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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Fix defence crashes and hangs

This commit is contained in:
Andrii Danylchenko
2021-05-16 15:00:24 +03:00
committed by Andrii Danylchenko
parent 3dc76cfe35
commit 3d91f2e988
12 changed files with 206 additions and 67 deletions

View File

@@ -14,8 +14,11 @@
#include "../AIUtility.h"
#include "../Goals/BuyArmy.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../Goals/RecruitHero.h"
#include "../Goals/DismissHero.h"
#include "../Goals/Composition.h"
#include "../Markers/DefendTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
@@ -42,28 +45,9 @@ Goals::TGoalVec DefenceBehavior::decompose() const
return tasks;
}
uint64_t townArmyIncome(const CGTownInstance * town)
{
uint64_t result = 0;
for(auto creatureInfo : town->creatures)
{
if(creatureInfo.second.empty())
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
}
return result;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
{
auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 40000.0f)
+ town->dailyIncome()[Res::GOLD] / 10000.0f;
logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
logAi->debug("Evaluating defence for %s", town->name);
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
@@ -195,11 +179,13 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue;
}
std::vector<Goals::ExecuteHeroChain> pathsToDefend;
std::map<const CGHeroInstance *, std::vector<AIPath>> defferedPaths;
std::vector<int> pathsToDefend;
std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
for(AIPath & path : paths)
for(int i = 0; i < paths.size(); i++)
{
auto & path = paths[i];
#if AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
@@ -215,27 +201,29 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
town->name,
path.targetHero->name);
defferedPaths[path.targetHero].push_back(path);
defferedPaths[path.targetHero].push_back(i);
continue;
}
float priority = basicPriority * std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger)
- treat.turn * 0.2f;
if(treat.turn < path.turn())
priority /= (path.turn() - treat.turn) * 2;
if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s with priority %f",
logAi->trace("Put %s to garrison of town %s",
path.targetHero->name,
town->name,
priority);
town->name);
#endif
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE).setpriority(priority)));
// dismiss creatures we are not able to pick to be able to hide in garrison
if(town->garrisonHero
|| town->getUpperArmy()->stacksCount() == 0
|| town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL)
{
tasks.push_back(
Goals::sptr(Composition()
.addNext(DefendTown(town, treat, path.targetHero))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
}
continue;
}
@@ -245,25 +233,26 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(ai->nullkiller->arePathHeroesLocked(path))
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s with priority %f. Path is locked.",
logAi->trace("Can not move %s to defend town %s. Path is locked.",
path.targetHero->name,
town->name,
priority);
town->name);
#endif
continue;
}
pathsToDefend.push_back(Goals::ExecuteHeroChain(path, town).setpriority(priority));
pathsToDefend.push_back(i);
}
}
for(Goals::ExecuteHeroChain & chain : pathsToDefend)
for(int i : pathsToDefend)
{
auto path = chain.getPath();
AIPath & path = paths[i];
for(AIPath & defferedPath : defferedPaths[path.targetHero])
for(int j : defferedPaths[path.targetHero])
{
AIPath & defferedPath = paths[j];
if(defferedPath.getHeroStrength() >= path.getHeroStrength()
&& defferedPath.turn() <= path.turn())
{
@@ -272,13 +261,35 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
}
#if AI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s with priority %f",
logAi->trace("Move %s to defend town %s",
path.targetHero->name,
town->name,
chain.priority);
town->name);
#endif
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
#if AI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
#endif
tasks.push_back(Goals::sptr(chain));
if(subGoal->invalid())
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Path is invalid. Skipping");
#endif
continue;
}
composition.addNext(subGoal);
}
tasks.push_back(Goals::sptr(composition));
}
}