mirror of
https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
More AI changes. Minor associated fixes.
This commit is contained in:
@@ -1,6 +1,9 @@
|
|||||||
#include "CGeniusAI.h"
|
#include "CGeniusAI.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include "../../hch/CBuildingHandler.h"
|
#include "../../hch/CBuildingHandler.h"
|
||||||
|
|
||||||
|
#include "../../lib/VCMI_Lib.h"
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
using namespace GeniusAI;
|
using namespace GeniusAI;
|
||||||
|
|
||||||
@@ -72,130 +75,265 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
|
|||||||
CPath path;
|
CPath path;
|
||||||
hpos = h.pos;
|
hpos = h.pos;
|
||||||
int movement = h.remainingMovement;
|
int movement = h.remainingMovement;
|
||||||
|
int3 interestingPos;
|
||||||
|
int maxInteresting=0;
|
||||||
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
|
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
|
||||||
{
|
{
|
||||||
// if(i->o->ID==54||i->o->ID==34) //creatures, another hero
|
// if(i->o->ID==54||i->o->ID==34) //creatures, another hero
|
||||||
// continue;
|
// continue;
|
||||||
|
if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
|
||||||
if(i->o->ID==53) //mine
|
|
||||||
if(i->o->getOwner()==m_cb->getMyColor())//don't visit if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
|
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
destination = i->o->getSightCenter();
|
destination = i->o->getSightCenter();
|
||||||
if(hpos.z==destination.z)
|
|
||||||
if(m_cb->getPath(hpos,destination,h.h,path))
|
if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
|
||||||
{
|
{
|
||||||
path.convert(0);
|
if(m_cb->getPath(hpos,destination,h.h,path))
|
||||||
if(path.nodes[0].dist<movement)
|
|
||||||
{
|
{
|
||||||
AIObjective::Type tp = AIObjective::visit;
|
path.convert(0);
|
||||||
|
if(path.nodes[0].dist<movement)
|
||||||
HeroObjective ho(tp,i->o,&h);
|
{
|
||||||
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
|
AIObjective::Type tp = AIObjective::visit;
|
||||||
if(found==currentHeroObjectives.end())
|
|
||||||
currentHeroObjectives.insert(ho);
|
HeroObjective ho(tp,i->o,&h);
|
||||||
else
|
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
|
||||||
found->whoCanAchieve.push_back(&h);
|
if(found==currentHeroObjectives.end())
|
||||||
}
|
currentHeroObjectives.insert(ho);
|
||||||
|
else
|
||||||
|
found->whoCanAchieve.push_back(&h);
|
||||||
|
}
|
||||||
|
|
||||||
|
// find the most interesting object that is eventually reachable, and set a similar (out of the way) position to the ultimate goal position
|
||||||
|
int hi = rand(); //TODO: replace random numbers with some sort of ranking system
|
||||||
|
|
||||||
|
if(hi>maxInteresting)
|
||||||
|
{
|
||||||
|
maxInteresting = hi;
|
||||||
|
interestingPos = destination;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//find close pos with the most neighboring empty squares
|
||||||
|
if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
|
||||||
|
{
|
||||||
|
int3 bestPos = interestingPos,currentPos,destPos;
|
||||||
|
int howGood=0;
|
||||||
|
for(int x = -2;x <= 2;x++)
|
||||||
|
for(int y = -2;y <= 2;y++)
|
||||||
|
{
|
||||||
|
currentPos=interestingPos+int3(x,y,0);
|
||||||
|
if(m_cb->getVisitableObjs(destPos).size()!=0) //there better not be anything there
|
||||||
|
continue;
|
||||||
|
if(!m_cb->getPath(hpos,destPos,h.h,path)) //it had better be reachable from the hero
|
||||||
|
continue;
|
||||||
|
|
||||||
|
int count = 0;
|
||||||
|
for(int xx = -1;xx <= 1;xx++)
|
||||||
|
for(int yy = -2;yy <= 1;yy++)
