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NKAI: parallel capture objects
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ff654c2148
commit
d6f1a5c2b3
@ -171,7 +171,7 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
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return ln->getCost() < rn->getCost();
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}
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bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
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bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
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{
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const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
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@ -183,9 +183,9 @@ bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStre
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return true; //there's no danger
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}
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
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bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength)
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{
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return isSafeToVisit(h, h.get(), dangerStrength);
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return isSafeToVisit(h, h, dangerStrength);
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}
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bool isObjectRemovable(const CGObjectInstance * obj)
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@ -285,7 +285,7 @@ creInfo infoFromDC(const dwellingContent & dc)
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return ci;
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}
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
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bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2)
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{
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return h1->getTotalStrength() < h2->getTotalStrength();
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}
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@ -232,10 +232,10 @@ bool isBlockVisitObj(const int3 & pos);
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bool isWeeklyRevisitable(const CGObjectInstance * obj);
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bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
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bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
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bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
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bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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bool townHasFreeTavern(const CGTownInstance * town);
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@ -47,7 +47,7 @@ bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) co
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&& vectorEquals(objectSubTypes, other.objectSubTypes);
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}
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Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
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Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, Nullkiller * nullkiller, const CGObjectInstance * objToVisit)
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{
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Goals::TGoalVec tasks;
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@ -64,7 +64,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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logAi->trace("Path found %s", path.toString());
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#endif
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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if(nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
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@ -72,7 +72,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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continue;
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}
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if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
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if(objToVisit && !shouldVisit(nullkiller, path.targetHero, objToVisit))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
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@ -83,7 +83,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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auto hero = path.targetHero;
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auto danger = path.getTotalDanger();
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if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
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if(nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
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&& (path.getTotalDanger() == 0 || path.turn() > 0)
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&& path.exchangeCount > 1)
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{
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@ -135,7 +135,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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sharedPtr.reset(newWay);
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auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
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auto heroRole = nullkiller->heroManager->getHeroRole(path.targetHero);
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auto & closestWay = closestWaysByRole[heroRole];
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@ -144,7 +144,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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closestWay = &path;
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}
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if(!ai->nullkiller->arePathHeroesLocked(path))
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if(!nullkiller->arePathHeroesLocked(path))
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{
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waysToVisitObj.push_back(newWay);
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tasks[tasks.size() - 1] = sharedPtr;
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@ -154,7 +154,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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for(auto way : waysToVisitObj)
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{
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auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
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auto heroRole = nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
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auto closestWay = closestWaysByRole[heroRole];
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if(closestWay)
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@ -170,8 +170,11 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
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Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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{
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Goals::TGoalVec tasks;
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std::mutex sync;
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auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
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Nullkiller * nullkiller = ai->nullkiller.get();
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auto captureObjects = [&](const std::vector<const CGObjectInstance *> & objs) -> void
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{
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if(objs.empty())
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{
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@ -180,10 +183,17 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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logAi->debug("Scanning objects, count %d", objs.size());
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std::vector<AIPath> paths;
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for(auto objToVisit : objs)
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tbb::parallel_for(
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tbb::blocked_range<size_t>(0, objs.size()),
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[this, &objs, &sync, &tasks, nullkiller](const tbb::blocked_range<size_t> & r)
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{
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std::vector<AIPath> paths;
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Goals::TGoalVec tasksLocal;
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for(auto i = r.begin(); i != r.end(); i++)
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{
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auto objToVisit = objs[i];
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if(!objectMatchesFilter(objToVisit))
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continue;
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@ -192,10 +202,10 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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#endif
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const int3 pos = objToVisit->visitablePos();
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bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
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&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
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bool useObjectGraph = nullkiller->settings->isObjectGraphAllowed()
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&& nullkiller->getScanDepth() != ScanDepth::SMALL;
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ai->nullkiller->pathfinder->calculatePathInfo(paths, pos, useObjectGraph);
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nullkiller->pathfinder->calculatePathInfo(paths, pos, useObjectGraph);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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std::shared_ptr<ExecuteHeroChain> closestWay;
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@ -203,13 +213,18 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
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vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit));
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}
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vstd::erase_if(tasks, [](TSubgoal task) -> bool
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vstd::erase_if(tasksLocal, [](TSubgoal task) -> bool
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{
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return task->invalid();
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});
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std::lock_guard<std::mutex> lock(sync);
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vstd::concatenate(tasks, tasksLocal);
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});
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};
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if(specificObjects)
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@ -220,15 +235,15 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
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{
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captureObjects(
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std::vector<const CGObjectInstance *>(
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ai->nullkiller->memory->visitableObjs.begin(),
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ai->nullkiller->memory->visitableObjs.end()));
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nullkiller->memory->visitableObjs.begin(),
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nullkiller->memory->visitableObjs.end()));
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}
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else
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{
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captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
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captureObjects(nullkiller->objectClusterizer->getNearbyObjects());
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if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
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captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
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if(tasks.empty() || nullkiller->getScanDepth() != ScanDepth::SMALL)
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captureObjects(nullkiller->objectClusterizer->getFarObjects());
