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vcmi/AI/Nullkiller/Pathfinding/AINodeStorage.cpp
2023-06-21 15:38:57 +03:00

1476 lines
37 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 "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/pathfinder/CPathfinder.h"
#include "../../../lib/pathfinder/PathfinderUtil.h"
#include "../../../lib/pathfinder/PathfinderOptions.h"
#include "../../../lib/CPlayerState.h"
namespace NKAI
{
std::shared_ptr<boost::multi_array<AIPathNode, 5>> AISharedStorage::shared;
boost::mutex AISharedStorage::locker;
std::set<int3> commitedTiles;
std::set<int3> commitedTilesInitial;
const uint64_t FirstActorMask = 1;
const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
const uint64_t CHAIN_MAX_DEPTH = 4;
AISharedStorage::AISharedStorage(int3 sizes)
{
if(!shared){
shared.reset(new boost::multi_array<AIPathNode, 5>(
boost::extents[EPathfindingLayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y][AIPathfinding::NUM_CHAINS]));
}
nodes = shared;
}
AISharedStorage::~AISharedStorage()
{
nodes.reset();
if(shared && shared.use_count() == 1)
{
shared.reset();
}
}
void AIPathNode::addSpecialAction(std::shared_ptr<const SpecialAction> action)
{
if(!specialAction)
{
specialAction = action;
}
else
{
auto parts = specialAction->getParts();
if(parts.empty())
{
parts.push_back(specialAction);
}
parts.push_back(action);
specialAction = std::make_shared<CompositeAction>(parts);
}
}
AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
: sizes(Sizes), ai(ai), cb(ai->cb.get()), nodes(Sizes)
{
dangerEvaluator.reset(new FuzzyHelper(ai));
}
AINodeStorage::~AINodeStorage() = default;
void AINodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
{
if(heroChainPass)
return;
//TODO: fix this code duplication with NodeStorage::initialize, problem is to keep `resetTile` inline
const PlayerColor fowPlayer = ai->playerID;
const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(fowPlayer)->fogOfWarMap;
const int3 sizes = gs->getMapSize();
//Each thread gets different x, but an array of y located next to each other in memory
parallel_for(blocked_range<size_t>(0, sizes.x), [&](const blocked_range<size_t>& r)
{
int3 pos;
for(pos.z = 0; pos.z < sizes.z; ++pos.z)
{
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
const PlayerColor player = playerID;
for(pos.x = r.begin(); pos.x != r.end(); ++pos.x)
{
for(pos.y = 0; pos.y < sizes.y; ++pos.y)
{
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));
}
}
}
}
});
}
void AINodeStorage::clear()
{
actors.clear();
heroChainPass = EHeroChainPass::INITIAL;
heroChainTurn = 0;
heroChainMaxTurns = 1;
turnDistanceLimit[HeroRole::MAIN] = 255;
turnDistanceLimit[HeroRole::SCOUT] = 255;
}
std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
const int3 & pos,
const EPathfindingLayer layer,
const ChainActor * actor)
{
int bucketIndex = ((uintptr_t)actor) % AIPathfinding::BUCKET_COUNT;
int bucketOffset = bucketIndex * AIPathfinding::BUCKET_SIZE;
auto chains = nodes.get(pos, layer);
if(chains[0].blocked())
{
return std::nullopt;
}
for(auto i = AIPathfinding::BUCKET_SIZE - 1; i >= 0; i--)
{
AIPathNode & node = chains[i + bucketOffset];
if(node.actor == actor)
{
return &node;
}
if(!node.actor)
{
node.actor = actor;
return &node;
}
}
return std::nullopt;
}
std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
{
if(heroChainPass)
{
if(heroChainTurn == 0)
calculateTownPortalTeleportations(heroChain);
return heroChain;
}
std::vector<CGPathNode *> initialNodes;
for(auto actorPtr : actors)
{
ChainActor * actor = actorPtr.get();
auto allocated = getOrCreateNode(actor->initialPosition, actor->layer, actor);
if(!allocated)
continue;
AIPathNode * initialNode = allocated.value();
initialNode->inPQ = false;
initialNode->pq = nullptr;
initialNode->turns = actor->initialTurn;
initialNode->moveRemains = actor->initialMovement;
initialNode->danger = 0;
initialNode->setCost(actor->initialTurn);
initialNode->action = EPathNodeAction::NORMAL;
if(actor->isMovable)
{
initialNodes.push_back(initialNode);
}
else
{
initialNode->locked = true;
}
}
if(heroChainTurn == 0)
calculateTownPortalTeleportations(initialNodes);
return initialNodes;
}
void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPathAccessibility accessibility)
{
for(AIPathNode & heroNode : nodes.get(coord, layer))
{
