ObjectClusterizer.cpp 12 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. blockers = ai->cb->getVisitableObjs(node.coord);
  81. if(guardPos.valid())
  82. {
  83. auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node.coord));
  84. if(guard)
  85. {
  86. blockers.insert(blockers.begin(), guard);
  87. }
  88. }
  89. }
  90. if(node.specialAction && node.actionIsBlocked)
  91. {
  92. auto blockerObject = node.specialAction->targetObject();
  93. if(blockerObject)
  94. {
  95. blockers.insert(blockers.begin(), blockerObject);
  96. }
  97. }
  98. if(blockers.empty())
  99. return std::optional< const CGObjectInstance *>();
  100. auto blocker = blockers.front();
  101. if(isObjectPassable(ai, blocker))
  102. return std::optional< const CGObjectInstance *>();
  103. if(blocker->ID == Obj::GARRISON
  104. || blocker->ID == Obj::GARRISON2)
  105. {
  106. if(dynamic_cast<const CArmedInstance *>(blocker)->getArmyStrength() == 0)
  107. return std::optional< const CGObjectInstance *>();
  108. else
  109. return blocker;
  110. }
  111. if(blocker->ID == Obj::MONSTER
  112. || blocker->ID == Obj::BORDERGUARD
  113. || blocker->ID == Obj::BORDER_GATE
  114. || blocker->ID == Obj::SHIPYARD
  115. || blocker->ID == Obj::PANDORAS_BOX
  116. || (blocker->ID == Obj::QUEST_GUARD && node.actionIsBlocked))
  117. {
  118. return blocker;
  119. }
  120. return std::optional< const CGObjectInstance *>();
  121. }
  122. const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) const
  123. {
  124. for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
  125. {
  126. auto blocker = getBlocker(*node);
  127. if(blocker)
  128. return *blocker;
  129. }
  130. return nullptr;
  131. }
  132. void ObjectClusterizer::invalidate(ObjectInstanceID id)
  133. {
  134. nearObjects.objects.erase(id);
  135. farObjects.objects.erase(id);
  136. invalidated.push_back(id);
  137. for(auto & c : blockedObjects)
  138. {
  139. c.second->objects.erase(id);
  140. }
  141. }
  142. void ObjectClusterizer::validateObjects()
  143. {
  144. std::vector<ObjectInstanceID> toRemove;
  145. auto scanRemovedObjects = [this, &toRemove](const ObjectCluster & cluster)
  146. {
  147. for(auto & pair : cluster.objects)
  148. {
  149. if(!ai->cb->getObj(pair.first, false))
  150. toRemove.push_back(pair.first);
  151. }
  152. };
  153. scanRemovedObjects(nearObjects);
  154. scanRemovedObjects(farObjects);
  155. for(auto & pair : blockedObjects)
  156. {
  157. if(!ai->cb->getObj(pair.first, false) || pair.second->objects.empty())
  158. toRemove.push_back(pair.first);
  159. else
  160. scanRemovedObjects(*pair.second);
  161. }
  162. vstd::removeDuplicates(toRemove);
  163. for(auto id : toRemove)
  164. {
  165. onObjectRemoved(id);
  166. }
  167. }
  168. void ObjectClusterizer::onObjectRemoved(ObjectInstanceID id)
  169. {
  170. invalidate(id);
  171. vstd::erase_if_present(invalidated, id);
  172. NKAI::ClusterMap::accessor cluster;
  173. if(blockedObjects.find(cluster, id))
  174. {
  175. for(auto & unlocked : cluster->second->objects)
  176. {
  177. invalidated.push_back(unlocked.first);
  178. }
  179. blockedObjects.erase(cluster);
  180. }
  181. }
  182. bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
  183. {
  184. if(isObjectRemovable(obj))
  185. {
  186. return true;
  187. }
  188. const int3 pos = obj->visitablePos();
  189. if((obj->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->memory->alreadyVisited, obj))
  190. || obj->wasVisited(ai->playerID))
  191. {
  192. return false;
  193. }
  194. auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  195. if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
  196. {
  197. return false;
  198. }
  199. //it may be hero visiting this obj
  200. //we don't try visiting object on which allied or owned hero stands
  201. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  202. const CGObjectInstance * topObj = ai->cb->getTopObj(pos);
  203. if(!topObj)
  204. return false; // partly visible obj but its visitable pos is not visible.
