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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 "ObjectClusterizer.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
- {
- ClusterObjects::accessor info;
- objects.insert(info, ClusterObjects::value_type(obj->id, ClusterObjectInfo()));
- if(info->second.priority < priority)
- {
- info->second.priority = priority;
- info->second.movementCost = path.movementCost() - path.firstNode().cost;
- info->second.danger = path.targetObjectDanger;
- info->second.turn = path.turn();
- }
- }
- const CGObjectInstance * ObjectCluster::calculateCenter(const CPlayerSpecificInfoCallback * cb) const
- {
- auto tile = int3(0);
- float priority = 0;
- for(auto & pair : objects)
- {
- auto newPoint = cb->getObj(pair.first)->visitablePos();
- float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
- int3 direction = newPoint - tile;
- float priorityRatio = newPriority / (priority + newPriority);
- tile += direction * priorityRatio;
- priority += newPriority;
- }
- auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<ObjectInstanceID, ClusterObjectInfo> & pair) -> int
- {
- return cb->getObj(pair.first)->visitablePos().dist2dSQ(tile);
- });
- return cb->getObj(closestPair.first);
- }
- std::vector<const CGObjectInstance *> ObjectCluster::getObjects(const CPlayerSpecificInfoCallback * cb) const
- {
- std::vector<const CGObjectInstance *> result;
- for(auto & pair : objects)
- {
- result.push_back(cb->getObj(pair.first));
- }
- return result;
- }
- std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
- {
- return nearObjects.getObjects(ai->cb.get());
- }
- std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
- {
- return farObjects.getObjects(ai->cb.get());
- }
- std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
- {
- std::vector<std::shared_ptr<ObjectCluster>> result;
- for(auto & pair : blockedObjects)
- {
- result.push_back(pair.second);
- }
- return result;
- }
- std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPathNodeInfo & node) const
- {
- std::vector<const CGObjectInstance *> blockers = {};
- if(node.layer == EPathfindingLayer::LAND || node.layer == EPathfindingLayer::SAIL)
- {
- auto guardPos = ai->cb->getGuardingCreaturePosition(node.coord);
- if (ai->cb->isVisible(node.coord))
- blockers = ai->cb->getVisitableObjs(node.coord);
- if(guardPos.isValid() && ai->cb->isVisible(guardPos))
- {
- auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
- if(guard)
- {
- blockers.insert(blockers.begin(), guard);
- }
- }
- }
- if(node.specialAction && node.actionIsBlocked)
- {
- auto blockerObject = node.specialAction->targetObject();
- if(blockerObject)
- {
- blockers.insert(blockers.begin(), blockerObject);
- }
- }
- if(blockers.empty())
- return std::optional< const CGObjectInstance *>();
- auto blocker = blockers.front();
- if(isObjectPassable(ai, blocker))
- return std::optional< const CGObjectInstance *>();
- if(blocker->ID == Obj::GARRISON
- || blocker->ID == Obj::GARRISON2)
- {
- if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
- return std::optional< const CGObjectInstance *>();
- else
- return blocker;
- }
- if(blocker->ID == Obj::MONSTER
- || blocker->ID == Obj::BORDERGUARD
- || blocker->ID == Obj::BORDER_GATE
- || blocker->ID == Obj::SHIPYARD
- || (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
- {
- return blocker;
- }
- auto danger = ai->dangerEvaluator->evaluateDanger(blocker);
- if(danger > 0 && blocker->isBlockedVisitable() && isObjectRemovable(blocker))
- {
- return blocker;
- }
- return std::optional< const CGObjectInstance *>();
- }
- const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
- {
- for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
- {
- auto blocker = getBlocker(*node);
- if(blocker)
- return *blocker;
- }
- return nullptr;
- }
- void ObjectClusterizer::invalidate(ObjectInstanceID id)
- {
- nearObjects.objects.erase(id);
- farObjects.objects.erase(id);
- invalidated.push_back(id);
- for(auto & c : blockedObjects)
- {
- c.second->objects.erase(id);
- }
- }
- void ObjectClusterizer::validateObjects()
- {
- std::vector<ObjectInstanceID> toRemove;
- auto scanRemovedObjects = [this, &toRemove](const ObjectCluster & cluster)
- {
- for(auto & pair : cluster.objects)
- {
- if(!ai->cb->getObj(pair.first, false))
- toRemove.push_back(pair.first);
- }
- };
- scanRemovedObjects(nearObjects);
- scanRemovedObjects(farObjects);
- for(auto & pair : blockedObjects)
- {
- if(!ai->cb->getObj(pair.first, false) || pair.second->objects.empty())
- toRemove.push_back(pair.first);
- else
- scanRemovedObjects(*pair.second);
- }
- vstd::removeDuplicates(toRemove);
- for(auto id : toRemove)
- {
- onObjectRemoved(id);
- }
- }
- void ObjectClusterizer::onObjectRemoved(ObjectInstanceID id)
- {
- invalidate(id);
- vstd::erase_if_present(invalidated, id);
- NKAI::ClusterMap::accessor cluster;
-
- if(blockedObjects.find(cluster, id))
- {
- for(auto & unlocked : cluster->second->objects)
- {
- invalidated.push_back(unlocked.first);
- }
- blockedObjects.erase(cluster);
- }
- }
- bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
- {
- if(isObjectRemovable(obj))
- {
- return true;
- }
- const int3 pos = obj->visitablePos();
- if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
- || obj->wasVisited(ai->playerID))
- {
- return false;
- }
- auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
- if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
- {
- return false;
- }
- //it may be hero visiting this obj
- //we don't try visiting object on which allied or owned hero stands
- // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
- const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
- if(!topObj)
- return false; // partly visible obj but its visitable pos is not visible.
