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Fix defence crashes and hangs
This commit is contained in:
committed by
Andrii Danylchenko
parent
3dc76cfe35
commit
3d91f2e988
@@ -14,8 +14,11 @@
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#include "../AIUtility.h"
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#include "../Goals/BuyArmy.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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#include "../Goals/RecruitHero.h"
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#include "../Goals/DismissHero.h"
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#include "../Goals/Composition.h"
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#include "../Markers/DefendTown.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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#include "lib/mapping/CMap.h" //for victory conditions
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#include "lib/CPathfinder.h"
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@@ -42,28 +45,9 @@ Goals::TGoalVec DefenceBehavior::decompose() const
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return tasks;
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}
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uint64_t townArmyIncome(const CGTownInstance * town)
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{
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uint64_t result = 0;
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for(auto creatureInfo : town->creatures)
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{
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if(creatureInfo.second.empty())
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continue;
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auto creature = creatureInfo.second.back().toCreature();
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result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
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}
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return result;
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}
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void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
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{
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auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 40000.0f)
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+ town->dailyIncome()[Res::GOLD] / 10000.0f;
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logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
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logAi->debug("Evaluating defence for %s", town->name);
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auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
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auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
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@@ -195,11 +179,13 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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continue;
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}
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std::vector<Goals::ExecuteHeroChain> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<AIPath>> defferedPaths;
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std::vector<int> pathsToDefend;
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std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
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for(AIPath & path : paths)
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for(int i = 0; i < paths.size(); i++)
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{
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auto & path = paths[i];
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#if AI_TRACE_LEVEL >= 1
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logAi->trace(
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"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
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@@ -215,27 +201,29 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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town->name,
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path.targetHero->name);
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defferedPaths[path.targetHero].push_back(path);
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defferedPaths[path.targetHero].push_back(i);
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continue;
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}
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float priority = basicPriority * std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger)
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- treat.turn * 0.2f;
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if(treat.turn < path.turn())
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priority /= (path.turn() - treat.turn) * 2;
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if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Put %s to garrison of town %s with priority %f",
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logAi->trace("Put %s to garrison of town %s",
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path.targetHero->name,
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town->name,
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priority);
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town->name);
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#endif
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tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE).setpriority(priority)));
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// dismiss creatures we are not able to pick to be able to hide in garrison
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if(town->garrisonHero
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|| town->getUpperArmy()->stacksCount() == 0
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|| town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL)
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{
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tasks.push_back(
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Goals::sptr(Composition()
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.addNext(DefendTown(town, treat, path.targetHero))
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.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
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}
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continue;
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}
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@@ -245,25 +233,26 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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if(ai->nullkiller->arePathHeroesLocked(path))
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Can not move %s to defend town %s with priority %f. Path is locked.",
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logAi->trace("Can not move %s to defend town %s. Path is locked.",
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path.targetHero->name,
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town->name,
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priority);
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town->name);
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#endif
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continue;
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}
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pathsToDefend.push_back(Goals::ExecuteHeroChain(path, town).setpriority(priority));
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pathsToDefend.push_back(i);
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}
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}
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for(Goals::ExecuteHeroChain & chain : pathsToDefend)
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for(int i : pathsToDefend)
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{
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auto path = chain.getPath();
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AIPath & path = paths[i];
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for(AIPath & defferedPath : defferedPaths[path.targetHero])
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for(int j : defferedPaths[path.targetHero])
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{
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AIPath & defferedPath = paths[j];
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if(defferedPath.getHeroStrength() >= path.getHeroStrength()
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&& defferedPath.turn() <= path.turn())
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{
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@@ -272,13 +261,35 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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}
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Move %s to defend town %s with priority %f",
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logAi->trace("Move %s to defend town %s",
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path.targetHero->name,
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town->name,
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chain.priority);
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town->name);
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#endif
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Composition composition;
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composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
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auto firstBlockedAction = path.getFirstBlockedAction();
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if(firstBlockedAction)
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{
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auto subGoal = firstBlockedAction->decompose(path.targetHero);
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#if AI_TRACE_LEVEL >= 2
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logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
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#endif
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tasks.push_back(Goals::sptr(chain));
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if(subGoal->invalid())
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{
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Path is invalid. Skipping");
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#endif
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continue;
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}
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composition.addNext(subGoal);
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}
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tasks.push_back(Goals::sptr(composition));
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}
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}
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