ObjectClusterizer.cpp 9.0 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, 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
  30. {
  31. auto v = getObjects();
  32. auto tile = int3(0);
  33. float priority = 0;
  34. for(auto pair : objects)
  35. {
  36. auto newPoint = pair.first->visitablePos();
  37. float newPriority = std::pow(pair.second.priority, 4); // lets make high priority targets more weghtful
  38. int3 direction = newPoint - tile;
  39. float priorityRatio = newPriority / (priority + newPriority);
  40. tile += direction * priorityRatio;
  41. priority += newPriority;
  42. }
  43. auto closestPair = *vstd::minElementByFun(objects, [&](const std::pair<const CGObjectInstance *, ClusterObjectInfo> & pair) -> int
  44. {
  45. return pair.first->visitablePos().dist2dSQ(tile);
  46. });
  47. return closestPair.first;
  48. }
  49. std::vector<const CGObjectInstance *> ObjectCluster::getObjects() const
  50. {
  51. std::vector<const CGObjectInstance *> result;
  52. for(auto pair : objects)
  53. {
  54. result.push_back(pair.first);
  55. }
  56. return result;
  57. }
  58. std::vector<const CGObjectInstance *> ObjectClusterizer::getNearbyObjects() const
  59. {
  60. return nearObjects.getObjects();
  61. }
  62. std::vector<const CGObjectInstance *> ObjectClusterizer::getFarObjects() const
  63. {
  64. return farObjects.getObjects();
  65. }
  66. std::vector<std::shared_ptr<ObjectCluster>> ObjectClusterizer::getLockedClusters() const
  67. {
  68. std::vector<std::shared_ptr<ObjectCluster>> result;
  69. for(auto pair : blockedObjects)
  70. {
  71. result.push_back(pair.second);
  72. }
  73. return result;
  74. }
  75. const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
  76. {
  77. for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
  78. {
  79. std::vector<const CGObjectInstance *> blockers = {};
  80. if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
  81. {
  82. auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
  83. blockers = ai->cb->getVisitableObjs(node->coord);
  84. if(guardPos.valid())
  85. {
  86. auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
  87. if(guard)
  88. {
  89. blockers.insert(blockers.begin(), guard);
  90. }
  91. }
  92. }
  93. if(node->specialAction && node->actionIsBlocked)
  94. {
  95. auto blockerObject = node->specialAction->targetObject();
  96. if(blockerObject)
  97. {
  98. blockers.insert(blockers.begin(), blockerObject);
  99. }
  100. }
  101. if(blockers.empty())
  102. continue;
  103. auto blocker = blockers.front();
  104. if(isObjectPassable(ai, blocker))
  105. continue;
  106. if(blocker->ID == Obj::GARRISON
  107. || blocker->ID == Obj::GARRISON2)
  108. {
  109. if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
  110. continue;
  111. else
  112. return blocker;
  113. }
  114. if(blocker->ID == Obj::MONSTER
  115. || blocker->ID == Obj::BORDERGUARD
  116. || blocker->ID == Obj::BORDER_GATE
  117. || blocker->ID == Obj::SHIPYARD
  118. || (blocker->ID == Obj::QUEST_GUARD && node->actionIsBlocked))
  119. {
  120. return blocker;
  121. }
  122. }
  123. return nullptr;
  124. }
  125. bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
  126. {
  127. if(isObjectRemovable(obj))
  128. {
  129. return true;
  130. }
  131. const int3 pos = obj->visitablePos();
  132. if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
  133. || obj->wasVisited(ai->playerID))
  134. {
  135. return false;
  136. }
  137. auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  138. if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
  139. {
  140. return false;
  141. }
  142. //it may be hero visiting this obj
  143. //we don't try visiting object on which allied or owned hero stands
  144. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  145. const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
  146. if(!topObj)
  147. return false; // partly visible obj but its visitable pos is not visible.
