| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524 | /** 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);		blockers = ai->cb->getVisitableObjs(node.coord);		if(guardPos.valid())		{			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;		}		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);				float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));				if(priority < MIN_PRIORITY)					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);		float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));		if(priority < MIN_PRIORITY)			continue;		bool interestingObject = path.turn() <= 2 || priority > 0.5f;		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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