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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 "DangerHitMapAnalyzer.h"
 
- #include "../Engine/Nullkiller.h"
 
- #include "../pforeach.h"
 
- #include "../../../lib/CRandomGenerator.h"
 
- #include "../../../lib/logging/VisualLogger.h"
 
- namespace NKAI
 
- {
 
- const HitMapInfo HitMapInfo::NoThreat;
 
- double HitMapInfo::value() const
 
- {
 
- 	return danger / std::sqrt(turn / 3.0f + 1);
 
- }
 
- void logHitmap(PlayerColor playerID, DangerHitMapAnalyzer & data)
 
- {
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 	logVisual->updateWithLock(playerID.toString() + ".danger.max", [&data](IVisualLogBuilder & b)
 
- 		{
 
- 			foreach_tile_pos([&b, &data](const int3 & pos)
 
- 				{
 
- 					auto & treat = data.getTileThreat(pos).maximumDanger;
 
- 					b.addText(pos, std::to_string(treat.danger));
 
- 					if(treat.hero.validAndSet())
 
- 						b.addText(pos, treat.hero->getNameTranslated());
 
- 				});
 
- 		});
 
- 	logVisual->updateWithLock(playerID.toString() + ".danger.fast", [&data](IVisualLogBuilder & b)
 
- 		{
 
- 			foreach_tile_pos([&b, &data](const int3 & pos)
 
- 				{
 
- 					auto & treat = data.getTileThreat(pos).fastestDanger;
 
- 					b.addText(pos, std::to_string(treat.danger));
 
- 					if(treat.hero.validAndSet())
 
- 						b.addText(pos, treat.hero->getNameTranslated());
 
- 				});
 
- 		});
 
- #endif
 
- }
 
- void DangerHitMapAnalyzer::updateHitMap()
 
- {
 
- 	if(hitMapUpToDate)
 
- 		return;
 
- 	logAi->trace("Update danger hitmap");
 
- 	hitMapUpToDate = true;
 
- 	auto start = std::chrono::high_resolution_clock::now();
 
- 	auto cb = ai->cb.get();
 
- 	auto mapSize = ai->cb->getMapSize();
 
- 	
 
- 	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
 
- 		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
 
- 	enemyHeroAccessibleObjects.clear();
 
- 	townThreats.clear();
 
- 	std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
 
- 	for(const CGObjectInstance * obj : ai->memory->visitableObjs)
 
- 	{
 
- 		if(obj->ID == Obj::HERO)
 
- 		{
 
- 			auto hero = dynamic_cast<const CGHeroInstance *>(obj);
 
- 			heroes[hero->tempOwner][hero] = HeroRole::MAIN;
 
- 		}
 
- 	}
 
- 	auto ourTowns = cb->getTownsInfo();
 
- 	for(auto town : ourTowns)
 
- 	{
 
- 		townThreats[town->id]; // insert empty list
 
- 	}
 
- 	foreach_tile_pos([&](const int3 & pos){
 
- 		hitMap[pos.x][pos.y][pos.z].reset();
 
- 	});
 
- 	for(auto pair : heroes)
 
- 	{
 
- 		if(!pair.first.isValidPlayer())
 
- 			continue;
 
- 		if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
 
- 			continue;
 
- 		PathfinderSettings ps;
 
- 		ps.scoutTurnDistanceLimit = ps.mainTurnDistanceLimit = ai->settings->getMainHeroTurnDistanceLimit();
 
- 		ps.useHeroChain = false;
 
- 		ai->pathfinder->updatePaths(pair.second, ps);
 
- 		boost::this_thread::interruption_point();
 
- 		pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
 
- 		{
 
- 			for(const AIPath & path : paths)
 
- 			{
 
- 				if(path.getFirstBlockedAction())
 
- 					continue;
 
- 				auto & node = hitMap[pos.x][pos.y][pos.z];
 
- 				HitMapInfo newThreat;
 
- 				newThreat.hero = path.targetHero;
 
- 				newThreat.turn = path.turn();
 
- 				newThreat.danger = path.getHeroStrength();
 
- 				if(newThreat.value() > node.maximumDanger.value())
 
- 				{
 
- 					node.maximumDanger = newThreat;
 
- 				}
 
- 				if(newThreat.turn < node.fastestDanger.turn
 
- 					|| (newThreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newThreat.danger))
 
- 				{
 
- 					node.fastestDanger = newThreat;
 
- 				}
 
- 				auto objects = cb->getVisitableObjs(pos, false);
 
- 				for(auto obj : objects)
 
- 				{
 
- 					if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
 
- 					{
 
- 						auto & threats = townThreats[obj->id];
 
- 						auto threat = std::find_if(threats.begin(), threats.end(), [&](const HitMapInfo & i) -> bool
 
- 							{
 
- 								return i.hero.hid == path.targetHero->id;
 
- 							});
 
- 						if(threat == threats.end())
 
- 						{
 
- 							threats.emplace_back();
 
- 							threat = std::prev(threats.end(), 1);
 
- 						}
 
- 						if(newThreat.value() > threat->value())
 
- 						{
 
- 							*threat = newThreat;
 
- 						}
 
- 						if(newThreat.turn == 0)
 
- 						{
 
- 							if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
 
- 								enemyHeroAccessibleObjects.emplace_back(path.targetHero, obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 		});
 