heroNode.actor = nullptr;
heroNode.danger = 0;
heroNode.manaCost = 0;
heroNode.specialAction.reset();
heroNode.armyLoss = 0;
heroNode.chainOther = nullptr;
heroNode.update(coord, layer, accessibility);
}
}
void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
const AIPathNode * srcNode = getAINode(source.node);
updateAINode(destination.node, [&](AIPathNode * dstNode)
{
commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
if(srcNode->specialAction || srcNode->chainOther)
{
// there is some action on source tile which should be performed before we can bypass it
destination.node->theNodeBefore = source.node;
}
if(dstNode->specialAction && dstNode->actor)
{
dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
}
});
}
void AINodeStorage::commit(
AIPathNode * destination,
const AIPathNode * source,
EPathNodeAction action,
int turn,
int movementLeft,
float cost) const
{
destination->action = action;
destination->setCost(cost);
destination->moveRemains = movementLeft;
destination->turns = turn;
destination->armyLoss = source->armyLoss;
destination->manaCost = source->manaCost;
destination->danger = source->danger;
destination->theNodeBefore = source->theNodeBefore;
destination->chainOther = nullptr;
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
source->coord.toString(),
destination->coord.toString(),
destination->getCost(),
std::to_string(destination->turns),
destination->moveRemains,
destination->actor->toString(),
destination->actor->chainMask,
destination->actor->armyValue);
#endif
if(destination->turns <= heroChainTurn)
{
commitedTiles.insert(destination->coord);
}
}
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::NUM_LAYERS; i.advance(1))
{
auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
continue;
neighbours.push_back(nextNode.value());
}
}
return neighbours;
}
EPathfindingLayer phisycalLayers[2] = {EPathfindingLayer::LAND, EPathfindingLayer::SAIL};
bool AINodeStorage::increaseHeroChainTurnLimit()
{
if(heroChainTurn >= heroChainMaxTurns)
return false;
heroChainTurn++;
commitedTiles.clear();
for(auto layer : phisycalLayers)
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
{
if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
{
commitedTiles.insert(pos);
break;
}
}
}
});
}
return true;
}
bool AINodeStorage::calculateHeroChainFinal()
{
heroChainPass = EHeroChainPass::FINAL;
heroChain.resize(0);
for(auto layer : phisycalLayers)
{
foreach_tile_pos([&](const int3 & pos)
{
auto chains = nodes.get(pos, layer);
if(!chains[0].blocked())
{
for(AIPathNode & node : chains)
{
if(node.turns > heroChainTurn
&& !node.locked
&& node.action != EPathNodeAction::UNKNOWN
&& node.actor->actorExchangeCount > 1
&& !hasBetterChain(&node, &node, chains))
{
heroChain.push_back(&node);
}
}
}
});
}
return heroChain.size();
}
struct DelayedWork
{
AIPathNode * carrier;
AIPathNode * other;
DelayedWork()
{
}
DelayedWork(AIPathNode * carrier, AIPathNode * other) : carrier(carrier), other(other)
{
}
};
class HeroChainCalculationTask
{
private:
AISharedStorage & nodes;
AINodeStorage & storage;
std::vector<AIPathNode *> existingChains;
std::vector<ExchangeCandidate> newChains;
uint64_t chainMask;
int heroChainTurn;
std::vector<CGPathNode *> heroChain;
const std::vector<int3> & tiles;
std::vector<DelayedWork> delayedWork;
public:
HeroChainCalculationTask(
AINodeStorage & storage, AISharedStorage & nodes, const std::vector<int3> & tiles, uint64_t chainMask, int heroChainTurn)
:existingChains(), newChains(), delayedWork(), nodes(nodes), storage(storage), chainMask(chainMask), heroChainTurn(heroChainTurn), heroChain(), tiles(tiles)
{
existingChains.reserve(AIPathfinding::NUM_CHAINS);
newChains.reserve(AIPathfinding::NUM_CHAINS);
}
void execute(const blocked_range<size_t>& r)
{
std::random_device randomDevice;
std::mt19937 randomEngine(randomDevice());
for(int i = r.begin(); i != r.end(); i++)
{
auto & pos = tiles[i];
for(auto layer : phisycalLayers)
{
auto chains = nodes.get(pos, layer);
// fast cut inactive nodes
if(chains[0].blocked())
continue;
existingChains.clear();
newChains.clear();
for(AIPathNode & node : chains)
{
if(node.turns <= heroChainTurn && node.action != EPathNodeAction::UNKNOWN)
existingChains.push_back(&node);
}
std::shuffle(existingChains.begin(), existingChains.end(), randomEngine);
for(AIPathNode * node : existingChains)
