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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

NKAI: port exploration from VCAI

This commit is contained in:
Andrii Danylchenko 2024-05-19 10:04:45 +03:00
parent 721b15d9de
commit 1388fb1493
27 changed files with 1503 additions and 880 deletions

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@ -77,7 +77,6 @@ AIGateway::AIGateway()
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
nullkiller.reset(new Nullkiller());
announcedCheatingProblem = false;
}
AIGateway::~AIGateway()
@ -378,7 +377,7 @@ void AIGateway::objectRemoved(const CGObjectInstance * obj, const PlayerColor &
nullkiller->memory->removeFromMemory(obj);
nullkiller->objectClusterizer->onObjectRemoved(obj->id);
if(nullkiller->baseGraph && nullkiller->settings->isObjectGraphAllowed())
if(nullkiller->baseGraph && nullkiller->isObjectGraphAllowed())
{
nullkiller->baseGraph->removeObject(obj);
}
@ -829,13 +828,9 @@ void AIGateway::makeTurn()
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("AIGateway::makeTurn");
if(cb->getStartInfo()->extraOptionsInfo.cheatsAllowed)
cb->sendMessage("vcmieagles");
else
if(nullkiller->isOpenMap())
{
if(!announcedCheatingProblem)
cb->sendMessage("Nullkiller AI currently requires the ability to cheat in order to function correctly! Please enable!");
announcedCheatingProblem = true;
cb->sendMessage("vcmieagles");
}
retrieveVisitableObjs();

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@ -96,7 +96,7 @@ public:
std::unique_ptr<boost::thread> makingTurn;
private:
boost::mutex turnInterruptionMutex;
bool announcedCheatingProblem;
public:
ObjectInstanceID selectedObject;

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@ -381,7 +381,7 @@ void ObjectClusterizer::clusterizeObject(
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
if(ai->settings->isObjectGraphAllowed())
if(ai->isObjectGraphAllowed())
{
ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
}

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@ -47,7 +47,11 @@ bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) co
&& vectorEquals(objectSubTypes, other.objectSubTypes);
}
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit)
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(
const std::vector<AIPath> & paths,
const Nullkiller * nullkiller,
const CGObjectInstance * objToVisit,
bool force)
{
Goals::TGoalVec tasks;
@ -72,7 +76,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
continue;
}
if(objToVisit && !shouldVisit(nullkiller, path.targetHero, objToVisit))
if(objToVisit && !force && !shouldVisit(nullkiller, path.targetHero, objToVisit))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
@ -200,12 +204,12 @@ void CaptureObjectsBehavior::decomposeObjects(
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->settings->isObjectGraphAllowed());
nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit));
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit, specificObjects));
}
std::lock_guard<std::mutex> lock(sync);

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@ -68,7 +68,11 @@ namespace Goals
bool operator==(const CaptureObjectsBehavior & other) const override;
static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit = nullptr);
static Goals::TGoalVec getVisitGoals(
const std::vector<AIPath> & paths,
const Nullkiller * nullkiller,
const CGObjectInstance * objToVisit = nullptr,
bool force = false);
private:
bool objectMatchesFilter(const CGObjectInstance * obj) const;

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@ -42,7 +42,7 @@ Goals::TGoalVec ClusterBehavior::decompose(const Nullkiller * ai) const
Goals::TGoalVec ClusterBehavior::decomposeCluster(const Nullkiller * ai, std::shared_ptr<ObjectCluster> cluster) const
{
auto center = cluster->calculateCenter(ai->cb.get());
auto paths = ai->pathfinder->getPathInfo(center->visitablePos(), ai->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(center->visitablePos(), ai->isObjectGraphAllowed());
auto blockerPos = cluster->blocker->visitablePos();
std::vector<AIPath> blockerPaths;