- 	}
 
- 	logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
 
- 	logHitmap(ai->playerID, *this);
 
- }
 
- void DangerHitMapAnalyzer::calculateTileOwners()
 
- {
 
- 	if(tileOwnersUpToDate) return;
 
- 	tileOwnersUpToDate = true;
 
- 	auto cb = ai->cb.get();
 
- 	auto mapSize = ai->cb->getMapSize();
 
- 	if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
 
- 		hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
 
- 	std::vector<std::unique_ptr<CGHeroInstance>> temporaryHeroes;
 
- 	std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
 
- 	std::map<const CGHeroInstance *, HeroRole> townHeroes;
 
- 	auto addTownHero = [&](const CGTownInstance * town)
 
- 	{
 
- 			auto townHero = temporaryHeroes.emplace_back(std::make_unique<CGHeroInstance>(town->cb)).get();
 
- 			CRandomGenerator rng;
 
- 			auto visitablePos = town->visitablePos();
 
- 			
 
- 			townHero->setOwner(ai->playerID); // lets avoid having multiple colors
 
- 			townHero->initHero(rng, static_cast<HeroTypeID>(0));
 
- 			townHero->pos = townHero->convertFromVisitablePos(visitablePos);
 
- 			townHero->initObj(rng);
 
- 			
 
- 			heroTownMap[townHero] = town;
 
- 			townHeroes[townHero] = HeroRole::MAIN;
 
- 	};
 
- 	for(auto obj : ai->memory->visitableObjs)
 
- 	{
 
- 		if(obj && obj->ID == Obj::TOWN)
 
- 		{
 
- 			addTownHero(dynamic_cast<const CGTownInstance *>(obj));
 
- 		}
 
- 	}
 
- 	for(auto town : cb->getTownsInfo())
 
- 	{
 
- 		addTownHero(town);
 
- 	}
 
- 	PathfinderSettings ps;
 
- 	ps.mainTurnDistanceLimit = ps.scoutTurnDistanceLimit = ai->settings->getMainHeroTurnDistanceLimit();
 
- 	ai->pathfinder->updatePaths(townHeroes, ps);
 
- 	pforeachTilePaths(mapSize, ai, [&](const int3 & pos, const std::vector<AIPath> & paths)
 
- 		{
 
- 			float ourDistance = std::numeric_limits<float>::max();
 
- 			float enemyDistance = std::numeric_limits<float>::max();
 
- 			const CGTownInstance * enemyTown = nullptr;
 
- 			const CGTownInstance * ourTown = nullptr;
 
- 			for(const AIPath & path : paths)
 
- 			{
 
- 				if(!path.targetHero || path.getFirstBlockedAction())
 
- 					continue;
 
- 				auto town = heroTownMap[path.targetHero];
 
- 				if(town->getOwner() == ai->playerID)
 
- 				{
 
- 					if(ourDistance > path.movementCost())
 
- 					{
 
- 						ourDistance = path.movementCost();
 
- 						ourTown = town;
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					if(enemyDistance > path.movementCost())
 
- 					{
 
- 						enemyDistance = path.movementCost();
 
- 						enemyTown = town;
 
- 					}
 
- 				}
 
- 			}
 
- 			if(vstd::isAlmostEqual(ourDistance, enemyDistance))
 
- 			{
 
- 				hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
 
- 			}
 
- 			else if(!enemyTown || ourDistance < enemyDistance)
 
- 			{
 
- 				hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
 
- 			}
 
- 			else
 
- 			{
 
- 				hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
 
- 			}
 
- 		});
 
- }
 
- const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownThreats(const CGTownInstance * town) const
 
- {
 
- 	static const std::vector<HitMapInfo> empty = {};
 
- 	auto result = townThreats.find(town->id);
 
- 	return result == townThreats.end() ? empty : result->second;
 
- }
 
- PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
 
- {
 
- 	auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
 
- 	return town ? town->getOwner() : PlayerColor::NEUTRAL;
 
- }
 
- const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
 
- {
 
- 	return hitMap[tile.x][tile.y][tile.z].closestTown;
 
- }
 
- uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
 
- {
 
- 	int3 tile = path.targetTile();
 
- 	int turn = path.turn();
 
- 	const auto& info = getTileThreat(tile);
 
- 	
 
- 	return (info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger))
 
- 		|| (info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger));
 
- }
 
- const HitMapNode & DangerHitMapAnalyzer::getObjectThreat(const CGObjectInstance * obj) const
 
- {
 
- 	auto tile = obj->visitablePos();
 
- 	return getTileThreat(tile);
 
- }
 
- const HitMapNode & DangerHitMapAnalyzer::getTileThreat(const int3 & tile) const
 
- {
 
- 	return hitMap[tile.x][tile.y][tile.z];
 
- }
 
- std::set<const CGObjectInstance *> DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
 
- {
 
- 	std::set<const CGObjectInstance *> result;
 
- 	for(auto & obj : enemyHeroAccessibleObjects)
 
- 	{
 
- 		if(obj.hero == enemy)
 
- 			result.insert(obj.obj);
 
- 	}
 
- 	return result;
 
- }
 
- void DangerHitMapAnalyzer::reset()
 
- {
 
- 	hitMapUpToDate = false;
 
- }
 
- }
 
 
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