|
||||||
|
{
|
||||||
|
destPos = currentPos+int3(xx,yy,0);
|
||||||
|
if(m_cb->getPath(currentPos,destPos,h.h,path))
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
if(count > howGood)
|
||||||
|
{
|
||||||
|
howGood = count;
|
||||||
|
bestPos = currentPos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
h.interestingPos = bestPos;
|
||||||
|
currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
|
||||||
|
{
|
||||||
|
HypotheticalGameState::HeroModel * h;
|
||||||
|
int3 hpos, destination;
|
||||||
|
CPath path;
|
||||||
|
CPath path2;
|
||||||
|
|
||||||
|
switch(type)
|
||||||
|
{
|
||||||
|
case finishTurn:
|
||||||
|
h = whoCanAchieve.front();
|
||||||
|
hpos = h->pos;
|
||||||
|
destination = h->interestingPos;
|
||||||
|
if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
|
||||||
|
// path.convert(0);
|
||||||
|
destination = h->pos;
|
||||||
|
for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
|
||||||
|
if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
|
||||||
|
destination = path.nodes[i].coord;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
break;
|
||||||
|
case visit:
|
||||||
|
//std::cout << "trying to visit " << object->hoverName << std::endl;
|
||||||
|
h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
|
||||||
|
hpos = h->pos;
|
||||||
|
destination = object->getSightCenter();
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
if(type == visit||type == finishTurn)
|
||||||
|
if(cg.m_cb->getPath(hpos,destination,h->h,path))
|
||||||
|
{
|
||||||
|
path.convert(0);
|
||||||
|
|
||||||
|
if(cg.m_state.get() != NO_BATTLE)
|
||||||
|
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
|
||||||
|
//wait over, battle over too. hero might be killed. check.
|
||||||
|
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
|
||||||
|
{
|
||||||
|
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
|
||||||
|
|
||||||
|
if(cg.m_state.get() != NO_BATTLE)
|
||||||
|
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
|
||||||
|
}
|
||||||
|
|
||||||
|
h->remainingMovement-=path.nodes[0].dist;
|
||||||
|
if(object->blockVisit)
|
||||||
|
h->pos = path.nodes[1].coord;
|
||||||
|
else
|
||||||
|
h->pos=destination;
|
||||||
|
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
|
||||||
|
if(i!=hgs.knownVisitableObjects.end())
|
||||||
|
hgs.knownVisitableObjects.erase(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
|
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
|
||||||
{
|
{
|
||||||
//recruitHero
|
//recruitHero
|
||||||
|
//buildBuilding
|
||||||
//recruitCreatures
|
//recruitCreatures
|
||||||
//upgradeCreatures
|
//upgradeCreatures
|
||||||
//buildBuilding
|
|
||||||
if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
|
if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
|
||||||
{
|
{
|
||||||
if(!t.visitingHero && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
|
bool heroAtTown = false;
|
||||||
|
for(int i = 0; i < hgs.heroModels.size();i++)
|
||||||
|
if(hgs.heroModels[i].pos==t.t->getSightCenter())
|
||||||
|
heroAtTown = true;
|
||||||
|
if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
|
||||||
|
|
||||||
{
|
{
|
||||||
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
|
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
|
||||||
if(hgs.AvailableHeroesToBuy[i]!=NULL&&hgs.AvailableHeroesToBuy[i]->army.slots.size()>1)//only buy heros with units
|
if(hgs.AvailableHeroesToBuy[i]!=NULL&&hgs.AvailableHeroesToBuy[i]->getArmyStrength()>4000)//only buy heros with units
|
||||||
{
|
{//TODO: recruit heros of own race.
