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Merge pull request #3595 from vcmi/object-graph

NKAI Object graph
This commit is contained in:
Andrii Danylchenko 2024-03-10 20:26:17 +02:00 committed by GitHub
commit c9c118cff2
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GPG Key ID: B5690EEEBB952194
33 changed files with 1124 additions and 205 deletions

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@ -374,6 +374,11 @@ void AIGateway::objectRemoved(const CGObjectInstance * obj, const PlayerColor &
nullkiller->memory->removeFromMemory(obj);
if(nullkiller->baseGraph && nullkiller->settings->isObjectGraphAllowed())
{
nullkiller->baseGraph->removeObject(obj);
}
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion

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@ -185,8 +185,8 @@ void foreach_tile_pos(const Func & foo)
}
}
template<class Func>
void foreach_tile_pos(CCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
template<class Func, class TCallback>
void foreach_tile_pos(TCallback * cbp, const Func & foo) // avoid costly retrieval of thread-specific pointer
{
int3 mapSize = cbp->getMapSize();
for(int z = 0; z < mapSize.z; z++)

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@ -75,8 +75,7 @@ void DangerHitMapAnalyzer::updateHitMap()
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 10;
ps.scoutTurnDistanceLimit = 10;
ps.scoutTurnDistanceLimit = ps.mainTurnDistanceLimit = ai->settings->getMainHeroTurnDistanceLimit();
ps.useHeroChain = false;
ai->pathfinder->updatePaths(pair.second, ps);
@ -158,15 +157,13 @@ void DangerHitMapAnalyzer::calculateTileOwners()
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
std::map<const CGHeroInstance *, HeroRole> townHeroes;
std::vector<std::unique_ptr<CGHeroInstance>> temporaryHeroes;
std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
PathfinderSettings pathfinderSettings;
pathfinderSettings.mainTurnDistanceLimit = 5;
std::map<const CGHeroInstance *, HeroRole> townHeroes;
auto addTownHero = [&](const CGTownInstance * town)
{
auto townHero = new CGHeroInstance(town->cb);
auto townHero = temporaryHeroes.emplace_back(std::make_unique<CGHeroInstance>(town->cb)).get();
CRandomGenerator rng;
auto visitablePos = town->visitablePos();
@ -192,7 +189,10 @@ void DangerHitMapAnalyzer::calculateTileOwners()
addTownHero(town);
}
ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
PathfinderSettings ps;
ps.mainTurnDistanceLimit = ps.scoutTurnDistanceLimit = ai->settings->getMainHeroTurnDistanceLimit();
ai->pathfinder->updatePaths(townHeroes, ps);
pforeachTilePos(mapSize, [&](const int3 & pos)
{

