mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
525 lines
12 KiB
C++
525 lines
12 KiB
C++
/*
|
|
* DangerHitMapAnalyzer.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 "ObjectClusterizer.h"
|
|
#include "../Goals/ExecuteHeroChain.h"
|
|
#include "../AIGateway.h"
|
|
#include "../Engine/Nullkiller.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
|
|
{
|
|
ClusterObjects::accessor info;
|
|
|
|
objects.insert(info, ClusterObjects::value_type(obj->id, ClusterObjectInfo()));
|
|
|
|
if(info->second.priority < priority)
|
|
{
|
|
info->second.priority = priority;
|
|
info->second.movementCost = path.movementCost() - path.firstNode().cost;
|
|
info->second.danger = path.targetObjectDanger;
|
|
info->second.turn = path.turn();
|
|
}
|
|
}
|
|
|
|
const CGObjectInstance * ObjectCluster::calculateCenter(const CPlayerSpecificInfoCallback * cb) const
|
|
{
|
|
auto tile = int3(0);
|
|
float priority = 0;
|
|
|
|
for(auto & pair : objects)
|
|
{
|
|
auto newPoint = cb->getObj(pair.first)->visitablePos();
|
|
float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
|
|
int3 direction = newPoint - tile;
|
|
float priorityRatio = newPriority / (priority + newPriority);
|
|
|
|
tile += direction * priorityRatio;
|
|
priority += newPriority;
|
|
}
|
|
|
|
auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<ObjectInstanceID, ClusterObjectInfo> & pair) -> int
|
|
{
|
|
return cb->getObj(pair.first)->visitablePos().dist2dSQ(tile);
|
|
});
|
|
|
|
return cb->getObj(closestPair.first);
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> ObjectCluster::getObjects(const CPlayerSpecificInfoCallback * cb) const
|
|
{
|
|
std::vector<const CGObjectInstance *> result;
|
|
|
|
for(auto & pair : objects)
|
|
{
|
|
result.push_back(cb->getObj(pair.first));
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
|
|
{
|
|
return nearObjects.getObjects(ai->cb.get());
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
|
|
{
|
|
return farObjects.getObjects(ai->cb.get());
|
|
}
|
|
|
|
std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
|
|
{
|
|
std::vector<std::shared_ptr<ObjectCluster>> result;
|
|
|
|
for(auto & pair : blockedObjects)
|
|
{
|
|
result.push_back(pair.second);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPathNodeInfo & node) const
|
|
{
|
|
std::vector<const CGObjectInstance *> blockers = {};
|
|
|
|
if(node.layer == EPathfindingLayer::LAND || node.layer == EPathfindingLayer::SAIL)
|
|
{
|
|
auto guardPos = ai->cb->getGuardingCreaturePosition(node.coord);
|
|
|
|
blockers = ai->cb->getVisitableObjs(node.coord);
|
|
|
|
if(guardPos.valid())
|
|
{
|
|
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
|
|
|
|
if(guard)
|
|
{
|
|
blockers.insert(blockers.begin(), guard);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(node.specialAction && node.actionIsBlocked)
|
|
{
|
|
auto blockerObject = node.specialAction->targetObject();
|
|
|
|
if(blockerObject)
|
|
{
|
|
blockers.insert(blockers.begin(), blockerObject);
|
|
}
|
|
}
|
|
|
|
if(blockers.empty())
|
|
return std::optional< const CGObjectInstance *>();
|
|
|
|
auto blocker = blockers.front();
|
|
|
|
if(isObjectPassable(ai, blocker))
