Fix The AI can't find me #7410

This commit is contained in:
owarinoboke
2026-05-31 21:58:29 +08:00
parent c7a3247965
commit 0b195070e6
2 changed files with 28 additions and 6 deletions
@@ -18,6 +18,7 @@
#include "../Goals/CaptureObject.h"
#include "../Goals/ExploreNeighbourTile.h"
#include "../Helpers/ExplorationHelper.h"
#include "../../../lib/CPlayerState.h"
namespace NK2AI
{
@@ -54,16 +55,30 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * aiNk) const
case Obj::SUBTERRANEAN_GATE:
case Obj::WHIRLPOOL:
{
const auto tObj = dynamic_cast<const CGTeleport*>(obj);
for (auto exit : aiNk->cc->getTeleportChannelExits(tObj->channel))
const auto tObj = dynamic_cast<const CGTeleport *>(obj);
for(auto exit : aiNk->cc->getTeleportChannelExits(tObj->channel))
{
if (exit != tObj->id)
if(exit != tObj->id)
{
// TODO: Mircea: Looks like a bug. Should use isVisibleFor with aiNk->playerID
if (!aiNk->cc->isVisible(aiNk->cc->getObjInstance(exit)))
bool isExplored = false;
const CGObjectInstance * exitObj = aiNk->cc->getObjInstance(exit);
if(exitObj)
{
const auto teamState = aiNk->cc->getPlayerTeam(aiNk->playerID);
if(teamState && teamState->fogOfWarMap[exitObj->visitablePos()])
{
isExplored = true;
}
}
if(!isExplored)
{
tasks.push_back(sptr(Composition().addNext(ExplorationPoint(obj->visitablePos(), 50)).addNext(CaptureObject(obj))));
}
}
}
break;
}
}
}
+8 -1
View File
@@ -819,7 +819,14 @@ public:
if(evaluationContext.evaluator.aiNk->cc->getTile(task->tile)->roadType != RoadId::NO_ROAD)
evaluationContext.explorePriority = 1;
if(evaluationContext.explorePriority == 0)
evaluationContext.explorePriority = 3;
{
if(tilesDiscovered >= 20)
evaluationContext.explorePriority = 1;
else if(tilesDiscovered >= 10)
evaluationContext.explorePriority = 2;
else
evaluationContext.explorePriority = 3;
}
}
};