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AI: adding towns and dwellings to hero chain
This commit is contained in:
parent
8961f1c803
commit
3a0d9fe14e
@ -201,11 +201,11 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
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bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
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{
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const ui64 heroStrengthVariable = h->getFightingStrength() * heroArmy->getArmyStrength();
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const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
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if(dangerStrength)
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{
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if(heroStrengthVariable / SAFE_ATTACK_CONSTANT > dangerStrength)
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if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
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{
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return true;
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}
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@ -291,6 +291,9 @@ void AINodeStorage::addHeroChain(AIPathNode * srcNode, std::vector<AIPathNode *>
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void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
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{
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if(!carrier->actor->isMovable)
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return;
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if(carrier->actor->canExchange(other->actor))
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{
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#ifdef VCMI_TRACE_PATHFINDER_EX
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@ -421,7 +424,52 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
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{
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uint64_t mask = 1 << actors.size();
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actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
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actors.push_back(std::make_shared<HeroActor>(hero.get(), mask, ai));
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}
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}
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void AINodeStorage::setTownsAndDwellings(
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const std::vector<const CGTownInstance *> & towns,
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const std::vector<const CGObjectInstance *> & visitableObjs)
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{
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for(auto town : towns)
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{
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uint64_t mask = 1 << actors.size();
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if(town->getUpperArmy()->getArmyStrength())
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{
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actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
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}
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}
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auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
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auto waitForGrowth = dayOfWeek > 4;
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for(auto obj: visitableObjs)
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{
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const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
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if(dwelling)
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{
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uint64_t mask = 1 << actors.size();
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auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
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if(dwellingActor->creatureSet->getArmyStrength())
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{
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actors.push_back(dwellingActor);
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}
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if(waitForGrowth)
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{
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mask = 1 << actors.size();
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dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
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if(dwellingActor->creatureSet->getArmyStrength())
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{
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actors.push_back(dwellingActor);
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}
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}
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}
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}
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}
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@ -22,8 +22,6 @@
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#include "Actors.h"
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#include <inttypes.h>
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#define VCMI_TRACE_PATHFINDER
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struct AIPathNode : public CGPathNode
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{
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uint64_t danger;
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@ -116,6 +114,9 @@ public:
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std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
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bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
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void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
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void setTownsAndDwellings(
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const std::vector<const CGTownInstance *> & towns,
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const std::vector<const CGObjectInstance *> & visitableObjs);
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const CGHeroInstance * getHero(const CGPathNode * node) const;
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const std::set<const CGHeroInstance *> getAllHeroes() const;
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void clear();
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@ -65,4 +65,4 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain)
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logAi->trace("Recalculate chain pass %" PRIi32, pass);
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useHeroChain = useHeroChain && storage->calculateHeroChain();
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} while(useHeroChain);
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}
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}
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@ -9,12 +9,13 @@
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*/
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#include "StdInc.h"
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#include "Actors.h"
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#include "../Goals/VisitHero.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../Goals/VisitHero.h"
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class ExchangeAction : public ISpecialAction
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{
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private:
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@ -32,44 +33,49 @@ public:
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}
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};
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ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
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ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr)
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{
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baseActor = static_cast<HeroActor *>(this);
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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armyValue = hero->getTotalStrength();
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armyValue = hero->getArmyStrength();
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}
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
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carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
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:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
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baseActor(this), carrierParent(carrier), otherParent(other)
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{
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baseActor = static_cast<HeroActor *>(this);
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armyValue = hero->getFightingStrength() * heroArmy->getArmyStrength();
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armyValue = heroArmy->getArmyStrength();
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}
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HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
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ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
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:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
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baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
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{
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initialPosition = obj->visitablePos();
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layer = EPathfindingLayer::LAND;
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armyValue = creatureSet->getArmyStrength();
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}
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HeroActor::HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai)
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:ChainActor(hero, chainMask)
