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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

View File

@@ -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)
{
}