.cost = carrierParentNode->cost + otherParentNode->cost / 1000.0;
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candidate.moveRemains = carrierParentNode->moveRemains;
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if(carrierParentNode->turns < otherParentNode->turns)
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{
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int moveRemains = exchangeActor->hero->maxMovePoints(carrierParentNode->layer);
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float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
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+ carrierParentNode->moveRemains / (float)moveRemains;
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candidate.turns = otherParentNode->turns;
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candidate.cost += waitingCost;
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candidate.moveRemains = moveRemains;
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}
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return candidate;
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}
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const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
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{
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auto aiNode = getAINode(node);
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return aiNode->actor->hero;
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}
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const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
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{
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std::set<const CGHeroInstance *> heroes;
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for(auto actor : actors)
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{
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if(actor->hero)
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heroes.insert(actor->hero);
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}
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return heroes;
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}
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void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
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{
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cb = _ai->myCb.get();
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ai = _ai;
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playerID = ai->playerID;
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for(auto & hero : heroes)
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{
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uint64_t mask = 1 << actors.size();
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auto actor = std::make_shared<HeroActor>(hero.get(), mask, ai);
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if(hero->tempOwner != ai->playerID)
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{
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bool onLand = !actor->hero->boat;
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actor->initialMovement = actor->hero->maxMovePoints(onLand);
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}
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playerID = hero->tempOwner;
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actors.push_back(actor);
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}
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}
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void AINodeStorage::setTownsAndDwellings(
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const std::vector<const CGTownInstance *> & towns,
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const std::set<const CGObjectInstance *> & visitableObjs)
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{
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for(auto town : towns)
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{
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uint64_t mask = 1 << actors.size();
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if(!town->garrisonHero && town->getUpperArmy()->getArmyStrength())
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{
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actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
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}
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}
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/*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
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auto waitForGrowth = dayOfWeek > 4;
|
|
|
|
for(auto obj: visitableObjs)
|
|
{
|
|
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)
|
|
{
|
|
auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
|
|
|
|
if(!node)
|
|
continue;
|
|
|
|
neighbours.push_back(node.get());
|
|
}
|
|
}
|
|
|
|
return neighbours;
|
|
}
|
|
|
|
struct TowmPortalFinder
|
|
{
|
|
const std::vector<CGPathNode *> & initialNodes;
|
|
SecSkillLevel::SecSkillLevel townPortalSkillLevel;
|
|
uint64_t movementNeeded;
|
|
const ChainActor * actor;
|
|
const CGHeroInstance * hero;
|
|
std::vector<const CGTownInstance *> targetTowns;
|
|
AINodeStorage * nodeStorage;
|
|
|
|
SpellID spellID;
|
|
const CSpell * townPortal;
|
|
|
|
TowmPortalFinder(
|
|
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 = SecSkillLevel::SecSkillLevel(hero->getSpellSchoolLevel(townPortal));
|
|
movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= SecSkillLevel::EXPERT ? 2 : 3);
|
|
}
|
|
|
|
bool actorCanCastTownPortal()
|
|
{
|
|
return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
|
|
}
|
|
|
|
CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
|
|
{
|
|
CGPathNode * bestNode = nullptr;
|
|
|
|
for(CGPathNode * node : initialNodes)
|
|
{
|
|
auto aiNode = nodeStorage->getAINode(node);
|
|
|
|
if(aiNode->actor->baseActor != actor
|
|
|| node->layer != EPathfindingLayer::LAND
|
|
|| node->moveRemains < movementNeeded)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(townPortalSkillLevel < SecSkillLevel::ADVANCED)
|
|
{
|
|
const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
|
|
{
|
|
return node->coord.dist2dSQ(t->visitablePos());
|
|
});
|
|
|
|
if(targetTown != nearestTown)
|
|
continue;
|
|
}
|
|
|
|
if(!bestNode || bestNode->cost > node->cost)
|
|
bestNode = node;
|
|
}
|
|
|
|
return bestNode;
|
|
}
|
|
|
|
boost::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
