mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
355 lines
9.1 KiB
C++
355 lines
9.1 KiB
C++
/*
|
|
* AINodeStorage.h, 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
|
|
*
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#define NKAI_PATHFINDER_TRACE_LEVEL 0
|
|
constexpr int NKAI_GRAPH_TRACE_LEVEL = 0;
|
|
#define NKAI_TRACE_LEVEL 0
|
|
|
|
#include "../../../lib/pathfinder/CGPathNode.h"
|
|
#include "../../../lib/pathfinder/INodeStorage.h"
|
|
#include "../../../lib/mapObjects/CGHeroInstance.h"
|
|
#include "../AIUtility.h"
|
|
#include "../Engine/FuzzyHelper.h"
|
|
#include "../Goals/AbstractGoal.h"
|
|
#include "Actions/SpecialAction.h"
|
|
#include "Actors.h"
|
|
|
|
#include <boost/container/small_vector.hpp>
|
|
|
|
namespace NKAI
|
|
{
|
|
namespace AIPathfinding
|
|
{
|
|
const int BUCKET_COUNT = 1;
|
|
const int BUCKET_SIZE = 32;
|
|
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
|
|
const int CHAIN_MAX_DEPTH = 4;
|
|
}
|
|
|
|
enum DayFlags : ui8
|
|
{
|
|
NONE = 0,
|
|
FLY_CAST = 1,
|
|
WATER_WALK_CAST = 2
|
|
};
|
|
|
|
struct AIPathNode : public CGPathNode
|
|
{
|
|
std::shared_ptr<const SpecialAction> specialAction;
|
|
|
|
const AIPathNode * chainOther;
|
|
const ChainActor * actor;
|
|
|
|
uint64_t danger;
|
|
uint64_t armyLoss;
|
|
uint32_t version;
|
|
|
|
int16_t manaCost;
|
|
DayFlags dayFlags;
|
|
|
|
void addSpecialAction(std::shared_ptr<const SpecialAction> action);
|
|
|
|
inline void reset(EPathfindingLayer layer, EPathAccessibility accessibility)
|
|
{
|
|
CGPathNode::reset();
|
|
|
|
actor = nullptr;
|
|
danger = 0;
|
|
manaCost = 0;
|
|
specialAction.reset();
|
|
armyLoss = 0;
|
|
chainOther = nullptr;
|
|
dayFlags = DayFlags::NONE;
|
|
this->layer = layer;
|
|
accessible = accessibility;
|
|
}
|
|
};
|
|
|
|
struct AIPathNodeInfo
|
|
{
|
|
float cost;
|
|
uint8_t turns;
|
|
int3 coord;
|
|
EPathfindingLayer layer;
|
|
uint64_t danger;
|
|
const CGHeroInstance * targetHero;
|
|
int parentIndex;
|
|
uint64_t chainMask;
|
|
std::shared_ptr<const SpecialAction> specialAction;
|
|
bool actionIsBlocked;
|
|
};
|
|
|
|
struct AIPath
|
|
{
|
|
using NodesVector = boost::container::small_vector<AIPathNodeInfo, 16>;
|
|
|
|
NodesVector nodes;
|
|
uint64_t targetObjectDanger;
|
|
uint64_t armyLoss;
|
|
uint64_t targetObjectArmyLoss;
|
|
const CGHeroInstance * targetHero;
|
|
const CCreatureSet * heroArmy;
|
|
uint64_t chainMask;
|
|
uint8_t exchangeCount;
|
|
|
|
AIPath();
|
|
|
|
/// Gets danger of path excluding danger of visiting the target object like creature bank
|
|
uint64_t getPathDanger() const;
|
|
|
|
/// Gets danger of path including danger of visiting the target object like creature bank
|
|
uint64_t getTotalDanger() const;
|
|
|
|
/// Gets danger of path including danger of visiting the target object like creature bank
|
|
uint64_t getTotalArmyLoss() const;
|
|
|
|
int3 firstTileToGet() const;
|
|
int3 targetTile() const;
|
|
|
|
const AIPathNodeInfo & firstNode() const;
|
|
|
|
const AIPathNodeInfo & targetNode() const;
|
|
|
|
float movementCost() const;
|
|
|
|
uint8_t turn() const;
|
|
|
|
uint64_t getHeroStrength() const;
|
|
|
|
std::string toString() const;
|
|
|
|
std::shared_ptr<const SpecialAction> getFirstBlockedAction() const;
