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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 "../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;
 
- 	}
 
- 	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(ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
 
- 					continue;
 
- 				else if (priority <= 0)
 
- 					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 (ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
 
- 			continue;
 
- 		else if (priority <= 0)
 
- 			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
 
- 	}
 
- }
 
- }
 
 
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