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vcmi/AI/VCAI/Pathfinding/AINodeStorage.cpp
Nordsoft91 5f1c5c6731
New terrain support - part 1 (#755)
Initial support of new terrains
2022-06-20 17:39:50 +03:00

412 lines
10 KiB
C++

/*
* AINodeStorage.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AINodeStorage.h"
#include "Actions/TownPortalAction.h"
#include "../Goals/Goals.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/PathfinderUtil.h"
#include "../../../lib/CPlayerState.h"
AINodeStorage::AINodeStorage(const int3 & Sizes)
: sizes(Sizes)
{
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]);
dangerEvaluator.reset(new FuzzyHelper());
}
AINodeStorage::~AINodeStorage() = default;
void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
{
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
int3 pos;
const int3 sizes = gs->getMapSize();
const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
const PlayerColor player = hero->tempOwner;
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tile = &gs->map->getTile(pos);
if(!tile->terType.isPassable())
continue;
if(tile->terType.isWater())
{
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
if(useWaterWalking)
resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
}
else
{
resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
}
}
}
}
}
const AIPathNode * AINodeStorage::getAINode(const CGPathNode * node) const
{
return static_cast<const AIPathNode *>(node);
}
void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNode *)> updater)
{
auto aiNode = static_cast<AIPathNode *>(node);
updater(aiNode);
}
bool AINodeStorage::isBattleNode(const CGPathNode * node) const
{
return (getAINode(node)->chainMask & BATTLE_CHAIN) > 0;
}
boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
{
auto chains = nodes[pos.x][pos.y][pos.z][layer];
for(AIPathNode & node : chains)
{
if(node.chainMask == chainNumber)
{
return &node;
}
if(node.chainMask == 0)
{
node.chainMask = chainNumber;
return &node;
}
}
return boost::none;
}
std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
{
auto hpos = hero->getPosition(false);
auto initialNode =
getOrCreateNode(hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND, NORMAL_CHAIN)
.get();
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
initialNode->danger = 0;
initialNode->setCost(0.0);
return {initialNode};
}
void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
{
for(int i = 0; i < NUM_CHAINS; i++)
{
AIPathNode & heroNode = nodes[coord.x][coord.y][coord.z][layer][i];
heroNode.chainMask = 0;
heroNode.danger = 0;
heroNode.manaCost = 0;
heroNode.specialAction.reset();
heroNode.update(coord, layer, accessibility);
}
}
void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
const AIPathNode * srcNode = getAINode(source.node);
updateAINode(destination.node, [&](AIPathNode * dstNode)
{
dstNode->moveRemains = destination.movementLeft;
dstNode->turns = destination.turn;
dstNode->setCost(destination.cost);
dstNode->danger = srcNode->danger;
dstNode->action = destination.action;
dstNode->theNodeBefore = srcNode->theNodeBefore;
dstNode->manaCost = srcNode->manaCost;
if(dstNode->specialAction)
{
dstNode->specialAction->applyOnDestination(getHero(), destination, source, dstNode, srcNode);
}
});
}
std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
neighbours.reserve(16);
const AIPathNode * srcNode = getAINode(source.node);
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
if(!nextNode || nextNode.get()->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(nextNode.get());
}
}
return neighbours;
}
void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)
{
hero = heroPtr.get();
cb = _ai->myCb.get();
ai = _ai;
}
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->chainMask);
if(!node)
continue;
neighbours.push_back(node.get());
}
}
if(hero->getPosition(false) == source.coord)
{
calculateTownPortalTeleportations(source, neighbours);
}
return neighbours;
}
void AINodeStorage::calculateTownPortalTeleportations(
const PathNodeInfo & source,
std::vector<CGPathNode *> & neighbours)
{
SpellID spellID = SpellID::TOWN_PORTAL;
const CSpell * townPortal = spellID.toSpell();
auto srcNode = getAINode(source.node);
if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
{
auto towns = cb->getTownsInfo(false);
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
{
return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
});
if(!towns.size())
{
return;
}
// TODO: Copy/Paste from TownPortalMechanics
auto skillLevel = hero->getSpellSchoolLevel(townPortal);
auto movementCost = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
if(hero->movement < movementCost)
{
return;
}
if(skillLevel < SecSkillLevel::ADVANCED)
{
const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
{
return hero->visitablePos().dist2dSQ(t->visitablePos());
});
towns = std::vector<const CGTownInstance *>{ nearestTown };
}
for(const CGTownInstance * targetTown : towns)
{
if(targetTown->visitingHero)
continue;
auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, srcNode->chainMask | CAST_CHAIN);
if(nodeOptional)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Adding town portal node at %s", targetTown->name);
#endif
AIPathNode * node = nodeOptional.get();
node->theNodeBefore = source.node;
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
node->moveRemains = source.node->moveRemains;
neighbours.push_back(node);
}
}
}
}
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes[pos.x][pos.y][pos.z][EPathfindingLayer::LAND];
auto destinationNode = getAINode(destination.node);
for(const AIPathNode & node : chains)
{
auto sameNode = node.chainMask == destinationNode->chainMask;
if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
{
continue;
}
if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
{
if(node.getCost() < destinationNode->getCost())
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
source.coord.toString(),
destination.coord.toString(),
destinationNode->chainMask,
node.moveRemains - destinationNode->moveRemains);
#endif
return true;
}
}
}
return false;
}
bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
{
const AIPathNode & node = nodes[pos.x][pos.y][pos.z][layer][0];
return node.action != CGPathNode::ENodeAction::UNKNOWN;
}
std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
{
std::vector<AIPath> paths;
auto chains = nodes[pos.x][pos.y][pos.z][isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL];
auto initialPos = hero->visitablePos();
for(const AIPathNode & node : chains)
{
if(node.action == CGPathNode::ENodeAction::UNKNOWN)
{
continue;
}
AIPath path;
const AIPathNode * current = &node;
while(current != nullptr && current->coord != initialPos)
{
AIPathNodeInfo pathNode;
pathNode.cost = current->getCost();
pathNode.turns = current->turns;
pathNode.danger = current->danger;
pathNode.coord = current->coord;
path.nodes.push_back(pathNode);
path.specialAction = current->specialAction;
current = getAINode(current->theNodeBefore);
}
path.targetObjectDanger = evaluateDanger(pos);
paths.push_back(path);
}
return paths;
}
AIPath::AIPath()
: nodes({})
{
}
int3 AIPath::firstTileToGet() const
{
if(nodes.size())
{
return nodes.back().coord;
}
return int3(-1, -1, -1);
}
uint64_t AIPath::getPathDanger() const
{
if(nodes.size())
{
return nodes.front().danger;
}
return 0;
}
float AIPath::movementCost() const
{
if(nodes.size())
{
return nodes.front().cost;
}
// TODO: boost:optional?
return 0.0;
}
uint64_t AIPath::getTotalDanger(HeroPtr hero) const
{
uint64_t pathDanger = getPathDanger();
uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
return danger;
}