|
|
{
|
|
auto bestNode = getBestInitialNodeForTownPortal(targetTown);
|
|
|
|
if(!bestNode)
|
|
return boost::none;
|
|
|
|
auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
|
|
|
|
if(!nodeOptional)
|
|
return boost::none;
|
|
|
|
AIPathNode * node = nodeOptional.get();
|
|
float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
|
|
|
|
movementCost += bestNode->cost;
|
|
|
|
if(node->action == CGPathNode::UNKNOWN || node->cost > movementCost)
|
|
{
|
|
nodeStorage->commit(
|
|
node,
|
|
nodeStorage->getAINode(bestNode),
|
|
CGPathNode::TELEPORT_NORMAL,
|
|
bestNode->turns,
|
|
bestNode->moveRemains - movementNeeded,
|
|
movementCost);
|
|
|
|
node->theNodeBefore = bestNode;
|
|
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
|
|
}
|
|
|
|
return nodeOptional;
|
|
}
|
|
};
|
|
|
|
void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
|
|
{
|
|
std::set<const ChainActor *> actorsOfInitial;
|
|
|
|
for(const CGPathNode * node : initialNodes)
|
|
{
|
|
auto aiNode = getAINode(node);
|
|
|
|
actorsOfInitial.insert(aiNode->actor->baseActor);
|
|
}
|
|
|
|
for(const ChainActor * actor : actorsOfInitial)
|
|
{
|
|
if(!actor->hero)
|
|
continue;
|
|
|
|
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
|
|
}
|
|
|
|
TowmPortalFinder townPortalFinder(actor, initialNodes, towns, this);
|
|
|
|
if(townPortalFinder.actorCanCastTownPortal())
|
|
{
|
|
for(const CGTownInstance * targetTown : towns)
|
|
{
|
|
// TODO: allow to hide visiting hero in garrison
|
|
if(targetTown->visitingHero && targetTown->visitingHero != actor->hero)
|
|
continue;
|
|
|
|
auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
|
|
|
|
if(nodeOptional)
|
|
{
|
|
#if AI_TRACE_LEVEL >= 1
|
|
logAi->trace("Adding town portal node at %s", targetTown->name);
|
|
#endif
|
|
initialNodes.push_back(nodeOptional.get());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
|
|
{
|
|
auto pos = destination.coord;
|
|
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
|
|
|
|
return hasBetterChain(source.node, getAINode(destination.node), chains);
|
|
}
|
|
|
|
template<class NodeRange>
|
|
bool AINodeStorage::hasBetterChain(
|
|
const CGPathNode * source,
|
|
const AIPathNode * candidateNode,
|
|
const NodeRange & chains) const
|
|
{
|
|
auto candidateActor = candidateNode->actor;
|
|
|
|
for(const AIPathNode & node : chains)
|
|
{
|
|
auto sameNode = node.actor == candidateNode->actor;
|
|
|
|
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor->hero)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)
|
|
{
|
|
if(node.cost < candidateNode->cost)
|
|
{
|
|
#if AI_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode->coord.toString(),
|
|
candidateNode->actor->hero->name,
|
|
candidateNode->actor->chainMask,
|
|
candidateNode->actor->armyValue,
|
|
node.moveRemains - candidateNode->moveRemains);
|
|
#endif
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if((candidateActor->chainMask & node.actor->chainMask) == 0)
|
|
continue;
|
|
|
|
auto nodeActor = node.actor;
|
|
auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;
|
|
auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;
|
|
|
|
if(nodeArmyValue > candidateArmyValue
|
|
&& node.cost <= candidateNode->cost)
|
|
{
|
|
#if AI_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode->coord.toString(),
|
|
candidateNode->actor->hero->name,
|
|
candidateNode->actor->chainMask,
|
|
candidateNode->actor->armyValue,
|
|
node.moveRemains - candidateNode->moveRemains);
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
/*if(nodeArmyValue == candidateArmyValue
|
|
&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
|
|
&& node.cost <= candidateNode->cost)
|
|
{
|
|
if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength
|
|
&& node.cost == candidateNode->cost
|
|
&& &node < candidateNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
#if AI_TRACE_LEVEL >= 2
|
|
logAi->trace(
|
|
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
|
|
source->coord.toString(),
|
|
candidateNode->coord.toString(),
|
|
candidateNode->actor->hero->name,
|
|
candidateNode->actor->chainMask,
|
|
candidateNode->actor->armyValue,
|
|
node.moveRemains - candidateNode->moveRemains);
|
|
#endif
|
|
return true;
|
|
}*/
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool AINodeStorage::isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const
|
|
{
|
|
auto chains = nodes[pos.x][pos.y][pos.z][layer];
|
|
|
|
for(const AIPathNode & node : chains)
|
|
{
|
|
if(node.action != CGPathNode::ENodeAction::UNKNOWN
|
|
&& node.actor && node.actor->hero == hero.h)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
|
|
{
|
|
std::vector<AIPath> paths;
|
|
|
|
paths.reserve(NUM_CHAINS / 4);
|
|
|
|
auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
|
|
|
|
for(const AIPathNode & node : chains)
|
|
{
|
|
if(node.action == CGPathNode::ENodeAction::UNKNOWN || !node.actor || !node.actor->hero)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
AIPath path;
|
|
|
|
path.targetHero = node.actor->hero;
|
|
path.heroArmy = node.actor->creatureSet;
|
|
path.armyLoss = node.armyLoss;
|
|
path.targetObjectDanger = evaluateDanger(pos, path.targetHero);
|
|
path.targetObjectArmyLoss = evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
|
|
path.chainMask = node.actor->chainMask;
|
|
path.exchangeCount = node.actor->actorExchangeCount;
|
|
|
|
fillChainInfo(&node, path, -1);
|
|
|
|
paths.push_back(path);
|
|
}
|
|
|
|
return paths;
|
|
}
|
|
|
|
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);
|
|
|
|
//if(node->actor->hero->visitablePos() != node->coord)
|
|
{
|
|
AIPathNodeInfo pathNode;
|
|
pathNode.cost = node->cost;
|
|
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;
|
|
|
|
parentIndex = path.nodes.size();
|
|
|
|
path.nodes.push_back(pathNode);
|
|
}
|
|
|
|
path.specialAction = node->specialAction;
|
|
|
|
node = getAINode(node->theNodeBefore);
|
|
}
|
|
}
|
|
|
|
AIPath::AIPath()
|
|
: nodes({})
|
|
{
|
|
}
|
|
|
|
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() * heroArmy->getArmyStrength();
|
|
}
|
|
|
|
uint64_t AIPath::getTotalDanger() const
|
|
{
|
|
uint64_t pathDanger = getPathDanger();
|
|
uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
|
|
|
|
return danger;
|
|
}
|
|
|
|
uint64_t AIPath::getTotalArmyLoss() const
|
|
{
|
|
return armyLoss + targetObjectArmyLoss;
|
|
}
|
|
|
|
std::string AIPath::toString()
|
|
{
|
|
std::stringstream str;
|
|
|
|
str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ": ";
|
|
|
|
for(auto node : nodes)
|
|
str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
|
|
|
|
return str.str();
|
|
} |