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@ -0,0 +1,334 @@
/*
* ExplorationBehavior.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 "ExplorationBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/Invalid.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Markers/ExplorationPoint.h"
#include "CaptureObjectsBehavior.h"
#include "../Goals/CaptureObject.h"
#include "../../../lib/CPlayerState.h"
namespace NKAI
{
using namespace Goals;
struct ExplorationHelper
{
const CGHeroInstance * hero;
int sightRadius;
float bestValue;
TSubgoal bestGoal;
int3 bestTile;
int bestTilesDiscovered;
const Nullkiller * ai;
CCallback * cbp;
const TeamState * ts;
int3 ourPos;
bool allowDeadEndCancellation;
ExplorationHelper(const CGHeroInstance * hero, const Nullkiller * ai)
:ai(ai), cbp(ai->cb.get()), hero(hero)
{
ts = cbp->getPlayerTeam(ai->playerID);
sightRadius = hero->getSightRadius();
bestGoal = sptr(Goals::Invalid());
bestValue = 0;
bestTilesDiscovered = 0;
ourPos = hero->visitablePos();
allowDeadEndCancellation = true;
}
TSubgoal makeComposition() const
{
Composition c;
c.addNext(ExplorationPoint(bestTile, bestTilesDiscovered));
c.addNext(bestGoal);
return sptr(c);
}
void scanSector(int scanRadius)
{
int3 tile = int3(0, 0, ourPos.z);
const auto & slice = (*(ts->fogOfWarMap))[ourPos.z];
for(tile.x = ourPos.x - scanRadius; tile.x <= ourPos.x + scanRadius; tile.x++)
{
for(tile.y = ourPos.y - scanRadius; tile.y <= ourPos.y + scanRadius; tile.y++)
{
if(cbp->isInTheMap(tile) && slice[tile.x][tile.y])
{
scanTile(tile);
}
}
}
}
void scanMap()
{
int3 mapSize = cbp->getMapSize();
int perimeter = 2 * sightRadius * (mapSize.x + mapSize.y);
std::vector<int3> from;
std::vector<int3> to;
from.reserve(perimeter);
to.reserve(perimeter);
foreach_tile_pos([&](const int3 & pos)
{
if((*(ts->fogOfWarMap))[pos.z][pos.x][pos.y])
{
bool hasInvisibleNeighbor = false;
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
{
if(!(*(ts->fogOfWarMap))[neighbour.z][neighbour.x][neighbour.y])
{
hasInvisibleNeighbor = true;
}
});
if(hasInvisibleNeighbor)
from.push_back(pos);
}
});
logAi->debug("Exploration scan visible area perimeter for hero %s", hero->getNameTranslated());
for(const int3 & tile : from)
{
scanTile(tile);
}
if(!bestGoal->invalid())
{
return;
}
allowDeadEndCancellation = false;
for(int i = 0; i < sightRadius; i++)
{
getVisibleNeighbours(from, to);
vstd::concatenate(from, to);
vstd::removeDuplicates(from);
}
logAi->debug("Exploration scan all possible tiles for hero %s", hero->getNameTranslated());
for(const int3 & tile : from)
{
scanTile(tile);
}
}
void scanTile(const int3 & tile)
{
if(tile == ourPos
|| !ai->pathfinder->isTileAccessible(hero, tile)) //shouldn't happen, but it does
return;
int tilesDiscovered = howManyTilesWillBeDiscovered(tile);
if(!tilesDiscovered)
return;
auto paths = ai->pathfinder->getPathInfo(tile);
auto waysToVisit = CaptureObjectsBehavior::getVisitGoals(paths, ai, ai->cb->getTopObj(tile));
for(int i = 0; i != paths.size(); i++)
{
auto & path = paths[i];
auto goal = waysToVisit[i];
if(path.exchangeCount > 1 || path.targetHero != hero || path.movementCost() <= 0.0 || goal->invalid())
continue;
float ourValue = (float)tilesDiscovered * tilesDiscovered / path.movementCost();
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{
auto obj = cb->getTopObj(tile);
// picking up resources does not yield any exploration at all.
// if it blocks the way to some explorable tile AIPathfinder will take care of it
if(obj && obj->isBlockedVisitable())
{
continue;
}
if(isSafeToVisit(hero, path.heroArmy, path.getTotalDanger()))
{
bestGoal = goal;
bestValue = ourValue;
bestTile = tile;
bestTilesDiscovered = tilesDiscovered;
}
}
}
}
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out) const
{
for(const int3 & tile : tiles)
{
foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
{
if((*(ts->fogOfWarMap))[neighbour.z][neighbour.x][neighbour.y])
{
out.push_back(neighbour);
}
});
}
}
int howManyTilesWillBeDiscovered(const int3 & pos) const
{
int ret = 0;
int3 npos = int3(0, 0, pos.z);
const auto & slice = (*(ts->fogOfWarMap))[pos.z];
for(npos.x = pos.x - sightRadius; npos.x <= pos.x + sightRadius; npos.x++)
{
for(npos.y = pos.y - sightRadius; npos.y <= pos.y + sightRadius; npos.y++)
{
if(cbp->isInTheMap(npos)
&& pos.dist2d(npos) - 0.5 < sightRadius
&& !slice[npos.x][npos.y])
{
if(allowDeadEndCancellation
&& !hasReachableNeighbor(npos))
{
continue;
}
ret++;
}
}
}
return ret;
}
bool hasReachableNeighbor(const int3 & pos) const
{
for(const int3 & dir : int3::getDirs())
{
int3 tile = pos + dir;
if(cbp->isInTheMap(tile))
{
auto isAccessible = ai->pathfinder->isTileAccessible(hero, tile);
if(isAccessible)
return true;
}
}
return false;
}
};
std::string ExplorationBehavior::toString() const
{
return "Explore";
}
Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
for(auto obj : ai->memory->visitableObjs)
{
if(!vstd::contains(ai->memory->alreadyVisited, obj))
{
switch(obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 200)).addNext(CaptureObject(obj))));
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE != ai->memory->knownTeleportChannels[tObj->channel]->passability)
{
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
}
break;
}
}
else
{
switch(obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->memory->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->memory->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{
// Always attempt to visit two-way teleports if one of channel exits is not visible
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
break;
}
}
break;
}
}
}
auto heroes = ai->cb->getHeroesInfo();
for(const CGHeroInstance * hero : heroes)
{
ExplorationHelper scanResult(hero, ai);
scanResult.scanSector(1);
if(!scanResult.bestGoal->invalid())
{
tasks.push_back(scanResult.makeComposition());
continue;
}
scanResult.scanSector(15);
if(!scanResult.bestGoal->invalid())
{
tasks.push_back(scanResult.makeComposition());
continue;
}
if(ai->getScanDepth() == ScanDepth::ALL_FULL)
{
scanResult.scanMap();
if(!scanResult.bestGoal->invalid())
{
tasks.push_back(scanResult.makeComposition());
}
}
}
return tasks;
}
}

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@ -0,0 +1,38 @@
/*
* ExplorationBehavior.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
#include "lib/VCMI_Lib.h"
#include "../Goals/CGoal.h"
#include "../AIUtility.h"
namespace NKAI
{
namespace Goals
{
class ExplorationBehavior : public CGoal<ExplorationBehavior>
{
public:
ExplorationBehavior()
:CGoal(EXPLORATION_BEHAVIOR)
{
}
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const ExplorationBehavior & other) const override
{
return true;
}
};
}
}

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@ -69,7 +69,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, con
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
#endif
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Gather army found %d paths", paths.size());
@ -231,7 +231,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGT
logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
#endif
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;

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@ -15,6 +15,8 @@ set(Nullkiller_SRCS
Pathfinding/Rules/AIMovementToDestinationRule.cpp
Pathfinding/Rules/AIPreviousNodeRule.cpp
Pathfinding/ObjectGraph.cpp
Pathfinding/GraphPaths.cpp
Pathfinding/ObjectGraphCalculator.cpp
AIUtility.cpp
Analyzers/ArmyManager.cpp
Analyzers/HeroManager.cpp
@ -42,6 +44,7 @@ set(Nullkiller_SRCS
Markers/HeroExchange.cpp
Markers/UnlockCluster.cpp
Markers/DefendTown.cpp
Markers/ExplorationPoint.cpp
Engine/Nullkiller.cpp
Engine/DeepDecomposer.cpp
Engine/PriorityEvaluator.cpp
@ -57,6 +60,7 @@ set(Nullkiller_SRCS
Behaviors/GatherArmyBehavior.cpp
Behaviors/ClusterBehavior.cpp
Behaviors/StayAtTownBehavior.cpp
Behaviors/ExplorationBehavior.cpp
Helpers/ArmyFormation.cpp
AIGateway.cpp
)
@ -80,6 +84,8 @@ set(Nullkiller_HEADERS
Pathfinding/Rules/AIMovementToDestinationRule.h
Pathfinding/Rules/AIPreviousNodeRule.h
Pathfinding/ObjectGraph.h
Pathfinding/GraphPaths.h
Pathfinding/ObjectGraphCalculator.h
AIUtility.h
pforeach.h
Analyzers/ArmyManager.h
@ -111,6 +117,7 @@ set(Nullkiller_HEADERS
Markers/HeroExchange.h
Markers/UnlockCluster.h
Markers/DefendTown.h
Markers/ExplorationPoint.h
Engine/Nullkiller.h
Engine/DeepDecomposer.h
Engine/PriorityEvaluator.h
@ -126,6 +133,7 @@ set(Nullkiller_HEADERS
Behaviors/GatherArmyBehavior.h
Behaviors/ClusterBehavior.h
Behaviors/StayAtTownBehavior.h
Behaviors/ExplorationBehavior.h
Helpers/ArmyFormation.h
AIGateway.h
)

