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189 lines
4.6 KiB
C++
189 lines
4.6 KiB
C++
/*
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* AIPathfinder.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 "AIPathfinder.h"
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#include "AIPathfinderConfig.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> AIPathfinder::heroGraphs;
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AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
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:cb(cb), ai(ai)
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{
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}
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void AIPathfinder::init()
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{
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storage.reset();
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}
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bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
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{
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return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
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|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
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}
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void AIPathfinder::calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile)
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{
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result.clear();
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for(auto hero : heroes)
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{
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auto graph = heroGraphs.find(hero->id);
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if(graph != heroGraphs.end())
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graph->second->quickAddChainInfoWithBlocker(result, tile, hero, ai);
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}
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}
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void AIPathfinder::calculatePathInfo(std::vector<AIPath> & result, const int3 & tile, bool includeGraph) const
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{
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const TerrainTile * tileInfo = cb->getTile(tile, false);
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result.clear();
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if(!tileInfo)
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{
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return;
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}
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storage->calculateChainInfo(result, tile, !tileInfo->isWater());
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if(includeGraph)
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{
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for(auto hero : cb->getHeroesInfo())
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{
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auto graph = heroGraphs.find(hero->id);
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if(graph != heroGraphs.end())
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graph->second->addChainInfo(result, tile, hero, ai);
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}
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}
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}
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void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings)
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{
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if(!storage)
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{
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storage.reset(new AINodeStorage(ai, cb->getMapSize()));
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}
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auto start = std::chrono::high_resolution_clock::now();
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logAi->debug("Recalculate all paths");
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int pass = 0;
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storage->clear();
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storage->setHeroes(heroes);
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storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
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storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
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logAi->trace(
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"Scout turn distance: %s, main %s",
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std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
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std::to_string(pathfinderSettings.mainTurnDistanceLimit));
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if(pathfinderSettings.useHeroChain)
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{
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storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
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}
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auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage, pathfinderSettings.allowBypassObjects);
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logAi->trace("Recalculate paths pass %d", pass++);
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cb->calculatePaths(config);
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if(!pathfinderSettings.useHeroChain)
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{
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logAi->trace("Recalculated paths in %ld", timeElapsed(start));
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return;
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}
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do
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{
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storage->selectFirstActor();
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do
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{
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boost::this_thread::interruption_point();
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while(storage->calculateHeroChain())
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{
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boost::this_thread::interruption_point();
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logAi->trace("Recalculate paths pass %d", pass++);
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cb->calculatePaths(config);
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}
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logAi->trace("Select next actor");
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} while(storage->selectNextActor());
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boost::this_thread::interruption_point();
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if(storage->calculateHeroChainFinal())
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{
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boost::this_thread::interruption_point();
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logAi->trace("Recalculate paths pass final");
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cb->calculatePaths(config);
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}
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} while(storage->increaseHeroChainTurnLimit());
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logAi->trace("Recalculated paths in %ld", timeElapsed(start));
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}
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void AIPathfinder::updateGraphs(
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const std::map<const CGHeroInstance *, HeroRole> & heroes,
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uint8_t mainScanDepth,
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uint8_t scoutScanDepth)
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{
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auto start = std::chrono::high_resolution_clock::now();
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std::vector<const CGHeroInstance *> heroesVector;
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heroGraphs.clear();
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for(auto hero : heroes)
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{
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if(heroGraphs.try_emplace(hero.first->id).second)
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{
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heroGraphs[hero.first->id] = std::make_unique<GraphPaths>();
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heroesVector.push_back(hero.first);
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}
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}
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tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector, &heroes, mainScanDepth, scoutScanDepth](const tbb::blocked_range<size_t> & r)
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{
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for(auto i = r.begin(); i != r.end(); i++)
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{
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auto role = heroes.at(heroesVector[i]);
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auto scanLimit = role == HeroRole::MAIN ? mainScanDepth : scoutScanDepth;
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heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai, scanLimit);
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}
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});
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if(NKAI_GRAPH_TRACE_LEVEL >= 1)
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{
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for(auto hero : heroes)
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{
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heroGraphs[hero.first->id]->dumpToLog();
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}
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}
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logAi->trace("Graph paths updated in %lld", timeElapsed(start));
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}
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}
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