  205. if(topObj->ID == Obj::HERO && ai->cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
  206. return false;
  207. else
  208. return true; //all of the following is met
  209. }
  210. Obj ObjectClusterizer::IgnoredObjectTypes[] = {
  211. Obj::BOAT,
  212. Obj::EYE_OF_MAGI,
  213. Obj::MONOLITH_ONE_WAY_ENTRANCE,
  214. Obj::MONOLITH_ONE_WAY_EXIT,
  215. Obj::MONOLITH_TWO_WAY,
  216. Obj::SUBTERRANEAN_GATE,
  217. Obj::WHIRLPOOL,
  218. Obj::BUOY,
  219. Obj::SIGN,
  220. Obj::GARRISON,
  221. Obj::MONSTER,
  222. Obj::GARRISON2,
  223. Obj::BORDERGUARD,
  224. Obj::QUEST_GUARD,
  225. Obj::BORDER_GATE,
  226. Obj::REDWOOD_OBSERVATORY,
  227. Obj::CARTOGRAPHER,
  228. Obj::PILLAR_OF_FIRE
  229. };
  230. void ObjectClusterizer::clusterize()
  231. {
  232. if(isUpToDate)
  233. {
  234. validateObjects();
  235. }
  236. if(isUpToDate && invalidated.empty())
  237. return;
  238. auto start = std::chrono::high_resolution_clock::now();
  239. logAi->debug("Begin object clusterization");
  240. std::vector<const CGObjectInstance *> objs;
  241. if(isUpToDate)
  242. {
  243. for(auto id : invalidated)
  244. {
  245. auto obj = cb->getObj(id, false);
  246. if(obj)
  247. {
  248. objs.push_back(obj);
  249. }
  250. }
  251. invalidated.clear();
  252. }
  253. else
  254. {
  255. nearObjects.reset();
  256. farObjects.reset();
  257. blockedObjects.clear();
  258. invalidated.clear();
  259. objs = std::vector<const CGObjectInstance *>(
  260. ai->memory->visitableObjs.begin(),
  261. ai->memory->visitableObjs.end());
  262. }
  263. #if NKAI_TRACE_LEVEL == 0
  264. tbb::parallel_for(tbb::blocked_range<size_t>(0, objs.size()), [&](const tbb::blocked_range<size_t> & r) {
  265. #else
  266. tbb::blocked_range<size_t> r(0, objs.size());
  267. #endif
  268. auto priorityEvaluator = ai->priorityEvaluators->acquire();
  269. auto heroes = ai->cb->getHeroesInfo();
  270. std::vector<AIPath> pathCache;
  271. for(int i = r.begin(); i != r.end(); i++)
  272. {
  273. clusterizeObject(objs[i], priorityEvaluator.get(), pathCache, heroes);
  274. }
  275. #if NKAI_TRACE_LEVEL == 0
  276. });
  277. #endif
  278. logAi->trace("Near objects count: %i", nearObjects.objects.size());
  279. logAi->trace("Far objects count: %i", farObjects.objects.size());
  280. for(auto pair : blockedObjects)
  281. {
  282. auto blocker = cb->getObj(pair.first);
  283. logAi->trace("Cluster %s %s count: %i", blocker->getObjectName(), blocker->visitablePos().toString(), pair.second->objects.size());
  284. #if NKAI_TRACE_LEVEL >= 1
  285. for(auto obj : pair.second->getObjects(ai->cb.get()))
  286. {
  287. logAi->trace("Object %s %s", obj->getObjectName(), obj->visitablePos().toString());
  288. }
  289. #endif
  290. }
  291. isUpToDate = true;
  292. logAi->trace("Clusterization complete in %ld", timeElapsed(start));
  293. }
  294. void ObjectClusterizer::clusterizeObject(
  295. const CGObjectInstance * obj,
  296. PriorityEvaluator * priorityEvaluator,
  297. std::vector<AIPath> & pathCache,
  298. std::vector<const CGHeroInstance *> & heroes)
  299. {
  300. if(!shouldVisitObject(obj))
  301. {
  302. #if NKAI_TRACE_LEVEL >= 2
  303. logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  304. #endif
  305. return;
  306. }
  307. #if NKAI_TRACE_LEVEL >= 2
  308. logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
  309. #endif
  310. if(ai->isObjectGraphAllowed())
  311. {