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@ -19,8 +19,11 @@
#include "../Behaviors/GatherArmyBehavior.h"
#include "../Behaviors/ClusterBehavior.h"
#include "../Behaviors/StayAtTownBehavior.h"
#include "../Behaviors/ExplorationBehavior.h"
#include "../Goals/Invalid.h"
#include "../Goals/Composition.h"
#include "../../../lib/CPlayerState.h"
#include "../../lib/StartInfo.h"
namespace NKAI
{
@ -35,13 +38,45 @@ Nullkiller::Nullkiller()
{
memory = std::make_unique<AIMemory>();
settings = std::make_unique<Settings>();
useObjectGraph = settings->isObjectGraphAllowed();
openMap = settings->isOpenMap() || useObjectGraph;
}
bool canUseOpenMap(std::shared_ptr<CCallback> cb, PlayerColor playerID)
{
if(!cb->getStartInfo()->extraOptionsInfo.cheatsAllowed)
{
return false;
}
const TeamState * team = cb->getPlayerTeam(playerID);
auto hasHumanInTeam = vstd::contains_if(team->players, [cb](PlayerColor teamMateID) -> bool
{
return cb->getPlayerState(teamMateID)->isHuman();
});
if(hasHumanInTeam)
{
return false;
}
return cb->getStartInfo()->difficulty >= 3;
}
void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
{
this->cb = cb;
this->gateway = gateway;
this->playerID = gateway->playerID;
playerID = gateway->playerID;
if(openMap && !canUseOpenMap(cb, playerID))
{
useObjectGraph = false;
openMap = false;
}
baseGraph.reset();
@ -190,7 +225,7 @@ void Nullkiller::resetAiState()
useHeroChain = true;
objectClusterizer->reset();
if(!baseGraph && settings->isObjectGraphAllowed())
if(!baseGraph && isObjectGraphAllowed())
{
baseGraph = std::make_unique<ObjectGraph>();
baseGraph->updateGraph(this);
@ -237,12 +272,12 @@ void Nullkiller::updateAiState(int pass, bool fast)
cfg.useHeroChain = useHeroChain;
cfg.allowBypassObjects = true;
if(scanDepth == ScanDepth::SMALL || settings->isObjectGraphAllowed())
if(scanDepth == ScanDepth::SMALL || isObjectGraphAllowed())
{
cfg.mainTurnDistanceLimit = settings->getMainHeroTurnDistanceLimit();
}
if(scanDepth != ScanDepth::ALL_FULL || settings->isObjectGraphAllowed())
if(scanDepth != ScanDepth::ALL_FULL || isObjectGraphAllowed())
{
cfg.scoutTurnDistanceLimit =settings->getScoutHeroTurnDistanceLimit();
}
@ -251,7 +286,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
pathfinder->updatePaths(activeHeroes, cfg);
if(settings->isObjectGraphAllowed())
if(isObjectGraphAllowed())
{
pathfinder->updateGraphs(
activeHeroes,
@ -354,6 +389,9 @@ void Nullkiller::makeTurn()
decompose(bestTasks, sptr(GatherArmyBehavior()), MAX_DEPTH);
decompose(bestTasks, sptr(StayAtTownBehavior()), MAX_DEPTH);
if(!isOpenMap())
decompose(bestTasks, sptr(ExplorationBehavior()), MAX_DEPTH);
if(cb->getDate(Date::DAY) == 1 || heroManager->getHeroRoles().empty())
{
decompose(bestTasks, sptr(StartupBehavior()), 1);

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@ -76,6 +76,8 @@ private:
TResources lockedResources;
bool useHeroChain;
AIGateway * gateway;
bool openMap;
bool useObjectGraph;
public:
static std::unique_ptr<ObjectGraph> baseGraph;
@ -116,6 +118,8 @@ public:
void lockResources(const TResources & res);
const TResources & getLockedResources() const { return lockedResources; }
ScanDepth getScanDepth() const { return scanDepth; }
bool isOpenMap() const { return openMap; }
bool isObjectGraphAllowed() const { return useObjectGraph; }
private:
void resetAiState();

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@ -735,6 +735,20 @@ public:
}
};
class ExplorePointEvaluator : public IEvaluationContextBuilder
{
public:
void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::EXPLORATION_POINT)
return;
int tilesDiscovered = task->value;
evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
}
};
class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
{
public:
@ -1056,6 +1070,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExplorePointEvaluator>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -28,8 +28,9 @@ namespace NKAI
scoutHeroTurnDistanceLimit(5),
maxGoldPressure(0.3f),
maxpass(10),
allowObjectGraph(false),
useTroopsFromGarrisons(false)
allowObjectGraph(true),
useTroopsFromGarrisons(false),
openMap(true)
{
JsonNode node = JsonUtils::assembleFromFiles("config/ai/nkai/nkai-settings");
@ -63,6 +64,11 @@ namespace NKAI
allowObjectGraph = node.Struct()["allowObjectGraph"].Bool();
}
if(!node.Struct()["openMap"].isNull())
{
openMap = node.Struct()["openMap"].Bool();
}
if(!node.Struct()["useTroopsFromGarrisons"].isNull())
{
useTroopsFromGarrisons = node.Struct()["useTroopsFromGarrisons"].Bool();

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@ -28,6 +28,7 @@ namespace NKAI
float maxGoldPressure;
bool allowObjectGraph;
bool useTroopsFromGarrisons;
bool openMap;
public:
Settings();
@ -39,5 +40,6 @@ namespace NKAI
int getScoutHeroTurnDistanceLimit() const { return scoutHeroTurnDistanceLimit; }
bool isObjectGraphAllowed() const { return allowObjectGraph; }
bool isGarrisonTroopsUsageAllowed() const { return useTroopsFromGarrisons; }
bool isOpenMap() const { return openMap; }
};
}

