| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386 | /** 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/callback/GameRandomizer.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).isValid())				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.isValid() && 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();	GameRandomizer randomizer(*obj->cb);	auto visitablePos = obj->visitablePos();	objectActor->setOwner(ai->playerID); // lets avoid having multiple colors	objectActor->initHero(randomizer, static_cast<HeroTypeID>(0));	objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);	objectActor->initObj(randomizer);	if(cb->getTile(visitablePos)->isWater())	{		objectActor->setBoat(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().isValid())	{		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();	GameRandomizer randomizer(*internalCb);	objectActor->setOwner(ai->playerID); // lets avoid having multiple colors	objectActor->initHero(randomizer, static_cast<HeroTypeID>(0));	objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);	objectActor->initObj(randomizer);	if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())	{		objectActor->setBoat(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;}}
 |