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@ -189,15 +189,7 @@ bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
return true; //all of the following is met
}
void ObjectClusterizer::clusterize()
{
auto start = std::chrono::high_resolution_clock::now();
nearObjects.reset();
farObjects.reset();
blockedObjects.clear();
Obj ignoreObjects[] = {
Obj ObjectClusterizer::IgnoredObjectTypes[] = {
Obj::BOAT,
Obj::EYE_OF_MAGI,
Obj::MONOLITH_ONE_WAY_ENTRANCE,
@ -216,7 +208,15 @@ void ObjectClusterizer::clusterize()
Obj::REDWOOD_OBSERVATORY,
Obj::CARTOGRAPHER,
Obj::PILLAR_OF_FIRE
};
};
void ObjectClusterizer::clusterize()
{
auto start = std::chrono::high_resolution_clock::now();
nearObjects.reset();
farObjects.reset();
blockedObjects.clear();
logAi->debug("Begin object clusterization");
@ -224,131 +224,20 @@ void ObjectClusterizer::clusterize()
ai->memory->visitableObjs.begin(),
ai->memory->visitableObjs.end());
parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r)
{
#if NKAI_TRACE_LEVEL == 0
parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r) {
#else
blocked_range<size_t> r(0, objs.size());
#endif
auto priorityEvaluator = ai->priorityEvaluators->acquire();
for(int i = r.begin(); i != r.end(); i++)
{
auto obj = objs[i];
if(!shouldVisitObject(obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
continue;
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
auto paths = ai->pathfinder->getPathInfo(obj->visitablePos());
if(paths.empty())
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("No paths found.");
#endif
continue;
}
std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
{
return p1.movementCost() < p2.movementCost();
});
if(vstd::contains(ignoreObjects, obj->ID))
{
farObjects.addObject(obj, paths.front(), 0);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
#endif
continue;
}
std::set<const CGHeroInstance *> heroesProcessed;
for(auto & path : paths)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Checking path %s", path.toString());
#endif
if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
#endif
continue;
}
if(path.nodes.size() > 1)
{
auto blocker = getBlocker(path);
if(blocker)
{
if(vstd::contains(heroesProcessed, path.targetHero))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
#endif
continue;
}
heroesProcessed.insert(path.targetHero);
float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
if(priority < MIN_PRIORITY)
continue;
ClusterMap::accessor cluster;
blockedObjects.insert(
cluster,
ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
cluster->second->addObject(obj, path, priority);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
#endif
continue;
}
}
heroesProcessed.insert(path.targetHero);
float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
if(priority < MIN_PRIORITY)
continue;
bool interestingObject = path.turn() <= 2 || priority > 0.5f;
if(interestingObject)
{
nearObjects.addObject(obj, path, priority);
}
else
{
farObjects.addObject(obj, path, priority);
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
path.toString(),
interestingObject ? "near" : "far",
path.turn(),
priority);
#endif
}
clusterizeObject(objs[i], priorityEvaluator.get());
}
#if NKAI_TRACE_LEVEL == 0
});
#endif
logAi->trace("Near objects count: %i", nearObjects.objects.size());
logAi->trace("Far objects count: %i", farObjects.objects.size());
@ -368,4 +257,123 @@ void ObjectClusterizer::clusterize()
logAi->trace("Clusterization complete in %ld", timeElapsed(start));
}
void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator)
{
if(!shouldVisitObject(obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
return;
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
#endif
auto paths = ai->pathfinder->getPathInfo(obj->visitablePos(), true);
if(paths.empty())
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("No paths found.");
#endif
return;
}
std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
{
return p1.movementCost() < p2.movementCost();
});
if(vstd::contains(IgnoredObjectTypes, obj->ID))
{
farObjects.addObject(obj, paths.front(), 0);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
#endif
return;
}
std::set<const CGHeroInstance *> heroesProcessed;
for(auto & path : paths)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Checking path %s", path.toString());
#endif
if(!shouldVisit(ai, path.targetHero, obj))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
#endif
continue;
}
if(path.nodes.size() > 1)
{
auto blocker = getBlocker(path);
if(blocker)
{
if(vstd::contains(heroesProcessed, path.targetHero))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
#endif
continue;
}
heroesProcessed.insert(path.targetHero);
float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
if(priority < MIN_PRIORITY)
continue;
ClusterMap::accessor cluster;
blockedObjects.insert(
cluster,
ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
cluster->second->addObject(obj, path, priority);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
#endif
continue;
}
}
heroesProcessed.insert(path.targetHero);
float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
if(priority < MIN_PRIORITY)
continue;
bool interestingObject = path.turn() <= 2 || priority > 0.5f;
if(interestingObject)
{
nearObjects.addObject(obj, path, priority);
}
else
{
farObjects.addObject(obj, path, priority);
}
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
path.toString(),
interestingObject ? "near" : "far",
path.turn(),
priority);
#endif
}
}
}

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@ -49,9 +49,13 @@ public:
using ClusterMap = tbb::concurrent_hash_map<const CGObjectInstance *, std::shared_ptr<ObjectCluster>>;
class PriorityEvaluator;
class ObjectClusterizer
{
private:
static Obj IgnoredObjectTypes[];
ObjectCluster nearObjects;
ObjectCluster farObjects;
ClusterMap blockedObjects;
@ -68,6 +72,7 @@ public:
private:
bool shouldVisitObject(const CGObjectInstance * obj) const;
void clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator);
};
}

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@ -178,8 +178,11 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
#endif
const int3 pos = objToVisit->visitablePos();
bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, useObjectGraph);
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
std::shared_ptr<ExecuteHeroChain> closestWay;