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}
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return tasks;
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@ -67,7 +67,7 @@ namespace Goals
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bool operator==(const CaptureObjectsBehavior & other) const override;
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static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit = nullptr);
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static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, Nullkiller * nullkiller, const CGObjectInstance * objToVisit = nullptr);
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private:
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bool objectMatchesFilter(const CGObjectInstance * obj) const;
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@ -100,7 +100,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
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logAi->trace("Decompose unlock paths");
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#endif
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auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths);
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auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths, ai->nullkiller.get());
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for(int i = 0; i < paths.size(); i++)
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{
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@ -88,7 +88,7 @@ void handleCounterAttack(
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&& (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
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{
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auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(threat.hero->visitablePos());
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auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, threat.hero.get());
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auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai->nullkiller.get(), threat.hero.get());
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for(int i = 0; i < heroCapturingPaths.size(); i++)
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{
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@ -232,7 +232,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
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#endif
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auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, ai->nullkiller->settings->isObjectGraphAllowed());
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auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
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auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai->nullkiller.get());
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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@ -188,7 +188,10 @@ void Nullkiller::updateAiState(int pass, bool fast)
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if(settings->isObjectGraphAllowed())
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{
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pathfinder->updateGraphs(activeHeroes);
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pathfinder->updateGraphs(
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activeHeroes,
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scanDepth == ScanDepth::SMALL ? 255 : 10,
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scanDepth == ScanDepth::ALL_FULL ? 255 : 3);
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}
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boost::this_thread::interruption_point();
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@ -303,8 +306,7 @@ void Nullkiller::makeTurn()
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// TODO: better to check turn distance here instead of priority
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if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
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&& scanDepth == ScanDepth::MAIN_FULL
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&& !settings->isObjectGraphAllowed())
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&& scanDepth == ScanDepth::MAIN_FULL)
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{
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useHeroChain = false;
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scanDepth = ScanDepth::SMALL;
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@ -316,8 +318,6 @@ void Nullkiller::makeTurn()
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}
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if(bestTask->priority < MIN_PRIORITY)
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{
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if(!settings->isObjectGraphAllowed())
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{
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auto heroes = cb->getHeroesInfo();
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auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
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@ -336,7 +336,6 @@ void Nullkiller::makeTurn()
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useHeroChain = false;
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continue;
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}
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}
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logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
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@ -112,7 +112,7 @@ TGoalVec CompleteQuest::tryCompleteQuest() const
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return !q.quest->checkQuest(path.targetHero);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
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return CaptureObjectsBehavior::getVisitGoals(paths, ai->nullkiller.get(), q.obj);
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}
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TGoalVec CompleteQuest::missionArt() const
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@ -154,7 +154,7 @@ TGoalVec CompleteQuest::missionArmy() const
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return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
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return CaptureObjectsBehavior::getVisitGoals(paths, ai->nullkiller.get(), q.obj);
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}
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TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
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@ -138,7 +138,10 @@ void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole>
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logAi->trace("Recalculated paths in %ld", timeElapsed(start));
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}
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void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes)
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void AIPathfinder::updateGraphs(
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const std::map<const CGHeroInstance *, HeroRole> & heroes,
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uint8_t mainScanDepth,
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uint8_t scoutScanDepth)
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{
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auto start = std::chrono::high_resolution_clock::now();
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std::vector<const CGHeroInstance *> heroesVector;
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@ -154,10 +157,15 @@ void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole>
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}
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}
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tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector](const tbb::blocked_range<size_t> & r)
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tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector, &heroes, mainScanDepth, scoutScanDepth](const tbb::blocked_range<size_t> & r)
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{
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for(auto i = r.begin(); i != r.end(); i++)
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heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai);
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{
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auto role = heroes.at(heroesVector[i]);
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auto scanLimit = role == HeroRole::MAIN ? mainScanDepth : scoutScanDepth;
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heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai, scanLimit);
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}
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});
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if(NKAI_GRAPH_TRACE_LEVEL >= 1)
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@ -47,7 +47,7 @@ public:
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void calculatePathInfo(std::vector<AIPath> & paths, const int3 & tile, bool includeGraph = false) const;
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bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
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void updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings);
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void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes);
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void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes, uint8_t mainScanDepth, uint8_t scoutScanDepth);
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void calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile);
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void init();
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@ -562,7 +562,7 @@ std::shared_ptr<SpecialAction> getCompositeAction(
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return std::make_shared<CompositeAction>(actionsArray);
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}
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void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
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void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
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{
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graph.copyFrom(*ai->baseGraph);
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graph.connectHeroes(ai);
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@ -611,7 +611,7 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
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node.isInQueue = false;
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graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq](int3 target, const ObjectLink & o)
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graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
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{
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auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
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auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
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@ -620,6 +620,11 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
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if(targetNode.tryUpdate(pos, node, o))
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{
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if(targetNode.cost > scanDepth)
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{
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return;
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}
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targetNode.specialAction = compositeAction;
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auto targetGraphNode = graph.getNode(target);
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@ -187,7 +187,7 @@ class GraphPaths
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public:
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GraphPaths();
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void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai);
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void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth);
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void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
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void quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
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void dumpToLog() const;
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