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Merge pull request #2051 from vcmi/nkai-fix-recruiting-hero

Nkai fix recruiting hero
This commit is contained in:
Andrii Danylchenko
2023-04-23 16:14:40 +03:00
committed by GitHub
13 changed files with 69 additions and 64 deletions

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@@ -1058,27 +1058,6 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
}
}
bool AIGateway::canRecruitAnyHero(const CGTownInstance * t) const
{
//TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
if(!t)
t = findTownWithTavern();
if(!t || !townHasFreeTavern(t))
return false;
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
return false;
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
return false;
if(cb->getHeroesInfo().size() >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
return false;
if(!cb->getAvailableHeroes(t).size())
return false;
return true;
}
void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
{
NET_EVENT_HANDLER;
@@ -1160,16 +1139,6 @@ void AIGateway::addVisitableObj(const CGObjectInstance * obj)
}
}
HeroPtr AIGateway::getHeroWithGrail() const
{
for(const CGHeroInstance * h : cb->getHeroesInfo())
{
if(h->hasArt(ArtifactID::GRAIL))
return h;
}
return nullptr;
}
bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
{
if(h->inTownGarrison && h->visitedTown)
@@ -1437,15 +1406,6 @@ void AIGateway::tryRealize(Goals::Trade & g) //trade
}
}
const CGTownInstance * AIGateway::findTownWithTavern() const
{
for(const CGTownInstance * t : cb->getTownsInfo())
if(townHasFreeTavern(t))
return t;
return nullptr;
}
void AIGateway::endTurn()
{
logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());

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@@ -198,11 +198,6 @@ public:
void retrieveVisitableObjs();
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
HeroPtr getHeroWithGrail() const;
const CGTownInstance * findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
void requestSent(const CPackForServer * pack, int requestID) override;
void answerQuery(QueryID queryID, int selection);
//special function that can be called ONLY from game events handling thread and will send request ASAP

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@@ -12,6 +12,8 @@
#include "../Engine/Nullkiller.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/CHeroHandler.h"
#include "../../../lib/GameSettings.h"
#include "../../../lib/CGameState.h"
namespace NKAI
{
@@ -179,6 +181,51 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
return evaluateFightingStrength(hero);
}
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
{
if(!town)
town = findTownWithTavern();
if(!town || !townHasFreeTavern(town))
return false;
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
return false;
const bool includeGarnisoned = true;
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
if(heroCount >= ALLOWED_ROAMING_HEROES)
return false;
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
return false;
if(!cb->getAvailableHeroes(town).size())
return false;
return true;
}
const CGTownInstance * HeroManager::findTownWithTavern() const
{
for(const CGTownInstance * t : cb->getTownsInfo())
if(townHasFreeTavern(t))
return t;
return nullptr;
}
const CGHeroInstance * HeroManager::findHeroWithGrail() const
{
for(const CGHeroInstance * h : cb->getHeroesInfo())
{
if(h->hasArt(ArtifactID::GRAIL))
return h;
}
return nullptr;
}
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
:scoreMap(scoreMap)
{

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@@ -30,6 +30,8 @@ public:
virtual void update() = 0;
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
};
class DLL_EXPORT ISecondarySkillRule
@@ -57,20 +59,24 @@ private:
static SecondarySkillEvaluator scountSkillsScores;
CCallback * cb; //this is enough, but we downcast from CCallback
const Nullkiller * ai;
std::map<HeroPtr, HeroRole> heroRoles;
public:
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB) {}
HeroManager(CCallback * CB, const Nullkiller * ai) : cb(CB), ai(ai) {}
const std::map<HeroPtr, HeroRole> & getHeroRoles() const override;
HeroRole getHeroRole(const HeroPtr & hero) const override;
int selectBestSkill(const HeroPtr & hero, const std::vector<SecondarySkill> & skills) const override;
void update() override;
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
float evaluateHero(const CGHeroInstance * hero) const override;
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
const CGHeroInstance * findHeroWithGrail() const override;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
float evaluateSpeciality(const CGHeroInstance * hero) const;
const CGTownInstance * findTownWithTavern() const;
};
// basic skill scores. missing skills will have score of 0

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@@ -209,7 +209,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
{
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
if(tasks.empty())
if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
}

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@@ -58,13 +58,6 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
if(!treatNode.fastestDanger.hero)
{
logAi->trace("No treat found for town %s", town->getNameTranslated());
return;
}
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
if(town->garrisonHero)
@@ -91,6 +84,13 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
return;
}
if(!treatNode.fastestDanger.hero)
{
logAi->trace("No treat found for town %s", town->getNameTranslated());
return;
}
uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);

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@@ -53,7 +53,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
for(auto town : towns)
{
if(ai->canRecruitAnyHero(town))
if(ai->nullkiller->heroManager->canRecruitHero(town))
{
auto availableHeroes = cb->getAvailableHeroes(town);

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@@ -66,7 +66,7 @@ const CGHeroInstance * getNearestHero(const CGTownInstance * town)
bool needToRecruitHero(const CGTownInstance * startupTown)
{
if(!ai->canRecruitAnyHero(startupTown))
if(!ai->nullkiller->heroManager->canRecruitHero(startupTown))
return false;
if(!startupTown->garrisonHero && !startupTown->visitingHero)

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@@ -117,7 +117,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
void Nullkiller::resetAiState()
{
lockedResources = TResources();
scanDepth = ScanDepth::SMALL;
scanDepth = ScanDepth::FULL;
playerID = ai->playerID;
lockedHeroes.clear();
dangerHitMap->reset();

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@@ -88,6 +88,7 @@ public:
int32_t getFreeGold() const { return getFreeResources()[EGameResID::GOLD]; }
void lockResources(const TResources & res);
const TResources & getLockedResources() const { return lockedResources; }
ScanDepth getScanDepth() const { return scanDepth; }
private:
void resetAiState();

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@@ -33,8 +33,6 @@ void RecruitHero::accept(AIGateway * ai)
{
auto t = town;
if(!t) t = ai->findTownWithTavern();
if(!t)
{
throw cannotFulfillGoalException("No town to recruit hero!");

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@@ -1093,7 +1093,7 @@ void AINodeStorage::calculateTownPortal(
if(nodeOptional)
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace("Adding town portal node at %s", targetTown->name);
logAi->trace("Adding town portal node at %s", targetTown->getObjectName());
#endif
output.push_back(nodeOptional.value());
}

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@@ -53,15 +53,13 @@ namespace AIPathfinding
for(const CGTownInstance * t : cb->getTownsInfo())
{
// do not allow ally shipyards because of bug
if(t->hasBuilt(BuildingID::SHIPYARD) && t->getOwner() == ai->playerID)
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for(const CGObjectInstance * obj : ai->memory->visitableObjs)
{
// do not allow ally shipyards because of bug
if(obj->ID != Obj::TOWN && obj->getOwner() == ai->playerID) //towns were handled in the previous loop
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if(const IShipyard * shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);