ObjectClusterizer.cpp 13 KB

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  1. /*
  2. * DangerHitMapAnalyzer.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ObjectClusterizer.h"
  12. #include "../Goals/ExecuteHeroChain.h"
  13. #include "../AIGateway.h"
  14. #include "../Engine/Nullkiller.h"
  15. namespace NKAI
  16. {
  17. void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
  18. {
  19. ClusterObjects::accessor info;
  20. objects.insert(info, ClusterObjects::value_type(obj->id, ClusterObjectInfo()));
  21. if(info->second.priority < priority)
  22. {
  23. info->second.priority = priority;
  24. info->second.movementCost = path.movementCost() - path.firstNode().cost;
  25. info->second.danger = path.targetObjectDanger;
  26. info->second.turn = path.turn();
  27. }
  28. }
  29. const CGObjectInstance * ObjectCluster::calculateCenter(const CPlayerSpecificInfoCallback * cb) const
  30. {
  31. auto tile = int3(0);
  32. float priority = 0;
  33. for(auto & pair : objects)
  34. {
  35. auto newPoint = cb->getObj(pair.first)->visitablePos();
  36. float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
  37. int3 direction = newPoint - tile;
  38. float priorityRatio = newPriority / (priority + newPriority);
  39. tile += direction * priorityRatio;
  40. priority += newPriority;
  41. }
  42. auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<ObjectInstanceID, ClusterObjectInfo> & pair) -> int
  43. {
  44. return cb->getObj(pair.first)->visitablePos().dist2dSQ(tile);
  45. });
  46. return cb->getObj(closestPair.first);
  47. }
  48. std::vector<const CGObjectInstance *> ObjectCluster::getObjects(const CPlayerSpecificInfoCallback * cb) const
  49. {
  50. std::vector<const CGObjectInstance *> result;
  51. for(auto & pair : objects)
  52. {
  53. result.push_back(cb->getObj(pair.first));
  54. }
  55. return result;
  56. }
  57. std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
  58. {
  59. return nearObjects.getObjects(ai->cb.get());
  60. }
  61. std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
  62. {
  63. return farObjects.getObjects(ai->cb.get());
  64. }
  65. std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
  66. {
  67. std::vector<std::shared_ptr<ObjectCluster>> result;
  68. for(auto & pair : blockedObjects)
  69. {
  70. result.push_back(pair.second);
  71. }
  72. return result;
  73. }
  74. std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPathNodeInfo & node) const
  75. {
  76. std::vector<const CGObjectInstance *> blockers = {};
  77. if(node.layer == EPathfindingLayer::LAND || node.layer == EPathfindingLayer::SAIL)
  78. {
  79. auto guardPos = ai->cb->getGuardingCreaturePosition(node.coord);
  80. if (ai->cb->isVisible(node.coord))
  81. blockers = ai->cb->getVisitableObjs(node.coord);
  82. if(guardPos.isValid() && ai->cb->isVisible(guardPos))
  83. {
  84. auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
  85. if(guard)
  86. {
  87. blockers.insert(blockers.begin(), guard);
  88. }
  89. }
  90. }
  91. if(node.specialAction && node.actionIsBlocked)
  92. {
  93. auto blockerObject = node.specialAction->targetObject();
  94. if(blockerObject)
  95. {
  96. blockers.insert(blockers.begin(), blockerObject);
  97. }
  98. }
  99. if(blockers.empty())
  100. return std::optional< const CGObjectInstance *>();
  101. auto blocker = blockers.front();
  102. if(isObjectPassable(ai, blocker))
  103. return std::optional< const CGObjectInstance *>();
  104. if(blocker->ID == Obj::GARRISON
  105. || blocker->ID == Obj::GARRISON2)
  106. {
  107. if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
  108. return std::optional< const CGObjectInstance *>();
  109. else
  110. return blocker;
  111. }
  112. if(blocker->ID == Obj::MONSTER
  113. || blocker->ID == Obj::BORDERGUARD
  114. || blocker->ID == Obj::BORDER_GATE
  115. || blocker->ID == Obj::SHIPYARD
  116. || (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
  117. {
  118. return blocker;
  119. }
  120. auto danger = ai->dangerEvaluator->evaluateDanger(blocker);
  121. if(danger > 0 && blocker->isBlockedVisitable() && isObjectRemovable(blocker))
  122. {
  123. return blocker;
  124. }
  125. return std::optional< const CGObjectInstance *>();
  126. }
  127. const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
  128. {
  129. for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
  130. {
  131. auto blocker = getBlocker(*node);
  132. if(blocker)
  133. return *blocker;
  134. }
  135. return nullptr;
  136. }
