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