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

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@ -443,6 +443,10 @@ void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitM
heroToDismiss = town->garrisonHero.get();
}
}
// avoid dismissing one weak hero in order to recruit another.
if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
continue;
}
else if(ai->nullkiller->heroManager->heroCapReached())
{

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@ -14,6 +14,7 @@ set(Nullkiller_SRCS
Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
Pathfinding/Rules/AIMovementToDestinationRule.cpp
Pathfinding/Rules/AIPreviousNodeRule.cpp
Pathfinding/ObjectGraph.cpp
AIUtility.cpp
Analyzers/ArmyManager.cpp
Analyzers/HeroManager.cpp
@ -78,6 +79,7 @@ set(Nullkiller_HEADERS
Pathfinding/Rules/AIMovementAfterDestinationRule.h
Pathfinding/Rules/AIMovementToDestinationRule.h
Pathfinding/Rules/AIPreviousNodeRule.h
Pathfinding/ObjectGraph.h
AIUtility.h
Analyzers/ArmyManager.h
Analyzers/HeroManager.h

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@ -27,6 +27,9 @@ namespace NKAI
using namespace Goals;
// while we play vcmieagles graph can be shared
std::unique_ptr<ObjectGraph> Nullkiller::baseGraph;
Nullkiller::Nullkiller()
:activeHero(nullptr), scanDepth(ScanDepth::MAIN_FULL), useHeroChain(true)
{
@ -39,6 +42,8 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
this->cb = cb;
this->playerID = playerID;
baseGraph.reset();
priorityEvaluator.reset(new PriorityEvaluator(this));
priorityEvaluators.reset(
new SharedPool<PriorityEvaluator>(
@ -119,6 +124,12 @@ void Nullkiller::resetAiState()
lockedHeroes.clear();
dangerHitMap->reset();
useHeroChain = true;
if(!baseGraph && ai->nullkiller->settings->isObjectGraphAllowed())
{
baseGraph = std::make_unique<ObjectGraph>();
baseGraph->updateGraph(this);
}
}
void Nullkiller::updateAiState(int pass, bool fast)
@ -159,21 +170,27 @@ void Nullkiller::updateAiState(int pass, bool fast)
PathfinderSettings cfg;
cfg.useHeroChain = useHeroChain;
cfg.allowBypassObjects = true;
if(scanDepth == ScanDepth::SMALL)
if(scanDepth == ScanDepth::SMALL || settings->isObjectGraphAllowed())
{
cfg.mainTurnDistanceLimit = ai->nullkiller->settings->getMainHeroTurnDistanceLimit();
cfg.mainTurnDistanceLimit = settings->getMainHeroTurnDistanceLimit();
}
if(scanDepth != ScanDepth::ALL_FULL)
if(scanDepth != ScanDepth::ALL_FULL || settings->isObjectGraphAllowed())
{
cfg.scoutTurnDistanceLimit = ai->nullkiller->settings->getScoutHeroTurnDistanceLimit();
cfg.scoutTurnDistanceLimit =settings->getScoutHeroTurnDistanceLimit();
}
boost::this_thread::interruption_point();
pathfinder->updatePaths(activeHeroes, cfg);
if(settings->isObjectGraphAllowed())
{
pathfinder->updateGraphs(activeHeroes);
}
boost::this_thread::interruption_point();
objectClusterizer->clusterize();
@ -286,7 +303,8 @@ void Nullkiller::makeTurn()
// TODO: better to check turn distance here instead of priority
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::MAIN_FULL)
&& scanDepth == ScanDepth::MAIN_FULL
&& !settings->isObjectGraphAllowed())
{
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
@ -299,22 +317,25 @@ void Nullkiller::makeTurn()
if(bestTask->priority < MIN_PRIORITY)
{
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
return h->movementPointsRemaining() > 100;
});
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
if(!settings->isObjectGraphAllowed())
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
return h->movementPointsRemaining() > 100;
});
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
}
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);

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@ -59,6 +59,8 @@ private:
bool useHeroChain;
public:
static std::unique_ptr<ObjectGraph> baseGraph;
std::unique_ptr<DangerHitMapAnalyzer> dangerHitMap;
std::unique_ptr<BuildAnalyzer> buildAnalyzer;
std::unique_ptr<ObjectClusterizer> objectClusterizer;

