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							- /*
 
- * 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 "../VCAI.h"
 
- #include "../Engine/Nullkiller.h"
 
- #include "lib/mapping/CMap.h" //for victory conditions
 
- void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
 
- {
 
- 	auto & info = objects[obj];
 
- 	if(info.priority < priority)
 
- 	{
 
- 		info.priority = priority;
 
- 		info.movementCost = path.movementCost() - path.firstNode().cost;
 
- 		info.danger = path.targetObjectDanger;
 
- 		info.turn = path.turn();
 
- 	}
 
- }
 
- const CGObjectInstance * ObjectCluster::calculateCenter() const
 
- {
 
- 	auto v = getObjects();
 
- 	auto tile = int3(0);
 
- 	float priority = 0;
 
- 	for(auto pair : objects)
 
- 	{
 
- 		auto newPoint = 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<const CGObjectInstance *, ObjectInfo> & pair) -> int
 
- 	{
 
- 		return pair.first->visitablePos().dist2dSQ(tile);
 
- 	});
 
- 	return closestPair.first;
 
- }
 
- std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
 
- {
 
- 	std::vector<const CGObjectInstance *> result;
 
- 	for(auto pair : objects)
 
- 	{
 
- 		result.push_back(pair.first);
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
 
- {
 
- 	return nearObjects.getObjects();
 
- }
 
- std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
 
- {
 
- 	return farObjects.getObjects();
 
- }
 
- 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;
 
- }
 
- const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
 
- {
 
- 	for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
 
- 	{
 
- 		auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
 
- 		auto 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(blockers.empty())
 
- 			continue;
 
- 		auto blocker = blockers.front();
 
- 		if(blocker->ID == Obj::GARRISON
 
- 			|| blocker->ID == Obj::MONSTER
 
- 			|| blocker->ID == Obj::GARRISON2
 
- 			|| blocker->ID == Obj::BORDERGUARD
 
- 			|| blocker->ID == Obj::QUEST_GUARD
 
- 			|| blocker->ID == Obj::BORDER_GATE)
 
- 		{
 
- 			if(!isObjectPassable(blocker))
 
- 				return blocker;
 
- 		}
 
- 	}
 
- 	return nullptr;
 
- }
 
- 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(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
 
- }
 
- void ObjectClusterizer::clusterize()
 
- {
 
- 	nearObjects.reset();
 
- 	farObjects.reset();
 
- 	blockedObjects.clear();
 
- 	Obj ignoreObjects[] = {
 
- 		Obj::MONSTER,
 
- 		Obj::SIGN,
 
- 		Obj::REDWOOD_OBSERVATORY,
 
- 		Obj::MONOLITH_TWO_WAY,
 
- 		Obj::MONOLITH_ONE_WAY_ENTRANCE,
 
- 		Obj::MONOLITH_ONE_WAY_EXIT,
 
- 		Obj::BUOY
 
- 	};
 
- 	logAi->debug("Begin object clusterization");
 
- 	for(const CGObjectInstance * obj : ai->memory->visitableObjs)
 
- 	{
 
- 		if(!shouldVisitObject(obj))
 
- 			continue;
 
- 		auto paths = ai->pathfinder->getPathInfo(obj->visitablePos());
 
- 		if(paths.empty())
 
- 			continue;
 
- 		std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
 
- 		{
 
- 			return p1.movementCost() < p2.movementCost();
 
- 		});
 
- 		if(vstd::contains(ignoreObjects, obj->ID))
 
- 		{
 
- 			farObjects.addObject(obj, paths.front(), 0);
 
- 			continue;
 
- 		}
 
- 		
 
- 		bool added = false;
 
- 		bool directlyAccessible = false;
 
- 		for(auto & path : paths)
 
- 		{
 
- 			if(path.nodes.size() > 1)
 
- 			{
 
- 				auto blocker = getBlocker(path);
 
- 				if(blocker)
 
- 				{
 
- 					auto cluster = blockedObjects[blocker];
 
- 					if(!cluster)
 
- 					{
 
- 						cluster.reset(new ObjectCluster(blocker));
 
- 						blockedObjects[blocker] = cluster;
 
- 					}
 
- 					if(!vstd::contains(cluster->objects, obj))
 
- 					{
 
- 						float priority = ai->priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
 
- 						cluster->addObject(obj, path, priority);
 
- 						added = true;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				directlyAccessible = true;
 
- 			}
 
- 		}
 
- 		if(!added || directlyAccessible)
 
- 		{
 
- 			if(paths.front().turn() <= 2)
 
- 				nearObjects.addObject(obj, paths.front(), 0);
 
- 			else
 
- 				farObjects.addObject(obj, paths.front(), 0);
 
- 		}
 
- 	}
 
- 	logAi->trace("Near objects count: %i", nearObjects.objects.size());
 
- 	logAi->trace("Far objects count: %i", farObjects.objects.size());
 
- 	for(auto pair : blockedObjects)
 
- 	{
 
- 		logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
 
- #if AI_TRACE_LEVEL >= 1
 
- 		for(auto obj : pair.second->getObjects())
 
- 		{
 
- 			logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
 
- 		}
 
- #endif
 
- 	}
 
- }
 
 
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