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@ -73,7 +73,9 @@ namespace Goals
CAPTURE_OBJECT,
SAVE_RESOURCES,
STAY_AT_TOWN_BEHAVIOR,
STAY_AT_TOWN
STAY_AT_TOWN,
EXPLORATION_BEHAVIOR,
EXPLORATION_POINT
};
class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>

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@ -148,7 +148,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
return;
}
}
else if(i > 0 && ai->nullkiller->settings->isObjectGraphAllowed())
else if(i > 0 && ai->nullkiller->isObjectGraphAllowed())
{
auto chainMask = i < chainPath.nodes.size() - 1 ? chainPath.nodes[i + 1].chainMask : node->chainMask;

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@ -0,0 +1,32 @@
/*
* HeroExchange.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 "ExplorationPoint.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../AIUtility.h"
#include "../Analyzers/ArmyManager.h"
namespace NKAI
{
using namespace Goals;
bool ExplorationPoint::operator==(const ExplorationPoint & other) const
{
return false;
}
std::string ExplorationPoint::toString() const
{
return "Explore " +tile.toString() + " for " + std::to_string(value) + " tiles";
}
}

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@ -0,0 +1,35 @@
/*
* ExplorationPoint.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
#include "../Goals/CGoal.h"
#include "../Pathfinding/AINodeStorage.h"
namespace NKAI
{
namespace Goals
{
class DLL_EXPORT ExplorationPoint : public CGoal<ExplorationPoint>
{
public:
ExplorationPoint(int3 tile, int tilesToReviel)
: CGoal(Goals::EXPLORATION_POINT)
{
settile(tile);
setvalue(tilesToReviel);
}
bool operator==(const ExplorationPoint & other) const override;
std::string toString() const override;
};
}
}

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@ -12,6 +12,7 @@
#include "AINodeStorage.h"
#include "ObjectGraph.h"
#include "GraphPaths.h"
#include "../AIUtility.h"
namespace NKAI

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@ -0,0 +1,393 @@
/*
* GraphPaths.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 "GraphPaths.h"
#include "AIPathfinderConfig.h"
#include "../../../lib/CRandomGenerator.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/logging/VisualLogger.h"
#include "Actions/QuestAction.h"
#include "../pforeach.h"
#include "Actions/BoatActions.h"
namespace NKAI
{
bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
{
return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
}
GraphPaths::GraphPaths()
: visualKey(""), graph(), pathNodes()
{
}
std::shared_ptr<SpecialAction> getCompositeAction(
const Nullkiller * ai,
std::shared_ptr<ISpecialActionFactory> linkActionFactory,
std::shared_ptr<SpecialAction> transitionAction)
{
if(!linkActionFactory)
return transitionAction;
auto linkAction = linkActionFactory->create(ai);
if(!transitionAction)
return linkAction;
std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
transitionAction,
linkAction
};
return std::make_shared<CompositeAction>(actionsArray);
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
{
graph.copyFrom(*ai->baseGraph);
graph.connectHeroes(ai);
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
pathNodes.clear();
GraphNodeComparer cmp(pathNodes);
GraphPathNode::TFibHeap pq(cmp);
pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
while(!pq.empty())
{
GraphPathNodePointer pos = pq.top();
pq.pop();
auto & node = getOrCreateNode(pos);
std::shared_ptr<SpecialAction> transitionAction;
if(node.obj)
{
if(node.obj->ID == Obj::QUEST_GUARD
|| node.obj->ID == Obj::BORDERGUARD
|| node.obj->ID == Obj::BORDER_GATE)
{
auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
if(node.obj->ID == Obj::QUEST_GUARD
&& questObj->quest->mission == Rewardable::Limiter{}
&& questObj->quest->killTarget == ObjectInstanceID::NONE)
{
continue;
}
auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
if(!questAction->canAct(ai, targetHero))
{
transitionAction = questAction;
}
}
}
node.isInQueue = false;
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
{
auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto targetPointer = GraphPathNodePointer(target, targetNodeType);
auto & targetNode = getOrCreateNode(targetPointer);
if(targetNode.tryUpdate(pos, node, o))
{
if(targetNode.cost > scanDepth)
{
return;
}
targetNode.specialAction = compositeAction;
auto targetGraphNode = graph.getNode(target);
if(targetGraphNode.objID.hasValue())
{
targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
return;
}
if(targetNode.isInQueue)
{
pq.increase(targetNode.handle);
}
else
{
targetNode.handle = pq.emplace(targetPointer);
targetNode.isInQueue = true;
}
}
});
}
}
void GraphPaths::dumpToLog() const
{
logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
{
for(auto & tile : pathNodes)
{
for(auto & node : tile.second)
{
if(!node.previous.valid())
continue;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace(
"%s -> %s: %f !%d",
node.previous.coord.toString(),
tile.first.toString(),
node.cost,
node.danger);
}
logBuilder.addLine(node.previous.coord, tile.first);
}
}
});
}
bool GraphPathNode::tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link)
{
auto newCost = prev.cost + link.cost;
if(newCost < cost)
{
previous = pos;
danger = prev.danger + link.danger;
cost = newCost;
return true;
}
return false;
}
void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & node : nodes->second)
{
if(!node.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = node.danger;
float cost = node.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, node.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
if(!currentNode.previous.valid())
break;
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & path : entryPaths)
{
if(path.targetHero != hero)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
AIPathNodeInfo n;
n.coord = graphTile->coord;
n.cost = cost;
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
n.parentIndex = -1;
n.specialAction = getNode(*graphTile).specialAction;
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
for(auto & node : path.nodes)
{
node.parentIndex++;
}
path.nodes.insert(path.nodes.begin(), n);
}
path.armyLoss += ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
paths.push_back(path);
}
}
}
void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & targetNode : nodes->second)
{
if(!targetNode.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = targetNode.danger;
float cost = targetNode.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & entryPath : entryPaths)
{
if(entryPath.targetHero != hero)
continue;
auto & path = paths.emplace_back();
path.targetHero = entryPath.targetHero;
path.heroArmy = entryPath.heroArmy;
path.exchangeCount = entryPath.exchangeCount;
path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
AIPathNodeInfo n;
n.targetHero = hero;
n.parentIndex = -1;
// final node
n.coord = tile;
n.cost = targetNode.cost;
n.danger = targetNode.danger;
n.parentIndex = path.nodes.size();
path.nodes.push_back(n);
for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
{
auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
if(blocker)
{
// blocker node
path.nodes.push_back(*entryNode);
path.nodes.back().parentIndex = path.nodes.size() - 1;
break;
}
}
if(path.nodes.size() > 1)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
auto & node = getNode(*graphTile);
n.coord = graphTile->coord;
n.cost = node.cost;
n.turns = static_cast<ui8>(node.cost);
n.danger = node.danger;
n.specialAction = node.specialAction;
n.parentIndex = path.nodes.size();
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
auto blocker = ai->objectClusterizer->getBlocker(n);
if(!blocker)
continue;
// blocker node
path.nodes.push_back(n);
break;
}
}
}
}
}

