mirror of
https://github.com/vcmi/vcmi.git
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388 lines
9.5 KiB
C++
388 lines
9.5 KiB
C++
/*
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* ObjectGraphCalculator.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ObjectGraphCalculator.h"
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#include "AIPathfinderConfig.h"
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#include "../../../lib/CRandomGenerator.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../lib/logging/VisualLogger.h"
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#include "Actions/QuestAction.h"
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#include "../pforeach.h"
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namespace NKAI
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{
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ObjectGraphCalculator::ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
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:ai(ai), target(target), syncLock()
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{
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}
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void ObjectGraphCalculator::setGraphObjects()
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{
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for(auto obj : ai->memory->visitableObjs)
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{
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if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
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{
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addObjectActor(obj);
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}
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}
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for(auto town : ai->cb->getTownsInfo())
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{
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addObjectActor(town);
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}
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}
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void ObjectGraphCalculator::calculateConnections()
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{
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updatePaths();
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std::vector<AIPath> pathCache;
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foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
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{
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calculateConnections(pos, pathCache);
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});
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removeExtraConnections();
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}
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float ObjectGraphCalculator::getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
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{
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float neighborCost = std::numeric_limits<float>::max();
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if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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{
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logAi->trace("Checking junction %s", pos.toString());
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}
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foreach_neighbour(
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ai->cb.get(),
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pos,
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[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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{
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ai->pathfinder->calculatePathInfo(pathCache, neighbor);
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auto costTotal = this->getConnectionsCost(pathCache);
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if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
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{
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neighborCost = costTotal.avg;
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if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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{
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logAi->trace("Better node found at %s", neighbor.toString());
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}
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}
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});
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return neighborCost;
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}
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void ObjectGraphCalculator::addMinimalDistanceJunctions()
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{
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tbb::concurrent_unordered_set<int3, std::hash<int3>> junctions;
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pforeachTilePaths(ai->cb->getMapSize(), ai, [this, &junctions](const int3 & pos, std::vector<AIPath> & paths)
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{
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if(target->hasNodeAt(pos))
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return;
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if(ai->cb->getGuardingCreaturePosition(pos).valid())
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return;
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ConnectionCostInfo currentCost = getConnectionsCost(paths);
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if(currentCost.connectionsCount <= 2)
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return;
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float neighborCost = getNeighborConnectionsCost(pos, paths);
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if(currentCost.avg < neighborCost)
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{
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junctions.insert(pos);
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}
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});
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for(auto pos : junctions)
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{
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addJunctionActor(pos);
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}
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}
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void ObjectGraphCalculator::updatePaths()
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{
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PathfinderSettings ps;
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ps.mainTurnDistanceLimit = 5;
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ps.scoutTurnDistanceLimit = 1;
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ps.allowBypassObjects = false;
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ai->pathfinder->updatePaths(actors, ps);
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}
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void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
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{
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if(target->hasNodeAt(pos))
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{
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foreach_neighbour(
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ai->cb.get(),
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pos,
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[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
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{
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if(target->hasNodeAt(neighbor))
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{
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ai->pathfinder->calculatePathInfo(pathCache, neighbor);
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for(auto & path : pathCache)
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{
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if(pos == path.targetHero->visitablePos())
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{
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target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
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}
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}
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}
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});
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auto obj = ai->cb->getTopObj(pos);
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if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
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{
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ai->pathfinder->calculatePathInfo(pathCache, pos);
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for(AIPath & path : pathCache)
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{
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auto from = path.targetHero->visitablePos();
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auto fromObj = actorObjectMap[path.targetHero];
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auto danger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, true);
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auto updated = target->tryAddConnection(
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from,
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pos,
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path.movementCost(),
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danger);
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if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
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{
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logAi->trace(
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"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
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fromObj ? fromObj->getObjectName() : "J", from.toString(),
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"Boat", pos.toString(),
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pos.toString(),
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path.movementCost());
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}
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}
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}
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return;
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}
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auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
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ai->pathfinder->calculatePathInfo(pathCache, pos);
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for(AIPath & path1 : pathCache)
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{
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for(AIPath & path2 : pathCache)
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{
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if(path1.targetHero == path2.targetHero)
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continue;
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auto pos1 = path1.targetHero->visitablePos();