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{
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exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
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}
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HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
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:ChainActor(
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carrier,
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other,
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pickBestCreatures(carrier->creatureSet, other->creatureSet))
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HeroActor::HeroActor(
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const ChainActor * carrier,
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const ChainActor * other,
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const CCreatureSet * army,
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const VCAI * ai)
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:ChainActor(carrier, other, army)
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{
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exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
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exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
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}
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std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
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{
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return baseActor->exchangeAction;
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}
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void ChainActor::setBaseActor(HeroActor * base)
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@ -108,14 +114,14 @@ void HeroActor::setupSpecialActors()
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}
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}
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ChainActor * ChainActor::exchange(const ChainActor * other) const
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ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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return baseActor->exchange(this, other);
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return baseActor->exchange(specialActor, other);
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}
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bool ChainActor::canExchange(const ChainActor * other) const
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{
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return baseActor->canExchange(other->baseActor);
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return isMovable && baseActor->canExchange(other);
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}
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namespace vstd
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@ -135,68 +141,124 @@ namespace vstd
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}
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}
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bool HeroActor::canExchange(const HeroActor * other)
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bool HeroActor::canExchange(const ChainActor * other) const
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{
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return exchangeMap->canExchange(other);
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}
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bool HeroExchangeMap::canExchange(const ChainActor * other)
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{
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return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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result = (chainMask & other->chainMask) == 0
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&& howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
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result = (actor->chainMask & other->chainMask) == 0;
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if(result)
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{
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uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
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result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
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}
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});
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}
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ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
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ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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HeroActor * result;
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const HeroActor * otherBase = other->getBaseActor();
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if(vstd::contains(exchangeMap, otherBase))
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result = exchangeMap.at(otherBase);
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else
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{
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// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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result = new HeroActor(specialActor, other);
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exchangeMap[otherBase] = result;
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}
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const ChainActor * otherBase = other->baseActor;
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HeroActor * result = exchangeMap->exchange(otherBase);
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if(specialActor == this)
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return result;
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int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
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int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
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{
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return &actor == specialActor;
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});
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return &result->specialActors[index];
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}
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CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
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{
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HeroActor * result;
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if(vstd::contains(exchangeMap, other))
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result = exchangeMap.at(other);
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else
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{
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// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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CCreatureSet * newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
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result = new HeroActor(actor, other, newArmy, ai);
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exchangeMap[other] = result;
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}
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return result;
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}
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CCreatureSet * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
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CCreatureSet * target = new CCreatureSet();
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const CCreatureSet * armies[] = { army1, army2 };
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auto bestArmy = ai->ah->getBestArmy(army1, army2);
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//we calculate total strength for each creature type available in armies
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std::map<const CCreature *, int> creToPower;
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for(auto armyPtr : armies)
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for(auto & slotInfo : bestArmy)
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{
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for(auto & i : armyPtr->Slots())
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{
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creToPower[i.second->type] += i.second->count;
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}
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}
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//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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int armySize = creToPower.size();
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auto targetSlot = target->getFreeSlot();
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vstd::amin(armySize, GameConstants::ARMY_SIZE);
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for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
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{
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typedef const std::pair<const CCreature *, int> & CrePowerPair;
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auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
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{
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return lhs.first->AIValue * lhs.second < rhs.first->AIValue * rhs.second;
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});
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target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
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creToPower.erase(creIt);
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target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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}
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return target;
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}
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DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
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:ChainActor(