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@ -0,0 +1,118 @@
/*
* GraphPaths.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
#include "ObjectGraph.h"
namespace NKAI
{
class Nullkiller;
struct GraphPathNode;
enum GrapthPathNodeType
{
NORMAL,
BATTLE,
LAST
};
struct GraphPathNodePointer
{
int3 coord = int3(-1);
GrapthPathNodeType nodeType = GrapthPathNodeType::NORMAL;
GraphPathNodePointer() = default;
GraphPathNodePointer(int3 coord, GrapthPathNodeType type)
:coord(coord), nodeType(type)
{ }
bool valid() const
{
return coord.valid();
}
};
using GraphNodeStorage = std::unordered_map<int3, GraphPathNode[GrapthPathNodeType::LAST]>;
class GraphNodeComparer
{
const GraphNodeStorage & pathNodes;
public:
GraphNodeComparer(const GraphNodeStorage & pathNodes)
:pathNodes(pathNodes)
{
}
bool operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const;
};
struct GraphPathNode
{
const float BAD_COST = 100000;
GrapthPathNodeType nodeType = GrapthPathNodeType::NORMAL;
GraphPathNodePointer previous;
float cost = BAD_COST;
uint64_t danger = 0;
const CGObjectInstance * obj = nullptr;
std::shared_ptr<SpecialAction> specialAction;
using TFibHeap = boost::heap::fibonacci_heap<GraphPathNodePointer, boost::heap::compare<GraphNodeComparer>>;
TFibHeap::handle_type handle;
bool isInQueue = false;
bool reachable() const
{
return cost < BAD_COST;
}
bool tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link);
};
class GraphPaths
{
ObjectGraph graph;
GraphNodeStorage pathNodes;
std::string visualKey;
public:
GraphPaths();
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth);
void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void dumpToLog() const;
private:
GraphPathNode & getOrCreateNode(const GraphPathNodePointer & pos)
{
auto & node = pathNodes[pos.coord][pos.nodeType];
node.nodeType = pos.nodeType;
return node;
}
const GraphPathNode & getNode(const GraphPathNodePointer & pos) const
{
auto & node = pathNodes.at(pos.coord)[pos.nodeType];
return node;
}
};
}