{
if(node->actor->isMovable)
{
calculateHeroChain(node, existingChains, newChains);
}
}
for(auto delayed = delayedWork.begin(); delayed != delayedWork.end();)
{
auto newActor = delayed->carrier->actor->tryExchangeNoLock(delayed->other->actor);
if(!newActor.lockAcquired) continue;
if(newActor.actor)
{
newChains.push_back(calculateExchange(newActor.actor, delayed->carrier, delayed->other));
}
delayed++;
}
delayedWork.clear();
cleanupInefectiveChains(newChains);
addHeroChain(newChains);
}
}
}
void calculateHeroChain(
AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result);
void calculateHeroChain(
AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result);
void cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const;
void addHeroChain(const std::vector<ExchangeCandidate> & result);
ExchangeCandidate calculateExchange(
ChainActor * exchangeActor,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const;
void flushResult(std::vector<CGPathNode *> & result)
{
vstd::concatenate(result, heroChain);
}
};
bool AINodeStorage::calculateHeroChain()
{
std::random_device randomDevice;
std::mt19937 randomEngine(randomDevice());
heroChainPass = EHeroChainPass::CHAIN;
heroChain.clear();
std::vector<int3> data(commitedTiles.begin(), commitedTiles.end());
if(data.size() > 100)
{
boost::mutex resultMutex;
std::shuffle(data.begin(), data.end(), randomEngine);
parallel_for(blocked_range<size_t>(0, data.size()), [&](const blocked_range<size_t>& r)
{
//auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
task.execute(r);
{
boost::lock_guard<boost::mutex> resultLock(resultMutex);
task.flushResult(heroChain);
}
});
}
else
{
auto r = blocked_range<size_t>(0, data.size());
HeroChainCalculationTask task(*this, nodes, data, chainMask, heroChainTurn);
task.execute(r);
task.flushResult(heroChain);
}
commitedTiles.clear();
return !heroChain.empty();
}
bool AINodeStorage::selectFirstActor()
{
if(actors.empty())
return false;
auto strongest = *vstd::maxElementByFun(actors, [](std::shared_ptr<ChainActor> actor) -> uint64_t
{
return actor->armyValue;
});
chainMask = strongest->chainMask;
commitedTilesInitial = commitedTiles;
return true;
}
bool AINodeStorage::selectNextActor()
{
auto currentActor = std::find_if(actors.begin(), actors.end(), [&](std::shared_ptr<ChainActor> actor)-> bool
{
return actor->chainMask == chainMask;
});
auto nextActor = actors.end();
for(auto actor = actors.begin(); actor != actors.end(); actor++)
{
if(actor->get()->armyValue > currentActor->get()->armyValue
|| (actor->get()->armyValue == currentActor->get()->armyValue && actor <= currentActor))
{
continue;
}
if(nextActor == actors.end()
|| actor->get()->armyValue > nextActor->get()->armyValue)
{
nextActor = actor;
}
}
if(nextActor != actors.end())
{
if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)
return false;
chainMask = nextActor->get()->chainMask;
commitedTiles = commitedTilesInitial;
return true;
}
return false;
}
void HeroChainCalculationTask::cleanupInefectiveChains(std::vector<ExchangeCandidate> & result) const
{
vstd::erase_if(result, [&](const ExchangeCandidate & chainInfo) -> bool
{
auto pos = chainInfo.coord;
auto chains = nodes.get(pos, EPathfindingLayer::LAND);
auto isNotEffective = storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, chains)
|| storage.hasBetterChain(chainInfo.carrierParent, &chainInfo, result);
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
if(isNotEffective)
{
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s is ineficient",
chainInfo.otherParent->actor->toString(),
chainInfo.otherParent->actor->chainMask,
chainInfo.carrierParent->actor->toString(),
chainInfo.carrierParent->actor->chainMask,
chainInfo.carrierParent->coord.toString());
}
#endif
return isNotEffective;
});
}
void HeroChainCalculationTask::calculateHeroChain(
AIPathNode * srcNode,
const std::vector<AIPathNode *> & variants,
std::vector<ExchangeCandidate> & result)
{
for(AIPathNode * node : variants)
{
if(node == srcNode || !node->actor)
continue;
if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
continue;
if(node->actor->actorExchangeCount + srcNode->actor->actorExchangeCount > CHAIN_MAX_DEPTH)
continue;
if(node->action == EPathNodeAction::BATTLE
|| node->action == EPathNodeAction::TELEPORT_BATTLE
|| node->action == EPathNodeAction::TELEPORT_NORMAL