  312. ai->pathfinder->calculateQuickPathsWithBlocker(pathCache, heroes, obj->visitablePos());
  313. }
  314. else
  315. ai->pathfinder->calculatePathInfo(pathCache, obj->visitablePos(), false);
  316. if(pathCache.empty())
  317. {
  318. #if NKAI_TRACE_LEVEL >= 2
  319. logAi->trace("No paths found.");
  320. #endif
  321. return;
  322. }
  323. std::sort(pathCache.begin(), pathCache.end(), [](const AIPath & p1, const AIPath & p2) -> bool
  324. {
  325. return p1.movementCost() < p2.movementCost();
  326. });
  327. if(vstd::contains(IgnoredObjectTypes, obj->ID))
  328. {
  329. farObjects.addObject(obj, pathCache.front(), 0);
  330. #if NKAI_TRACE_LEVEL >= 2
  331. logAi->trace("Object ignored. Moved to far objects with path %s", pathCache.front().toString());
  332. #endif
  333. return;
  334. }
  335. std::set<const CGHeroInstance *> heroesProcessed;
  336. for(auto & path : pathCache)
  337. {
  338. #if NKAI_TRACE_LEVEL >= 2
  339. logAi->trace("Checking path %s", path.toString());
  340. #endif
  341. if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)
  342. {
  343. if(path.movementCost() > 2.0f)
  344. {
  345. #if NKAI_TRACE_LEVEL >= 2
  346. logAi->trace("Path is too far %f", path.movementCost());
  347. #endif
  348. continue;
  349. }
  350. }
  351. else if(path.movementCost() > 4.0f && obj->ID != Obj::TOWN)
  352. {
  353. auto strategicalValue = valueEvaluator.getStrategicalValue(obj);
  354. if(strategicalValue < 0.3f)
  355. {
  356. #if NKAI_TRACE_LEVEL >= 2
  357. logAi->trace("Object value is too low %f", strategicalValue);
  358. #endif
  359. continue;
  360. }
  361. }
  362. if(!shouldVisit(ai, path.targetHero, obj))
  363. {
  364. #if NKAI_TRACE_LEVEL >= 2
  365. logAi->trace("Hero %s does not need to visit %s", path.targetHero->getObjectName(), obj->getObjectName());
  366. #endif
  367. continue;
  368. }
  369. if(path.nodes.size() > 1)
  370. {
  371. auto blocker = getBlocker(path);
  372. if(blocker)
  373. {
  374. if(vstd::contains(heroesProcessed, path.targetHero))
  375. {
  376. #if NKAI_TRACE_LEVEL >= 2
  377. logAi->trace("Hero %s is already processed.", path.targetHero->getObjectName());
  378. #endif
  379. continue;
  380. }
  381. heroesProcessed.insert(path.targetHero);
  382. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  383. if(priority < MIN_PRIORITY)
  384. continue;
  385. ClusterMap::accessor cluster;
  386. blockedObjects.insert(
  387. cluster,
  388. ClusterMap::value_type(blocker->id, std::make_shared<ObjectCluster>(blocker)));
  389. cluster->second->addObject(obj, path, priority);
  390. #if NKAI_TRACE_LEVEL >= 2
  391. logAi->trace("Path added to cluster %s%s", blocker->getObjectName(), blocker->visitablePos().toString());
  392. #endif
  393. continue;
  394. }
  395. }
  396. heroesProcessed.insert(path.targetHero);
  397. float priority = priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)));
  398. if(priority < MIN_PRIORITY)
  399. continue;
  400. bool interestingObject = path.turn() <= 2 || priority > 0.5f;
  401. if(interestingObject)
  402. {
  403. nearObjects.addObject(obj, path, priority);
  404. }
  405. else
  406. {
  407. farObjects.addObject(obj, path, priority);
  408. }
  409. #if NKAI_TRACE_LEVEL >= 2
  410. logAi->trace("Path %s added to %s objects. Turn: %d, priority: %f",
  411. path.toString(),
  412. interestingObject ? "near" : "far",
  413. path.turn(),
  414. priority);
  415. #endif
  416. }
  417. }
  418. }