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@ -27,7 +27,8 @@ namespace NKAI
mainHeroTurnDistanceLimit(10),
scoutHeroTurnDistanceLimit(5),
maxGoldPreasure(0.3f),
maxpass(30)
maxpass(30),
allowObjectGraph(false)
{
ResourcePath resource("config/ai/nkai/nkai-settings", EResType::JSON);
@ -74,5 +75,10 @@ namespace NKAI
{
maxGoldPreasure = node.Struct()["maxGoldPreasure"].Float();
}
if(!node.Struct()["allowObjectGraph"].isNull())
{
allowObjectGraph = node.Struct()["allowObjectGraph"].Bool();
}
}
}

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@ -26,6 +26,7 @@ namespace NKAI
int scoutHeroTurnDistanceLimit;
int maxpass;
float maxGoldPreasure;
bool allowObjectGraph;
public:
Settings();
@ -35,6 +36,7 @@ namespace NKAI
int getMaxRoamingHeroes() const { return maxRoamingHeroes; }
int getMainHeroTurnDistanceLimit() const { return mainHeroTurnDistanceLimit; }
int getScoutHeroTurnDistanceLimit() const { return scoutHeroTurnDistanceLimit; }
bool isObjectGraphAllowed() const { return allowObjectGraph; }
private:
void loadFromMod(const std::string & modName, const ResourcePath & resource);

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@ -39,12 +39,18 @@ void AdventureSpellCast::accept(AIGateway * ai)
if(hero->mana < hero->getSpellCost(spell))
throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
if(spellID == SpellID::TOWN_PORTAL && town && town->visitingHero)
throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated());
if(town && spellID == SpellID::TOWN_PORTAL)
{
ai->selectedObject = town->id;
if(town->visitingHero && town->tempOwner == ai->playerID && !town->getUpperArmy()->stacksCount())
{
ai->myCb->swapGarrisonHero(town);
}
if(town->visitingHero)
throw cannotFulfillGoalException("The town is already occupied by " + town->visitingHero->getNameTranslated());
}
auto wait = cb->waitTillRealize;

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@ -1123,14 +1123,14 @@ void AINodeStorage::calculateTownPortal(
{
for(const CGTownInstance * targetTown : towns)
{
// TODO: allow to hide visiting hero in garrison
if(targetTown->visitingHero && maskMap.find(targetTown->visitingHero.get()) != maskMap.end())
if(targetTown->visitingHero
&& targetTown->getUpperArmy()->stacksCount()
&& maskMap.find(targetTown->visitingHero.get()) != maskMap.end())
{
auto basicMask = maskMap.at(targetTown->visitingHero.get());
bool heroIsInChain = (actor->chainMask & basicMask) != 0;
bool sameActorInTown = actor->chainMask == basicMask;
if(sameActorInTown || !heroIsInChain)
if(!sameActorInTown)
continue;
}

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@ -11,6 +11,7 @@
#pragma once
#define NKAI_PATHFINDER_TRACE_LEVEL 0
constexpr int NKAI_GRAPH_TRACE_LEVEL = 0;
#define NKAI_TRACE_LEVEL 0
#include "../../../lib/pathfinder/CGPathNode.h"
@ -26,15 +27,9 @@ namespace NKAI
{
namespace AIPathfinding
{
#ifdef ENVIRONMENT64
const int BUCKET_COUNT = 7;
#else
const int BUCKET_COUNT = 5;
#endif // ENVIRONMENT64
const int BUCKET_SIZE = 5;
const int BUCKET_SIZE = 3;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
const int THREAD_COUNT = 8;
const int CHAIN_MAX_DEPTH = 4;
}