|
||||||
TownObjective to(AIObjective::recruitHero,&t,0);
|
TownObjective to(AIObjective::recruitHero,&t,0);
|
||||||
currentTownObjectives.insert(to);
|
currentTownObjectives.insert(to);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//buildBuilding
|
||||||
|
if(!t.hasBuilt)
|
||||||
|
{
|
||||||
|
std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
|
||||||
|
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
|
||||||
|
{
|
||||||
|
if(m_cb->canBuildStructure(t.t,i->first)==7)
|
||||||
|
{
|
||||||
|
TownObjective to(AIObjective::buildBuilding,&t,i->first);
|
||||||
|
currentTownObjectives.insert(to);
|
||||||
|
//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* for(int i = 0; i < t.t->creatures.size() ;i++)
|
//recruitCreatures
|
||||||
{
|
|
||||||
if(t.t->creatures[i].second.empty()) continue;
|
|
||||||
|
|
||||||
int ID = t.t->creatures[i].second.back();
|
for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
|
||||||
|
{
|
||||||
|
if(t.creaturesToRecruit[i].first==0) continue;
|
||||||
|
int ID = t.creaturesToRecruit[i].second.back();
|
||||||
|
|
||||||
|
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
|
||||||
|
bool canAfford = true;
|
||||||
|
for(int ii = 0;ii<creature->cost.size();ii++)
|
||||||
|
if(creature->cost[ii]>hgs.resourceAmounts[ii])
|
||||||
|
canAfford = false;
|
||||||
|
if(!canAfford) continue;
|
||||||
|
|
||||||
|
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
|
||||||
|
TownObjective to(AIObjective::recruitCreatures,&t,i);
|
||||||
|
currentTownObjectives.insert(to);
|
||||||
|
|
||||||
|
}
|
||||||
|
//upgradeCreatures
|
||||||
|
/* for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
|
||||||
|
{
|
||||||
|
if(t.creaturesToRecruit[i].first==0) continue;
|
||||||
|
int ID = t.creaturesToRecruit[i].second.back();
|
||||||
|
|
||||||
const CCreature *creature = m_cb->getCCreatureByID(ID);
|
const CCreature *creature = m_cb->getCCreatureByID(ID);
|
||||||
cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
|
bool canAfford = true;
|
||||||
}
|
for(int ii = 0;ii<creature->cost.size();ii++)
|
||||||
|
if(creature->cost[ii]>hgs.resourceAmounts[ii])
|
||||||
|
canAfford = false;
|
||||||
|
if(!canAfford) continue;
|
||||||
|
|
||||||
|
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
|
||||||
|
TownObjective to(AIObjective::recruitCreatures,&t,i);
|
||||||
|
currentTownObjectives.insert(to);
|
||||||
|
|
||||||
|
}*/
|
||||||
|
|
||||||
//buildBuilding
|
|
||||||
std::map<int, CBuilding *> thisTownsBuildings = m_cb->getCBuildingsByID(t.t);
|
|
||||||
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
|
|
||||||
cout << "structure "<< i->first << ", " << i->second->Name() << ", build?= " << m_cb->canBuildStructure(t.t,i->first) << endl;
|
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
|
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
|
||||||
{
|
{
|
||||||
cg.m_cb->waitTillRealize = true;
|
CBuilding * b;
|
||||||
|
const CCreature *creature;
|
||||||
|
HypotheticalGameState::HeroModel hm;
|
||||||
switch(type)
|
switch(type)
|
||||||
{
|
{
|
||||||
case recruitHero:
|
case recruitHero:
|
||||||
cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
|
cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
|
||||||
hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
|
hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
|
||||||
whichTown->visitingHero = true;
|
hm.pos = whichTown->t->getSightCenter();
|
||||||
|
hm.remainingMovement = hm.h->maxMovePoints(true);
|
||||||
|
hgs.heroModels.push_back(hm);
|
||||||
|
hgs.resourceAmounts[6]-=2500;
|
||||||
|
break;
|
||||||
|
case buildBuilding:
|
||||||
|
b = VLC->buildh->buildings[whichTown->t->subID][which];//cg.m_cb->getCBuildingsByID(whichTown->t)[which];