|| node->action == EPathNodeAction::TELEPORT_BLOCKING_VISIT)
{
continue;
}
if(node->turns > heroChainTurn
|| (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because of %s",
node->actor->toString(),
node->actor->chainMask,
srcNode->actor->toString(),
srcNode->actor->chainMask,
srcNode->coord.toString(),
(node->turns > heroChainTurn
? "turn limit"
: (node->action == EPathNodeAction::UNKNOWN && node->actor->hero)
? "action unknown"
: "chain mask"));
#endif
continue;
}
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Thy exchange %s[%x] -> %s[%x] at %s",
node->actor->toString(),
node->actor->chainMask,
srcNode->actor->toString(),
srcNode->actor->chainMask,
srcNode->coord.toString());
#endif
calculateHeroChain(srcNode, node, result);
}
}
void HeroChainCalculationTask::calculateHeroChain(
AIPathNode * carrier,
AIPathNode * other,
std::vector<ExchangeCandidate> & result)
{
if(carrier->armyLoss < carrier->actor->armyValue
&& (carrier->action != EPathNodeAction::BATTLE || (carrier->actor->allowBattle && carrier->specialAction))
&& carrier->action != EPathNodeAction::BLOCKING_VISIT
&& (other->armyLoss == 0 || other->armyLoss < other->actor->armyValue))
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Exchange allowed %s[%x] -> %s[%x] at %s",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
carrier->actor->chainMask,
carrier->coord.toString());
#endif
if(other->actor->isMovable)
{
bool hasLessMp = carrier->turns > other->turns || (carrier->turns == other->turns && carrier->moveRemains < other->moveRemains);
bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
if(hasLessMp && hasLessExperience)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace("Exchange at %s is ineficient. Blocked.", carrier->coord.toString());
#endif
return;
}
}
auto newActor = carrier->actor->tryExchangeNoLock(other->actor);
if(!newActor.lockAcquired) delayedWork.push_back(DelayedWork(carrier, other));
if(newActor.actor) result.push_back(calculateExchange(newActor.actor, carrier, other));
}
}
void HeroChainCalculationTask::addHeroChain(const std::vector<ExchangeCandidate> & result)
{
for(const ExchangeCandidate & chainInfo : result)
{
auto carrier = chainInfo.carrierParent;
auto newActor = chainInfo.actor;
auto other = chainInfo.otherParent;
auto chainNodeOptional = storage.getOrCreateNode(carrier->coord, carrier->layer, newActor);
if(!chainNodeOptional)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace("Exchange at %s can not allocate node. Blocked.", carrier->coord.toString());
#endif
continue;
}
auto exchangeNode = chainNodeOptional.value();
if(exchangeNode->action != EPathNodeAction::UNKNOWN)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because node is in use",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
carrier->actor->chainMask,
carrier->coord.toString());
#endif
continue;
}
if(exchangeNode->turns != 0xFF && exchangeNode->getCost() < chainInfo.getCost())
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Skip exchange %s[%x] -> %s[%x] at %s because not effective enough. %f < %f",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
carrier->actor->chainMask,
carrier->coord.toString(),
exchangeNode->getCost(),
chainInfo.getCost());
#endif
continue;
}
storage.commit(exchangeNode, carrier, carrier->action, chainInfo.turns, chainInfo.moveRemains, chainInfo.getCost());
if(carrier->specialAction || carrier->chainOther)
{
// there is some action on source tile which should be performed before we can bypass it
exchangeNode->theNodeBefore = carrier;
}
if(exchangeNode->actor->actorAction)
{
exchangeNode->theNodeBefore = carrier;
exchangeNode->addSpecialAction(exchangeNode->actor->actorAction);
}
exchangeNode->chainOther = other;
exchangeNode->armyLoss = chainInfo.armyLoss;
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
exchangeNode->coord.toString(),
other->actor->toString(),
exchangeNode->actor->toString(),
exchangeNode->actor->chainMask,
exchangeNode->getCost(),
std::to_string(exchangeNode->turns),
exchangeNode->moveRemains,
exchangeNode->actor->armyValue);
#endif
heroChain.push_back(exchangeNode);
}
}
ExchangeCandidate HeroChainCalculationTask::calculateExchange(
ChainActor * exchangeActor,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const
{
ExchangeCandidate candidate;
