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285 lines
7.7 KiB
C++
285 lines
7.7 KiB
C++
/*
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* AINodeStorage.h, 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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#pragma once
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#define NKAI_PATHFINDER_TRACE_LEVEL 0
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#define NKAI_TRACE_LEVEL 0
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#include "../../../lib/pathfinder/CGPathNode.h"
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#include "../../../lib/pathfinder/INodeStorage.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../Engine/FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "Actions/SpecialAction.h"
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#include "Actors.h"
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namespace NKAI
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{
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const int SCOUT_TURN_DISTANCE_LIMIT = 5;
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const int MAIN_TURN_DISTANCE_LIMIT = 10;
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namespace AIPathfinding
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{
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#ifdef ENVIRONMENT64
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const int BUCKET_COUNT = 7;
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#else
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const int BUCKET_COUNT = 5;
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#endif // ENVIRONMENT64
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const int BUCKET_SIZE = 5;
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const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
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const int THREAD_COUNT = 8;
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const int CHAIN_MAX_DEPTH = 4;
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}
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struct AIPathNode : public CGPathNode
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{
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uint64_t danger;
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uint64_t armyLoss;
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uint32_t manaCost;
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const AIPathNode * chainOther;
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std::shared_ptr<const SpecialAction> specialAction;
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const ChainActor * actor;
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STRONG_INLINE
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bool blocked() const
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{
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return accessible == EPathAccessibility::NOT_SET
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|| accessible == EPathAccessibility::BLOCKED;
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}
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void addSpecialAction(std::shared_ptr<const SpecialAction> action);
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};
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struct AIPathNodeInfo
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{
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float cost;
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uint8_t turns;
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int3 coord;
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uint64_t danger;
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const CGHeroInstance * targetHero;
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int parentIndex;
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uint64_t chainMask;
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std::shared_ptr<const SpecialAction> specialAction;
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bool actionIsBlocked;
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};
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struct AIPath
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{
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std::vector<AIPathNodeInfo> nodes;
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uint64_t targetObjectDanger;
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uint64_t armyLoss;
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uint64_t targetObjectArmyLoss;
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const CGHeroInstance * targetHero;
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const CCreatureSet * heroArmy;
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uint64_t chainMask;
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uint8_t exchangeCount;
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AIPath();
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/// Gets danger of path excluding danger of visiting the target object like creature bank
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uint64_t getPathDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalArmyLoss() const;
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int3 firstTileToGet() const;
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int3 targetTile() const;
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const AIPathNodeInfo & firstNode() const;
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const AIPathNodeInfo & targetNode() const;
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float movementCost() const;
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uint8_t turn() const;
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uint64_t getHeroStrength() const;
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std::string toString() const;
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std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
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bool containsHero(const CGHeroInstance * hero) const;
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};
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struct ExchangeCandidate : public AIPathNode
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{
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AIPathNode * carrierParent;
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AIPathNode * otherParent;
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};
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enum EHeroChainPass
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{
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INITIAL, // single heroes unlimited distance
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CHAIN, // chains with limited distance
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FINAL // same as SINGLE but for heroes from CHAIN pass
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};
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class AISharedStorage
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{
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// 1 - layer (air, water, land)
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// 2-4 - position on map[z][x][y]
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// 5 - chain (normal, battle, spellcast and combinations)
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static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
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std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
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public:
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static boost::mutex locker;
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AISharedStorage(int3 mapSize);
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~AISharedStorage();
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STRONG_INLINE
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boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
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{
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return (*nodes)[layer][tile.z][tile.x][tile.y];
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}
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};
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class AINodeStorage : public INodeStorage
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{
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private:
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int3 sizes;
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const CPlayerSpecificInfoCallback * cb;
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const Nullkiller * ai;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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AISharedStorage nodes;
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std::vector<std::shared_ptr<ChainActor>> actors;
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std::vector<CGPathNode *> heroChain;
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EHeroChainPass heroChainPass; // true if we need to calculate hero chain
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uint64_t chainMask;
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int heroChainTurn;
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int heroChainMaxTurns;
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PlayerColor playerID;
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uint8_t turnDistanceLimit[2];
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public:
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/// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
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AINodeStorage(const Nullkiller * ai, const int3 & sizes);
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~AINodeStorage();
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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bool increaseHeroChainTurnLimit();
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bool selectFirstActor();
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bool selectNextActor();
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
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void 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) const;
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inline const AIPathNode * 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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inline void 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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inline const CGHeroInstance * getHero(const CGPathNode * node) const
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{
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const auto * aiNode = getAINode(node);
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return aiNode->actor->hero;
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}
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bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
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{
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return hasBetterChain(source, destination);
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}
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bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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template<class NodeRange>
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bool hasBetterChain(
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const CGPathNode * source,
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const AIPathNode * destinationNode,
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const NodeRange & chains) const;
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std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
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std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
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bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
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void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
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void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }
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void setMainTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::MAIN] = distanceLimit; }
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void 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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const std::set<const CGHeroInstance *> getAllHeroes() const;
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void clear();
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bool calculateHeroChain();
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bool calculateHeroChainFinal();
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inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
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{
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return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
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}
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inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
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{
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double ratio = (double)danger / (armyValue * hero->getFightingStrength());
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return (uint64_t)(armyValue * ratio * ratio);
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}
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility accessibility);
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STRONG_INLINE int getBucket(const ChainActor * actor) const
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{
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return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;
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}
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void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
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void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
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private:
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template<class TVector>
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void calculateTownPortal(
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const ChainActor * actor,
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const std::map<const CGHeroInstance *, int> & maskMap,
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const std::vector<CGPathNode *> & initialNodes,
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TVector & output);
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};
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}
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