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vcmi/AI/Nullkiller/Pathfinding/Actors.cpp

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/*
* AINodeStorage.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 "Actors.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../Goals/VisitHero.h"
class ExchangeAction : public ISpecialAction
{
private:
const CGHeroInstance * target;
const CGHeroInstance * source;
public:
ExchangeAction(const CGHeroInstance * target, const CGHeroInstance * source)
:target(target), source(source)
{ }
virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
{
return Goals::sptr(Goals::VisitHero(target->id.getNum()).sethero(hero));
}
};
ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
{
baseActor = static_cast<HeroActor *>(this);
initialPosition = hero->visitablePos();
layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
initialMovement = hero->movement;
initialTurn = 0;
armyValue = hero->getTotalStrength();
}
ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
{
baseActor = static_cast<HeroActor *>(this);
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armyValue = hero->getFightingStrength() * heroArmy->getArmyStrength();
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}
HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
:ChainActor(hero, chainMask)
{
setupSpecialActors();
}
HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
:ChainActor(
carrier,
other,
pickBestCreatures(carrier->creatureSet, other->creatureSet))
{
setupSpecialActors();
exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
}
std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
{
return baseActor->exchangeAction;
}
void ChainActor::setBaseActor(HeroActor * base)
{
baseActor = base;
hero = base->hero;
layer = base->layer;
initialMovement = base->initialMovement;
initialTurn = base->initialTurn;
armyValue = base->armyValue;
chainMask = base->chainMask;
creatureSet = base->creatureSet;
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isMovable = base->isMovable;
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}
void HeroActor::setupSpecialActors()
{
auto allActors = std::vector<ChainActor *>{ this };
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for(ChainActor & specialActor : specialActors)
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{
specialActor.setBaseActor(this);
allActors.push_back(&specialActor);
}
for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
{
ChainActor * actor = allActors[i];
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actor->allowBattle = (i & 1) > 0;
actor->allowSpellCast = (i & 2) > 0;
actor->allowUseResources = (i & 4) > 0;
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actor->battleActor = allActors[i | 1];
actor->castActor = allActors[i | 2];
actor->resourceActor = allActors[i | 4];
}
}
ChainActor * ChainActor::exchange(const ChainActor * other) const
{
return baseActor->exchange(this, other);
}
bool ChainActor::canExchange(const ChainActor * other) const
{
return baseActor->canExchange(other->baseActor);
}
namespace vstd
{
template <class M, class Key, class F>
typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
{
typedef typename M::mapped_type V;
std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
V &v = r.first->second;
if(r.second)
f(v);
return v;
}
}
bool HeroActor::canExchange(const HeroActor * other)
{
return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
result = (chainMask & other->chainMask) == 0
&& howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
});
}
ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
{
HeroActor * result;
const HeroActor * otherBase = other->getBaseActor();
if(vstd::contains(exchangeMap, otherBase))
result = exchangeMap.at(otherBase);
else
{
// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
result = new HeroActor(specialActor, other);
exchangeMap[otherBase] = result;
}
if(specialActor == this)
return result;
int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
return &actor == specialActor;
});
return &result->specialActors[index];
}
CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
{
CCreatureSet * target = new CCreatureSet();
const CCreatureSet * armies[] = { army1, army2 };
//we calculate total strength for each creature type available in armies
std::map<const CCreature *, int> creToPower;
for(auto armyPtr : armies)
{
for(auto & i : armyPtr->Slots())
{
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creToPower[i.second->type] += i.second->count;
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}
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
int armySize = creToPower.size();
vstd::amin(armySize, GameConstants::ARMY_SIZE);
for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature *, int> & CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
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return lhs.first->AIValue * lhs.second < rhs.first->AIValue * rhs.second;
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});
target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
creToPower.erase(creIt);
}
return target;
}