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@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "ObjectGraph.h"
#include "ObjectGraphCalculator.h"
#include "AIPathfinderConfig.h"
#include "../../../lib/CRandomGenerator.h"
#include "../../../CCallback.h"
@ -22,392 +23,6 @@
namespace NKAI
{
struct ConnectionCostInfo
{
float totalCost = 0;
float avg = 0;
int connectionsCount = 0;
};
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
std::mutex syncLock;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
std::vector<std::unique_ptr<CGBoat>> temporaryBoats;
std::vector<std::unique_ptr<CGHeroInstance>> temporaryActorHeroes;
public:
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
:ai(ai), target(target), syncLock()
{
}
void setGraphObjects()
{
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
{
addObjectActor(obj);
}
}
for(auto town : ai->cb->getTownsInfo())
{
addObjectActor(town);
}
}
void calculateConnections()
{
updatePaths();
std::vector<AIPath> pathCache;
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
calculateConnections(pos, pathCache);
});
removeExtraConnections();
}
float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
{
float neighborCost = std::numeric_limits<float>::max();
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Checking junction %s", pos.toString());
}
foreach_neighbour(
ai->cb.get(),
pos,
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
auto costTotal = this->getConnectionsCost(pathCache);
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
{
neighborCost = costTotal.avg;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Better node found at %s", neighbor.toString());
}
}
});
return neighborCost;
}
void addMinimalDistanceJunctions()
{
tbb::concurrent_unordered_set<int3, std::hash<int3>> junctions;
pforeachTilePaths(ai->cb->getMapSize(), ai, [this, &junctions](const int3 & pos, std::vector<AIPath> & paths)
{
if(target->hasNodeAt(pos))
return;
if(ai->cb->getGuardingCreaturePosition(pos).valid())
return;
ConnectionCostInfo currentCost = getConnectionsCost(paths);
if(currentCost.connectionsCount <= 2)
return;
float neighborCost = getNeighborConnectionsCost(pos, paths);
if(currentCost.avg < neighborCost)
{
junctions.insert(pos);
}
});
for(auto pos : junctions)
{
addJunctionActor(pos);
}
}
private:
void updatePaths()
{
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
ps.scoutTurnDistanceLimit = 1;
ps.allowBypassObjects = false;
ai->pathfinder->updatePaths(actors, ps);
}
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
{
if(target->hasNodeAt(pos))
{
foreach_neighbour(
ai->cb.get(),
pos,
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
if(target->hasNodeAt(neighbor))
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
for(auto & path : pathCache)
{
if(pos == path.targetHero->visitablePos())
{
target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
}
}
}
});
auto obj = ai->cb->getTopObj(pos);
if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
{
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path : pathCache)
{
auto from = path.targetHero->visitablePos();
auto fromObj = actorObjectMap[path.targetHero];
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
auto updated = target->tryAddConnection(
from,
pos,
path.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
fromObj ? fromObj->getObjectName() : "J", from.toString(),
"Boat", pos.toString(),
pos.toString(),
path.movementCost());
}
}
}
return;
}
auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path1 : pathCache)
{
for(AIPath & path2 : pathCache)
{
if(path1.targetHero == path2.targetHero)
continue;
auto pos1 = path1.targetHero->visitablePos();
auto pos2 = path2.targetHero->visitablePos();
if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
continue;
auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero];
auto tile1 = cb->getTile(pos1);
auto tile2 = cb->getTile(pos2);
if(tile2->isWater() && !tile1->isWater())
{
if(!cb->getTile(pos)->isWater())
continue;
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
if(!startingObjIsBoat)
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos2, path1.targetHero, true);
auto updated = target->tryAddConnection(
pos1,
pos2,
path1.movementCost() + path2.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
obj1 ? obj1->getObjectName() : "J", pos1.toString(),
obj2 ? obj2->getObjectName() : "J", pos2.toString(),
pos.toString(),
path1.movementCost() + path2.movementCost());
}
}
}
}
bool isExtraConnection(float direct, float side1, float side2) const
{
float sideRatio = (side1 + side2) / direct;
return sideRatio < 1.25f && direct > side1 && direct > side2;
}
void removeExtraConnections()
{
std::vector<std::pair<int3, int3>> connectionsToRemove;
for(auto & actor : temporaryActorHeroes)
{
auto pos = actor->visitablePos();
auto & currentNode = target->getNode(pos);
target->iterateConnections(pos, [this, &pos, &connectionsToRemove, &currentNode](int3 n1, ObjectLink o1)
{
target->iterateConnections(n1, [&pos, &o1, &currentNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
{
auto direct = currentNode.connections.find(n2);
if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
{
connectionsToRemove.push_back({pos, n2});
}
});
});
}
vstd::removeDuplicates(connectionsToRemove);
for(auto & c : connectionsToRemove)
{
target->removeConnection(c.first, c.second);
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
}
}
}
void addObjectActor(const CGObjectInstance * obj)
{
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
CRandomGenerator rng;
auto visitablePos = obj->visitablePos();
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(rng);
if(cb->getTile(visitablePos)->isWater())
{
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
target->addObject(obj);
auto shipyard = dynamic_cast<const IShipyard *>(obj);
if(shipyard && shipyard->bestLocation().valid())
{
int3 virtualBoat = shipyard->bestLocation();
addJunctionActor(virtualBoat, true);
target->addVirtualBoat(virtualBoat, obj);
}
}
void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false)
{
std::lock_guard<std::mutex> lock(syncLock);
auto internalCb = temporaryActorHeroes.front()->cb;
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
CRandomGenerator rng;
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(rng);
if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
{
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = nullptr;
actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
target->registerJunction(visitablePos);
}
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
{
std::map<int3, float> costs;
for(auto & path : paths)
{
auto fromPos = path.targetHero->visitablePos();
auto cost = costs.find(fromPos);
if(cost == costs.end())
{
costs.emplace(fromPos, path.movementCost());
}
else
{
if(path.movementCost() < cost->second)
{
costs[fromPos] = path.movementCost();
}
}
}
ConnectionCostInfo result;
for(auto & cost : costs)
{
result.totalCost += cost.second;
result.connectionsCount++;
}
if(result.connectionsCount)
{
result.avg = result.totalCost / result.connectionsCount;
}
return result;
}
};
bool ObjectGraph::tryAddConnection(
const int3 & from,
const int3 & to,
@ -538,372 +153,4 @@ void ObjectGraph::dumpToLog(std::string visualKey) const
});
}
bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const
{
return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
}
GraphPaths::GraphPaths()
: visualKey(""), graph(), pathNodes()
{
}
std::shared_ptr<SpecialAction> getCompositeAction(
const Nullkiller * ai,
std::shared_ptr<ISpecialActionFactory> linkActionFactory,
std::shared_ptr<SpecialAction> transitionAction)
{
if(!linkActionFactory)
return transitionAction;
auto linkAction = linkActionFactory->create(ai);
if(!transitionAction)
return linkAction;
std::vector<std::shared_ptr<const SpecialAction>> actionsArray = {
transitionAction,
linkAction
};
return std::make_shared<CompositeAction>(actionsArray);
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
{
graph.copyFrom(*ai->baseGraph);
graph.connectHeroes(ai);
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
pathNodes.clear();
GraphNodeComparer cmp(pathNodes);
GraphPathNode::TFibHeap pq(cmp);
pathNodes[targetHero->visitablePos()][GrapthPathNodeType::NORMAL].cost = 0;
pq.emplace(GraphPathNodePointer(targetHero->visitablePos(), GrapthPathNodeType::NORMAL));
while(!pq.empty())
{
GraphPathNodePointer pos = pq.top();
pq.pop();
auto & node = getOrCreateNode(pos);
std::shared_ptr<SpecialAction> transitionAction;
if(node.obj)
{
if(node.obj->ID == Obj::QUEST_GUARD
|| node.obj->ID == Obj::BORDERGUARD
|| node.obj->ID == Obj::BORDER_GATE)
{
auto questObj = dynamic_cast<const IQuestObject *>(node.obj);
auto questInfo = QuestInfo(questObj->quest, node.obj, pos.coord);
if(node.obj->ID == Obj::QUEST_GUARD
&& questObj->quest->mission == Rewardable::Limiter{}
&& questObj->quest->killTarget == ObjectInstanceID::NONE)
{
continue;
}
auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
if(!questAction->canAct(ai, targetHero))
{
transitionAction = questAction;
}
}
}
node.isInQueue = false;
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
{
auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto targetPointer = GraphPathNodePointer(target, targetNodeType);
auto & targetNode = getOrCreateNode(targetPointer);
if(targetNode.tryUpdate(pos, node, o))
{
if(targetNode.cost > scanDepth)
{
return;
}
targetNode.specialAction = compositeAction;
auto targetGraphNode = graph.getNode(target);
if(targetGraphNode.objID.hasValue())
{
targetNode.obj = ai->cb->getObj(targetGraphNode.objID, false);
if(targetNode.obj && targetNode.obj->ID == Obj::HERO)
return;
}
if(targetNode.isInQueue)
{
pq.increase(targetNode.handle);
}
else
{
targetNode.handle = pq.emplace(targetPointer);
targetNode.isInQueue = true;
}
}
});
}
}
void GraphPaths::dumpToLog() const
{
logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
{
for(auto & tile : pathNodes)
{
for(auto & node : tile.second)
{
if(!node.previous.valid())
continue;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace(
"%s -> %s: %f !%d",
node.previous.coord.toString(),
tile.first.toString(),
node.cost,
node.danger);
}
logBuilder.addLine(node.previous.coord, tile.first);
}
}
});
}
bool GraphPathNode::tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link)
{
auto newCost = prev.cost + link.cost;
if(newCost < cost)
{
previous = pos;
danger = prev.danger + link.danger;
cost = newCost;
return true;
}
return false;
}
void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & node : nodes->second)
{
if(!node.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = node.danger;
float cost = node.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, node.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
if(!currentNode.previous.valid())
break;
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & path : entryPaths)
{
if(path.targetHero != hero)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
AIPathNodeInfo n;
n.coord = graphTile->coord;
n.cost = cost;
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
n.parentIndex = -1;
n.specialAction = getNode(*graphTile).specialAction;
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
for(auto & node : path.nodes)
{
node.parentIndex++;
}
path.nodes.insert(path.nodes.begin(), n);
}
path.armyLoss += ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
paths.push_back(path);
}
}
}
void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto nodes = pathNodes.find(tile);
if(nodes == pathNodes.end())
return;
for(auto & targetNode : nodes->second)
{
if(!targetNode.reachable())
continue;
std::vector<GraphPathNodePointer> tilesToPass;
uint64_t danger = targetNode.danger;
float cost = targetNode.cost;
bool allowBattle = false;
auto current = GraphPathNodePointer(nodes->first, targetNode.nodeType);
while(true)
{
auto currentTile = pathNodes.find(current.coord);
if(currentTile == pathNodes.end())
break;
auto currentNode = currentTile->second[current.nodeType];
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
vstd::amax(danger, currentNode.danger);
vstd::amax(cost, currentNode.cost);
tilesToPass.push_back(current);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back().coord);
for(auto & entryPath : entryPaths)
{
if(entryPath.targetHero != hero)
continue;
auto & path = paths.emplace_back();
path.targetHero = entryPath.targetHero;
path.heroArmy = entryPath.heroArmy;
path.exchangeCount = entryPath.exchangeCount;
path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
AIPathNodeInfo n;
n.targetHero = hero;
n.parentIndex = -1;
// final node
n.coord = tile;
n.cost = targetNode.cost;
n.danger = targetNode.danger;
n.parentIndex = path.nodes.size();
path.nodes.push_back(n);
for(auto entryNode = entryPath.nodes.rbegin(); entryNode != entryPath.nodes.rend(); entryNode++)
{
auto blocker = ai->objectClusterizer->getBlocker(*entryNode);
if(blocker)
{
// blocker node
path.nodes.push_back(*entryNode);
path.nodes.back().parentIndex = path.nodes.size() - 1;
break;
}
}
if(path.nodes.size() > 1)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
auto & node = getNode(*graphTile);
n.coord = graphTile->coord;
n.cost = node.cost;
n.turns = static_cast<ui8>(node.cost);
n.danger = node.danger;
n.specialAction = node.specialAction;
n.parentIndex = path.nodes.size();
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
auto blocker = ai->objectClusterizer->getBlocker(n);
if(!blocker)
continue;
// blocker node
path.nodes.push_back(n);
break;
}
}
}
}
}

