ObjectClusterizer.cpp 8.5 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. #include "lib/mapping/CMap.h" //for victory conditions
  16. void ObjectCluster::addObject(const CGObjectInstance * obj, const AIPath & path, float priority)
  17. {
  18. ClusterObjects::accessor info;
  19. objects.insert(info, ClusterObjects::value_type(obj, ClusterObjectInfo()));
  20. if(info->second.priority < priority)
  21. {
  22. info->second.priority = priority;
  23. info->second.movementCost = path.movementCost() - path.firstNode().cost;
  24. info->second.danger = path.targetObjectDanger;
  25. info->second.turn = path.turn();
  26. }
  27. }
  28. const CGObjectInstance * ObjectCluster::calculateCenter() const
  29. {
  30. auto v = getObjects();
  31. auto tile = int3(0);
  32. float priority = 0;
  33. for(auto pair : objects)
  34. {
  35. auto newPoint = 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<const CGObjectInstance *, ClusterObjectInfo> & pair) -> int
  43. {
  44. return pair.first->visitablePos().dist2dSQ(tile);
  45. });
  46. return closestPair.first;
  47. }
  48. std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
  49. {
  50. std::vector<const CGObjectInstance *> result;
  51. for(auto pair : objects)
  52. {
  53. result.push_back(pair.first);
  54. }
  55. return result;
  56. }
  57. std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
  58. {
  59. return nearObjects.getObjects();
  60. }
  61. std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
  62. {
  63. return farObjects.getObjects();
  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. const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
  75. {
  76. for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
  77. {
  78. auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
  79. auto blockers = ai->cb->getVisitableObjs(node->coord);
  80. if(guardPos.valid())
  81. {
  82. auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
  83. if(guard)
  84. {
  85. blockers.insert(blockers.begin(), guard);
  86. }
  87. }
  88. if(node->specialAction && node->actionIsBlocked)
  89. {
  90. auto blockerObject = node->specialAction->targetObject();
  91. if(blockerObject)
  92. {
  93. blockers.push_back(blockerObject);
  94. }
  95. }
  96. if(blockers.empty())
  97. continue;
  98. auto blocker = blockers.front();
  99. if(blocker->ID == Obj::GARRISON
  100. || blocker->ID == Obj::MONSTER
  101. || blocker->ID == Obj::GARRISON2
  102. || blocker->ID == Obj::BORDERGUARD
  103. || blocker->ID == Obj::BORDER_GATE
  104. || blocker->ID == Obj::SHIPYARD)
  105. {
  106. if(!isObjectPassable(ai, blocker))
  107. return blocker;
  108. }
  109. if(blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked)
  110. {
  111. return blocker;
  112. }
  113. }
  114. return nullptr;
  115. }
  116. bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
  117. {
  118. if(isObjectRemovable(obj))
  119. {
  120. return true;
  121. }
  122. const int3 pos = obj->visitablePos();
  123. if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
  124. || obj->wasVisited(ai->playerID))
  125. {
  126. return false;
  127. }
  128. auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  129. if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
  130. {
  131. return false;
  132. }
  133. //it may be hero visiting this obj
  134. //we don't try visiting object on which allied or owned hero stands
  135. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  136. const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
  137. if(!topObj)
  138. return false; // partly visible obj but its visitable pos is not visible.
