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AI - improve exploration, cancel deadends
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commit
2466489e13
@ -18,7 +18,6 @@
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CQuest.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/mapping/CMapDefines.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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@ -431,18 +430,31 @@ bool isBlockVisitObj(const int3 & pos)
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp)
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bool hasReachableNeighbor(const int3 &pos, const CPathsInfo* paths, CCallback * cbp)
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{
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//TODO: do not explore dead-end boundaries
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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for (crint3 dir : int3::getDirs())
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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int3 tile = pos + dir;
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if (cbp->isInTheMap(tile) && paths->getPathInfo(tile)->reachable())
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{
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return true;
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}
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}
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, const CPathsInfo* pathsInfo)
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{
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int ret = 0;
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for (int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for (int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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if (cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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{
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if(!boundaryBetweenTwoPoints(pos, npos, cbp))
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if (hasReachableNeighbor(npos, pathsInfo, cbp))
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ret++;
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}
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}
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@ -458,14 +470,14 @@ bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp) //determine
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int yMin = std::min(pos1.y, pos2.y);
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int yMax = std::max(pos1.y, pos2.y);
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for(int x = xMin; x <= xMax; ++x)
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for (int x = xMin; x <= xMax; ++x)
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{
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for(int y = yMin; y <= yMax; ++y)
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for (int y = yMin; y <= yMax; ++y)
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{
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int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
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if(std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
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if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
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{
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if(!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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return false;
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}
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}
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@ -473,11 +485,6 @@ bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp) //determine
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return true; //if all are visible and blocked, we're at dead end
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}
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
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{
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return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
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}
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
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{
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for(const int3 & tile : tiles)
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@ -17,6 +17,7 @@
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#include "../../lib/CStopWatch.h"
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#include "../../lib/mapObjects/CObjectHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/CPathfinder.h"
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class CCallback;
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@ -141,8 +142,7 @@ void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const
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void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
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void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp);
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, const CPathsInfo * pathsInfo);
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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@ -155,7 +155,6 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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ui64 evaluateDanger(const CGObjectInstance * obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp);
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bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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@ -2625,22 +2625,21 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
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int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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{
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int3 ourPos = h->convertPosition(h->pos, false);
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std::map<int3, int> dstToRevealedTiles;
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for(crint3 dir : int3::getDirs())
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auto pathsInfo = cb->getPathsInfo(h.get());
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for (crint3 dir : int3::getDirs())
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{
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int3 tile = hpos + dir;
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if(cb->isInTheMap(tile))
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if (cb->isInTheMap(tile))
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{
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if(ourPos != dir) //don't stand in place
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if (isBlockVisitObj(tile))
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continue;
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if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
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{
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if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
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{
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if(isBlockVisitObj(tile))
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continue;
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else
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dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
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}
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auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
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dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), pathsInfo) / distance;
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}
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}
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}
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@ -2651,7 +2650,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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auto best = dstToRevealedTiles.begin();
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for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
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{
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const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
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const CGPathNode * pn = pathsInfo->getPathInfo(i->first);
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//const TerrainTile *t = cb->getTile(i->first);
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if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
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best = i;
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@ -2668,6 +2667,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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int radius = h->getSightRadius();
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CCallback * cbp = cb.get();
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const CGHeroInstance * hero = h.get();
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const CPathsInfo * pathsInfo = cbp->getPathsInfo(hero);
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std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
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tiles.resize(radius);
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@ -2695,8 +2695,8 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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continue;
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CGPath path;
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cb->getPathsInfo(hero)->getPath(path, tile);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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pathsInfo->getPath(path, tile);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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{
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@ -2722,6 +2722,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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tiles.resize(radius);
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CCallback * cbp = cb.get();
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const CPathsInfo * pathsInfo = cbp->getPathsInfo(h.get());
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foreach_tile_pos([&](const int3 & pos)
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{
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@ -2741,7 +2742,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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{
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if(cbp->getTile(tile)->blocked) //does it shorten the time?
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continue;
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if(!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
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if(!howManyTilesWillBeDiscovered(tile, radius, cbp, pathsInfo)) //avoid costly checks of tiles that don't reveal much
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continue;
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auto t = sm->firstTileToGet(h, tile);
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