mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
388 lines
9.5 KiB
C++
388 lines
9.5 KiB
C++
/*
|
|
* ObjectGraphCalculator.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 "ObjectGraphCalculator.h"
|
|
#include "AIPathfinderConfig.h"
|
|
#include "../../../lib/CRandomGenerator.h"
|
|
#include "../../../CCallback.h"
|
|
#include "../../../lib/mapping/CMap.h"
|
|
#include "../Engine/Nullkiller.h"
|
|
#include "../../../lib/logging/VisualLogger.h"
|
|
#include "Actions/QuestAction.h"
|
|
#include "../pforeach.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
ObjectGraphCalculator::ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai)
|
|
:ai(ai), target(target), syncLock()
|
|
{
|
|
}
|
|
|
|
void ObjectGraphCalculator::setGraphObjects()
|
|
{
|
|
for(auto obj : ai->memory->visitableObjs)
|
|
{
|
|
if(obj && obj->isVisitable() && obj->ID != Obj::HERO && obj->ID != Obj::EVENT)
|
|
{
|
|
addObjectActor(obj);
|
|
}
|
|
}
|
|
|
|
for(auto town : ai->cb->getTownsInfo())
|
|
{
|
|
addObjectActor(town);
|
|
}
|
|
}
|
|
|
|
void ObjectGraphCalculator::calculateConnections()
|
|
{
|
|
updatePaths();
|
|
|
|
std::vector<AIPath> pathCache;
|
|
|
|
foreach_tile_pos(ai->cb.get(), [this, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & pos)
|
|
{
|
|
calculateConnections(pos, pathCache);
|
|
});
|
|
|
|
removeExtraConnections();
|
|
}
|
|
|
|
float ObjectGraphCalculator::getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
|
|
{
|
|
float neighborCost = std::numeric_limits<float>::max();
|
|
|
|
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
|
|
{
|
|
logAi->trace("Checking junction %s", pos.toString());
|
|
}
|
|
|
|
foreach_neighbour(
|
|
ai->cb.get(),
|
|
pos,
|
|
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
|
{
|
|
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
|
|
|
|
auto costTotal = this->getConnectionsCost(pathCache);
|
|
|
|
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
|
|
{
|
|
neighborCost = costTotal.avg;
|
|
|
|
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
|
|
{
|
|
logAi->trace("Better node found at %s", neighbor.toString());
|
|
}
|
|
}
|
|
});
|
|
|
|
return neighborCost;
|
|
}
|
|
|
|
void ObjectGraphCalculator::addMinimalDistanceJunctions()
|
|
{
|
|
tbb::concurrent_unordered_set<int3, std::hash<int3>> junctions;
|
|
|
|
pforeachTilePaths(ai->cb->getMapSize(), ai, [this, &junctions](const int3 & pos, std::vector<AIPath> & paths)
|
|
{
|
|
if(target->hasNodeAt(pos))
|
|
return;
|
|
|
|
if(ai->cb->getGuardingCreaturePosition(pos).valid())
|
|
return;
|
|
|
|
ConnectionCostInfo currentCost = getConnectionsCost(paths);
|
|
|
|
if(currentCost.connectionsCount <= 2)
|
|
return;
|
|
|
|
float neighborCost = getNeighborConnectionsCost(pos, paths);
|
|
|
|
if(currentCost.avg < neighborCost)
|
|
{
|
|
junctions.insert(pos);
|
|
}
|
|
});
|
|
|
|
for(auto pos : junctions)
|
|
{
|
|
addJunctionActor(pos);
|
|
}
|
|
}
|
|
|
|
void ObjectGraphCalculator::updatePaths()
|
|
{
|
|
PathfinderSettings ps;
|
|
|
|
ps.mainTurnDistanceLimit = 5;
|
|
ps.scoutTurnDistanceLimit = 1;
|
|
ps.allowBypassObjects = false;
|
|
|
|
ai->pathfinder->updatePaths(actors, ps);
|
|
}
|
|
|
|
void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache)
|
|
{
|
|
if(target->hasNodeAt(pos))
|
|
{
|
|
foreach_neighbour(
|
|
ai->cb.get(),
|
|
pos,
|
|