candidate.layer = carrierParentNode->layer;
candidate.coord = carrierParentNode->coord;
candidate.carrierParent = carrierParentNode;
candidate.otherParent = otherParentNode;
candidate.actor = exchangeActor;
candidate.armyLoss = carrierParentNode->armyLoss + otherParentNode->armyLoss;
candidate.turns = carrierParentNode->turns;
candidate.setCost(carrierParentNode->getCost() + otherParentNode->getCost() / 1000.0);
candidate.moveRemains = carrierParentNode->moveRemains;
if(carrierParentNode->turns < otherParentNode->turns)
{
int moveRemains = exchangeActor->maxMovePoints(carrierParentNode->layer);
float waitingCost = otherParentNode->turns - carrierParentNode->turns - 1
+ carrierParentNode->moveRemains / (float)moveRemains;
candidate.turns = otherParentNode->turns;
candidate.setCost(candidate.getCost() + waitingCost);
candidate.moveRemains = moveRemains;
}
return candidate;
}
const std::set<const CGHeroInstance *> AINodeStorage::getAllHeroes() const
{
std::set<const CGHeroInstance *> heroes;
for(auto actor : actors)
{
if(actor->hero)
heroes.insert(actor->hero);
}
return heroes;
}
bool AINodeStorage::isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
if(heroChainPass == EHeroChainPass::CHAIN && destination.node->turns > heroChainTurn)
{
return true;
}
auto aiNode = getAINode(destination.node);
if(heroChainPass != EHeroChainPass::CHAIN
&& destination.node->turns > turnDistanceLimit[aiNode->actor->heroRole])
{
return true;
}
return false;
}
void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
{
playerID = ai->playerID;
for(auto & hero : heroes)
{
// do not allow our own heroes in garrison to act on map
if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
continue;
uint64_t mask = FirstActorMask << actors.size();
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
if(actor->hero->tempOwner != ai->playerID)
{
bool onLand = !actor->hero->boat || actor->hero->boat->layer != EPathfindingLayer::SAIL;
actor->initialMovement = actor->hero->maxMovePoints(onLand);
}
playerID = actor->hero->tempOwner;
actors.push_back(actor);
}
}
void AINodeStorage::setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns,
const std::set<const CGObjectInstance *> & visitableObjs)
{
for(auto town : towns)
{
uint64_t mask = FirstActorMask << actors.size();
// TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE
// check defence imrove
if(!town->garrisonHero)
{
actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
}
}
/*auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
auto waitForGrowth = dayOfWeek > 4;*/
for(auto obj: visitableObjs)
{
if(obj->ID == Obj::HILL_FORT)
{
uint64_t mask = FirstActorMask << actors.size();
actors.push_back(std::make_shared<HillFortActor>(obj, mask));
}
/*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.value());
}
}
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)
{
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;
}
return node;
}
return nullptr;
}
std::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
{
auto bestNode = getBestInitialNodeForTownPortal(targetTown);
if(!bestNode)
return std::nullopt;
auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
if(!nodeOptional)
return std::nullopt;
AIPathNode * node = nodeOptional.value();
float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
movementCost += bestNode->getCost();
if(node->action == EPathNodeAction::UNKNOWN || node->getCost() > movementCost)
{
nodeStorage->commit(
node,
nodeStorage->getAINode(bestNode),
EPathNodeAction::TELEPORT_NORMAL,
bestNode->turns,
bestNode->moveRemains - movementNeeded,
movementCost);
node->theNodeBefore = bestNode;
node->addSpecialAction(std::make_shared<AIPathfinding::TownPortalAction>(targetTown));
}
return nodeOptional;
}
};
template<class TVector>
void AINodeStorage::calculateTownPortal(
const ChainActor * actor,
const std::map<const CGHeroInstance *, int> & maskMap,
const std::vector<CGPathNode *> & initialNodes,
TVector & output)
{
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 && maskMap.find(targetTown->visitingHero.get()) != maskMap.end())
{
auto basicMask = maskMap.at(targetTown->visitingHero.get());
bool heroIsInChain = (actor->chainMask & basicMask) != 0;
bool sameActorInTown = actor->chainMask == basicMask;
if(sameActorInTown || !heroIsInChain)
continue;
}
auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
