1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281
|
/*
* 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
#define NKAI_TRACE_LEVEL 0
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
#include "../Engine/FuzzyHelper.h"
#include "../Goals/AbstractGoal.h"
#include "Actions/SpecialAction.h"
#include "Actors.h"
namespace NKAI
{
const int SCOUT_TURN_DISTANCE_LIMIT = 3;
const int MAIN_TURN_DISTANCE_LIMIT = 5;
namespace AIPathfinding
{
#ifdef ENVIRONMENT64
const int BUCKET_COUNT = 7;
#else
const int BUCKET_COUNT = 5;
#endif // ENVIRONMENT64
const int BUCKET_SIZE = 5;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
const int THREAD_COUNT = 8;
const int CHAIN_MAX_DEPTH = 4;
}
struct AIPathNode : public CGPathNode
{
uint64_t danger;
uint64_t armyLoss;
uint32_t manaCost;
const AIPathNode * chainOther;
std::shared_ptr<const SpecialAction> specialAction;
const ChainActor * actor;
STRONG_INLINE
bool blocked() const
{
return accessible == CGPathNode::EAccessibility::NOT_SET
|| accessible == CGPathNode::EAccessibility::BLOCKED;
}
};
struct AIPathNodeInfo
{
float cost;
uint8_t turns;
int3 coord;
uint64_t danger;
const CGHeroInstance * targetHero;
int parentIndex;
uint64_t chainMask;
std::shared_ptr<const SpecialAction> specialAction;
bool actionIsBlocked;
};
struct AIPath
{
std::vector<AIPathNodeInfo> 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 - layer (air, water, land)
// 2-4 - position on map[z][x][y]
// 5 - chain (normal, battle, spellcast and combinations)
static std::shared_ptr<boost::multi_array<AIPathNode, 5>> shared;
std::shared_ptr<boost::multi_array<AIPathNode, 5>> nodes;
public:
static boost::mutex locker;
AISharedStorage(int3 mapSize);
~AISharedStorage();
STRONG_INLINE
boost::detail::multi_array::sub_array<AIPathNode, 1> get(int3 tile, EPathfindingLayer layer) const
{
return (*nodes)[layer][tile.z][tile.x][tile.y];
}
};
class AINodeStorage : public INodeStorage
{
private:
int3 sizes;
const CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
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();
virtual std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
void commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) 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
{
auto aiNode = getAINode(node);
return aiNode->actor->hero;
}
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
return hasBetterChain(source, destination);
}
bool isDistanceLimitReached(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
const AIPathNode * destinationNode,
const NodeRange & chains) const;
boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
std::vector<AIPath> getChainInfo(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();
inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
{
return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
}
inline uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const
{
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
return (uint64_t)(armyValue * ratio * ratio * ratio);
}
STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
STRONG_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;
private:
template<class TVector>
void calculateTownPortal(
const ChainActor * actor,
const std::map<const CGHeroInstance *, int> & maskMap,
const std::vector<CGPathNode *> & initialNodes,
TVector & output);
};
}
|