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vcmi/AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

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/*
* DangerHitMapAnalyzer.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 "ObjectClusterizer.h"
#include "../Goals/ExecuteHeroChain.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
{
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void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
{
ClusterObjects::accessor info;
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objects.insert(info, ClusterObjects::value_type(obj, ClusterObjectInfo()));
if(info->second.priority < priority)
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{
info->second.priority = priority;
info->second.movementCost = path.movementCost() - path.firstNode().cost;
info->second.danger = path.targetObjectDanger;
info->second.turn = path.turn();
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}
}
const CGObjectInstance * ObjectCluster::calculateCenter() const
{
auto v = getObjects();
auto tile = int3(0);
float priority = 0;
for(auto pair : objects)
{
auto newPoint = pair.first->visitablePos();
float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
int3 direction = newPoint - tile;
float priorityRatio = newPriority / (priority + newPriority);
tile += direction * priorityRatio;
priority += newPriority;
}
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auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<const CGObjectInstance *, ClusterObjectInfo> & pair) -> int
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{
return pair.first->visitablePos().dist2dSQ(tile);
});
return closestPair.first;
}
std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
{
std::vector<const CGObjectInstance *> result;
for(auto pair : objects)
{
result.push_back(pair.first);
}
return result;
}
std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
{
return nearObjects.getObjects();
}
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std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
{
return farObjects.getObjects();
}
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std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
{
std::vector<std::shared_ptr<ObjectCluster>> result;
for(auto pair : blockedObjects)
{
result.push_back(pair.second);
}
return result;
}
const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
{
for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
{
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std::vector<const CGObjectInstance *> blockers = {};
if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
blockers = ai->cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
if(guard)
{
blockers.insert(blockers.begin(), guard);
}
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}
}
if(node->specialAction && node->actionIsBlocked)
{
auto blockerObject = node->specialAction->targetObject();
if(blockerObject)
{
blockers.insert(blockers.begin(), blockerObject);
}
}
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if(blockers.empty())
continue;
auto blocker = blockers.front();
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if(isObjectPassable(ai, blocker))
continue;
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if(blocker->ID == Obj::GARRISON
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|| blocker->ID == Obj::GARRISON2)
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{
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if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
continue;
else
return blocker;
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}
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if(blocker->ID == Obj::MONSTER
|| blocker->ID == Obj::BORDERGUARD
|| blocker->ID == Obj::BORDER_GATE
|| blocker->ID == Obj::SHIPYARD
|| (blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked))
{
return blocker;
}
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}
return nullptr;
}
bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
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{
if(isObjectRemovable(obj))
{
return true;
}
const int3 pos = obj->visitablePos();
if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
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|| obj->wasVisited(ai->playerID))
{
return false;
}
auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
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if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
{
return false;
}
//it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
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if(!topObj)
return false; // partly visible obj but its visitable pos is not visible.
if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
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return false;
else
return true; //all of the following is met
}
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Obj ObjectClusterizer::IgnoredObjectTypes[] = {
Obj::BOAT,
Obj::EYE_OF_MAGI,
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Obj::MONOLITH_ONE_WAY_ENTRANCE,
Obj::MONOLITH_ONE_WAY_EXIT,
Obj::MONOLITH_TWO_WAY,
Obj::SUBTERRANEAN_GATE,
Obj::WHIRLPOOL,
Obj::BUOY,
Obj::SIGN,
Obj::GARRISON,
Obj::MONSTER,
Obj::GARRISON2,
Obj::BORDERGUARD,
Obj::QUEST_GUARD,
Obj::BORDER_GATE,
Obj::REDWOOD_OBSERVATORY,
Obj::CARTOGRAPHER,
Obj::PILLAR_OF_FIRE
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};
void ObjectClusterizer::clusterize()
{
auto start = std::chrono::high_resolution_clock::now();
nearObjects.reset();
farObjects.reset();
blockedObjects.clear();
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logAi->debug("Begin object clusterization");
std::vector<const CGObjectInstance *> objs(
ai->memory->visitableObjs.begin(),
ai->memory->visitableObjs.end());
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#if NKAI_TRACE_LEVEL == 0
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parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r) {
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#else
blocked_range<size_t> r(0, objs.size());
#endif
auto priorityEvaluator = ai->priorityEvaluators->acquire();
for(int i = r.begin(); i != r.end(); i++)
{
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clusterizeObject(objs[i], priorityEvaluator.get());
}
#if NKAI_TRACE_LEVEL == 0
});
#endif
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logAi->trace("Near objects count: %i", nearObjects.objects.size());
logAi->trace("Far objects count: %i", farObjects.objects.size());
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for(auto pair : blockedObjects)
{
logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
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#if NKAI_TRACE_LEVEL >= 1
for(auto obj : pair.second->getObjects())
{
logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
}
#endif
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}
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logAi->trace("Clusterization complete in %ld", timeElapsed(start));
}
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void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator)
{
if(!shouldVisitObject(obj))
{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
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return;
}
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
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auto paths = ai->pathfinder->getPathInfo(obj->visitablePos(), true);
if(paths.empty())
{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("No paths found.");
#endif
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return;
}
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std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
{
return p1.movementCost() < p2.movementCost();
});
if(vstd::contains(IgnoredObjectTypes, obj->ID))
{
farObjects.addObject(obj, paths.front(), 0);
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
#endif
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return;
}
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std::set<const CGHeroInstance *> heroesProcessed;
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for(auto & path : paths)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Checking path %s", path.toString());
#endif
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if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
#endif
continue;
}
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if(path.nodes.size() > 1)
{
auto blocker = getBlocker(path);
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if(blocker)
{
if(vstd::contains(heroesProcessed, path.targetHero))
{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
#endif
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continue;
}
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heroesProcessed.insert(path.targetHero);
float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
if(priority < MIN_PRIORITY)
continue;
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ClusterMap::accessor cluster;
blockedObjects.insert(
cluster,
ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
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cluster->second->addObject(obj, path, priority);
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
#endif
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continue;
}
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}
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heroesProcessed.insert(path.targetHero);
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float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
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if(priority < MIN_PRIORITY)
continue;
bool interestingObject = path.turn() <= 2 || priority > 0.5f;
if(interestingObject)
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{
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nearObjects.addObject(obj, path, priority);
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}
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else
{
farObjects.addObject(obj, path, priority);
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
path.toString(),
interestingObject ? "near" : "far",
path.turn(),
priority);
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#endif
}
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}
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}