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353 lines
8.5 KiB
C++
353 lines
8.5 KiB
C++
/*
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* DangerHitMapAnalyzer.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 "ObjectClusterizer.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
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{
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ClusterObjects::accessor info;
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objects.insert(info, ClusterObjects::value_type(obj, ClusterObjectInfo()));
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if(info->second.priority < priority)
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{
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info->second.priority = priority;
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info->second.movementCost = path.movementCost() - path.firstNode().cost;
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info->second.danger = path.targetObjectDanger;
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info->second.turn = path.turn();
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}
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}
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const CGObjectInstance * ObjectCluster::calculateCenter() const
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{
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auto v = getObjects();
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auto tile = int3(0);
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float priority = 0;
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for(auto pair : objects)
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{
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auto newPoint = pair.first->visitablePos();
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float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
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int3 direction = newPoint - tile;
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float priorityRatio = newPriority / (priority + newPriority);
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tile += direction * priorityRatio;
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priority += newPriority;
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}
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auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<const CGObjectInstance *, ClusterObjectInfo> & pair) -> int
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{
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return pair.first->visitablePos().dist2dSQ(tile);
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});
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return closestPair.first;
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}
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std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
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{
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std::vector<const CGObjectInstance *> result;
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for(auto pair : objects)
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{
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result.push_back(pair.first);
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}
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return result;
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}
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std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
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{
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return nearObjects.getObjects();
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}
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std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
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{
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return farObjects.getObjects();
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}
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std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
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{
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std::vector<std::shared_ptr<ObjectCluster>> result;
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for(auto pair : blockedObjects)
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{
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result.push_back(pair.second);
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}
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return result;
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}
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const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
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{
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for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
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{
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auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
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auto blockers = ai->cb->getVisitableObjs(node->coord);
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if(guardPos.valid())
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{
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auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
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if(guard)
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{
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blockers.insert(blockers.begin(), guard);
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}
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}
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if(node->specialAction && node->actionIsBlocked)
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{
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auto blockerObject = node->specialAction->targetObject();
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if(blockerObject)
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{
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blockers.push_back(blockerObject);
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}
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}
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if(blockers.empty())
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continue;
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auto blocker = blockers.front();
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if(blocker->ID == Obj::GARRISON
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|| blocker->ID == Obj::MONSTER
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|| blocker->ID == Obj::GARRISON2
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|| blocker->ID == Obj::BORDERGUARD
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|| blocker->ID == Obj::BORDER_GATE
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|| blocker->ID == Obj::SHIPYARD)
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{
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if(!isObjectPassable(ai, blocker))
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return blocker;
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}
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if(blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked)
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{
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return blocker;
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}
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}
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return nullptr;
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}
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bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
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{
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if(isObjectRemovable(obj))
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{
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return true;
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}
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const int3 pos = obj->visitablePos();
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if(obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj)
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|| obj->wasVisited(ai->playerID))
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{
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return false;
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}
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auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
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if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
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{
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return false;
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}
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//it may be hero visiting this obj
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//we don't try visiting object on which allied or owned hero stands
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// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
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const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
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if(!topObj)
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return false; // partly visible obj but its visitable pos is not visible.
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if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
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return false;
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else
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return true; //all of the following is met
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}
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void ObjectClusterizer::clusterize()
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{
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auto start = std::chrono::high_resolution_clock::now();
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nearObjects.reset();
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farObjects.reset();
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blockedObjects.clear();
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Obj ignoreObjects[] = {
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Obj::BOAT,
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Obj::EYE_OF_MAGI,
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Obj::MONOLITH_ONE_WAY_ENTRANCE,
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Obj::MONOLITH_ONE_WAY_EXIT,
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Obj::MONOLITH_TWO_WAY,
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Obj::SUBTERRANEAN_GATE,
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Obj::WHIRLPOOL,
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Obj::BUOY,
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Obj::SIGN,
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Obj::SIGN,
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Obj::GARRISON,
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Obj::MONSTER,
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Obj::GARRISON2,
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Obj::BORDERGUARD,
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Obj::QUEST_GUARD,
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Obj::BORDER_GATE,
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Obj::REDWOOD_OBSERVATORY,
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Obj::CARTOGRAPHER,
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Obj::PILLAR_OF_FIRE
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};
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logAi->debug("Begin object clusterization");
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std::vector<const CGObjectInstance *> objs(
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ai->memory->visitableObjs.begin(),
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ai->memory->visitableObjs.end());
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parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r)
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{
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auto priorityEvaluator = ai->priorityEvaluators->acquire();
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for(int i = r.begin(); i != r.end(); i++)
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{
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auto obj = objs[i];
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if(!shouldVisitObject(obj))
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return;
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(obj->visitablePos());
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if(paths.empty())
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("No paths found.");
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#endif
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continue;
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}
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std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
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{
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return p1.movementCost() < p2.movementCost();
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});
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if(vstd::contains(ignoreObjects, obj->ID))
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{
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farObjects.addObject(obj, paths.front(), 0);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
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#endif
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continue;
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}
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std::set<const CGHeroInstance *> heroesProcessed;
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for(auto & path : paths)
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Checking path %s", path.toString());
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#endif
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if(!shouldVisit(ai, path.targetHero, obj))
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Hero %s does not need to visit %s", path.targetHero->name, obj->getObjectName());
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#endif
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continue;
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}
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if(path.nodes.size() > 1)
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{
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auto blocker = getBlocker(path);
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if(blocker)
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{
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if(vstd::contains(heroesProcessed, path.targetHero))
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{
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Hero %s is already processed.", path.targetHero->name);
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#endif
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continue;
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}
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heroesProcessed.insert(path.targetHero);
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float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
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if(priority < MIN_PRIORITY)
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continue;
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ClusterMap::accessor cluster;
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blockedObjects.insert(
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cluster,
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ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
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cluster->second->addObject(obj, path, priority);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
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#endif
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continue;
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}
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}
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heroesProcessed.insert(path.targetHero);
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float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
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if(priority < MIN_PRIORITY)
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continue;
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bool interestingObject = path.turn() <= 2 || priority > 0.5f;
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if(interestingObject)
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{
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nearObjects.addObject(obj, path, priority);
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}
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else
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{
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farObjects.addObject(obj, path, priority);
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}
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
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path.toString(),
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interestingObject ? "near" : "far",
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path.turn(),
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priority);
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#endif
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}
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}
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});
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logAi->trace("Near objects count: %i", nearObjects.objects.size());
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logAi->trace("Far objects count: %i", farObjects.objects.size());
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for(auto pair : blockedObjects)
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{
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logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
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#if AI_TRACE_LEVEL >= 1
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for(auto obj : pair.second->getObjects())
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{
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logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
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}
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#endif
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}
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logAi->trace("Clusterization complete in %ld", timeElapsed(start));
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}
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