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