mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
NKAI: optimize clusterization and pathfinding for object graph
This commit is contained in:
@@ -32,6 +32,7 @@ class ObjectGraphCalculator
|
||||
private:
|
||||
ObjectGraph * target;
|
||||
const Nullkiller * ai;
|
||||
std::mutex syncLock;
|
||||
|
||||
std::map<const CGHeroInstance *, HeroRole> actors;
|
||||
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
|
||||
@@ -41,7 +42,7 @@ private:
|
||||
|
||||
public:
|
||||
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
|
||||
:ai(ai), target(target)
|
||||
:ai(ai), target(target), syncLock()
|
||||
{
|
||||
}
|
||||
|
||||
@@ -65,15 +66,17 @@ public:
|
||||
{
|
||||
updatePaths();
|
||||
|
||||
foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
std::vector<AIPath> pathCache;
|
||||
|
||||
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
{
|
||||
calculateConnections(pos);
|
||||
calculateConnections(pos, pathCache);
|
||||
});
|
||||
|
||||
removeExtraConnections();
|
||||
}
|
||||
|
||||
float getNeighborConnectionsCost(const int3 & pos)
|
||||
float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
|
||||
{
|
||||
float neighborCost = std::numeric_limits<float>::max();
|
||||
|
||||
@@ -85,9 +88,11 @@ public:
|
||||
foreach_neighbour(
|
||||
ai->cb.get(),
|
||||
pos,
|
||||
[this, &neighborCost](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
{
|
||||
auto costTotal = this->getConnectionsCost(neighbor);
|
||||
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
|
||||
|
||||
auto costTotal = this->getConnectionsCost(pathCache);
|
||||
|
||||
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
|
||||
{
|
||||
@@ -105,7 +110,7 @@ public:
|
||||
|
||||
void addMinimalDistanceJunctions()
|
||||
{
|
||||
foreach_tile_pos(ai->cb.get(), [this](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
||||
pforeachTilePaths(ai->cb->getMapSize(), ai, [this](const int3 & pos, std::vector<AIPath> & paths)
|
||||
{
|
||||
if(target->hasNodeAt(pos))
|
||||
return;
|
||||
@@ -113,12 +118,12 @@ public:
|
||||
if(ai->cb->getGuardingCreaturePosition(pos).valid())
|
||||
return;
|
||||
|
||||
ConnectionCostInfo currentCost = getConnectionsCost(pos);
|
||||
ConnectionCostInfo currentCost = getConnectionsCost(paths);
|
||||
|
||||
if(currentCost.connectionsCount <= 2)
|
||||
return;
|
||||
|
||||
float neighborCost = getNeighborConnectionsCost(pos);
|
||||
float neighborCost = getNeighborConnectionsCost(pos, paths);
|
||||
|
||||
if(currentCost.avg < neighborCost)
|
||||
{
|
||||
@@ -139,20 +144,20 @@ private:
|
||||
ai->pathfinder->updatePaths(actors, ps);
|
||||
}
|
||||
|
||||
void calculateConnections(const int3 & pos)
|
||||
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
|
||||
{
|
||||
if(target->hasNodeAt(pos))
|
||||
{
|
||||
foreach_neighbour(
|
||||
ai->cb.get(),
|
||||
pos,
|
||||
[this, &pos](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
||||
{
|
||||
if(target->hasNodeAt(neighbor))
|
||||
{
|
||||
auto paths = ai->pathfinder->getPathInfo(neighbor);
|
||||
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
|
||||
|
||||
for(auto & path : paths)
|
||||
for(auto & path : pathCache)
|
||||
{
|
||||
if(pos == path.targetHero->visitablePos())
|
||||
{
|
||||
@@ -166,11 +171,12 @@ private:
|
||||
}
|
||||
|
||||
auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
|
||||
auto paths = ai->pathfinder->getPathInfo(pos);
|
||||
|
||||
ai->pathfinder->calculatePathInfo(pathCache, pos);
|
||||
|
||||
for(AIPath & path1 : paths)
|
||||
for(AIPath & path1 : pathCache)
|
||||
{
|
||||
for(AIPath & path2 : paths)
|
||||
for(AIPath & path2 : pathCache)
|
||||
{
|
||||
if(path1.targetHero == path2.targetHero)
|
||||
continue;
|
||||
@@ -287,6 +293,8 @@ private:
|
||||
|
||||
void addJunctionActor(const int3 & visitablePos)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(syncLock);
|
||||
|
||||
auto internalCb = temporaryActorHeroes.front()->cb;
|
||||
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
|
||||
|
||||
@@ -297,7 +305,7 @@ private:
|
||||
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
|
||||
objectActor->initObj(rng);
|
||||
|
||||
if(cb->getTile(visitablePos)->isWater())
|
||||
if(ai->cb->getTile(visitablePos)->isWater())
|
||||
{
|
||||
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
|
||||
}
|
||||
@@ -310,9 +318,8 @@ private:
|
||||
target->registerJunction(visitablePos);
|
||||
}
|
||||
|
||||
ConnectionCostInfo getConnectionsCost(const int3 & pos) const
|
||||
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const
|
||||
{
|
||||
auto paths = ai->pathfinder->getPathInfo(pos);
|
||||
std::map<int3, float> costs;
|
||||
|
||||
for(auto & path : paths)
|
||||
@@ -466,9 +473,14 @@ bool GraphNodeComparer::operator()(const GraphPathNodePointer & lhs, const Graph
|
||||
return pathNodes.at(lhs.coord)[lhs.nodeType].cost > pathNodes.at(rhs.coord)[rhs.nodeType].cost;
|
||||
}
|
||||
|
||||
GraphPaths::GraphPaths()
|
||||
: visualKey(""), graph(), pathNodes()
|
||||
{
|
||||
}
|
||||
|
||||
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
|
||||
{
|
||||
graph = *ai->baseGraph;
|
||||
graph.copyFrom(*ai->baseGraph);
|
||||
graph.connectHeroes(ai);
|
||||
|
||||
visualKey = std::to_string(ai->playerID) + ":" + targetHero->getNameTranslated();
|
||||
@@ -675,4 +687,119 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
|
||||
}
|
||||
}
|
||||
|
||||
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];
|
||||
|
||||
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 & 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.empty())
|
||||
break;
|
||||
|
||||
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();
|
||||
|
||||
auto blocker = ai->objectClusterizer->getBlocker(n);
|
||||
|
||||
if(!blocker)
|
||||
continue;
|
||||
|
||||
// blocker node
|
||||
path.nodes.push_back(n);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user