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Nullkiller: object clusterizer
This commit is contained in:
committed by
Andrii Danylchenko
parent
1d4a349c2c
commit
0705ee595a
256
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp
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256
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp
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/*
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* DangerHitMapAnalyzer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ObjectClusterizer.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../VCAI.h"
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#include "../Engine/Nullkiller.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
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{
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auto & info = objects[obj];
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if(info.priority < priority)
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{
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info.priority = priority;
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info.movementCost = path.movementCost() - path.firstNode().cost;
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info.danger = path.targetObjectDanger;
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info.turn = path.turn();
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}
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}
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const CGObjectInstance * ObjectCluster::calculateCenter() const
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{
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auto v = getObjects();
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auto tile = int3(0);
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float priority = 0;
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for(auto pair : objects)
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{
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auto newPoint = pair.first->visitablePos();
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float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
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int3 direction = newPoint - tile;
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float priorityRatio = newPriority / (priority + newPriority);
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tile += direction * priorityRatio;
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priority += newPriority;
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}
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auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<const CGObjectInstance *, ObjectInfo> & pair) -> int
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{
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return pair.first->visitablePos().dist2dSQ(tile);
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});
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return closestPair.first;
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}
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std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
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{
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std::vector<const CGObjectInstance *> result;
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for(auto pair : objects)
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{
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result.push_back(pair.first);
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}
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return result;
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}
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std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
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{
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return nearObjects.getObjects();
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}
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std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
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{
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std::vector<std::shared_ptr<ObjectCluster>> result;
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for(auto pair : blockedObjects)
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{
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result.push_back(pair.second);
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}
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return result;
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}
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const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
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{
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for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
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{
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auto guardPos = cb->getGuardingCreaturePosition(node->coord);
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auto blockers = cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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auto guard = cb->getTopObj(cb->getGuardingCreaturePosition(node->coord));
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if(guard)
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{
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blockers.insert(blockers.begin(), guard);
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}
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}
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if(blockers.empty())
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continue;
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auto blocker = blockers.front();
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if(blocker->ID == Obj::GARRISON
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|| blocker->ID == Obj::MONSTER
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|| blocker->ID == Obj::GARRISON2
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|| blocker->ID == Obj::BORDERGUARD
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|| blocker->ID == Obj::QUEST_GUARD
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|| blocker->ID == Obj::BORDER_GATE)
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{
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return blocker;
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}
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}
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return nullptr;
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}
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bool shouldVisitObject(const CGObjectInstance * obj)
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{
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if(isObjectRemovable(obj))
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{
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return true;
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}
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const int3 pos = obj->visitablePos();
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if(obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->alreadyVisited, obj)
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|| obj->wasVisited(ai->playerID))
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{
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return false;
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}
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auto playerRelations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
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if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
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{
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return false;
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}
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//it may be hero visiting this obj
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//we don't try visiting object on which allied or owned hero stands
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// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
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const CGObjectInstance * topObj = cb->getTopObj(pos);
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if(!topObj)
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return false; // partly visible obj but its visitable pos is not visible.
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if(topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
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return false;
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else
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return true; //all of the following is met
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}
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void ObjectClusterizer::clusterize()
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{
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nearObjects.reset();
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farObjects.reset();
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blockedObjects.clear();
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Obj ignoreObjects[] = {
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Obj::MONSTER,
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Obj::SIGN,
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Obj::REDWOOD_OBSERVATORY,
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Obj::MONOLITH_TWO_WAY,
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Obj::MONOLITH_ONE_WAY_ENTRANCE,
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Obj::MONOLITH_ONE_WAY_EXIT,
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Obj::BUOY
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};
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logAi->debug("Begin object clusterization");
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for(const CGObjectInstance * obj : ai->visitableObjs)
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{
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if(!shouldVisitObject(obj))
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continue;
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auto paths = ai->ah->getPathsToTile(obj->visitablePos());
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if(paths.empty())
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continue;
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std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
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{
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return p1.movementCost() < p2.movementCost();
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});
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if(vstd::contains(ignoreObjects, obj->ID))
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{
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farObjects.addObject(obj, paths.front(), 0);
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continue;
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}
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bool added = false;
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bool directlyAccessible = false;
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for(auto & path : paths)
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{
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if(path.nodes.size() > 1)
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{
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auto blocker = getBlocker(path);
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if(blocker)
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{
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auto cluster = blockedObjects[blocker];
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if(!cluster)
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{
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cluster.reset(new ObjectCluster(blocker));
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blockedObjects[blocker] = cluster;
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}
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if(!vstd::contains(cluster->objects, obj))
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{
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float priority = ai->nullkiller->priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
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cluster->addObject(obj, path, priority);
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added = true;
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}
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}
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}
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else
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{
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directlyAccessible = true;
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}
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}
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if(!added || directlyAccessible)
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{
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if(paths.front().turn() <= 2)
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nearObjects.addObject(obj, paths.front(), 0);
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else
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farObjects.addObject(obj, paths.front(), 0);
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}
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}
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logAi->trace("Near objects count: %i", nearObjects.objects.size());
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logAi->trace("Far objects count: %i", farObjects.objects.size());
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for(auto pair : blockedObjects)
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{
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logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
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#if AI_TRACE_LEVEL >= 1
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for(auto obj : pair.second->getObjects())
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{
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logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
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}
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#endif
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}
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}
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