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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(node->specialAction && node->actionIsBlocked)
- {
- auto blockerObject = node->specialAction->targetObject();
- if(blockerObject)
- {
- blockers.push_back(blockerObject);
- }
- }
- 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
- || blocker->ID == Obj::SHIPYARD)
- {
- 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;
- std::set<const CGHeroInstance *> heroesProcessed;
- for(auto & path : paths)
- {
- if(vstd::contains(heroesProcessed, path.targetHero))
- continue;
- heroesProcessed.insert(path.targetHero);
- 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)
- {
- AIPath & shortestPath = paths.front();
- float priority = ai->priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(shortestPath, obj)));
- if(shortestPath.turn() <= 2 || priority > 0.6f)
- nearObjects.addObject(obj, shortestPath, 0);
- else
- farObjects.addObject(obj, shortestPath, 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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