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auto pos2 = path2.targetHero->visitablePos();
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if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
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continue;
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auto obj1 = actorObjectMap[path1.targetHero];
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auto obj2 = actorObjectMap[path2.targetHero];
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auto tile1 = cb->getTile(pos1);
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auto tile2 = cb->getTile(pos2);
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if(tile2->isWater() && !tile1->isWater())
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{
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if(!cb->getTile(pos)->isWater())
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continue;
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auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
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if(!startingObjIsBoat)
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continue;
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}
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auto danger = ai->dangerEvaluator->evaluateDanger(pos2, path1.targetHero, true);
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auto updated = target->tryAddConnection(
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pos1,
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pos2,
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path1.movementCost() + path2.movementCost(),
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danger);
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if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
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{
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logAi->trace(
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"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
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obj1 ? obj1->getObjectName() : "J", pos1.toString(),
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obj2 ? obj2->getObjectName() : "J", pos2.toString(),
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pos.toString(),
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path1.movementCost() + path2.movementCost());
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}
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}
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}
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}
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bool ObjectGraphCalculator::isExtraConnection(float direct, float side1, float side2) const
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{
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float sideRatio = (side1 + side2) / direct;
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return sideRatio < 1.25f && direct > side1 && direct > side2;
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}
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void ObjectGraphCalculator::removeExtraConnections()
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{
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std::vector<std::pair<int3, int3>> connectionsToRemove;
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for(auto & actor : temporaryActorHeroes)
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{
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auto pos = actor->visitablePos();
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auto & currentNode = target->getNode(pos);
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target->iterateConnections(pos, [this, &pos, &connectionsToRemove, ¤tNode](int3 n1, ObjectLink o1)
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{
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target->iterateConnections(n1, [&pos, &o1, ¤tNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
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{
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auto direct = currentNode.connections.find(n2);
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if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
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{
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connectionsToRemove.push_back({pos, n2});
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}
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});
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});
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}
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vstd::removeDuplicates(connectionsToRemove);
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for(auto & c : connectionsToRemove)
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{
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target->removeConnection(c.first, c.second);
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if(NKAI_GRAPH_TRACE_LEVEL >= 2)
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{
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logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
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}
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}
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}
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void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
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{
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auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
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CRandomGenerator rng;
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auto visitablePos = obj->visitablePos();
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objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
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objectActor->initHero(rng, static_cast<HeroTypeID>(0));
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objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
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objectActor->initObj(rng);
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if(cb->getTile(visitablePos)->isWater())
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{
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objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
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}
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assert(objectActor->visitablePos() == visitablePos);
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actorObjectMap[objectActor] = obj;
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actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
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target->addObject(obj);
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auto shipyard = dynamic_cast<const IShipyard *>(obj);
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if(shipyard && shipyard->bestLocation().valid())
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{
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int3 virtualBoat = shipyard->bestLocation();
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addJunctionActor(virtualBoat, true);
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target->addVirtualBoat(virtualBoat, obj);
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}
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}
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void ObjectGraphCalculator::addJunctionActor(const int3 & visitablePos, bool isVirtualBoat)
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{
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std::lock_guard lock(syncLock);
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auto internalCb = temporaryActorHeroes.front()->cb;
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auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
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CRandomGenerator rng;
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objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
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objectActor->initHero(rng, static_cast<HeroTypeID>(0));
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objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
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objectActor->initObj(rng);
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if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
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{
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objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
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}
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assert(objectActor->visitablePos() == visitablePos);
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actorObjectMap[objectActor] = nullptr;
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actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
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target->registerJunction(visitablePos);
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}
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ConnectionCostInfo ObjectGraphCalculator::getConnectionsCost(std::vector<AIPath> & paths) const
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{
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std::map<int3, float> costs;
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for(auto & path : paths)
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{
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auto fromPos = path.targetHero->visitablePos();
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auto cost = costs.find(fromPos);
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if(cost == costs.end())
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{
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costs.emplace(fromPos, path.movementCost());
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}
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else
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{
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if(path.movementCost() < cost->second)
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{
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costs[fromPos] = path.movementCost();
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}
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}
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}
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ConnectionCostInfo result;
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for(auto & cost : costs)
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{
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result.totalCost += cost.second;
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result.connectionsCount++;
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}
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if(result.connectionsCount)
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{
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result.avg = result.totalCost / result.connectionsCount;
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}
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return result;
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}
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}
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