  137. void ObjectClusterizer::invalidate(ObjectInstanceID id)
  138. {
  139. nearObjects.objects.erase(id);
  140. farObjects.objects.erase(id);
  141. invalidated.push_back(id);
  142. for(auto & c : blockedObjects)
  143. {
  144. c.second->objects.erase(id);
  145. }
  146. }
  147. void ObjectClusterizer::validateObjects()
  148. {
  149. std::vector<ObjectInstanceID> toRemove;
  150. auto scanRemovedObjects = [this, &toRemove](const ObjectCluster & cluster)
  151. {
  152. for(auto & pair : cluster.objects)
  153. {
  154. if(!ai->cb->getObj(pair.first, false))
  155. toRemove.push_back(pair.first);
  156. }
  157. };
  158. scanRemovedObjects(nearObjects);
  159. scanRemovedObjects(farObjects);
  160. for(auto & pair : blockedObjects)
  161. {
  162. if(!ai->cb->getObj(pair.first, false) || pair.second->objects.empty())
  163. toRemove.push_back(pair.first);
  164. else
  165. scanRemovedObjects(*pair.second);
  166. }
  167. vstd::removeDuplicates(toRemove);
  168. for(auto id : toRemove)
  169. {
  170. onObjectRemoved(id);
  171. }
  172. }
  173. void ObjectClusterizer::onObjectRemoved(ObjectInstanceID id)
  174. {
  175. invalidate(id);
  176. vstd::erase_if_present(invalidated, id);
  177. NKAI::ClusterMap::accessor cluster;
  178. if(blockedObjects.find(cluster, id))
  179. {
  180. for(auto & unlocked : cluster->second->objects)
  181. {
  182. invalidated.push_back(unlocked.first);
  183. }
  184. blockedObjects.erase(cluster);
  185. }
  186. }
  187. bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
  188. {
  189. if(isObjectRemovable(obj))
  190. {
  191. return true;
  192. }
  193. const int3 pos = obj->visitablePos();
  194. if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
  195. || obj->wasVisited(ai->playerID))
  196. {
  197. return false;
  198. }
  199. auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  200. if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
  201. {
  202. return false;
  203. }
  204. //it may be hero visiting this obj
  205. //we don't try visiting object on which allied or owned hero stands
  206. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  207. const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
  208. if(!topObj)
  209. return false; // partly visible obj but its visitable pos is not visible.
  210. if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
  211. return false;
  212. else
  213. return true; //all of the following is met
  214. }
  215. Obj ObjectClusterizer::IgnoredObjectTypes[] = {
  216. Obj::BOAT,
  217. Obj::EYE_OF_MAGI,
  218. Obj::MONOLITH_ONE_WAY_ENTRANCE,
  219. Obj::MONOLITH_ONE_WAY_EXIT,
  220. Obj::MONOLITH_TWO_WAY,
  221. Obj::SUBTERRANEAN_GATE,
  222. Obj::WHIRLPOOL,
  223. Obj::BUOY,
  224. Obj::SIGN,
  225. Obj::GARRISON,
  226. Obj::MONSTER,
  227. Obj::GARRISON2,
  228. Obj::BORDERGUARD,
  229. Obj::QUEST_GUARD,
  230. Obj::BORDER_GATE,
  231. Obj::REDWOOD_OBSERVATORY,
  232. Obj::CARTOGRAPHER,
  233. Obj::PILLAR_OF_FIRE
  234. };
  235. void ObjectClusterizer::clusterize()
  236. {
  237. if(isUpToDate)
  238. {
  239. validateObjects();
  240. }
  241. if(isUpToDate && invalidated.empty())
  242. return;
  243. auto start = std::chrono::high_resolution_clock::now();
  244. logAi->debug("Begin object clusterization");
  245. std::vector<const CGObjectInstance *> objs;
  246. if(isUpToDate)
  247. {
  248. for(auto id : invalidated)
  249. {
  250. auto obj = cb->getObj(id, false);
  251. if(obj)
  252. {
  253. objs.push_back(obj);
  254. }
  255. }
  256. invalidated.clear();
  257. }
  258. else
  259. {
  260. nearObjects.reset();
  261. farObjects.reset();
  262. blockedObjects.clear();
  263. invalidated.clear();
  264. objs = std::vector<const CGObjectInstance *>(
  265. ai->memory->visitableObjs.begin(),
  266. ai->memory->visitableObjs.end());
  267. }
  268. #if NKAI_TRACE_LEVEL == 0
  269. tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
  270. #else
  271. tbb::blocked_range<size_t> r(0, objs.size());
  272. #endif
  273. auto priorityEvaluator = ai->priorityEvaluators->acquire();
  274. auto heroes = ai->cb->getHeroesInfo();
  275. std::vector<AIPath> pathCache;
  276. for(int i = r.begin(); i != r.end(); i++)
  277. {
  278. clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
  279. }
  280. #if NKAI_TRACE_LEVEL == 0
  281. });
  282. #endif
  283. logAi->trace("Near objects count: %i", nearObjects.objects.size());
  284. logAi->trace("Far objects count: %i", farObjects.objects.size());
  285. for(auto pair : blockedObjects)
  286. {
