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