|
||||||
|
if(cg.m_cb->canBuildStructure(whichTown->t,which)==7)
|
||||||
|
{
|
||||||
|
cout << "built " << b->Name() << "." << endl;
|
||||||
|
cg.m_cb->buildBuilding(whichTown->t,which);
|
||||||
|
for(int i = 0; b && i < b->resources.size();i++)
|
||||||
|
hgs.resourceAmounts[i]-=b->resources[i];
|
||||||
|
whichTown->hasBuilt=true;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case recruitCreatures:
|
||||||
|
int ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
|
||||||
|
creature = &VLC->creh->creatures[ID];//cg.m_cb->getCCreatureByID(ID);
|
||||||
|
int howMany = whichTown->creaturesToRecruit[which].first;
|
||||||
|
for(int i = 0; i < creature->cost.size();i++)
|
||||||
|
howMany = min(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
|
||||||
|
if(howMany == 0) cout << "tried to recruit without enough money.";
|
||||||
|
cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl;
|
||||||
|
cg.m_cb->recruitCreatures(whichTown->t,ID,howMany);
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
//TODO: sub 2500 gold from hgs here
|
|
||||||
}
|
}
|
||||||
|
|
||||||
cg.m_cb->waitTillRealize = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
|
|
||||||
{
|
|
||||||
cg.m_cb->waitTillRealize = true;
|
|
||||||
switch(type)
|
|
||||||
{
|
|
||||||
case visit:
|
|
||||||
HypotheticalGameState::HeroModel * h = whoCanAchieve[rand()%whoCanAchieve.size()];
|
|
||||||
int3 hpos, destination;
|
|
||||||
CPath path;
|
|
||||||
hpos = h->pos;
|
|
||||||
//std::cout << "trying to visit " << object->hoverName << std::endl;
|
|
||||||
|
|
||||||
destination = object->getSightCenter();
|
|
||||||
if(cg.m_cb->getPath(hpos,destination,h->h,path))
|
|
||||||
{
|
|
||||||
path.convert(0);
|
|
||||||
//wait over, battle over too. hero might be killed. check.
|
|
||||||
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
|
|
||||||
{
|
|
||||||
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
|
|
||||||
|
|
||||||
if(cg.m_state.get() != NO_BATTLE)
|
|
||||||
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
h->remainingMovement-=path.nodes[0].dist;
|
|
||||||
if(object->blockVisit)
|
|
||||||
h->pos = path.nodes[1].coord;
|
|
||||||
else
|
|
||||||
h->pos=destination;
|
|
||||||
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
|
|
||||||
if(i!=hgs.knownVisitableObjects.end())
|
|
||||||
hgs.knownVisitableObjects.erase(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
cg.m_cb->waitTillRealize = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
|
void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
|
||||||
{
|
{
|
||||||
objectiveQueue.clear();
|
objectiveQueue.clear();
|
||||||
@@ -225,7 +363,7 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
|
|||||||
}
|
}
|
||||||
void CGeniusAI::yourTurn()
|
void CGeniusAI::yourTurn()
|
||||||
{
|
{
|
||||||
|
m_cb->waitTillRealize = true;
|
||||||
static int seed = rand();
|
static int seed = rand();
|
||||||
srand(seed);
|
srand(seed);
|
||||||
if(firstTurn)
|
if(firstTurn)
|
||||||
@@ -253,6 +391,8 @@ void CGeniusAI::yourTurn()
|
|||||||
|
|
||||||
seed = rand();
|
seed = rand();
|
||||||
m_cb->endTurn();
|
m_cb->endTurn();
|
||||||
|
|
||||||
|
m_cb->waitTillRealize = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CGeniusAI::heroKilled(const CGHeroInstance * hero)
|
void CGeniusAI::heroKilled(const CGHeroInstance * hero)
|
||||||
|
@@ -5,9 +5,6 @@
|
|||||||
#include "BattleLogic.h"
|
#include "BattleLogic.h"
|
||||||
#include "GeneralAI.h"
|
#include "GeneralAI.h"
|
||||||
#include "..\..\lib\CondSh.h"
|
#include "..\..\lib\CondSh.h"
|
||||||
//#include "../../lib/VCMI_Lib.h"
|
|
||||||
//#include "../../global.h"
|
|
||||||
//#include "../../client/CGameInfo.h"