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@ -33,7 +33,7 @@ bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) con
|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
}
std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile) const
std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile, bool includeGraph) const
{
const TerrainTile * tileInfo = cb->getTile(tile, false);
@ -42,10 +42,23 @@ std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile) const
return std::vector<AIPath>();
}
return storage->getChainInfo(tile, !tileInfo->isWater());
auto info = storage->getChainInfo(tile, !tileInfo->isWater());
if(includeGraph)
{
for(auto hero : cb->getHeroesInfo())
{
auto graph = heroGraphs.find(hero->id);
if(graph != heroGraphs.end())
graph->second.addChainInfo(info, tile, hero, ai);
}
}
return info;
}
void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings)
void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings)
{
if(!storage)
{
@ -71,7 +84,7 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
}
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage);
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage, pathfinderSettings.allowBypassObjects);
logAi->trace("Recalculate paths pass %d", pass++);
cb->calculatePaths(config);
@ -112,4 +125,34 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
logAi->trace("Recalculated paths in %ld", timeElapsed(start));
}
void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes)
{
auto start = std::chrono::high_resolution_clock::now();
std::vector<const CGHeroInstance *> heroesVector;
heroGraphs.clear();
for(auto hero : heroes)
{
if(heroGraphs.try_emplace(hero.first->id, GraphPaths()).second)
heroesVector.push_back(hero.first);
}
parallel_for(blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector](const blocked_range<size_t> & r)
{
for(auto i = r.begin(); i != r.end(); i++)
heroGraphs.at(heroesVector[i]->id).calculatePaths(heroesVector[i], ai);
});
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
{
for(auto hero : heroes)
{
heroGraphs[hero.first->id].dumpToLog();
}
}
logAi->trace("Graph paths updated in %lld", timeElapsed(start));
}
}

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@ -11,6 +11,7 @@
#pragma once
#include "AINodeStorage.h"
#include "ObjectGraph.h"
#include "../AIUtility.h"
namespace NKAI
@ -23,11 +24,13 @@ struct PathfinderSettings
bool useHeroChain;
uint8_t scoutTurnDistanceLimit;
uint8_t mainTurnDistanceLimit;
bool allowBypassObjects;
PathfinderSettings()
:useHeroChain(false),
scoutTurnDistanceLimit(255),
mainTurnDistanceLimit(255)
mainTurnDistanceLimit(255),
allowBypassObjects(true)
{ }
};
@ -37,13 +40,20 @@ private:
std::shared_ptr<AINodeStorage> storage;
CPlayerSpecificInfoCallback * cb;
Nullkiller * ai;
std::map<ObjectInstanceID, GraphPaths> heroGraphs;
public:
AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai);
std::vector<AIPath> getPathInfo(const int3 & tile) const;
std::vector<AIPath> getPathInfo(const int3 & tile, bool includeGraph = false) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
void updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings);
void updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings);
void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes);
void init();
std::shared_ptr<AINodeStorage>getStorage()
{
return storage;
}
};
}

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@ -24,16 +24,17 @@ namespace AIPathfinding
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(nodeStorage),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
};
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage, allowBypassObjects)
};
return rules;
}
@ -41,8 +42,9 @@ namespace AIPathfinding
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage)), aiNodeStorage(nodeStorage)
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
{
options.canUseCast = true;
}

View File

@ -30,7 +30,8 @@ namespace AIPathfinding
AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage);
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects);
~AIPathfinderConfig();

