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- AI will now wander with all the heroes that have spare movement points. It should prevent stalling.

- Fixed #1030
This commit is contained in:
DjWarmonger 2012-07-19 16:29:29 +00:00
parent d8cb3a34d3
commit 4c0537c420
2 changed files with 11 additions and 6 deletions

View File

@ -1073,7 +1073,7 @@ void VCAI::makeTurnInternal()
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
return moveHeroToTile(dst, h);
}
@ -1541,7 +1541,7 @@ void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, boo
{
foreach_tile_pos([&](const int3 &pos)
{
BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(pos, false))
BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
{
if(includeOwned || obj->tempOwner != playerID)
out.push_back(obj);
@ -1916,7 +1916,8 @@ std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
BOOST_FOREACH(auto h, lockedHeroes)
{
if (!h.second.invalid()) //we can use heroes without valid goal
//if (!h.second.invalid()) //we can use heroes without valid goal
if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
remove_if_present(ret, h.first);
}
return ret;
@ -3241,6 +3242,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
}
}
return true; //we don't have this quest yet
break;
}
case Obj::CREATURE_GENERATOR1:
{
@ -3257,13 +3259,15 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
}
}
return canRecruitCreatures;
break;
}
case Obj::MONOLITH1:
case Obj::MONOLITH2:
case Obj::MONOLITH3:
case Obj::WHIRLPOOL:
//TODO: mehcanism for handling monoliths
//TODO: mechanism for handling monoliths
return false;
break;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
@ -3275,6 +3279,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
case Obj::LIBRARY_OF_ENLIGHTENMENT:
if (h->level < 12)
return false;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->myCb->getResourceAmount();
@ -3284,7 +3289,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
break;
}
if (obj->wasVisited(h))
if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
return false;
return true;

View File

@ -3530,7 +3530,7 @@ void CGVisitableOPW::newTurn() const
}
bool CGVisitableOPW::wasVisited(ui8 player) const
{
return !visited; //TODO: other players should see object as unvisited
return visited; //TODO: other players should see object as unvisited
}
void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const