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
|
|
{
|
|
if(target->hasNodeAt(neighbor))
|
|
{
|
|
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
|
|
|
|
for(auto & path : pathCache)
|
|
{
|
|
if(pos == path.targetHero->visitablePos())
|
|
{
|
|
target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
auto obj = ai->cb->getTopObj(pos);
|
|
|
|
if((obj && obj->ID == Obj::BOAT) || target->isVirtualBoat(pos))
|
|
{
|
|
ai->pathfinder->calculatePathInfo(pathCache, pos);
|
|
|
|
for(AIPath & path : pathCache)
|
|
{
|
|
auto from = path.targetHero->visitablePos();
|
|
auto fromObj = actorObjectMap[path.targetHero];
|
|
|
|
auto danger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, true);
|
|
auto updated = target->tryAddConnection(
|
|
from,
|
|
pos,
|
|
path.movementCost(),
|
|
danger);
|
|
|
|
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
|
|
{
|
|
logAi->trace(
|
|
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
|
|
fromObj ? fromObj->getObjectName() : "J", from.toString(),
|
|
"Boat", pos.toString(),
|
|
pos.toString(),
|
|
path.movementCost());
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
auto guardPos = ai->cb->getGuardingCreaturePosition(pos);
|
|
|
|
ai->pathfinder->calculatePathInfo(pathCache, pos);
|
|
|
|
for(AIPath & path1 : pathCache)
|
|
{
|
|
for(AIPath & path2 : pathCache)
|
|
{
|
|
if(path1.targetHero == path2.targetHero)
|
|
continue;
|
|
|
|
auto pos1 = path1.targetHero->visitablePos();
|
|
auto pos2 = path2.targetHero->visitablePos();
|
|
|
|
if(guardPos.valid() && guardPos != pos1 && guardPos != pos2)
|
|
continue;
|
|
|
|
auto obj1 = actorObjectMap[path1.targetHero];
|
|
auto obj2 = actorObjectMap[path2.targetHero];
|
|
|
|
auto tile1 = cb->getTile(pos1);
|
|
auto tile2 = cb->getTile(pos2);
|
|
|
|
if(tile2->isWater() && !tile1->isWater())
|
|
{
|
|
if(!cb->getTile(pos)->isWater())
|
|
continue;
|
|
|
|
auto startingObjIsBoat = (obj1 && obj1->ID == Obj::BOAT) || target->isVirtualBoat(pos1);
|
|
|
|
if(!startingObjIsBoat)
|
|
continue;
|
|
}
|
|
|
|
auto danger = ai->dangerEvaluator->evaluateDanger(pos2, path1.targetHero, true);
|
|
|
|
auto updated = target->tryAddConnection(
|
|
pos1,
|
|
pos2,
|
|
path1.movementCost() + path2.movementCost(),
|
|
danger);
|
|
|
|
if(NKAI_GRAPH_TRACE_LEVEL >= 2 && updated)
|
|
{
|
|
logAi->trace(
|
|
"Connected %s[%s] -> %s[%s] through [%s], cost %2f",
|
|
obj1 ? obj1->getObjectName() : "J", pos1.toString(),
|
|
obj2 ? obj2->getObjectName() : "J", pos2.toString(),
|
|
pos.toString(),
|
|
path1.movementCost() + path2.movementCost());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ObjectGraphCalculator::isExtraConnection(float direct, float side1, float side2) const
|
|
{
|
|
float sideRatio = (side1 + side2) / direct;
|
|
|
|
return sideRatio < 1.25f && direct > side1 && direct > side2;
|
|
}
|
|
|
|
void ObjectGraphCalculator::removeExtraConnections()
|
|
{
|
|
std::vector<std::pair<int3, int3>> connectionsToRemove;
|
|
|
|
for(auto & actor : temporaryActorHeroes)
|
|
{
|
|
auto pos = actor->visitablePos();
|
|
auto & currentNode = target->getNode(pos);
|
|
|
|
target->iterateConnections(pos, [this, &pos, &connectionsToRemove, ¤tNode](int3 n1, ObjectLink o1)
|
|
{
|
|
target->iterateConnections(n1, [&pos, &o1, ¤tNode, &connectionsToRemove, this](int3 n2, ObjectLink o2)
|
|
{
|
|
