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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"
- #include <boost/thread/thread_only.hpp>
- 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, std::to_string(treat.turn));
- 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, std::to_string(treat.turn));
- 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;
- }
- if(obj->ID == Obj::TOWN)
- {
- auto town = dynamic_cast<const CGTownInstance *>(obj);
- if(town->garrisonHero)
- heroes[town->garrisonHero->tempOwner][town->garrisonHero] = 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->getThreatTurnDistanceLimit();
- 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.threat = path.getHeroStrength() * (1 - path.movementCost() / 2.0);
- 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, ai->settings->getSafeAttackRatio()))
- || (info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger, ai->settings->getSafeAttackRatio()));
- }
- 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;
- }
- }
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