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- /*
- * 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/CRandomGenerator.h"
- #include "../../../CCallback.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).valid())
- 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->pathfinder->getStorage()->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.valid() && 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->pathfinder->getStorage()->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();
- CRandomGenerator rng;
- auto visitablePos = obj->visitablePos();
- objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
- objectActor->initHero(rng, static_cast<HeroTypeID>(0));
- objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
- objectActor->initObj(rng);
- if(cb->getTile(visitablePos)->isWater())
- {
- objectActor->boat = 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().valid())
- {
- 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();
- CRandomGenerator rng;
- objectActor->setOwner(ai->playerID); // lets avoid having multiple colors
- objectActor->initHero(rng, static_cast<HeroTypeID>(0));
- objectActor->pos = objectActor->convertFromVisitablePos(visitablePos);
- objectActor->initObj(rng);
- if(isVirtualBoat || ai->cb->getTile(visitablePos)->isWater())
- {
- objectActor->boat = 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;
- }
- }
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