View File

@ -112,102 +112,4 @@ public:
}
};
struct GraphPathNode;
enum GrapthPathNodeType
{
NORMAL,
BATTLE,
LAST
};
struct GraphPathNodePointer
{
int3 coord = int3(-1);
GrapthPathNodeType nodeType = GrapthPathNodeType::NORMAL;
GraphPathNodePointer() = default;
GraphPathNodePointer(int3 coord, GrapthPathNodeType type)
:coord(coord), nodeType(type)
{ }
bool valid() const
{
return coord.valid();
}
};
using GraphNodeStorage = std::unordered_map<int3, GraphPathNode[GrapthPathNodeType::LAST]>;
class GraphNodeComparer
{
const GraphNodeStorage & pathNodes;
public:
GraphNodeComparer(const GraphNodeStorage & pathNodes)
:pathNodes(pathNodes)
{
}
bool operator()(const GraphPathNodePointer & lhs, const GraphPathNodePointer & rhs) const;
};
struct GraphPathNode
{
const float BAD_COST = 100000;
GrapthPathNodeType nodeType = GrapthPathNodeType::NORMAL;
GraphPathNodePointer previous;
float cost = BAD_COST;
uint64_t danger = 0;
const CGObjectInstance * obj = nullptr;
std::shared_ptr<SpecialAction> specialAction;
using TFibHeap = boost::heap::fibonacci_heap<GraphPathNodePointer, boost::heap::compare<GraphNodeComparer>>;
TFibHeap::handle_type handle;
bool isInQueue = false;
bool reachable() const
{
return cost < BAD_COST;
}
bool tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link);
};
class GraphPaths
{
ObjectGraph graph;
GraphNodeStorage pathNodes;
std::string visualKey;
public:
GraphPaths();
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth);
void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void dumpToLog() const;
private:
GraphPathNode & getOrCreateNode(const GraphPathNodePointer & pos)
{
auto & node = pathNodes[pos.coord][pos.nodeType];
node.nodeType = pos.nodeType;
return node;
}
const GraphPathNode & getNode(const GraphPathNodePointer & pos) const
{
auto & node = pathNodes.at(pos.coord)[pos.nodeType];
return node;
}
};
}