|
|
return std::optional< const CGObjectInstance *>();
|
|
|
|
if(blocker->ID == Obj::GARRISON
|
|
|| blocker->ID == Obj::GARRISON2)
|
|
{
|
|
if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
|
|
return std::optional< const CGObjectInstance *>();
|
|
else
|
|
return blocker;
|
|
}
|
|
|
|
if(blocker->ID == Obj::MONSTER
|
|
|| blocker->ID == Obj::BORDERGUARD
|
|
|| blocker->ID == Obj::BORDER_GATE
|
|
|| blocker->ID == Obj::SHIPYARD
|
|
|| (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
|
|
{
|
|
return blocker;
|
|
}
|
|
|
|
auto danger = ai->dangerEvaluator->evaluateDanger(blocker);
|
|
|
|
if(danger > 0 && blocker->isBlockedVisitable() && isObjectRemovable(blocker))
|
|
{
|
|
return blocker;
|
|
}
|
|
|
|
return std::optional< const CGObjectInstance *>();
|
|
}
|
|
|
|
const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
|
|
{
|
|
for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
|
|
{
|
|
auto blocker = getBlocker(*node);
|
|
|
|
if(blocker)
|
|
return *blocker;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void ObjectClusterizer::invalidate(ObjectInstanceID id)
|
|
{
|
|
nearObjects.objects.erase(id);
|
|
farObjects.objects.erase(id);
|
|
invalidated.push_back(id);
|
|
|
|
for(auto & c : blockedObjects)
|
|
{
|
|
c.second->objects.erase(id);
|
|
}
|
|
}
|
|
|
|
void ObjectClusterizer::validateObjects()
|
|
{
|
|
std::vector<ObjectInstanceID> toRemove;
|
|
|
|
auto scanRemovedObjects = [this, &toRemove](const ObjectCluster & cluster)
|
|
{
|
|
for(auto & pair : cluster.objects)
|
|
{
|
|
if(!ai->cb->getObj(pair.first, false))
|
|
toRemove.push_back(pair.first);
|
|
}
|
|
};
|
|
|
|
scanRemovedObjects(nearObjects);
|
|
scanRemovedObjects(farObjects);
|
|
|
|
for(auto & pair : blockedObjects)
|
|
{
|
|
if(!ai->cb->getObj(pair.first, false) || pair.second->objects.empty())
|
|
toRemove.push_back(pair.first);
|
|
else
|
|
scanRemovedObjects(*pair.second);
|
|
}
|
|
|
|
vstd::removeDuplicates(toRemove);
|
|
|
|
for(auto id : toRemove)
|
|
{
|
|
onObjectRemoved(id);
|
|
}
|
|
}
|
|
|
|
void ObjectClusterizer::onObjectRemoved(ObjectInstanceID id)
|
|
{
|
|
invalidate(id);
|
|
|
|
vstd::erase_if_present(invalidated, id);
|
|
|
|
NKAI::ClusterMap::accessor cluster;
|
|
|
|
if(blockedObjects.find(cluster, id))
|
|
{
|
|
for(auto & unlocked : cluster->second->objects)
|
|
{
|
|
invalidated.push_back(unlocked.first);
|
|
}
|
|
|
|
blockedObjects.erase(cluster);
|
|
}
|
|
}
|
|
|
|
bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
|
|
{
|
|
if(isObjectRemovable(obj))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
const int3 pos = obj->visitablePos();
|
|
|
|
if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
|
|
|| obj->wasVisited(ai->playerID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
|
|
|
|
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//it may be hero visiting this obj
|
|
//we don't try visiting object on which allied or owned hero stands
|
|
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
|
|
const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
|
|
|
|
if(!topObj)
|
|
return false; // partly visible obj but its visitable pos is not visible.
