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AI: fix freeze on BuyArmy
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cbbb85fa87
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@ -524,7 +524,8 @@ creInfo infoFromDC(const dwellingContent & dc)
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return ci;
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}
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ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t)
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
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{
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ui64 aivalue = 0;
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@ -552,7 +553,7 @@ ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t)
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return aivalue;
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}
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t)
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t)
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{
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ui64 ret = 0;
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int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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@ -179,8 +179,8 @@ bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t);
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
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int3 whereToExplore(HeroPtr h);
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
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@ -64,7 +64,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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if(ai->isAccessibleForHero(pos, hero))
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{
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//grab army from town
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if(!t->visitingHero && howManyReinforcementsCanGet(hero, t))
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if(!t->visitingHero && howManyReinforcementsCanGet(hero.get(), t))
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{
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if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
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ret.push_back(sptr(VisitTile(pos).sethero(hero)));
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@ -72,10 +72,23 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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//buy army in town
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if (!t->visitingHero || t->visitingHero == hero.get(true))
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{
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ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));
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std::vector<int> values = {
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value,
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(int)howManyReinforcementsCanBuy(t->getUpperArmy(), t),
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(int)howManyReinforcementsCanBuy(hero.get(), t) };
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int val = *std::min_element(values.begin(), values.end());
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logAi->trace(
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"Army value need %i, to hero %i, to town %i",
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value,
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(int)howManyReinforcementsCanBuy(hero.get(), t),
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(int)howManyReinforcementsCanBuy(t->getUpperArmy(), t));
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if (val)
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{
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auto goal = sptr(BuyArmy(t, val).sethero(hero));
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if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
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ret.push_back(goal);
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else
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@ -137,7 +150,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(obj);
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ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, dwelling));
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ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero.get(), dwelling));
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if(val)
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{
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@ -1456,12 +1456,13 @@ void VCAI::wander(HeroPtr h)
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auto compareReinforcements = [h](const CGTownInstance * lhs, const CGTownInstance * rhs) -> bool
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{
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auto r1 = howManyReinforcementsCanGet(h, lhs),
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r2 = howManyReinforcementsCanGet(h, rhs);
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const CGHeroInstance * hptr = h.get();
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auto r1 = howManyReinforcementsCanGet(hptr, lhs),
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r2 = howManyReinforcementsCanGet(hptr, rhs);
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if (r1 != r2)
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return r1 < r2;
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else
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return howManyReinforcementsCanBuy(h, lhs) < howManyReinforcementsCanBuy(h, rhs);
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return howManyReinforcementsCanBuy(hptr, lhs) < howManyReinforcementsCanBuy(hptr, rhs);
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};
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std::vector<const CGTownInstance *> townsReachable;
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@ -2200,6 +2201,8 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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ui64 valueBought = 0;
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//buy the stacks with largest AI value
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makePossibleUpgrades(t);
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while (valueBought < g.value)
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{
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auto res = ah->allResources();
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@ -2209,7 +2212,15 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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{
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auto ci = infoFromDC(t->creatures[i]);
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if(!ci.count || ci.creID == -1 || (g.objid != -1 && ci.creID != g.objid))
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if(!ci.count
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|| ci.creID == -1
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|| (g.objid != -1 && ci.creID != g.objid)
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|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
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continue;
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vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
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if(!ci.count)
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continue;
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ci.level = i; //this is important for Dungeon Summoning Portal
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@ -2223,21 +2234,17 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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*boost::max_element(creaturesInDwellings, [&res](const creInfo & lhs, const creInfo & rhs)
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{
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//max value of creatures we can buy with our res
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int value1 = lhs.cre->AIValue * (std::min(lhs.count, res / lhs.cre->cost)),
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value2 = rhs.cre->AIValue * (std::min(rhs.count, res / rhs.cre->cost));
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int value1 = lhs.cre->AIValue * lhs.count,
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value2 = rhs.cre->AIValue * rhs.count;
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return value1 < value2;
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});
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vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
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if (ci.count > 0 && t->getUpperArmy()->getSlotFor(ci.creID) != SlotID())
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{
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cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
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valueBought += ci.count * ci.cre->AIValue;
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}
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else
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throw cannotFulfillGoalException("Can't buy any more creatures!");
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cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
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valueBought += ci.count * ci.cre->AIValue;
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}
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throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
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}
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