|
|
||||||
#include <set>
|
#include <set>
|
||||||
#include <list>
|
#include <list>
|
||||||
#include <queue>
|
#include <queue>
|
||||||
@@ -64,26 +61,29 @@ private:
|
|||||||
if(AI.m_cb->howManyTowns()!=0)
|
if(AI.m_cb->howManyTowns()!=0)
|
||||||
AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
|
AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
|
||||||
|
|
||||||
for(int i = 0; i < 7;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
|
for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
|
||||||
}
|
}
|
||||||
|
|
||||||
class TownModel
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
TownModel(const CGTownInstance *t):t(t){visitingHero=(t->visitingHero!=NULL);}
|
|
||||||
const CGTownInstance *t;
|
|
||||||
bool visitingHero;
|
|
||||||
};
|
|
||||||
class HeroModel
|
class HeroModel
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
HeroModel(){}
|
||||||
HeroModel(const CGHeroInstance * h):h(h){
|
HeroModel(const CGHeroInstance * h):h(h){
|
||||||
pos = h->getPosition(false);remainingMovement = h->movement;
|
pos = h->getPosition(false);remainingMovement = h->movement;
|
||||||
}
|
}
|
||||||
int3 pos;
|
int3 pos;
|
||||||
|
int3 interestingPos;
|
||||||
int remainingMovement;
|
int remainingMovement;
|
||||||
const CGHeroInstance * h;
|
const CGHeroInstance * h;
|
||||||
};
|
};
|
||||||
|
class TownModel
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
TownModel(const CGTownInstance *t):t(t){hasBuilt = t->builded;creaturesToRecruit = t->creatures;}
|
||||||
|
const CGTownInstance *t;
|
||||||
|
std::vector<std::pair<ui32, std::vector<ui32> > > creaturesToRecruit;
|
||||||
|
bool hasBuilt;
|
||||||
|
};
|
||||||
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
|
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
|
||||||
std::vector<int> resourceAmounts;
|
std::vector<int> resourceAmounts;
|
||||||
std::vector<HeroModel> heroModels;
|
std::vector<HeroModel> heroModels;
|
||||||
@@ -106,9 +106,9 @@ private:
|
|||||||
|
|
||||||
//town objectives
|
//town objectives
|
||||||
recruitHero,
|
recruitHero,
|
||||||
|
buildBuilding,
|
||||||
recruitCreatures,
|
recruitCreatures,
|
||||||
upgradeCreatures,
|
upgradeCreatures
|
||||||
buildBuilding
|
|
||||||
};
|
};
|
||||||
|
|
||||||
Type type;
|
Type type;
|
||||||
@@ -133,7 +133,7 @@ private:
|
|||||||
pos = object->pos;
|
pos = object->pos;
|
||||||
type = t;
|
type = t;
|
||||||
whoCanAchieve.push_back(h);
|
whoCanAchieve.push_back(h);
|
||||||
_value = rand();
|
_value = 100 + rand()%30;
|
||||||
}
|
}
|
||||||
bool operator < (const HeroObjective &other)const
|
bool operator < (const HeroObjective &other)const
|
||||||
{
|
{
|
||||||
@@ -153,10 +153,10 @@ private:
|
|||||||
};
|
};
|
||||||
|
|
||||||
//town objectives
|
//town objectives
|
||||||
//recruitHero,
|
//recruitHero
|
||||||
//recruitCreatures,
|
|
||||||
//upgradeCreatures,
|
|
||||||
//buildBuilding
|
//buildBuilding
|
||||||
|
//recruitCreatures
|
||||||
|
//upgradeCreatures
|
||||||
|
|
||||||
class TownObjective: public AIObjective
|
class TownObjective: public AIObjective
|
||||||
{
|
{
|
||||||
@@ -164,12 +164,14 @@ private:
|
|||||||
HypotheticalGameState::TownModel * whichTown;
|
HypotheticalGameState::TownModel * whichTown;
|
||||||
int which; //which hero, which building, which creature,
|
int which; //which hero, which building, which creature,
|
||||||
|
|
||||||
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int which):whichTown(tn),which(which){type = t;_value = rand();}
|
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which):whichTown(tn),which(Which){type = t;_value = 100 + rand()%30;}
|
||||||
|
|
||||||
bool operator < (const TownObjective &other)const
|