  139. if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
  140. return false;
  141. else
  142. return true; //all of the following is met
  143. }
  144. void ObjectClusterizer::clusterize()
  145. {
  146. auto start = std::chrono::high_resolution_clock::now();
  147. nearObjects.reset();
  148. farObjects.reset();
  149. blockedObjects.clear();
  150. Obj ignoreObjects[] = {
  151. Obj::BOAT,
  152. Obj::EYE_OF_MAGI,
  153. Obj::MONOLITH_ONE_WAY_ENTRANCE,
  154. Obj::MONOLITH_ONE_WAY_EXIT,
  155. Obj::MONOLITH_TWO_WAY,
  156. Obj::SUBTERRANEAN_GATE,
  157. Obj::WHIRLPOOL,
  158. Obj::BUOY,
  159. Obj::SIGN,
  160. Obj::SIGN,
  161. Obj::GARRISON,
  162. Obj::MONSTER,
  163. Obj::GARRISON2,
  164. Obj::BORDERGUARD,
  165. Obj::QUEST_GUARD,
  166. Obj::BORDER_GATE,
  167. Obj::REDWOOD_OBSERVATORY,
  168. Obj::CARTOGRAPHER,
  169. Obj::PILLAR_OF_FIRE
  170. };
  171. logAi->debug("Begin object clusterization");
  172. std::vector<const CGObjectInstance *> objs(
  173. ai->memory->visitableObjs.begin(),
  174. ai->memory->visitableObjs.end());
  175. parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r)
  176. {
  177. auto priorityEvaluator = ai->priorityEvaluators->acquire();
  178. for(int i = r.begin(); i != r.end(); i++)
  179. {
  180. auto obj = objs[i];
  181. if(!shouldVisitObject(obj))
  182. return;
  183. #if AI_TRACE_LEVEL >= 2
  184. logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  185. #endif
  186. auto paths = ai->pathfinder->getPathInfo(obj->visitablePos());
  187. if(paths.empty())
  188. {
  189. #if AI_TRACE_LEVEL >= 2
  190. logAi->trace("No paths found.");
  191. #endif
  192. continue;
  193. }
  194. std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
  195. {
  196. return p1.movementCost() < p2.movementCost();
  197. });
  198. if(vstd::contains(ignoreObjects, obj->ID))
  199. {
  200. farObjects.addObject(obj, paths.front(), 0);
  201. #if AI_TRACE_LEVEL >= 2
  202. logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
  203. #endif
  204. continue;
  205. }
  206. std::set<const CGHeroInstance *> heroesProcessed;
  207. for(auto & path : paths)
  208. {
  209. #if AI_TRACE_LEVEL >= 2
  210. logAi->trace("Checking path %s", path.toString());
  211. #endif
  212. if(!shouldVisit(ai, path.targetHero, obj))
  213. {
  214. #if AI_TRACE_LEVEL >= 2
  215. logAi->trace("Hero %s does not need to visit %s", path.targetHero->name, obj->getObjectName());
  216. #endif
  217. continue;
  218. }
  219. if(path.nodes.size() > 1)
  220. {
  221. auto blocker = getBlocker(path);
  222. if(blocker)
  223. {
  224. if(vstd::contains(heroesProcessed, path.targetHero))
  225. {
  226. #if AI_TRACE_LEVEL >= 2
  227. logAi->trace("Hero %s is already processed.", path.targetHero->name);
  228. #endif
  229. continue;
  230. }
  231. heroesProcessed.insert(path.targetHero);
  232. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  233. if(priority < MIN_PRIORITY)
  234. continue;
  235. ClusterMap::accessor cluster;
  236. blockedObjects.insert(
  237. cluster,
  238. ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
  239. cluster->second->addObject(obj, path, priority);
  240. #if AI_TRACE_LEVEL >= 2
  241. logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
  242. #endif
  243. continue;
  244. }
  245. }
  246. heroesProcessed.insert(path.targetHero);
  247. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  248. if(priority < MIN_PRIORITY)
  249. continue;
  250. bool interestingObject = path.turn() <= 2 || priority > 0.5f;
  251. if(interestingObject)
  252. {
  253. nearObjects.addObject(obj, path, priority);
  254. }
  255. else
  256. {
  257. farObjects.addObject(obj, path, priority);
  258. }
  259. #if AI_TRACE_LEVEL >= 2
  260. logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
  261. path.toString(),
  262. interestingObject ? "near" : "far",
  263. path.turn(),
  264. priority);
  265. #endif
  266. }
  267. }
  268. });
  269. logAi->trace("Near objects count: %i", nearObjects.objects.size());
  270. logAi->trace("Far objects count: %i", farObjects.objects.size());
  271. for(auto pair : blockedObjects)
  272. {
  273. logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
  274. #if AI_TRACE_LEVEL >= 1
  275. for(auto obj : pair.second->getObjects())
  276. {
  277. logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
  278. }
  279. #endif
  280. }
  281. logAi->trace("Clusterization complete in %ld", timeElapsed(start));
  282. }