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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-23 22:37:55 +02:00

NKAI: fix sonar and refactoring

This commit is contained in:
Andrii Danylchenko
2024-03-09 16:20:00 +02:00
parent 6245adb9a4
commit bec2c0cac2
9 changed files with 286 additions and 259 deletions

View File

@@ -19,17 +19,100 @@
namespace NKAI
{
void ObjectGraph::updateGraph(const Nullkiller * ai)
class ObjectGraphCalculator
{
auto cb = ai->cb;
private:
ObjectGraph * target;
const Nullkiller * ai;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
std::vector<CGBoat *> boats;
auto addObjectActor = [&](const CGObjectInstance * obj)
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)
{
auto objectActor = new CGHeroInstance(obj->cb);
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO)
{
addObjectActor(obj);
}
}
for(auto town : ai->cb->getTownsInfo())
{
addObjectActor(town);
}
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
ps.scoutTurnDistanceLimit = 1;
ps.allowBypassObjects = false;
ai->pathfinder->updatePaths(actors, ps);
}
void calculateConnections(const int3 & pos)
{
auto guarded = ai->cb->getGuardingCreaturePosition(pos).valid();
if(guarded)
return;
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];
auto tile1 = cb->getTile(obj1->visitablePos());
auto tile2 = cb->getTile(obj2->visitablePos());
if(tile2->isWater() && !tile1->isWater())
{
auto linkTile = cb->getTile(pos);
if(!linkTile->isWater() || obj1->ID != Obj::BOAT || obj1->ID != Obj::SHIPYARD)
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(obj2->visitablePos(), path1.targetHero, true);
auto updated = target->tryAddConnection(
obj1->visitablePos(),
obj2->visitablePos(),
path1.movementCost() + path2.movementCost(),
danger);
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
obj1->getObjectName(), obj1->visitablePos().toString(),
obj2->getObjectName(), obj2->visitablePos().toString(),
pos.toString(),
path1.movementCost() + path2.movementCost());
}
}
}
}
private:
void addObjectActor(const CGObjectInstance * obj)
{
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
CRandomGenerator rng;
auto visitablePos = obj->visitablePos();
@@ -40,105 +123,42 @@ void ObjectGraph::updateGraph(const Nullkiller * ai)
if(cb->getTile(visitablePos)->isWater())
{
boats.push_back(new CGBoat(objectActor->cb));
objectActor->boat = boats.back();
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
}
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::SHIPYARD ? HeroRole::MAIN : HeroRole::SCOUT;
addObject(obj);
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::SHIPYARD ? HeroRole::MAIN : HeroRole::SCOUT;
target->addObject(obj);
};
};
for(auto obj : ai->memory->visitableObjs)
{
if(obj && obj->isVisitable() && obj->ID != Obj::HERO)
{
addObjectActor(obj);
}
}
bool ObjectGraph::tryAddConnection(
const int3 & from,
const int3 & to,
float cost,
uint64_t danger)
{
return nodes[from].connections[to].update(cost, danger);
}
for(auto town : cb->getTownsInfo())
{
addObjectActor(town);
}
void ObjectGraph::updateGraph(const Nullkiller * ai)
{
auto cb = ai->cb;
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 5;
ps.scoutTurnDistanceLimit = 1;
ps.allowBypassObjects = false;
ObjectGraphCalculator calculator(this, ai);
ai->pathfinder->updatePaths(actors, ps);
foreach_tile_pos(cb.get(), [&](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
foreach_tile_pos(cb.get(), [this, &calculator](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
if(nodes.find(pos) != nodes.end())
return;
auto guarded = ai->cb->getGuardingCreaturePosition(pos).valid();
if(guarded)
return;
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];
auto tile1 = cb->getTile(obj1->visitablePos());
auto tile2 = cb->getTile(obj2->visitablePos());
if(tile2->isWater() && !tile1->isWater())
{
auto linkTile = cb->getTile(pos);
if(!linkTile->isWater() || obj1->ID != Obj::BOAT || obj1->ID != Obj::SHIPYARD)
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(obj2->visitablePos(), path1.targetHero, true);
auto updated = nodes[obj1->visitablePos()].connections[obj2->visitablePos()].update(
path1.movementCost() + path2.movementCost(),
danger);
#if NKAI_GRAPH_TRACE_LEVEL >= 2
if(updated)
{
logAi->trace(
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
obj1->getObjectName(), obj1->visitablePos().toString(),
obj2->getObjectName(), obj2->visitablePos().toString(),
pos.toString(),
path1.movementCost() + path2.movementCost());
}
#else
(void)updated;
#endif
}
}
calculator.calculateConnections(pos);
});
for(auto h : actorObjectMap)
{
delete h.first;
}
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
dumpToLog("graph");
for(auto boat : boats)
{
delete boat;
}
#if NKAI_GRAPH_TRACE_LEVEL >= 1
dumpToLog("graph");
#endif
}
void ObjectGraph::addObject(const CGObjectInstance * obj)
@@ -199,14 +219,15 @@ void ObjectGraph::dumpToLog(std::string visualKey) const
{
for(auto & node : tile.second.connections)
{
#if NKAI_GRAPH_TRACE_LEVEL >= 2
logAi->trace(
"%s -> %s: %f !%d",
node.first.toString(),
tile.first.toString(),
node.second.cost,
node.second.danger);
#endif
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace(
"%s -> %s: %f !%d",
node.first.toString(),
tile.first.toString(),
node.second.cost,
node.second.danger);
}
logBuilder.addLine(tile.first, node.first);
}
@@ -278,14 +299,15 @@ void GraphPaths::dumpToLog() const
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);
#endif
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);
}
@@ -343,7 +365,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
auto currentNode = currentTile->second[current.nodeType];
if(currentNode.cost == 0)
if(!currentNode.previous.valid())
break;
allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
@@ -352,7 +374,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
tilesToPass.push_back(current.coord);
if(currentNode.cost < 2)
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
@@ -377,6 +399,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
n.turns = static_cast<ui8>(cost) + 1; // just in case lets select worst scenario
n.danger = danger;
n.targetHero = hero;
n.parentIndex = 0;
for(auto & node : path.nodes)
{