View File

@ -0,0 +1,421 @@
/*
* 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 "../../../lib/CRandomGenerator.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
#include "../../../lib/logging/VisualLogger.h"
namespace NKAI
{
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
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)
{
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();
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();
}
actorObjectMap[objectActor] = obj;
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::SHIPYARD ? HeroRole::MAIN : HeroRole::SCOUT;
target->addObject(obj);
};
};
bool ObjectGraph::tryAddConnection(
const int3 & from,
const int3 & to,
float cost,
uint64_t danger)
{
return nodes[from].connections[to].update(cost, danger);
}
void ObjectGraph::updateGraph(const Nullkiller * ai)
{
auto cb = ai->cb;
ObjectGraphCalculator calculator(this, ai);
foreach_tile_pos(cb.get(), [this, &calculator](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
{
if(nodes.find(pos) != nodes.end())
return;
calculator.calculateConnections(pos);
});
if(NKAI_GRAPH_TRACE_LEVEL >= 1)
dumpToLog("graph");
}
void ObjectGraph::addObject(const CGObjectInstance * obj)
{
nodes[obj->visitablePos()].init(obj);
}
void ObjectGraph::removeObject(const CGObjectInstance * obj)
{
nodes[obj->visitablePos()].objectExists = false;
if(obj->ID == Obj::BOAT)
{
vstd::erase_if(nodes[obj->visitablePos()].connections, [&](const std::pair<int3, ObjectLink> & link) -> bool
{
auto tile = cb->getTile(link.first, false);
return tile && tile->isWater();
});
}
}
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)
{
auto heroPos = path.targetHero->visitablePos();
nodes[pos].connections[heroPos].update(
path.movementCost(),
path.getPathDanger());
nodes[heroPos].connections[pos].update(
path.movementCost(),
path.getPathDanger());
}
}
}
void ObjectGraph::dumpToLog(std::string visualKey) const
{
logVisual->updateWithLock(visualKey, [&](IVisualLogBuilder & logBuilder)
{
for(auto & tile : nodes)
{
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);
}
logBuilder.addLine(tile.first, node.first);
}
}
});
}
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;
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
{
graph = *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 = getNode(pos);
node.isInQueue = false;
graph.iterateConnections(pos.coord, [&](int3 target, ObjectLink o)
{
auto targetNodeType = o.danger ? GrapthPathNodeType::BATTLE : pos.nodeType;
auto targetPointer = GraphPathNodePointer(target, targetNodeType);
auto & targetNode = getNode(targetPointer);
if(targetNode.tryUpdate(pos, node, o))
{
if(graph.getNode(target).objTypeID == 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)
{
if(nodeType < pos.nodeType)
{
logAi->error("Linking error");
}
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<int3> 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.coord);
if(currentNode.cost < 2.0f)
break;
current = currentNode.previous;
}
if(tilesToPass.empty())
continue;
auto entryPaths = ai->pathfinder->getPathInfo(tilesToPass.back());
for(auto & path : entryPaths)
{
if(path.targetHero != hero)
continue;
for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
{
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;
n.parentIndex = 0;
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);
}
}
}
}

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@ -0,0 +1,170 @@
/*
* ObjectGraph.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 "AINodeStorage.h"
#include "../AIUtility.h"
namespace NKAI
{
class Nullkiller;
struct ObjectLink
{
float cost = 100000; // some big number
uint64_t danger = 0;
bool update(float newCost, uint64_t newDanger)
{
if(cost > newCost)
{
cost = newCost;
danger = newDanger;
return true;
}
return false;
}
};
struct ObjectNode
{
ObjectInstanceID objID;
MapObjectID objTypeID;
bool objectExists;
std::unordered_map<int3, ObjectLink> connections;
void init(const CGObjectInstance * obj)
{
objectExists = true;
objID = obj->id;
objTypeID = obj->ID;
}
};
class ObjectGraph
{
std::unordered_map<int3, ObjectNode> nodes;
public:
void updateGraph(const Nullkiller * ai);
void addObject(const CGObjectInstance * obj);
void connectHeroes(const Nullkiller * ai);
void removeObject(const CGObjectInstance * obj);
void dumpToLog(std::string visualKey) const;
template<typename Func>
void iterateConnections(const int3 & pos, Func fn)
{
for(auto & connection : nodes.at(pos).connections)
{
fn(connection.first, connection.second);
}
}
const ObjectNode & getNode(int3 tile) const
{
return nodes.at(tile);
}
bool tryAddConnection(const int3 & from, const int3 & to, float cost, uint64_t danger);
};
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();
}
};
typedef std::unordered_map<int3, GraphPathNode[GrapthPathNodeType::LAST]> GraphNodeStorage;
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;
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:
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai);
void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void dumpToLog() const;
private:
GraphPathNode & getNode(const GraphPathNodePointer & pos)
{
auto & node = pathNodes[pos.coord][pos.nodeType];
node.nodeType = pos.nodeType;
return node;
}
};
}

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@ -13,6 +13,7 @@
#include "../Actions/QuestAction.h"
#include "../../Goals/Invalid.h"
#include "AIPreviousNodeRule.h"
#include "../../../../lib/pathfinder/PathfinderOptions.h"
namespace NKAI
{
@ -20,8 +21,9 @@ namespace AIPathfinding
{
AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
:cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
{
}
@ -46,6 +48,9 @@ namespace AIPathfinding
return;
}
if(!allowBypassObjects)
return;
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(

