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AI: adding towns and dwellings to hero chain

This commit is contained in:
Andrii Danylchenko 2019-03-17 23:27:09 +02:00 committed by Andrii Danylchenko
parent 8961f1c803
commit 3a0d9fe14e
7 changed files with 238 additions and 89 deletions

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@ -201,11 +201,11 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
{
const ui64 heroStrengthVariable = h->getFightingStrength() * heroArmy->getArmyStrength();
const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
if(dangerStrength)
{
if(heroStrengthVariable / SAFE_ATTACK_CONSTANT > dangerStrength)
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
{
return true;
}

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@ -291,6 +291,9 @@ void AINodeStorage::addHeroChain(AIPathNode * srcNode, std::vector<AIPathNode *>
void AINodeStorage::addHeroChain(AIPathNode * carrier, AIPathNode * other)
{
if(!carrier->actor->isMovable)
return;
if(carrier->actor->canExchange(other->actor))
{
#ifdef VCMI_TRACE_PATHFINDER_EX
@ -421,7 +424,52 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
{
uint64_t mask = 1 << actors.size();
actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
actors.push_back(std::make_shared<HeroActor>(hero.get(), mask, ai));
}
}
void AINodeStorage::setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns,
const std::vector<const CGObjectInstance *> & visitableObjs)
{
for(auto town : towns)
{
uint64_t mask = 1 << actors.size();
if(town->getUpperArmy()->getArmyStrength())
{
actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
}
}
auto dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
auto waitForGrowth = dayOfWeek > 4;
for(auto obj: visitableObjs)
{
const CGDwelling * dwelling = dynamic_cast<const CGDwelling *>(obj);
if(dwelling)
{
uint64_t mask = 1 << actors.size();
auto dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, false, dayOfWeek);
if(dwellingActor->creatureSet->getArmyStrength())
{
actors.push_back(dwellingActor);
}
if(waitForGrowth)
{
mask = 1 << actors.size();
dwellingActor = std::make_shared<DwellingActor>(dwelling, mask, waitForGrowth, dayOfWeek);
if(dwellingActor->creatureSet->getArmyStrength())
{
actors.push_back(dwellingActor);
}
}
}
}
}

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@ -22,8 +22,6 @@
#include "Actors.h"
#include <inttypes.h>
#define VCMI_TRACE_PATHFINDER
struct AIPathNode : public CGPathNode
{
uint64_t danger;
@ -116,6 +114,9 @@ public:
std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
void setTownsAndDwellings(
const std::vector<const CGTownInstance *> & towns,
const std::vector<const CGObjectInstance *> & visitableObjs);
const CGHeroInstance * getHero(const CGPathNode * node) const;
const std::set<const CGHeroInstance *> getAllHeroes() const;
void clear();

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@ -65,4 +65,4 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes, bool useHeroChain)
logAi->trace("Recalculate chain pass %" PRIi32, pass);
useHeroChain = useHeroChain && storage->calculateHeroChain();
} while(useHeroChain);
}
}