|
|
|
|
if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
|
|
return false;
|
|
else
|
|
return true; //all of the following is met
|
|
}
|
|
|
|
Obj ObjectClusterizer::IgnoredObjectTypes[] = {
|
|
Obj::BOAT,
|
|
Obj::EYE_OF_MAGI,
|
|
Obj::MONOLITH_ONE_WAY_ENTRANCE,
|
|
Obj::MONOLITH_ONE_WAY_EXIT,
|
|
Obj::MONOLITH_TWO_WAY,
|
|
Obj::SUBTERRANEAN_GATE,
|
|
Obj::WHIRLPOOL,
|
|
Obj::BUOY,
|
|
Obj::SIGN,
|
|
Obj::GARRISON,
|
|
Obj::MONSTER,
|
|
Obj::GARRISON2,
|
|
Obj::BORDERGUARD,
|
|
Obj::QUEST_GUARD,
|
|
Obj::BORDER_GATE,
|
|
Obj::REDWOOD_OBSERVATORY,
|
|
Obj::CARTOGRAPHER,
|
|
Obj::PILLAR_OF_FIRE
|
|
};
|
|
|
|
void ObjectClusterizer::clusterize()
|
|
{
|
|
if(isUpToDate)
|
|
{
|
|
validateObjects();
|
|
}
|
|
|
|
if(isUpToDate && invalidated.empty())
|
|
return;
|
|
|
|
auto start = std::chrono::high_resolution_clock::now();
|
|
|
|
logAi->debug("Begin object clusterization");
|
|
|
|
std::vector<const CGObjectInstance *> objs;
|
|
|
|
if(isUpToDate)
|
|
{
|
|
for(auto id : invalidated)
|
|
{
|
|
auto obj = cb->getObj(id, false);
|
|
|
|
if(obj)
|
|
{
|
|
objs.push_back(obj);
|
|
}
|
|
}
|
|
|
|
invalidated.clear();
|
|
}
|
|
else
|
|
{
|
|
nearObjects.reset();
|
|
farObjects.reset();
|
|
blockedObjects.clear();
|
|
invalidated.clear();
|
|
|
|
objs = std::vector<const CGObjectInstance *>(
|
|
ai->memory->visitableObjs.begin(),
|
|
ai->memory->visitableObjs.end());
|
|
}
|
|
|
|
#if NKAI_TRACE_LEVEL == 0
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
|
|
#else
|
|
tbb::blocked_range<size_t> r(0, objs.size());
|
|
#endif
|
|
auto priorityEvaluator = ai->priorityEvaluators->acquire();
|
|
auto heroes = ai->cb->getHeroesInfo();
|
|
std::vector<AIPath> pathCache;
|
|
|
|
for(int i = r.begin(); i != r.end(); i++)
|
|
{
|
|
clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
|
|
}
|
|
#if NKAI_TRACE_LEVEL == 0
|
|
});
|
|
#endif
|
|
|
|
logAi->trace("Near objects count: %i", nearObjects.objects.size());
|
|
logAi->trace("Far objects count: %i", farObjects.objects.size());
|
|
|
|
for(auto pair : blockedObjects)
|
|
{
|
|
auto blocker = cb->getObj(pair.first);
|
|
|
|
logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
|
|
|
|
#if NKAI_TRACE_LEVEL >= 1
|
|
for(auto obj : pair.second->getObjects(ai->cb.get()))
|
|
{
|
|
logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
isUpToDate = true;
|
|
|
|
logAi->trace("Clusterization complete in %ld", timeElapsed(start));
|
|
}
|
|
|
|
void ObjectClusterizer::clusterizeObject(
|
|
const CGObjectInstance * obj,
|
|
PriorityEvaluator * priorityEvaluator,
|
|
std::vector<AIPath> & pathCache,
|
|
std::vector<const CGHeroInstance *> & heroes)
|
|
{
|
|
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
|
|
|
|
if(ai->isObjectGraphAllowed())
|
|
{
|
|
ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
|
|
}
|
|
else
|
|
ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
|
|
|
|
if(pathCache.empty())
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("No paths found.");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
|
|
{
|
|
return p1.movementCost() < p2.movementCost();
|
|
});
|
|
|
|
if(vstd::contains(IgnoredObjectTypes, obj->ID))
|
|
{
|
|
farObjects.addObject(obj, pathCache.front(), 0);
|
|
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
std::set<const CGHeroInstance *> heroesProcessed;
|
|
|
|
for(auto & path : pathCache)
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Checking path %s", path.toString());
|
|
#endif
|
|
|
|
if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)
|
|
{
|
|
if(path.movementCost() > 2.0f)
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Path is too far %f", path.movementCost());
|
|
#endif
|
|
continue;
|
|
}
|
|
}
|
|
else if(path.movementCost() > 4.0f && obj->ID != Obj::TOWN)
|
|
{
|
|
auto strategicalValue = valueEvaluator.getStrategicalValue(obj);
|
|
|
|
if(strategicalValue < 0.3f)
|
|
{
|
|
#if NKAI_TRACE_LEVEL >= 2
|
|
logAi->trace("Object value is too low %f", strategicalValue);
|
|
#endif
|
|
continue;
|
|
}
|
|
}
|
|
|
|
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->id, 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
|
|
}
|
|
}
|
|
|
|
}
|