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@ -0,0 +1,387 @@
/*
* ObjectGraphCalculator.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 "ObjectGraphCalculator.h"
#include "AIPathfinderConfig.h"
#include "../../../lib/CRandomGenerator.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/logging/VisualLogger.h"
#include "Actions/QuestAction.h"
#include "../pforeach.h"
namespace NKAI
{
ObjectGraphCalculator::ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
:ai(ai), target(target), syncLock()
{
}
void ObjectGraphCalculator::setGraphObjects()
{
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
{
addObjectActor(obj);
}
}
for(auto town : ai->cb->getTownsInfo())
{
addObjectActor(town);
}
}
void ObjectGraphCalculator::calculateConnections()
{
updatePaths();
std::vector<AIPath> pathCache;
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
calculateConnections(pos, pathCache);
});
removeExtraConnections();
}
float ObjectGraphCalculator::getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
{
float neighborCost = std::numeric_limits<float>::max();
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Checking junction %s", pos.toString());
}
foreach_neighbour(
ai->cb.get(),
pos,
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
auto costTotal = this->getConnectionsCost(pathCache);
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
{
neighborCost = costTotal.avg;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Better node found at %s", neighbor.toString());
}
}
});
return neighborCost;
}
void ObjectGraphCalculator::addMinimalDistanceJunctions()
{
tbb::concurrent_unordered_set<int3, std::hash<int3>> junctions;
pforeachTilePaths(ai->cb->getMapSize(), ai, [this, &junctions](const int3 & pos, std::vector<AIPath> & paths)
{
if(target->hasNodeAt(pos))
return;
if(ai->cb->getGuardingCreaturePosition(pos).valid())
return;
ConnectionCostInfo currentCost = getConnectionsCost(paths);
if(currentCost.connectionsCount <= 2)
return;
float neighborCost = getNeighborConnectionsCost(pos, paths);
if(currentCost.avg < neighborCost)
{
junctions.insert(pos);
}
});
for(auto pos : junctions)
{
addJunctionActor(pos);
}
}
void ObjectGraphCalculator::updatePaths()
{
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
ps.scoutTurnDistanceLimit = 1;
ps.allowBypassObjects = false;
ai->pathfinder->updatePaths(actors, ps);
}
void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
{
if(target->hasNodeAt(pos))
{
foreach_neighbour(
ai->cb.get(),
pos,
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
if(target->hasNodeAt(neighbor))
{
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
for(auto & path : pathCache)
{
if(pos == path.targetHero->visitablePos())
{
target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
}
}
}
});
auto obj = ai->cb->getTopObj(pos);
if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
{
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path : pathCache)
{
auto from = path.targetHero->visitablePos();
auto fromObj = actorObjectMap[path.targetHero];
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
auto updated = target->tryAddConnection(
from,
pos,
path.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
fromObj ? fromObj->getObjectName() : "J", from.toString(),
"Boat", pos.toString(),
pos.toString(),
path.movementCost());
}
}
}
return;
}
auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
ai->pathfinder->calculatePathInfo(pathCache, pos);
for(AIPath & path1 : pathCache)
{
for(AIPath & path2 : pathCache)
{
if(path1.targetHero == path2.targetHero)
continue;
auto pos1 = path1.targetHero->visitablePos();
auto pos2 = path2.targetHero->visitablePos();
if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
continue;
auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero];
auto tile1 = cb->getTile(pos1);
auto tile2 = cb->getTile(pos2);
if(tile2->isWater() && !tile1->isWater())
{
if(!cb->getTile(pos)->isWater())
continue;
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
if(!startingObjIsBoat)
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos2, path1.targetHero, true);
auto updated = target->tryAddConnection(
pos1,
pos2,
path1.movementCost() + path2.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
obj1 ? obj1->getObjectName() : "J", pos1.toString(),
obj2 ? obj2->getObjectName() : "J", pos2.toString(),
pos.toString(),
path1.movementCost() + path2.movementCost());
}
}
}
}
bool ObjectGraphCalculator::isExtraConnection(float direct, float side1, float side2) const
{
float sideRatio = (side1 + side2) / direct;
return sideRatio < 1.25f && direct > side1 && direct > side2;
}
void ObjectGraphCalculator::removeExtraConnections()
{
std::vector<std::pair<int3, int3>> connectionsToRemove;
for(auto & actor : temporaryActorHeroes)
{
auto pos = actor->visitablePos();
auto & currentNode = target->getNode(pos);
target->iterateConnections(pos, [this, &pos, &connectionsToRemove, &currentNode](int3 n1, ObjectLink o1)
{
target->iterateConnections(n1, [&pos, &o1, &currentNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
{
auto direct = currentNode.connections.find(n2);
if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
{
connectionsToRemove.push_back({pos, n2});
}
});
});
}
vstd::removeDuplicates(connectionsToRemove);
for(auto & c : connectionsToRemove)
{
target->removeConnection(c.first, c.second);
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
}
}
}
void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
{
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
CRandomGenerator rng;
auto visitablePos = obj->visitablePos();
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(rng);
if(cb->getTile(visitablePos)->isWater())
{
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
target->addObject(obj);
auto shipyard = dynamic_cast<const IShipyard *>(obj);
if(shipyard && shipyard->bestLocation().valid())
{
int3 virtualBoat = shipyard->bestLocation();
addJunctionActor(virtualBoat, true);
target->addVirtualBoat(virtualBoat, obj);
}
}
void ObjectGraphCalculator::addJunctionActor(const int3 & visitablePos, bool isVirtualBoat)
{
std::lock_guard<std::mutex> lock(syncLock);
auto internalCb = temporaryActorHeroes.front()->cb;
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
CRandomGenerator rng;
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
objectActor->initObj(rng);
if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
{
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
assert(objectActor->visitablePos() == visitablePos);
actorObjectMap[objectActor] = nullptr;
actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
target->registerJunction(visitablePos);
}
ConnectionCostInfo ObjectGraphCalculator::getConnectionsCost(std::vector<AIPath> & paths) const
{
std::map<int3, float> costs;
for(auto & path : paths)
{
auto fromPos = path.targetHero->visitablePos();
auto cost = costs.find(fromPos);
if(cost == costs.end())
{
costs.emplace(fromPos, path.movementCost());
}
else
{
if(path.movementCost() < cost->second)
{
costs[fromPos] = path.movementCost();
}
}
}
ConnectionCostInfo result;
for(auto & cost : costs)
{
result.totalCost += cost.second;
result.connectionsCount++;
}
if(result.connectionsCount)
{
result.avg = result.totalCost / result.connectionsCount;
}
return result;
}
}

View File

@ -0,0 +1,56 @@
/*
* ObjectGraphCalculator.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
#include "ObjectGraph.h"
#include "../AIUtility.h"
namespace NKAI
{
struct ConnectionCostInfo
{
float totalCost = 0;
float avg = 0;
int connectionsCount = 0;
};
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
std::mutex syncLock;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
std::vector<std::unique_ptr<CGBoat>> temporaryBoats;
std::vector<std::unique_ptr<CGHeroInstance>> temporaryActorHeroes;
public:
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai);
void setGraphObjects();
void calculateConnections();
float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache);
void addMinimalDistanceJunctions();
private:
void updatePaths();
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache);
bool isExtraConnection(float direct, float side1, float side2) const;
void removeExtraConnections();
void addObjectActor(const CGObjectInstance * obj);
void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false);
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const;
};
}

View File

@ -4,5 +4,7 @@
"mainHeroTurnDistanceLimit" : 10,
"scoutHeroTurnDistanceLimit" : 5,
"maxGoldPressure" : 0.3,
"useTroopsFromGarrisons" : true
"useTroopsFromGarrisons" : true,
"openMap": true,
"allowObjectGraph": true
}