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Merge pull request #494 from dydzio0614/AiTownDevelopmentFixes
AI town development fixes
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commit
0f1e853b4a
@ -48,6 +48,11 @@ bool AIhelper::getBuildingOptions(const CGTownInstance * t)
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return buildingManager->getBuildingOptions(t);
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}
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BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
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{
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return buildingManager->getMaxPossibleGoldBuilding(t);
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}
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boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
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{
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return buildingManager->immediateBuilding();
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@ -49,6 +49,7 @@ public:
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bool hasTasksLeft() const override;
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bool getBuildingOptions(const CGTownInstance * t) override;
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BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
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boost::optional<PotentialBuilding> immediateBuilding() const override;
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boost::optional<PotentialBuilding> expensiveBuilding() const override;
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boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
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@ -137,18 +137,18 @@ void BuildingManager::setAI(VCAI * AI)
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ai = AI;
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}
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//Set of buildings for different goals. Does not include any prerequisites.
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static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
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static const BuildingID goldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL };
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static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
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static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
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static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
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static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
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static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
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static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
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static const std::vector<BuildingID> unitGrowth = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
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BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
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static const BuildingID _spells[] = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
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static const BuildingID extra[] = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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static const std::vector<BuildingID> extra = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
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bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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@ -157,56 +157,55 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
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//TODO: build resource silo, defences when needed
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//Possible - allow "locking" on specific building (build prerequisites and then building itself)
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//TODO: There is some disabled building code in GatherTroops and GatherArmy - take it into account when enhancing building. For now AI works best with building only via Build goal.
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immediateBuildings.clear();
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expensiveBuildings.clear();
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//below algorithm focuses on economy growth at start of the game.
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//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
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//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
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TResources currentRes = cb->getResourceAmount();
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TResources currentIncome = t->dailyIncome();
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
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if(tryBuildAnyStructure(t, essential))
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return true;
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//the more gold the better and less problems later
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if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
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//the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
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if(tryBuildNextStructure(t, basicGoldSource))
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return true;
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//workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
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if (vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) &&
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cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL)
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//workaround for mantis #2696 - build capitol with separate algorithm if it is available
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if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
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{
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if (cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
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{
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if (tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements,
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capitolRequirements + ARRAY_COUNT(capitolRequirements))))
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return true;
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}
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if(tryBuildNextStructure(t, capitolAndRequirements))
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return true;
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}
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//TODO: save money for capitol or city hall if capitol unavailable
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//do not build other things (unless gold source buildings are disabled in map editor)
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if(!t->hasBuilt(BuildingID::FORT)) //in vast majority of situations fort is top priority building if we already have city hall, TODO: unite with unitGrowth building chain
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if(tryBuildThisStructure(t, BuildingID::FORT))
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return true;
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if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
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{
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if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
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if (tryBuildNextStructure(t, unitGrowth, 2))
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return true;
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}
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// first in-game week or second half of any week: try build dwellings
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if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
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//try building dwellings
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if (t->hasBuilt(BuildingID::FORT))
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{
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
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unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
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if (tryBuildAnyStructure(t, unitsSource, 8 - cb->getDate(Date::DAY_OF_WEEK)))
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return true;
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}
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//try to upgrade dwelling
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for (int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
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for (int i = 0; i < unitsUpgrade.size(); i++)
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{
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if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
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if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
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{
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if (tryBuildThisStructure(t, unitsUpgrade[i]))
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return true;
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@ -214,9 +213,9 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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}
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//remaining tasks
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if (tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
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if (tryBuildNextStructure(t, _spells))
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return true;
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
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if (tryBuildAnyStructure(t, extra))
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return true;
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//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
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@ -232,6 +231,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
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return false;
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}
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BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
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{
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if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
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return BuildingID::CAPITOL;
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else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
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return BuildingID::CITY_HALL;
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else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
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return BuildingID::TOWN_HALL;
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else
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return BuildingID::VILLAGE_HALL;
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}
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boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
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{
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if (immediateBuildings.size())
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@ -51,6 +51,7 @@ public:
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//try build anything in given town, and execute resulting Goal if any
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bool getBuildingOptions(const CGTownInstance * t) override;
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BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
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boost::optional<PotentialBuilding> immediateBuilding() const override;
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boost::optional<PotentialBuilding> expensiveBuilding() const override;
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boost::optional<BuildingID> canBuildAnyStructure(const CGTownInstance * t, const std::vector<BuildingID> & buildList, unsigned int maxDays = 7) const override;
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@ -1227,10 +1227,10 @@ TSubgoal GatherTroops::whatToDoToAchieve()
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{
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dwellings.push_back(t);
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}
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else
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{
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/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
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{
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return sptr(Goals::BuildThis(bid, t).setpriority(priority));
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}
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}*/
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}
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}
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for(auto obj : ai->visitableObjs)
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@ -1364,18 +1364,39 @@ TGoalVec Goals::Build::getAllPossibleSubgoals()
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{
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//start fresh with every town
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ai->ah->getBuildingOptions(t);
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auto ib = ai->ah->immediateBuilding();
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if (ib.is_initialized())
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auto immediateBuilding = ai->ah->immediateBuilding();
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auto expensiveBuilding = ai->ah->expensiveBuilding();
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//handling for early town development to save money and focus on income
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if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
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{
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auto potentialBuilding = expensiveBuilding.get();
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switch(expensiveBuilding.get().bid)
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{
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case BuildingID::TOWN_HALL:
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case BuildingID::CITY_HALL:
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case BuildingID::CAPITOL:
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case BuildingID::FORT:
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case BuildingID::CITADEL:
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case BuildingID::CASTLE:
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//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
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auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
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ret.push_back(goal);
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return ret;
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break;
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}
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}
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if (immediateBuilding.is_initialized())
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{
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ret.push_back(sptr(Goals::BuildThis(ib.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
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ret.push_back(sptr(Goals::BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
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}
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else //try build later
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{
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auto eb = ai->ah->expensiveBuilding();
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if (eb.is_initialized())
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if (expensiveBuilding.is_initialized())
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{
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auto pb = eb.get(); //gather resources for any we can't afford
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auto goal = ai->ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t).setpriority(0.5)));
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auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
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auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
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ret.push_back(goal);
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}
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}
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@ -1459,7 +1480,9 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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//build dwelling
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//TODO: plan building over multiple turns?
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//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
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auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
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//Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
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/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
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if (bid.is_initialized())
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{
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auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
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@ -1467,7 +1490,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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ret.push_back(goal);
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else
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logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
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}
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}*/
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}
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}
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