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dwelling,
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getDwellingCreatures(dwelling, waitForGrowth),
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chainMask,
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getInitialTurn(waitForGrowth, dayOfWeek))
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{
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}
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DwellingActor::~DwellingActor()
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{
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delete creatureSet;
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}
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int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
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{
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if(!waitForGrowth)
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return 0;
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return 8 - dayOfWeek;
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}
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CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
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{
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CCreatureSet * dwellingCreatures = new CCreatureSet();
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for(auto & creatureInfo : dwelling->creatures)
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{
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if(!creatureInfo.second.size())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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auto count = creatureInfo.first;
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if(waitForGrowth)
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{
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const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
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count += town ? town->creatureGrowth(creature->level) : creature->growth;
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}
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dwellingCreatures->addToSlot(
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dwellingCreatures->getSlotFor(creature),
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creature->idNumber,
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TQuantity(creatureInfo.first));
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}
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return dwellingCreatures;
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}
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TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
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:ChainActor(town, town->getUpperArmy(), chainMask, 0)
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{
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}
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@ -16,13 +16,14 @@
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#include "Actions/ISpecialAction.h"
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class HeroActor;
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class VCAI;
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class ChainActor
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{
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protected:
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HeroActor * baseActor;
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ChainActor(const CGHeroInstance * hero, int chainMask);
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ChainActor(const CGHeroInstance * hero, uint64_t chainMask);
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ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
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ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
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public:
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uint64_t chainMask;
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@ -37,6 +38,7 @@ public:
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const ChainActor * resourceActor;
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const ChainActor * carrierParent;
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const ChainActor * otherParent;
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const ChainActor * baseActor;
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int3 initialPosition;
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EPathfindingLayer layer;
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uint32_t initialMovement;
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@ -44,12 +46,34 @@ public:
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uint64_t armyValue;
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ChainActor(){}
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ChainActor * exchange(const ChainActor * other) const;
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bool canExchange(const ChainActor * other) const;
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void setBaseActor(HeroActor * base);
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const HeroActor * getBaseActor() const { return baseActor; }
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std::shared_ptr<ISpecialAction> getExchangeAction() const;
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virtual bool canExchange(const ChainActor * other) const;
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ChainActor * exchange(const ChainActor * other) const { return exchange(this, other); }
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void setBaseActor(HeroActor * base);
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protected:
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virtual ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other) const;
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};
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class HeroExchangeMap
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{
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private:
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const HeroActor * actor;
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std::map<const ChainActor *, HeroActor *> exchangeMap;
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std::map<const ChainActor *, bool> canExchangeCache;
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const VCAI * ai;
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public:
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HeroExchangeMap(const HeroActor * actor, const VCAI * ai)
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:actor(actor), ai(ai)
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{
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}
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HeroActor * exchange(const ChainActor * other);
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bool canExchange(const ChainActor * other);
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private:
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CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
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};
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class HeroActor : public ChainActor
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@ -59,8 +83,7 @@ public:
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private:
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ChainActor specialActors[SPECIAL_ACTORS_COUNT];
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std::map<const ChainActor *, HeroActor *> exchangeMap;
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std::map<const HeroActor *, bool> canExchangeCache;
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HeroExchangeMap * exchangeMap;
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void setupSpecialActors();
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@ -68,13 +91,28 @@ public:
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std::shared_ptr<ISpecialAction> exchangeAction;
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// chain flags, can be combined meaning hero exchange and so on
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HeroActor()
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{
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}
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HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai);
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HeroActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * army, const VCAI * ai);
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HeroActor(const CGHeroInstance * hero, int chainMask);
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HeroActor(const ChainActor * carrier, const ChainActor * other);
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ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other);
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bool canExchange(const HeroActor * other);
|
||||
CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
|
||||
virtual bool canExchange(const ChainActor * other) const override;
|
||||
|
||||
protected:
|
||||
virtual ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other) const override;
|
||||
};
|
||||
|
||||
class DwellingActor : public ChainActor
|
||||
{
|
||||
public:
|
||||
DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek);
|
||||
~DwellingActor();
|
||||
|
||||
protected:
|
||||
int getInitialTurn(bool waitForGrowth, int dayOfWeek);
|
||||
CCreatureSet * getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth);
|
||||
};
|
||||
|
||||
class TownGarrisonActor : public ChainActor
|
||||
{
|
||||
public:
|
||||
TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask);
|
||||
};
|
@ -127,7 +127,7 @@ namespace AIPathfinding
|
||||
auto hero = nodeStorage->getHero(source.node);
|
||||
auto danger = nodeStorage->evaluateDanger(destination.coord, hero);
|
||||
double actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
|
||||
double ratio = (double)danger / actualArmyValue;
|
||||
double ratio = (double)danger / (actualArmyValue * hero->getFightingStrength());
|
||||
|
||||
uint64_t loss = (uint64_t)(actualArmyValue * ratio * ratio * ratio);
|
||||
|
||||
|
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Reference in New Issue
Block a user