|
|
|
|
bool containsHero(const CGHeroInstance * hero) const;
|
|
};
|
|
|
|
struct ExchangeCandidate : public AIPathNode
|
|
{
|
|
AIPathNode * carrierParent;
|
|
AIPathNode * otherParent;
|
|
};
|
|
|
|
enum EHeroChainPass
|
|
{
|
|
INITIAL, // single heroes unlimited distance
|
|
|
|
CHAIN, // chains with limited distance
|
|
|
|
FINAL // same as SINGLE but for heroes from CHAIN pass
|
|
};
|
|
|
|
class AISharedStorage
|
|
{
|
|
// 1-3 - position on map[z][x][y]
|
|
// 4 - chain + layer (normal, battle, spellcast and combinations, water, air)
|
|
static std::shared_ptr<boost::multi_array<AIPathNode, 4>> shared;
|
|
std::shared_ptr<boost::multi_array<AIPathNode, 4>> nodes;
|
|
public:
|
|
static boost::mutex locker;
|
|
static uint32_t version;
|
|
|
|
AISharedStorage(int3 mapSize);
|
|
~AISharedStorage();
|
|
|
|
STRONG_INLINE
|
|
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile) const
|
|
{
|
|
return (*nodes)[tile.z][tile.x][tile.y];
|
|
}
|
|
};
|
|
|
|
class AINodeStorage : public INodeStorage
|
|
{
|
|
private:
|
|
int3 sizes;
|
|
|
|
std::unique_ptr<boost::multi_array<EPathAccessibility, 4>> accessibility;
|
|
|
|
const CPlayerSpecificInfoCallback * cb;
|
|
const Nullkiller * ai;
|
|
AISharedStorage nodes;
|
|
std::vector<std::shared_ptr<ChainActor>> actors;
|
|
std::vector<CGPathNode *> heroChain;
|
|
EHeroChainPass heroChainPass; // true if we need to calculate hero chain
|
|
uint64_t chainMask;
|
|
int heroChainTurn;
|
|
int heroChainMaxTurns;
|
|
PlayerColor playerID;
|
|
uint8_t turnDistanceLimit[2];
|
|
|
|
public:
|
|
/// 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.
|
|
AINodeStorage(const Nullkiller * ai, const int3 & sizes);
|
|
~AINodeStorage();
|
|
|
|
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
|
|
|
|
bool increaseHeroChainTurnLimit();
|
|
bool selectFirstActor();
|
|
bool selectNextActor();
|
|
|
|
std::vector<CGPathNode *> getInitialNodes() override;
|
|
|
|
virtual void calculateNeighbours(
|
|
std::vector<CGPathNode *> & result,
|
|
const PathNodeInfo & source,
|
|
EPathfindingLayer layer,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) override;
|
|
|
|
virtual std::vector<CGPathNode *> calculateTeleportations(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) override;
|
|
|
|
void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
|
|
|
|
void commit(
|
|
AIPathNode * destination,
|
|
const AIPathNode * source,
|
|
EPathNodeAction action,
|
|
int turn,
|
|
int movementLeft,
|
|
float cost,
|
|
bool saveToCommitted = true) const;
|
|
|
|
inline const AIPathNode * getAINode(const CGPathNode * node) const
|
|
{
|
|
return static_cast<const AIPathNode *>(node);
|
|
}
|
|
|
|
inline void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater)
|
|
{
|
|
auto * aiNode = static_cast<AIPathNode *>(node);
|
|
|
|
updater(aiNode);
|
|
}
|
|
|
|
inline const CGHeroInstance * getHero(const CGPathNode * node) const
|
|
{
|
|
const auto * aiNode = getAINode(node);
|
|
|
|
return aiNode->actor->hero;
|
|
}
|
|
|
|
inline bool blocked(const int3 & tile, EPathfindingLayer layer) const
|
|
{
|
|
EPathAccessibility accessible = getAccessibility(tile, layer);
|
|
|
|
return accessible == EPathAccessibility::NOT_SET
|
|