bool operator < (const TownObjective &other)const
|
||||||
{
|
{
|
||||||
if(type != other.type)
|
if(type != other.type)
|
||||||
return type<other.type;
|
return type<other.type;
|
||||||
|
if(which!=other.which)
|
||||||
|
return which<other.which;
|
||||||
if(whichTown->t->id!=other.whichTown->t->id)
|
if(whichTown->t->id!=other.whichTown->t->id)
|
||||||
return whichTown->t->id < other.whichTown->t->id;
|
return whichTown->t->id < other.whichTown->t->id;
|
||||||
return false;
|
return false;
|
||||||
@@ -196,7 +198,7 @@ private:
|
|||||||
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
|
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
|
||||||
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
|
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
|
||||||
void fillObjectiveQueue(HypotheticalGameState & hgs);
|
void fillObjectiveQueue(HypotheticalGameState & hgs);
|
||||||
|
|
||||||
void reportResources();
|
void reportResources();
|
||||||
int turn;
|
int turn;
|
||||||
bool firstTurn;
|
bool firstTurn;
|
||||||
|
@@ -398,7 +398,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
|
|||||||
if(town->tempOwner!=player)
|
if(town->tempOwner!=player)
|
||||||
return false;
|
return false;
|
||||||
CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
|
CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
|
||||||
for(int i=0;i<7;i++)
|
for(int i=0;i<b->resources.size();i++)
|
||||||
if(b->resources[i] > gs->players[player].resources[i])
|
if(b->resources[i] > gs->players[player].resources[i])
|
||||||
return false; //lack of resources
|
return false; //lack of resources
|
||||||
|
|
||||||
|
@@ -3,8 +3,8 @@
|
|||||||
clientSettings
|
clientSettings
|
||||||
{
|
{
|
||||||
port=3030;
|
port=3030;
|
||||||
resolution=800x600; // format: WxH
|
resolution=1024x768; // format: WxH
|
||||||
bpp=24; // bytes per pixels: 24 or 32
|
bpp=32; // bytes per pixels: 24 or 32
|
||||||
fullscreen=0; //0 - windowed mode, 1 - fullscreen
|
fullscreen=0; //0 - windowed mode, 1 - fullscreen
|
||||||
server=127.0.0.1; //use 127.0.0.1 for localhost
|
server=127.0.0.1; //use 127.0.0.1 for localhost
|
||||||
localInformation=2; //0 - *all* information sent from server (safest and slowest); 1 - map information sent from server; 2 - all information local-storaged
|
localInformation=2; //0 - *all* information sent from server (safest and slowest); 1 - map information sent from server; 2 - all information local-storaged
|
||||||
|
@@ -1581,7 +1581,10 @@ int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
|
|||||||
int ret = 7; //allowed by default
|
int ret = 7; //allowed by default
|
||||||
//checking resources
|
//checking resources
|
||||||
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
|
CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
|
||||||
|
|
||||||
if(!pom)return 8;
|
if(!pom)return 8;
|
||||||
|
if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
|
||||||
|
|
||||||
for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
|
for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
|
||||||
{
|
{
|
||||||
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
|
if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
|
||||||
|
@@ -1913,7 +1913,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid )
|
|||||||
SetResources sr;
|
SetResources sr;
|
||||||
sr.player = t->tempOwner;
|
sr.player = t->tempOwner;
|
||||||
sr.res = gs->getPlayer(t->tempOwner)->resources;
|
sr.res = gs->getPlayer(t->tempOwner)->resources;
|
||||||
for(int i=0;i<7;i++)
|
for(int i=0;i<b->resources.size();i++)
|
||||||
sr.res[i]-=b->resources[i];
|
sr.res[i]-=b->resources[i];
|
||||||
sendAndApply(&sr);
|
sendAndApply(&sr);
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user