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@ -9,12 +9,13 @@
*/
#include "StdInc.h"
#include "Actors.h"
#include "../Goals/VisitHero.h"
#include "../VCAI.h"
#include "../AIhelper.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../Goals/VisitHero.h"
class ExchangeAction : public ISpecialAction
{
private:
@ -32,44 +33,49 @@ public:
}
};
ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
baseActor(this), carrierParent(nullptr), otherParent(nullptr)
{
baseActor = static_cast<HeroActor *>(this);
initialPosition = hero->visitablePos();
layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
initialMovement = hero->movement;
initialTurn = 0;
armyValue = hero->getTotalStrength();
armyValue = hero->getArmyStrength();
}
ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
baseActor(this), carrierParent(carrier), otherParent(other)
{
baseActor = static_cast<HeroActor *>(this);
armyValue = hero->getFightingStrength() * heroArmy->getArmyStrength();
armyValue = heroArmy->getArmyStrength();
}
HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
{
initialPosition = obj->visitablePos();
layer = EPathfindingLayer::LAND;
armyValue = creatureSet->getArmyStrength();
}
HeroActor::HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai)
:ChainActor(hero, chainMask)
{
exchangeMap = new HeroExchangeMap(this, ai);
setupSpecialActors();
}
HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
:ChainActor(
carrier,
other,
pickBestCreatures(carrier->creatureSet, other->creatureSet))
HeroActor::HeroActor(
const ChainActor * carrier,
const ChainActor * other,
const CCreatureSet * army,
const VCAI * ai)
:ChainActor(carrier, other, army)
{
exchangeMap = new HeroExchangeMap(this, ai);
setupSpecialActors();
exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
}
std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
{
return baseActor->exchangeAction;
}
void ChainActor::setBaseActor(HeroActor * base)
@ -108,14 +114,14 @@ void HeroActor::setupSpecialActors()
}
}
ChainActor * ChainActor::exchange(const ChainActor * other) const
ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
{
return baseActor->exchange(this, other);
return baseActor->exchange(specialActor, other);
}
bool ChainActor::canExchange(const ChainActor * other) const
{
return baseActor->canExchange(other->baseActor);
return isMovable && baseActor->canExchange(other);
}
namespace vstd
@ -135,68 +141,124 @@ namespace vstd
}
}
bool HeroActor::canExchange(const HeroActor * other)
bool HeroActor::canExchange(const ChainActor * other) const
{
return exchangeMap->canExchange(other);
}
bool HeroExchangeMap::canExchange(const ChainActor * other)
{
return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
result = (chainMask & other->chainMask) == 0
&& howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
result = (actor->chainMask & other->chainMask) == 0;
if(result)
{
uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
}
});
}
ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
{
HeroActor * result;
const HeroActor * otherBase = other->getBaseActor();
if(vstd::contains(exchangeMap, otherBase))
result = exchangeMap.at(otherBase);
else
{
// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
result = new HeroActor(specialActor, other);
exchangeMap[otherBase] = result;
}
const ChainActor * otherBase = other->baseActor;
HeroActor * result = exchangeMap->exchange(otherBase);
if(specialActor == this)
return result;
int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
{
return &actor == specialActor;
});
return &result->specialActors[index];
}
CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
{
HeroActor * result;
if(vstd::contains(exchangeMap, other))
result = exchangeMap.at(other);
else
{
// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
CCreatureSet * newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
result = new HeroActor(actor, other, newArmy, ai);
exchangeMap[other] = result;
}
return result;
}
CCreatureSet * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
{
CCreatureSet * target = new CCreatureSet();
const CCreatureSet * armies[] = { army1, army2 };
auto bestArmy = ai->ah->getBestArmy(army1, army2);
//we calculate total strength for each creature type available in armies
std::map<const CCreature *, int> creToPower;
for(auto armyPtr : armies)
for(auto & slotInfo : bestArmy)
{
for(auto & i : armyPtr->Slots())
{
creToPower[i.second->type] += i.second->count;
}
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
int armySize = creToPower.size();
auto targetSlot = target->getFreeSlot();
vstd::amin(armySize, GameConstants::ARMY_SIZE);
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
{
typedef const std::pair<const CCreature *, int> & CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.first->AIValue * lhs.second < rhs.first->AIValue * rhs.second;
});
target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
creToPower.erase(creIt);
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
}
return target;
}
DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
:ChainActor(
dwelling,
getDwellingCreatures(dwelling, waitForGrowth),
chainMask,
getInitialTurn(waitForGrowth, dayOfWeek))
{
}
DwellingActor::~DwellingActor()
{
delete creatureSet;
}
int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
{
if(!waitForGrowth)
return 0;
return 8 - dayOfWeek;
}
CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
{
CCreatureSet * dwellingCreatures = new CCreatureSet();
for(auto & creatureInfo : dwelling->creatures)
{
if(!creatureInfo.second.size())
continue;
auto creature = creatureInfo.second.back().toCreature();
auto count = creatureInfo.first;
if(waitForGrowth)
{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
count += town ? town->creatureGrowth(creature->level) : creature->growth;
}
dwellingCreatures->addToSlot(
dwellingCreatures->getSlotFor(creature),
creature->idNumber,
TQuantity(creatureInfo.first));
}
return dwellingCreatures;
}
TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
:ChainActor(town, town->getUpperArmy(), chainMask, 0)
{
}

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@ -16,13 +16,14 @@
#include "Actions/ISpecialAction.h"
class HeroActor;
class VCAI;
class ChainActor
{
protected:
HeroActor * baseActor;
ChainActor(const CGHeroInstance * hero, int chainMask);
ChainActor(const CGHeroInstance * hero, uint64_t chainMask);
ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
ChainActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn);
public:
uint64_t chainMask;
@ -37,6 +38,7 @@ public:
const ChainActor * resourceActor;
const ChainActor * carrierParent;
const ChainActor * otherParent;
const ChainActor * baseActor;
int3 initialPosition;
EPathfindingLayer layer;
uint32_t initialMovement;
@ -44,12 +46,34 @@ public:
uint64_t armyValue;
ChainActor(){}
ChainActor * exchange(const ChainActor * other) const;
bool canExchange(const ChainActor * other) const;
void setBaseActor(HeroActor * base);
const HeroActor * getBaseActor() const { return baseActor; }
std::shared_ptr<ISpecialAction> getExchangeAction() const;
virtual bool canExchange(const ChainActor * other) const;
ChainActor * exchange(const ChainActor * other) const { return exchange(this, other); }
void setBaseActor(HeroActor * base);
protected:
virtual ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other) const;
};
class HeroExchangeMap
{
private:
const HeroActor * actor;
std::map<const ChainActor *, HeroActor *> exchangeMap;
std::map<const ChainActor *, bool> canExchangeCache;
const VCAI * ai;
public:
HeroExchangeMap(const HeroActor * actor, const VCAI * ai)
:actor(actor), ai(ai)
{
}
HeroActor * exchange(const ChainActor * other);
bool canExchange(const ChainActor * other);
private:
CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
};
class HeroActor : public ChainActor
@ -59,8 +83,7 @@ public:
private:
ChainActor specialActors[SPECIAL_ACTORS_COUNT];
std::map<const ChainActor *, HeroActor *> exchangeMap;
std::map<const HeroActor *, bool> canExchangeCache;
HeroExchangeMap * exchangeMap;
void setupSpecialActors();
@ -68,13 +91,28 @@ public:
std::shared_ptr<ISpecialAction> exchangeAction;
// chain flags, can be combined meaning hero exchange and so on
HeroActor()
{
}
HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai);
HeroActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * army, const VCAI * ai);
HeroActor(const CGHeroInstance * hero, int chainMask);
HeroActor(const ChainActor * carrier, const ChainActor * other);
ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other);
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);
};

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@ -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);