|| accessible == EPathAccessibility::BLOCKED;
|
|
}
|
|
|
|
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
|
|
bool hasBetterChain(const CGPathNode * source, const AIPathNode & candidateNode) const;
|
|
|
|
template<class NodeRange>
|
|
bool hasBetterChain(
|
|
const CGPathNode * source,
|
|
const AIPathNode & destinationNode,
|
|
const NodeRange & chains) const;
|
|
|
|
bool isOtherChainBetter(
|
|
const CGPathNode * source,
|
|
const AIPathNode & candidateNode,
|
|
const AIPathNode & other) const;
|
|
|
|
bool isMovementInefficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
|
|
{
|
|
return hasBetterChain(source, destination);
|
|
}
|
|
|
|
bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
|
|
|
|
std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
|
|
void calculateChainInfo(std::vector<AIPath> & result, const int3 & pos, bool isOnLand) const;
|
|
bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
|
|
void setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes);
|
|
void setScoutTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::SCOUT] = distanceLimit; }
|
|
void setMainTurnDistanceLimit(uint8_t distanceLimit) { turnDistanceLimit[HeroRole::MAIN] = distanceLimit; }
|
|
void setTownsAndDwellings(
|
|
const std::vector<const CGTownInstance *> & towns,
|
|
const std::set<const CGObjectInstance *> & visitableObjs);
|
|
const std::set<const CGHeroInstance *> getAllHeroes() const;
|
|
void clear();
|
|
bool calculateHeroChain();
|
|
bool calculateHeroChainFinal();
|
|
|
|
uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const;
|
|
|
|
inline EPathAccessibility getAccessibility(const int3 & tile, EPathfindingLayer layer) const
|
|
{
|
|
return (*this->accessibility)[tile.z][tile.x][tile.y][layer];
|
|
}
|
|
|
|
inline void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility tileAccessibility)
|
|
{
|
|
(*this->accessibility)[tile.z][tile.x][tile.y][layer] = tileAccessibility;
|
|
}
|
|
|
|
inline int getBucket(const ChainActor * actor) const
|
|
{
|
|
return ((uintptr_t)actor * 395) % AIPathfinding::BUCKET_COUNT;
|
|
}
|
|
|
|
void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
|
|
void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
|
|
|
|
template<typename Fn>
|
|
void iterateValidNodes(const int3 & pos, EPathfindingLayer layer, Fn fn)
|
|
{
|
|
if(blocked(pos, layer))
|
|
return;
|
|
|
|
auto chains = nodes.get(pos);
|
|
|
|
for(AIPathNode & node : chains)
|
|
{
|
|
if(node.version != AISharedStorage::version || node.layer != layer)
|
|
continue;
|
|
|
|
fn(node);
|
|
}
|
|
}
|
|
|
|
template<typename Fn>
|
|
bool iterateValidNodesUntil(const int3 & pos, EPathfindingLayer layer, Fn predicate) const
|
|
{
|
|
if(blocked(pos, layer))
|
|
return false;
|
|
|
|
auto chains = nodes.get(pos);
|
|
|
|
for(AIPathNode & node : chains)
|
|
{
|
|
if(node.version != AISharedStorage::version || node.layer != layer)
|
|
continue;
|
|
|
|
if(predicate(node))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
private:
|
|
template<class TVector>
|
|
void calculateTownPortal(
|
|
const ChainActor * actor,
|
|
const std::map<const CGHeroInstance *, int> & maskMap,
|
|
const std::vector<CGPathNode *> & initialNodes,
|
|
TVector & output);
|
|
};
|
|
|
|
}
|