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refactoring with guardingCreaturePosition
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@@ -791,7 +791,7 @@ bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, Playe
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return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
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}
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void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyBlocked) const
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void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyGuarded) const
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{
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std::vector<int> floors;
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floors.reserve(gameState().getMap().levels());
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@@ -809,36 +809,19 @@ void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearb
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tinfo = getTile(int3 (xd,yd,zd));
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if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
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{
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bool nearbyMonsterOrBlocked = false;
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if (skipIfNearbyBlocked)
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{
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FowTilesType nearbyTiles;
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getTilesInRange( nearbyTiles, int3 (xd,yd,zd), 1, ETileVisibility::REVEALED);
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for (auto & nearbyTile : nearbyTiles)
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{
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auto nearbyTileInfo = getTile(nearbyTile);
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if (nearbyTileInfo->isLand() && nearbyTileInfo->getTerrain()->isPassable() && !nearbyTileInfo->blocked())
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continue;
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#if NKAI_TRACE_LEVEL >= 2
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std::ostringstream tPos;
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tPos << "(" << xd << "," << yd << "," << zd << ")";
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std::ostringstream nearbyTPos;
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nearbyTPos << "(" << nearbyTile.x << "," << nearbyTile.y << "," << nearbyTile.z << ")";
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logGlobal->trace("Skipping free tile %d because nearby tile %s is blocked", tPos.str(), nearbyTPos.str());
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#endif
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nearbyMonsterOrBlocked = true;
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break;
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}
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}
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// Ensure that CGameHandler::spawnWanderingMonsters won't set a random monster next to another monster
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// because Nullkiller AI is not able to go to one monster without falling into the attack range of the nearby one
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// See GraphPaths::addChainInfo if(node.linkDanger > 0) (no link between random monsters and map monsters)
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if (!nearbyMonsterOrBlocked)
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tiles.emplace_back(xd, yd, zd);
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// Ivan: When new monster spawns, AI should receive AIGateway::newObject call for each object visible to AI. Probably you need to invalidate
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// that data for AI & force recalculation on next turn. New queries to gamestate, like getGuardingCreaturePosition that are done either
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// from AIGateway::newObject method or at any point later should correctly include newly spawned monsters
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// TODO: Ensure this linking issue is properly fixed, not just with the workaround below
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if (skipIfNearbyGuarded && guardingCreaturePosition(int3 (xd,yd,zd)).isValid())
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{
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continue;
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}
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tiles.emplace_back(xd, yd, zd);
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}
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}
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}
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@@ -102,7 +102,7 @@ public:
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bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const override;
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//used for random spawns
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void getFreeTiles(std::vector<int3> &tiles, bool skipIfNearbyBlocked) const;
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void getFreeTiles(std::vector<int3> &tiles, bool skipIfNearbyGuarded) const;
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void getTilesInRange(FowTilesType & tiles, const int3 & pos, int radius, ETileVisibility mode, std::optional<PlayerColor> player = std::optional<PlayerColor>(), int3::EDistanceFormula formula = int3::DIST_2D) const override;
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void getAllTiles(FowTilesType &tiles, std::optional<PlayerColor> player, int level, const std::function<bool(const TerrainTile *)> & filter) const override;
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@@ -3996,7 +3996,7 @@ void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
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std::vector<int3>::iterator tile;
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std::vector<int3> tiles;
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gameState().getFreeTiles(tiles, true);
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ui32 amount = tiles.size() / 10; //Chance is 10% for each free tile. Higher than 0.5% because there are way fewer with nearby unblocked
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ui32 amount = tiles.size() / 100; //Chance is 1% for each tile. Higher than the original 0.5% because there are fewer with nearby unguarded
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RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
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logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);
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