View File

@ -25,9 +25,13 @@ namespace AIPathfinding
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
bool allowBypassObjects;
public:
AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage);
AIMovementAfterDestinationRule(
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects);
virtual void process(
const PathNodeInfo & source,

View File

@ -14,8 +14,10 @@ namespace NKAI
{
namespace AIPathfinding
{
AIMovementToDestinationRule::AIMovementToDestinationRule(std::shared_ptr<AINodeStorage> nodeStorage)
: nodeStorage(nodeStorage)
AIMovementToDestinationRule::AIMovementToDestinationRule(
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
: nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
{
}
@ -37,15 +39,30 @@ namespace AIPathfinding
return;
}
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->getAINode(source.node)->actor->allowBattle)
if(blocker == BlockingReason::SOURCE_GUARDED)
{
auto actor = nodeStorage->getAINode(source.node)->actor;
if(!allowBypassObjects)
{
if (source.node->getCost() < 0.0001f)
return;
// when actor represents moster graph node, we need to let him escape monster
if(!destination.guarded && cb->getGuardingCreaturePosition(source.coord) == actor->initialPosition)
return;
}
if(actor->allowBattle)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Bypass src guard while moving from %s to %s",
source.coord.toString(),
destination.coord.toString());
logAi->trace(
"Bypass src guard while moving from %s to %s",
source.coord.toString(),
destination.coord.toString());
#endif
return;
return;
}
}
destination.blocked = true;

View File

@ -24,9 +24,10 @@ namespace AIPathfinding
{
private:
std::shared_ptr<AINodeStorage> nodeStorage;
bool allowBypassObjects;
public:
AIMovementToDestinationRule(std::shared_ptr<AINodeStorage> nodeStorage);
AIMovementToDestinationRule(std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects);
virtual void process(
const PathNodeInfo & source,

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@ -512,6 +512,20 @@ namespace vstd
}
}
//works for std::unordered_map, maybe something else
template<typename Key, typename Val, typename Predicate>
void erase_if(std::unordered_map<Key, Val> & container, Predicate pred)
{
auto itr = container.begin();
auto endItr = container.end();
while(itr != endItr)
{
auto tmpItr = itr++;
if(pred(*tmpItr))
container.erase(tmpItr);
}
}
template<typename InputRange, typename OutputIterator, typename Predicate>
OutputIterator copy_if(const InputRange &input, OutputIterator result, Predicate pred)
{

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@ -37,6 +37,7 @@
#include "../lib/modding/ModUtility.h"
#include "../lib/CHeroHandler.h"
#include "../lib/VCMIDirs.h"
#include "../lib/logging/VisualLogger.h"
#include "CMT.h"
#ifdef SCRIPTING_ENABLED
@ -427,6 +428,14 @@ void ClientCommandManager::handleCrashCommand()
//disaster!
}
void ClientCommandManager::handleVsLog(std::istringstream & singleWordBuffer)
{
std::string key;
singleWordBuffer >> key;
logVisual->setKey(key);
}
void ClientCommandManager::printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType)
{
switch(messageType)
@ -546,6 +555,9 @@ void ClientCommandManager::processCommand(const std::string & message, bool call
else if(commandName == "crash")
handleCrashCommand();
else if(commandName == "vslog")
handleVsLog(singleWordBuffer);
else
{
if (!commandName.empty() && !vstd::iswithin(commandName[0], 0, ' ')) // filter-out debugger/IDE noise

View File

@ -81,6 +81,9 @@ class ClientCommandManager //take mantis #2292 issue about account if thinking a
// Crashes the game forcing an exception
void handleCrashCommand();
// shows object graph
void handleVsLog(std::istringstream & singleWordBuffer);
// Prints in Chat the given message
void printCommandMessage(const std::string &commandMessage, ELogLevel::ELogLevel messageType = ELogLevel::NOT_SET);
void giveTurn(const PlayerColor &color);