  287. auto blocker = cb->getObj(pair.first);
  288. logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
  289. #if NKAI_TRACE_LEVEL >= 1
  290. for(auto obj : pair.second->getObjects(ai->cb.get()))
  291. {
  292. logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
  293. }
  294. #endif
  295. }
  296. isUpToDate = true;
  297. logAi->trace("Clusterization complete in %ld", timeElapsed(start));
  298. }
  299. void ObjectClusterizer::clusterizeObject(
  300. const CGObjectInstance * obj,
  301. PriorityEvaluator * priorityEvaluator,
  302. std::vector<AIPath> & pathCache,
  303. std::vector<const CGHeroInstance *> & heroes)
  304. {
  305. if(!shouldVisitObject(obj))
  306. {
  307. #if NKAI_TRACE_LEVEL >= 2
  308. logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  309. #endif
  310. return;
  311. }
  312. #if NKAI_TRACE_LEVEL >= 2
  313. logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  314. #endif
  315. if(ai->isObjectGraphAllowed())
  316. {
  317. ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
  318. }
  319. else
  320. ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
  321. if(pathCache.empty())
  322. {
  323. #if NKAI_TRACE_LEVEL >= 2
  324. logAi->trace("No paths found.");
  325. #endif
  326. return;
  327. }
  328. std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
  329. {
  330. return p1.movementCost() < p2.movementCost();
  331. });
  332. if(vstd::contains(IgnoredObjectTypes, obj->ID))
  333. {
  334. farObjects.addObject(obj, pathCache.front(), 0);
  335. #if NKAI_TRACE_LEVEL >= 2
  336. logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
  337. #endif
  338. return;
  339. }
  340. std::set<const CGHeroInstance *> heroesProcessed;
  341. for(auto & path : pathCache)
  342. {
  343. #if NKAI_TRACE_LEVEL >= 2
  344. logAi->trace("Checking path %s", path.toString());
  345. #endif
  346. if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)
  347. {
  348. if(path.movementCost() > 2.0f)
  349. {
  350. #if NKAI_TRACE_LEVEL >= 2
  351. logAi->trace("Path is too far %f", path.movementCost());
  352. #endif
  353. continue;
  354. }
  355. }
  356. else if(path.movementCost() > 4.0f && obj->ID != Obj::TOWN)
  357. {
  358. auto strategicalValue = valueEvaluator.getStrategicalValue(obj);
  359. if(strategicalValue < 0.3f)
  360. {
  361. #if NKAI_TRACE_LEVEL >= 2
  362. logAi->trace("Object value is too low %f", strategicalValue);
  363. #endif
  364. continue;
  365. }
  366. }
  367. if(!shouldVisit(ai, path.targetHero, obj))
  368. {
  369. #if NKAI_TRACE_LEVEL >= 2
  370. logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
  371. #endif
  372. continue;
  373. }
  374. float priority = 0;
  375. if(path.nodes.size() > 1)
  376. {
  377. auto blocker = getBlocker(path);
  378. if(blocker)
  379. {
  380. if(vstd::contains(heroesProcessed, path.targetHero))
  381. {
  382. #if NKAI_TRACE_LEVEL >= 2
  383. logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
  384. #endif
  385. continue;
  386. }
  387. heroesProcessed.insert(path.targetHero);
  388. for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
  389. {
  390. priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
  391. }
  392. if(ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
  393. continue;
  394. else if (priority <= 0)
  395. continue;
  396. ClusterMap::accessor cluster;
  397. blockedObjects.insert(
  398. cluster,
  399. ClusterMap::value_type(blocker->id, std::make_shared<ObjectCluster>(blocker)));
  400. cluster->second->addObject(obj, path, priority);
  401. #if NKAI_TRACE_LEVEL >= 2
  402. logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
  403. #endif
  404. continue;
  405. }
  406. }
  407. heroesProcessed.insert(path.targetHero);
  408. for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
  409. {
  410. priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
  411. }
  412. if (ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
  413. continue;
  414. else if (priority <= 0)
  415. continue;
  416. bool interestingObject = path.turn() <= 2 || priority > (ai->settings->isUseFuzzy() ? 0.5f : 0);
  417. if(interestingObject)
  418. {
  419. nearObjects.addObject(obj, path, priority);
  420. }
  421. else
  422. {
  423. farObjects.addObject(obj, path, priority);
  424. }
  425. #if NKAI_TRACE_LEVEL >= 2
  426. logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
  427. path.toString(),
  428. interestingObject ? "near" : "far",
  429. path.turn(),
  430. priority);
  431. #endif
  432. }
  433. }
  434. }