1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Nullkiller: fix crash, refactor

This commit is contained in:
Andrii Danylchenko 2021-05-16 15:08:39 +03:00 committed by Andrii Danylchenko
parent fb3cda666f
commit 0265de77fa
4 changed files with 24 additions and 14 deletions

View File

@ -243,8 +243,10 @@ void Nullkiller::makeTurn()
return;
}
std::string taskDescr = bestTask->toString();
boost::this_thread::interruption_point();
logAi->debug("Trying to realize %s (value %2.3f)", bestTask->toString(), bestTask->priority);
logAi->debug("Trying to realize %s (value %2.3f)", taskDescr, bestTask->priority);
try
{
@ -256,7 +258,7 @@ void Nullkiller::makeTurn()
}
catch(std::exception & e)
{
logAi->debug("Failed to realize subgoal of type %s, I will stop.", bestTask->toString());
logAi->debug("Failed to realize subgoal of type %s, I will stop.", taskDescr);
logAi->debug("The error message was: %s", e.what());
return;

View File

@ -30,6 +30,9 @@ const uint64_t FirstActorMask = 1;
const int BUCKET_COUNT = 11;
const int BUCKET_SIZE = GameConstants::MAX_HEROES_PER_PLAYER;
const int NUM_CHAINS = BUCKET_COUNT * BUCKET_SIZE;
const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN = 5000;
const uint64_t MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR = 1000;
AISharedStorage::AISharedStorage(int3 sizes)
{
@ -535,7 +538,7 @@ bool AINodeStorage::selectNextActor()
if(nextActor != actors.end())
{
if(nextActor->get()->armyValue < 1000)
if(nextActor->get()->armyValue < MIN_ARMY_STRENGTH_FOR_NEXT_ACTOR)
return false;
chainMask = nextActor->get()->chainMask;

View File

@ -93,11 +93,11 @@ HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t ch
}
HeroActor::HeroActor(
const ChainActor * carrier,
const ChainActor * other,
const HeroExchangeArmy * army,
const ChainActor * carrier,
const ChainActor * other,
const HeroExchangeArmy * army,
const Nullkiller * ai)
:ChainActor(carrier, other, army)
:ChainActor(carrier, other, army)
{
exchangeMap.reset(new HeroExchangeMap(this, ai));
armyCost += army->armyCost;
@ -124,7 +124,7 @@ void ChainActor::setBaseActor(HeroActor * base)
void HeroActor::setupSpecialActors()
{
auto allActors = std::vector<ChainActor *>{ this };
auto allActors = std::vector<ChainActor *>{this};
for(ChainActor & specialActor : specialActors)
{
@ -240,6 +240,9 @@ HeroActor * HeroExchangeMap::tryExchange(const ChainActor * other)
return nullptr;
}
if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
return nullptr;
TResources availableResources = resources - actor->armyCost - other->armyCost;
HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
HeroExchangeArmy * newArmy;
@ -277,7 +280,7 @@ HeroActor * HeroExchangeMap::tryExchange(const ChainActor * other)
100.0f * reinforcement / actor->armyValue);
#endif
if(reinforcement <= actor->armyValue / 10 && reinforcement < 1000)
if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
{
delete newArmy;
@ -367,10 +370,10 @@ HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMa
}
DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
:ObjectActor(
dwelling,
getDwellingCreatures(dwelling, waitForGrowth),
chainMask,
: ObjectActor(
dwelling,
getDwellingCreatures(dwelling, waitForGrowth),
chainMask,
getInitialTurn(waitForGrowth, dayOfWeek)),
dwelling(dwelling)
{
@ -409,7 +412,7 @@ CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling,
auto creature = creatureInfo.second.back().toCreature();
auto count = creatureInfo.first;
if(waitForGrowth)
{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);

View File

@ -15,6 +15,8 @@
#include "../AIUtility.h"
#include "Actions/SpecialAction.h"
extern const uint64_t MIN_ARMY_STRENGTH_FOR_CHAIN;
class HeroActor;
class Nullkiller;