1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00

NKAI: initial implementation of object graph

This commit is contained in:
Andrii Danylchenko
2024-01-20 22:54:30 +02:00
parent a373ec6743
commit 376a17409f
17 changed files with 476 additions and 50 deletions

View File

@ -0,0 +1,237 @@
/*
* ObjectGraph.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 "ObjectGraph.h"
#include "AIPathfinderConfig.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
void ObjectGraph::updateGraph(const Nullkiller * ai)
{
auto cb = ai->cb;
auto mapSize = cb->getMapSize();
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
auto addObjectActor = [&](const CGObjectInstance * obj)
{
auto objectActor = new CGHeroInstance(obj->cb);
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);
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN ? HeroRole::MAIN : HeroRole::SCOUT;
addObject(obj);
};
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO)
{
addObjectActor(obj);
}
}
for(auto town : cb->getTownsInfo())
{
addObjectActor(town);
}
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
ps.scoutTurnDistanceLimit = 1;
ps.allowBypassObjects = false;
ai->pathfinder->updatePaths(actors, ps);
foreach_tile_pos(cb.get(), [&](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
auto paths = ai->pathfinder->getPathInfo(pos);
for(AIPath & path1 : paths)
{
for(AIPath & path2 : paths)
{
if(path1.targetHero == path2.targetHero)
continue;
auto obj1 = actorObjectMap[path1.targetHero];
auto obj2 = actorObjectMap[path2.targetHero];
nodes[obj1->visitablePos()].connections[obj2->visitablePos()].update(
path1.movementCost() + path2.movementCost(),
path1.getPathDanger() + path2.getPathDanger());
}
}
});
for(auto h : actors)
{
delete h.first;
}
}
void ObjectGraph::addObject(const CGObjectInstance * obj)
{
nodes[obj->visitablePos()].init(obj);
}
void ObjectGraph::connectHeroes(const Nullkiller * ai)
{
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->ID == Obj::HERO)
{
addObject(obj);
}
}
for(auto node : nodes)
{
auto pos = node.first;
auto paths = ai->pathfinder->getPathInfo(pos);
for(AIPath & path : paths)
{
if(path.turn() == 0)
continue;
auto heroPos = path.targetHero->visitablePos();
nodes[pos].connections[heroPos].update(
path.movementCost(),
path.getPathDanger());
nodes[heroPos].connections[pos].update(
path.movementCost(),
path.getPathDanger());
}
}
}
bool GraphNodeComparer::operator()(int3 lhs, int3 rhs) const
{
return pathNodes.at(lhs).cost > pathNodes.at(rhs).cost;
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
{
graph = *ai->baseGraph;
graph.connectHeroes(ai);
pathNodes.clear();
GraphNodeComparer cmp(pathNodes);
GraphPathNode::TFibHeap pq(cmp);
pathNodes[targetHero->visitablePos()].cost = 0;
pq.emplace(targetHero->visitablePos());
while(!pq.empty())
{
int3 pos = pq.top();
pq.pop();
auto node = pathNodes[pos];
node.isInQueue = false;
graph.iterateConnections(pos, [&](int3 target, ObjectLink o)
{
auto & targetNode = pathNodes[target];
if(targetNode.tryUpdate(pos, node, o))
{
if(targetNode.isInQueue)
{
pq.increase(targetNode.handle);
}
else
{
targetNode.handle = pq.emplace(target);
targetNode.isInQueue = true;
}
}
});
}
}
void GraphPaths::dumpToLog() const
{
for(auto & node : pathNodes)
{
logAi->trace(
"%s -> %s: %f !%d",
node.second.previous.toString(),
node.first.toString(),
node.second.cost,
node.second.danger);
}
}
void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const
{
auto node = pathNodes.find(tile);
if(node == pathNodes.end() || !node->second.reachable())
return;
std::vector<int3> tilesToPass;
uint64_t danger = node->second.danger;
float cost = node->second.cost;;
while(node != pathNodes.end() && node->second.cost > 1)
{
vstd::amax(danger, node->second.danger);
tilesToPass.push_back(node->first);
node = pathNodes.find(node->second.previous);
}
if(tilesToPass.empty())
return;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back());
for(auto & path : entryPaths)
{
if(path.targetHero != hero)
continue;
for(auto graphTile : tilesToPass)
{
AIPathNodeInfo n;
n.coord = graphTile;
n.cost = cost;
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
path.nodes.insert(path.nodes.begin(), n);
}
paths.push_back(path);
}
}
}