mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fix StupidAI trying to attack through obstacle
This commit is contained in:
parent
f31c5169b5
commit
36854742e4
@ -161,7 +161,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
|
||||
|
||||
if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
|
||||
{
|
||||
return goTowards(stack, closestEnemy->s);
|
||||
return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
|
||||
}
|
||||
}
|
||||
|
||||
@ -229,31 +229,37 @@ void CStupidAI::print(const std::string &text) const
|
||||
logAi->trace("CStupidAI [%p]: %s", this, text);
|
||||
}
|
||||
|
||||
BattleAction CStupidAI::goTowards(const CStack * stack, const CStack * enemy) const
|
||||
BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
|
||||
{
|
||||
auto destination = enemy->getPosition();
|
||||
assert(destination.isValid());
|
||||
auto reachability = cb->getReachability(stack);
|
||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
|
||||
|
||||
if(vstd::contains(avHexes, destination))
|
||||
return BattleAction::makeMove(stack, destination);
|
||||
|
||||
auto destNeighbours = destination.neighbouringTiles();
|
||||
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
|
||||
{
|
||||
logAi->warn("Warning: already standing on neighbouring tile!");
|
||||
//We shouldn't even be here...
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
if(!avHexes.size()) //we are blocked or dest is blocked
|
||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
BattleHex bestNeighbor = destination;
|
||||
if(reachability.distToNearestNeighbour(stack, enemy, &bestNeighbor) > GameConstants::BFIELD_SIZE)
|
||||
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
|
||||
{
|
||||
return reachability.distances[h1] < reachability.distances[h2];
|
||||
});
|
||||
|
||||
for(auto hex : hexes)
|
||||
{
|
||||
if(vstd::contains(avHexes, hex))
|
||||
return BattleAction::makeMove(stack, hex);
|
||||
|
||||
if(stack->coversPos(hex))
|
||||
{
|
||||
logAi->warn("Warning: already standing on neighbouring tile!");
|
||||
//We shouldn't even be here...
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
}
|
||||
|
||||
BattleHex bestNeighbor = hexes.front();
|
||||
|
||||
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
@ -46,6 +46,6 @@ public:
|
||||
virtual void loadGame(BinaryDeserializer & h, const int version) override;
|
||||
|
||||
private:
|
||||
BattleAction goTowards(const CStack * stack, const CStack * enemy) const;
|
||||
BattleAction goTowards(const CStack * stack, std::vector<BattleHex> hexes) const;
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user