  148. if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
  149. return false;
  150. else
  151. return true; //all of the following is met
  152. }
  153. Obj ObjectClusterizer::IgnoredObjectTypes[] = {
  154. Obj::BOAT,
  155. Obj::EYE_OF_MAGI,
  156. Obj::MONOLITH_ONE_WAY_ENTRANCE,
  157. Obj::MONOLITH_ONE_WAY_EXIT,
  158. Obj::MONOLITH_TWO_WAY,
  159. Obj::SUBTERRANEAN_GATE,
  160. Obj::WHIRLPOOL,
  161. Obj::BUOY,
  162. Obj::SIGN,
  163. Obj::GARRISON,
  164. Obj::MONSTER,
  165. Obj::GARRISON2,
  166. Obj::BORDERGUARD,
  167. Obj::QUEST_GUARD,
  168. Obj::BORDER_GATE,
  169. Obj::REDWOOD_OBSERVATORY,
  170. Obj::CARTOGRAPHER,
  171. Obj::PILLAR_OF_FIRE
  172. };
  173. void ObjectClusterizer::clusterize()
  174. {
  175. auto start = std::chrono::high_resolution_clock::now();
  176. nearObjects.reset();
  177. farObjects.reset();
  178. blockedObjects.clear();
  179. logAi->debug("Begin object clusterization");
  180. std::vector<const CGObjectInstance *> objs(
  181. ai->memory->visitableObjs.begin(),
  182. ai->memory->visitableObjs.end());
  183. #if NKAI_TRACE_LEVEL == 0
  184. parallel_for(blocked_range<size_t>(0, objs.size()), [&](const blocked_range<size_t> & r) {
  185. #else
  186. blocked_range<size_t> r(0, objs.size());
  187. #endif
  188. auto priorityEvaluator = ai->priorityEvaluators->acquire();
  189. for(int i = r.begin(); i != r.end(); i++)
  190. {
  191. clusterizeObject(objs[i], priorityEvaluator.get());
  192. }
  193. #if NKAI_TRACE_LEVEL == 0
  194. });
  195. #endif
  196. logAi->trace("Near objects count: %i", nearObjects.objects.size());
  197. logAi->trace("Far objects count: %i", farObjects.objects.size());
  198. for(auto pair : blockedObjects)
  199. {
  200. logAi->trace("Cluster %s %s count: %i", pair.first->getObjectName(), pair.first->visitablePos().toString(), pair.second->objects.size());
  201. #if NKAI_TRACE_LEVEL >= 1
  202. for(auto obj : pair.second->getObjects())
  203. {
  204. logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
  205. }
  206. #endif
  207. }
  208. logAi->trace("Clusterization complete in %ld", timeElapsed(start));
  209. }
  210. void ObjectClusterizer::clusterizeObject(const CGObjectInstance * obj, PriorityEvaluator * priorityEvaluator)
  211. {
  212. if(!shouldVisitObject(obj))
  213. {
  214. #if NKAI_TRACE_LEVEL >= 2
  215. logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  216. #endif
  217. return;
  218. }
  219. #if NKAI_TRACE_LEVEL >= 2
  220. logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  221. #endif
  222. auto paths = ai->pathfinder->getPathInfo(obj->visitablePos(), true);
  223. if(paths.empty())
  224. {
  225. #if NKAI_TRACE_LEVEL >= 2
  226. logAi->trace("No paths found.");
  227. #endif
  228. return;
  229. }
  230. std::sort(paths.begin(), paths.end(), [](const AIPath & p1, const AIPath & p2) -> bool
  231. {
  232. return p1.movementCost() < p2.movementCost();
  233. });
  234. if(vstd::contains(IgnoredObjectTypes, obj->ID))
  235. {
  236. farObjects.addObject(obj, paths.front(), 0);
  237. #if NKAI_TRACE_LEVEL >= 2
  238. logAi->trace("Object ignored. Moved to far objects with path %s", paths.front().toString());
  239. #endif
  240. return;
  241. }
  242. std::set<const CGHeroInstance *> heroesProcessed;
  243. for(auto & path : paths)
  244. {
  245. #if NKAI_TRACE_LEVEL >= 2
  246. logAi->trace("Checking path %s", path.toString());
  247. #endif
  248. if(!shouldVisit(ai, path.targetHero, obj))
  249. {
  250. #if NKAI_TRACE_LEVEL >= 2
  251. logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
  252. #endif
  253. continue;
  254. }
  255. if(path.nodes.size() > 1)
  256. {
  257. auto blocker = getBlocker(path);
  258. if(blocker)
  259. {
  260. if(vstd::contains(heroesProcessed, path.targetHero))
  261. {
  262. #if NKAI_TRACE_LEVEL >= 2
  263. logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
  264. #endif
  265. continue;
  266. }
  267. heroesProcessed.insert(path.targetHero);
  268. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  269. if(priority < MIN_PRIORITY)
  270. continue;
  271. ClusterMap::accessor cluster;
  272. blockedObjects.insert(
  273. cluster,
  274. ClusterMap::value_type(blocker, std::make_shared<ObjectCluster>(blocker)));
  275. cluster->second->addObject(obj, path, priority);
  276. #if NKAI_TRACE_LEVEL >= 2
  277. logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
  278. #endif
  279. continue;
  280. }
  281. }
  282. heroesProcessed.insert(path.targetHero);
  283. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  284. if(priority < MIN_PRIORITY)
  285. continue;
  286. bool interestingObject = path.turn() <= 2 || priority > 0.5f;
  287. if(interestingObject)
  288. {
  289. nearObjects.addObject(obj, path, priority);
  290. }
  291. else
  292. {
  293. farObjects.addObject(obj, path, priority);
  294. }
  295. #if NKAI_TRACE_LEVEL >= 2
  296. logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
  297. path.toString(),
  298. interestingObject ? "near" : "far",
  299. path.turn(),
  300. priority);
  301. #endif
  302. }
  303. }
  304. }