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@ -31,6 +31,7 @@
#include "../../lib/CConfigHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/logging/VisualLogger.h"
BasicMapView::~BasicMapView() = default;
@ -57,11 +58,46 @@ BasicMapView::BasicMapView(const Point & offset, const Point & dimensions)
pos.h = dimensions.y;
}
class VisualLoggerRenderer : public ILogVisualizer
{
private:
Canvas & target;
std::shared_ptr<MapViewModel> model;
public:
VisualLoggerRenderer(Canvas & target, std::shared_ptr<MapViewModel> model) : target(target), model(model)
{
}
virtual void drawLine(int3 start, int3 end) override
{
auto level = model->getLevel();
if(start.z != level || end.z != level)
return;
auto pStart = model->getTargetTileArea(start).topLeft();
auto pEnd = model->getTargetTileArea(end).topLeft();
auto viewPort = target.getRenderArea();
pStart.x += 3;
pEnd.x -= 3;
if(viewPort.isInside(pStart) && viewPort.isInside(pEnd))
{
target.drawLine(pStart, pEnd, ColorRGBA(255, 255, 0), ColorRGBA(255, 0, 0));
}
}
};
void BasicMapView::render(Canvas & target, bool fullUpdate)
{
Canvas targetClipped(target, pos);
tilesCache->update(controller->getContext());
tilesCache->render(controller->getContext(), targetClipped, fullUpdate);
VisualLoggerRenderer r(target, model);
logVisual->visualize(r);
}
void BasicMapView::tick(uint32_t msPassed)

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@ -76,6 +76,7 @@ set(lib_SRCS
logging/CBasicLogConfigurator.cpp
logging/CLogger.cpp
logging/VisualLogger.cpp
mapObjectConstructors/AObjectTypeHandler.cpp
mapObjectConstructors/CBankInstanceConstructor.cpp
@ -424,6 +425,7 @@ set(lib_HEADERS
logging/CBasicLogConfigurator.h
logging/CLogger.h
logging/VisualLogger.h
mapObjectConstructors/AObjectTypeHandler.h
mapObjectConstructors/CBankInstanceConstructor.h

View File

@ -0,0 +1,44 @@
/*
* CLogger.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 "VisualLogger.h"
VCMI_LIB_NAMESPACE_BEGIN
DLL_LINKAGE VisualLogger * logVisual = new VisualLogger();
void VisualLogger::updateWithLock(std::string channel, std::function<void(IVisualLogBuilder & logBuilder)> func)
{
std::lock_guard<std::mutex> lock(mutex);
mapLines[channel].clear();
VisualLogBuilder builder(mapLines[channel]);
func(builder);
}
void VisualLogger::visualize(ILogVisualizer & visulizer)
{
std::lock_guard<std::mutex> lock(mutex);
for(auto line : mapLines[keyToShow])
{
visulizer.drawLine(line.start, line.end);
}
}
void VisualLogger::setKey(std::string key)
{
keyToShow = key;
}
VCMI_LIB_NAMESPACE_END

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@ -0,0 +1,75 @@
/*
* VisualLogger.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 "../int3.h"
#include "../constants/EntityIdentifiers.h"
VCMI_LIB_NAMESPACE_BEGIN
class ILogVisualizer
{
public:
virtual void drawLine(int3 start, int3 end) = 0;
};
class IVisualLogBuilder
{
public:
virtual void addLine(int3 start, int3 end) = 0;
};
/// The logger is used to show screen overlay
class DLL_LINKAGE VisualLogger
{
private:
struct MapLine
{
int3 start;
int3 end;
MapLine(int3 start, int3 end)
:start(start), end(end)
{
}
};
class VisualLogBuilder : public IVisualLogBuilder
{
private:
std::vector<MapLine> & mapLines;
public:
VisualLogBuilder(std::vector<MapLine> & mapLines)
:mapLines(mapLines)
{
}
virtual void addLine(int3 start, int3 end) override
{
mapLines.push_back(MapLine(start, end));
}
};
private:
std::map<std::string, std::vector<MapLine>> mapLines;
std::mutex mutex;
std::string keyToShow;
public:
void updateWithLock(std::string channel, std::function<void(IVisualLogBuilder & logBuilder)> func);
void visualize(ILogVisualizer & visulizer);
void setKey(std::string key);
};
extern DLL_LINKAGE VisualLogger * logVisual;
VCMI_LIB_NAMESPACE_END