if(nodeOptional)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace("Adding town portal node at %s", targetTown->getObjectName());
#endif
output.push_back(nodeOptional.value());
}
}
}
}
void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
{
std::set<const ChainActor *> actorsOfInitial;
for(const CGPathNode * node : initialNodes)
{
auto aiNode = getAINode(node);
if(aiNode->actor->hero)
actorsOfInitial.insert(aiNode->actor->baseActor);
}
std::map<const CGHeroInstance *, int> maskMap;
for(std::shared_ptr<ChainActor> basicActor : actors)
{
if(basicActor->hero)
maskMap[basicActor->hero] = basicActor->chainMask;
}
boost::sort(initialNodes, NodeComparer<CGPathNode>());
std::vector<const ChainActor *> actorsVector(actorsOfInitial.begin(), actorsOfInitial.end());
tbb::concurrent_vector<CGPathNode *> output;
if(actorsVector.size() * initialNodes.size() > 1000)
{
parallel_for(blocked_range<size_t>(0, actorsVector.size()), [&](const blocked_range<size_t> & r)
{
for(int i = r.begin(); i != r.end(); i++)
{
calculateTownPortal(actorsVector[i], maskMap, initialNodes, output);
}
});
std::copy(output.begin(), output.end(), std::back_inserter(initialNodes));
}
else
{
for(auto actor : actorsVector)
{
calculateTownPortal(actor, maskMap, initialNodes, initialNodes);
}
}
}
bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
auto pos = destination.coord;
auto chains = nodes.get(pos, 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 == EPathNodeAction::UNKNOWN || !node.actor || !node.actor->hero)
{
continue;
}
if(node.danger <= candidateNode->danger && candidateNode->actor == node.actor->battleActor)
{
if(node.getCost() < candidateNode->getCost())
{
#if NKAI_PATHFINDER_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 && heroChainPass != EHeroChainPass::FINAL)
continue;
auto nodeActor = node.actor;
auto nodeArmyValue = nodeActor->armyValue - node.armyLoss;
auto candidateArmyValue = candidateActor->armyValue - candidateNode->armyLoss;
if(nodeArmyValue > candidateArmyValue
&& node.getCost() <= candidateNode->getCost())
{
#if NKAI_PATHFINDER_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(heroChainPass == EHeroChainPass::FINAL)
{
if(nodeArmyValue == candidateArmyValue
&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
&& node.getCost() <= candidateNode->getCost())
{
if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength
&& node.getCost() == candidateNode->getCost()
&& &node < candidateNode)
{
continue;
}
#if NKAI_PATHFINDER_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.get(pos, layer);
for(const AIPathNode & node : chains)
{
if(node.action != EPathNodeAction::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(AIPathfinding::NUM_CHAINS / 4);
auto chains = nodes.get(pos, isOnLand ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
for(const AIPathNode & node : chains)
{
if(node.action == EPathNodeAction::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, !node.actor->allowBattle);
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->getCost();
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;
pathNode.actionIsBlocked = false;
if(pathNode.specialAction)
{
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(targetNode);
}
parentIndex = path.nodes.size();
path.nodes.push_back(pathNode);
}
node = getAINode(node->theNodeBefore);
}
}
AIPath::AIPath()
: nodes({})
{
}
std::shared_ptr<const SpecialAction> AIPath::getFirstBlockedAction() const
{
for(auto node = nodes.rbegin(); node != nodes.rend(); node++)
{
if(node->specialAction && node->actionIsBlocked)
return node->specialAction;
}
return std::shared_ptr<const SpecialAction>();
}
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;
}
bool AIPath::containsHero(const CGHeroInstance * hero) const
{
if(targetHero == hero)
return true;
for(auto node : nodes)
{
if(node.targetHero == hero)
return true;
}
return false;
}
uint64_t AIPath::getTotalArmyLoss() const
{
return armyLoss + targetObjectArmyLoss;
}
std::string AIPath::toString() const
{
std::stringstream str;
str << targetHero->getNameTranslated() << "[" << std::hex << chainMask << std::dec << "]" << ", turn " << (int)(turn()) << ": ";
for(auto node : nodes)
str << node.targetHero->getNameTranslated() << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
return str.str();
}
}