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Merge pull request #494 from dydzio0614/AiTownDevelopmentFixes

AI town development fixes
This commit is contained in:
Alexander Shishkin 2018-10-22 09:44:39 +03:00 committed by GitHub
commit 0f1e853b4a
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5 changed files with 85 additions and 44 deletions

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@ -48,6 +48,11 @@ bool AIhelper::getBuildingOptions(const CGTownInstance * t)
return buildingManager->getBuildingOptions(t);
}
BuildingID AIhelper::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
return buildingManager->getMaxPossibleGoldBuilding(t);
}
boost::optional<PotentialBuilding> AIhelper::immediateBuilding() const
{
return buildingManager->immediateBuilding();

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@ -49,6 +49,7 @@ public:
bool hasTasksLeft() const override;
bool getBuildingOptions(const CGTownInstance * t) override;
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
boost::optional<PotentialBuilding> immediateBuilding() const override;
boost::optional<PotentialBuilding> expensiveBuilding() const override;
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)
ai = AI;
}
//Set of buildings for different goals. Does not include any prerequisites.
static const BuildingID essential[] = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
static const BuildingID goldSource[] = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL };
static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
static const std::vector<BuildingID> essential = { BuildingID::TAVERN, BuildingID::TOWN_HALL };
static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL, BuildingID::CITY_HALL };
static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
static const std::vector<BuildingID> unitGrowth = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const BuildingID _spells[] = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };
static const BuildingID extra[] = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
static const std::vector<BuildingID> extra = { BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD }; // all remaining buildings
bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
@ -158,55 +158,54 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//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.
immediateBuildings.clear();
expensiveBuildings.clear();
//below algorithm focuses on economy growth at start of the game.
//below algorithm focuses on economy growth at start of the game, saving money instead of build rushing is handled by Build goal
//changing code blocks order will alter behavior by changing order of adding elements to immediateBuildings / expensiveBuildings
TResources currentRes = cb->getResourceAmount();
TResources currentIncome = t->dailyIncome();
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
if(tryBuildAnyStructure(t, essential))
return true;
//the more gold the better and less problems later
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
//the more gold the better and less problems later //TODO: what about building mage guild / marketplace etc. with city hall disabled in editor?
if(tryBuildNextStructure(t, basicGoldSource))
return true;
//workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
if (vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) &&
cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL)
//workaround for mantis #2696 - build capitol with separate algorithm if it is available
if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && getMaxPossibleGoldBuilding(t) == BuildingID::CAPITOL)
{
if (cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
{
if (tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements,
capitolRequirements + ARRAY_COUNT(capitolRequirements))))
if(tryBuildNextStructure(t, capitolAndRequirements))
return true;
}
}
//TODO: save money for capitol or city hall if capitol unavailable
//do not build other things (unless gold source buildings are disabled in map editor)
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
if(tryBuildThisStructure(t, BuildingID::FORT))
return true;
if (cb->getDate(Date::DAY_OF_WEEK) > 6) // last 2 days of week - try to focus on growth
{
if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
if (tryBuildNextStructure(t, unitGrowth, 2))
return true;
}
// first in-game week or second half of any week: try build dwellings
if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
//try building dwellings
if (t->hasBuilt(BuildingID::FORT))
{
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource,
unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
if (tryBuildAnyStructure(t, unitsSource, 8 - cb->getDate(Date::DAY_OF_WEEK)))
return true;
}
//try to upgrade dwelling
for (int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
for (int i = 0; i < unitsUpgrade.size(); i++)
{
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]) && t->hasBuilt(BuildingID::FORT))
{
if (tryBuildThisStructure(t, unitsUpgrade[i]))
return true;
@ -214,9 +213,9 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
}
//remaining tasks
if (tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
if (tryBuildNextStructure(t, _spells))
return true;
if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
if (tryBuildAnyStructure(t, extra))
return true;
//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
@ -232,6 +231,18 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
return false;
}
BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
{
if(cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
return BuildingID::CAPITOL;
else if(cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
return BuildingID::CITY_HALL;
else if(cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN)
return BuildingID::TOWN_HALL;
else
return BuildingID::VILLAGE_HALL;
}
boost::optional<PotentialBuilding> BuildingManager::immediateBuilding() const
{
if (immediateBuildings.size())

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@ -51,6 +51,7 @@ public:
//try build anything in given town, and execute resulting Goal if any
bool getBuildingOptions(const CGTownInstance * t) override;
BuildingID getMaxPossibleGoldBuilding(const CGTownInstance * t);
boost::optional<PotentialBuilding> immediateBuilding() const override;
boost::optional<PotentialBuilding> expensiveBuilding() const override;
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()
{
dwellings.push_back(t);
}
else
/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
{
return sptr(Goals::BuildThis(bid, t).setpriority(priority));
}
}*/
}
}
for(auto obj : ai->visitableObjs)
@ -1364,18 +1364,39 @@ TGoalVec Goals::Build::getAllPossibleSubgoals()
{
//start fresh with every town
ai->ah->getBuildingOptions(t);
auto ib = ai->ah->immediateBuilding();
if (ib.is_initialized())
auto immediateBuilding = ai->ah->immediateBuilding();
auto expensiveBuilding = ai->ah->expensiveBuilding();
//handling for early town development to save money and focus on income
if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
{
ret.push_back(sptr(Goals::BuildThis(ib.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
auto potentialBuilding = expensiveBuilding.get();
switch(expensiveBuilding.get().bid)
{
case BuildingID::TOWN_HALL:
case BuildingID::CITY_HALL:
case BuildingID::CAPITOL:
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
//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.
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
ret.push_back(goal);
return ret;
break;
}
}
if (immediateBuilding.is_initialized())
{
ret.push_back(sptr(Goals::BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
auto eb = ai->ah->expensiveBuilding();
if (eb.is_initialized())
if (expensiveBuilding.is_initialized())
{
auto pb = eb.get(); //gather resources for any we can't afford
auto goal = ai->ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t).setpriority(0.5)));
auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
ret.push_back(goal);
}
}
@ -1459,7 +1480,9 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
//build dwelling
//TODO: plan building over multiple turns?
//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
//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
/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
if (bid.is_initialized())
{
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
@ -1467,7 +1490,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
ret.push_back(goal);
else
logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
}
}*/
}
}