auto direct = currentNode.connections.find(n2);
|
|
|
|
if(direct != currentNode.connections.end() && isExtraConnection(direct->second.cost, o1.cost, o2.cost))
|
|
{
|
|
connectionsToRemove.push_back({pos, n2});
|
|
}
|
|
});
|
|
});
|
|
}
|
|
|
|
vstd::removeDuplicates(connectionsToRemove);
|
|
|
|
for(auto & c : connectionsToRemove)
|
|
{
|
|
target->removeConnection(c.first, c.second);
|
|
|
|
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
|
|
{
|
|
logAi->trace("Remove ineffective connection %s->%s", c.first.toString(), c.second.toString());
|
|
}
|
|
}
|
|
}
|
|
|
|
void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
|
|
{
|
|
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(obj->cb)).get();
|
|
|
|
CRandomGenerator rng;
|
|
auto visitablePos = obj->visitablePos();
|
|
|
|
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
|
|
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
|
|
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
|
|
objectActor->initObj(rng);
|
|
|
|
if(cb->getTile(visitablePos)->isWater())
|
|
{
|
|
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
|
|
}
|
|
|
|
assert(objectActor->visitablePos() == visitablePos);
|
|
|
|
actorObjectMap[objectActor] = obj;
|
|
actors[objectActor] = obj->ID == Obj::TOWN || obj->ID == Obj::BOAT ? HeroRole::MAIN : HeroRole::SCOUT;
|
|
|
|
target->addObject(obj);
|
|
|
|
auto shipyard = dynamic_cast<const IShipyard *>(obj);
|
|
|
|
if(shipyard && shipyard->bestLocation().valid())
|
|
{
|
|
int3 virtualBoat = shipyard->bestLocation();
|
|
|
|
addJunctionActor(virtualBoat, true);
|
|
target->addVirtualBoat(virtualBoat, obj);
|
|
}
|
|
}
|
|
|
|
void ObjectGraphCalculator::addJunctionActor(const int3 & visitablePos, bool isVirtualBoat)
|
|
{
|
|
std::lock_guard lock(syncLock);
|
|
|
|
auto internalCb = temporaryActorHeroes.front()->cb;
|
|
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();
|
|
|
|
CRandomGenerator rng;
|
|
|
|
objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
|
|
objectActor->initHero(rng, static_cast<HeroTypeID>(0));
|
|
objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
|
|
objectActor->initObj(rng);
|
|
|
|
if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
|
|
{
|
|
objectActor->boat = temporaryBoats.emplace_back(std::make_unique<CGBoat>(objectActor->cb)).get();
|
|
}
|
|
|
|
assert(objectActor->visitablePos() == visitablePos);
|
|
|
|
actorObjectMap[objectActor] = nullptr;
|
|
actors[objectActor] = isVirtualBoat ? HeroRole::MAIN : HeroRole::SCOUT;
|
|
|
|
target->registerJunction(visitablePos);
|
|
}
|
|
|
|
ConnectionCostInfo ObjectGraphCalculator::getConnectionsCost(std::vector<AIPath> & paths) const
|
|
{
|
|
std::map<int3, float> costs;
|
|
|
|
for(auto & path : paths)
|
|
{
|
|
auto fromPos = path.targetHero->visitablePos();
|
|
auto cost = costs.find(fromPos);
|
|
|
|
if(cost == costs.end())
|
|
{
|
|
costs.emplace(fromPos, path.movementCost());
|
|
}
|
|
else
|
|
{
|
|
if(path.movementCost() < cost->second)
|
|
{
|
|
costs[fromPos] = path.movementCost();
|
|
}
|
|
}
|
|
}
|
|
|
|
ConnectionCostInfo result;
|
|
|
|
for(auto & cost : costs)
|
|
{
|
|
result.totalCost += cost.second;
|
|
result.connectionsCount++;
|
|
}
|
|
|
|
if(result.connectionsCount)
|
|
{
|
|
result.avg = result.totalCost / result.connectionsCount;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
}
|