- if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
- return false;
- else
- return true; //all of the following is met
- }
- Obj ObjectClusterizer::IgnoredObjectTypes[] = {
- Obj::BOAT,
- Obj::EYE_OF_MAGI,
- Obj::MONOLITH_ONE_WAY_ENTRANCE,
- Obj::MONOLITH_ONE_WAY_EXIT,
- Obj::MONOLITH_TWO_WAY,
- Obj::SUBTERRANEAN_GATE,
- Obj::WHIRLPOOL,
- Obj::BUOY,
- Obj::SIGN,
- Obj::GARRISON,
- Obj::MONSTER,
- Obj::GARRISON2,
- Obj::BORDERGUARD,
- Obj::QUEST_GUARD,
- Obj::BORDER_GATE,
- Obj::REDWOOD_OBSERVATORY,
- Obj::CARTOGRAPHER,
- Obj::PILLAR_OF_FIRE
- };
- void ObjectClusterizer::clusterize()
- {
- if(isUpToDate)
- {
- validateObjects();
- }
- if(isUpToDate && invalidated.empty())
- return;
-
- auto start = std::chrono::high_resolution_clock::now();
- logAi->debug("Begin object clusterization");
- std::vector<const CGObjectInstance *> objs;
-
- if(isUpToDate)
- {
- for(auto id : invalidated)
- {
- auto obj = cb->getObj(id, false);
- if(obj)
- {
- objs.push_back(obj);
- }
- }
- invalidated.clear();
- }
- else
- {
- nearObjects.reset();
- farObjects.reset();
- blockedObjects.clear();
- invalidated.clear();
- objs = std::vector<const CGObjectInstance *>(
- ai->memory->visitableObjs.begin(),
- ai->memory->visitableObjs.end());
- }
- #if NKAI_TRACE_LEVEL == 0
- tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
- #else
- tbb::blocked_range<size_t> r(0, objs.size());
- #endif
- auto priorityEvaluator = ai->priorityEvaluators->acquire();
- auto heroes = ai->cb->getHeroesInfo();
- std::vector<AIPath> pathCache;
- for(int i = r.begin(); i != r.end(); i++)
- {
- clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
- }
- #if NKAI_TRACE_LEVEL == 0
- });
- #endif
- logAi->trace("Near objects count: %i", nearObjects.objects.size());
- logAi->trace("Far objects count: %i", farObjects.objects.size());
- for(auto pair : blockedObjects)
- {
- auto blocker = cb->getObj(pair.first);
- logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
- #if NKAI_TRACE_LEVEL >= 1
- for(auto obj : pair.second->getObjects(ai->cb.get()))
- {
- logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
- }
- #endif
- }
- isUpToDate = true;
- logAi->trace("Clusterization complete in %ld", timeElapsed(start));
- }
- void ObjectClusterizer::clusterizeObject(
- const CGObjectInstance * obj,
- PriorityEvaluator * priorityEvaluator,
- std::vector<AIPath> & pathCache,
- std::vector<const CGHeroInstance *> & heroes)
- {
- if(!shouldVisitObject(obj))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
- #endif
- return;
- }
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
- #endif
- if(ai->isObjectGraphAllowed())
- {
- ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
- }
- else
- ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
- if(pathCache.empty())
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("No paths found.");
- #endif
- return;
- }
- std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
- {
- return p1.movementCost() < p2.movementCost();
- });
- if(vstd::contains(IgnoredObjectTypes, obj->ID))
- {
- farObjects.addObject(obj, pathCache.front(), 0);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
- #endif
- return;
- }
- std::set<const CGHeroInstance *> heroesProcessed;
- for(auto & path : pathCache)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Checking path %s", path.toString());
- #endif
- if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)
- {
- if(path.movementCost() > 2.0f)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path is too far %f", path.movementCost());
- #endif
- continue;
- }
- }
- else if(path.movementCost() > 4.0f && obj->ID != Obj::TOWN)
- {
- auto strategicalValue = valueEvaluator.getStrategicalValue(obj);
- if(strategicalValue < 0.3f)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Object value is too low %f", strategicalValue);
- #endif
- continue;
- }
- }
- if(!shouldVisit(ai, path.targetHero, obj))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
- #endif
- continue;
- }
- float priority = 0;
- if(path.nodes.size() > 1)
- {
- auto blocker = getBlocker(path);
- if(blocker)
- {
- if(vstd::contains(heroesProcessed, path.targetHero))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
- #endif
- continue;
- }
- heroesProcessed.insert(path.targetHero);
- for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
- {
- priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
- }
- if(ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
- continue;
- else if (priority <= 0)
- continue;
- ClusterMap::accessor cluster;
- blockedObjects.insert(
- cluster,
- ClusterMap::value_type(blocker->id, std::make_shared<ObjectCluster>(blocker)));
- cluster->second->addObject(obj, path, priority);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
- #endif
- continue;
- }
- }
- heroesProcessed.insert(path.targetHero);
- for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
- {
- priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
- }
- if (ai->settings->isUseFuzzy() && priority < MIN_PRIORITY)
- continue;
- else if (priority <= 0)
- continue;
- bool interestingObject = path.turn() <= 2 || priority > (ai->settings->isUseFuzzy() ? 0.5f : 0);
- if(interestingObject)
- {
- nearObjects.addObject(obj, path, priority);
- }
- else
- {
- farObjects.addObject(obj, path, priority);
- }
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
- path.toString(),
- interestingObject ? "near" : "far",
- path.turn(),
- priority);
- #endif
- }
- }
- }
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