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ai fixes for android

This commit is contained in:
Andrii Danylchenko 2019-04-07 07:31:47 +03:00 committed by Andrii Danylchenko
parent 14adf1d108
commit 531d0af95b
7 changed files with 20 additions and 30 deletions

View File

@ -205,14 +205,7 @@ bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStre
if(dangerStrength) if(dangerStrength)
{ {
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength) return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
{
return true;
}
else
{
return false;
}
} }
return true; //there's no danger return true; //there's no danger
@ -319,8 +312,6 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
if(art1->price == art2->price) if(art1->price == art2->price)
return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL); return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
else if(art1->price > art2->price)
return true;
else else
return false; return art1->price > art2->price;
} }

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@ -47,7 +47,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
for(auto pair : creToPower) for(auto pair : creToPower)
resultingArmy.push_back(pair.second); resultingArmy.push_back(pair.second);
boost::sort(resultingArmy, [](SlotInfo & left, SlotInfo & right) -> bool boost::sort(resultingArmy, [](const SlotInfo & left, const SlotInfo & right) -> bool
{ {
return left.power > right.power; return left.power > right.power;
}); });
@ -57,7 +57,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const std::vector<SlotInfo>::iterator ArmyManager::getWeakestCreature(std::vector<SlotInfo> & army) const
{ {
auto weakest = boost::min_element(army, [](SlotInfo & left, SlotInfo & right) -> bool auto weakest = boost::min_element(army, [](const SlotInfo & left, const SlotInfo & right) -> bool
{ {
if(left.creature->level != right.creature->level) if(left.creature->level != right.creature->level)
return left.creature->level < right.creature->level; return left.creature->level < right.creature->level;

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@ -225,10 +225,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
if (buildingInfo.first > 43) if (buildingInfo.first > 43)
extraBuildings.push_back(buildingInfo.first); extraBuildings.push_back(buildingInfo.first);
} }
if (tryBuildAnyStructure(t, extraBuildings)) return tryBuildAnyStructure(t, extraBuildings);
return true;
return false;
} }
BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t) BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)

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@ -1,10 +1,3 @@
if(FL_FOUND)
include_directories(${FL_INCLUDE_DIRS})
else()
include_directories(${CMAKE_HOME_DIRECTORY}/AI/FuzzyLite/fuzzylite)
endif()
include_directories(${Boost_INCLUDE_DIRS} ${CMAKE_HOME_DIRECTORY} ${CMAKE_HOME_DIRECTORY}/include ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib)
set(VCAI_SRCS set(VCAI_SRCS
StdInc.cpp StdInc.cpp
@ -135,10 +128,18 @@ if(ANDROID) # android compiles ai libs into main lib directly, so we skip this l
endif() endif()
add_library(VCAI SHARED ${VCAI_SRCS} ${VCAI_HEADERS}) add_library(VCAI SHARED ${VCAI_SRCS} ${VCAI_HEADERS})
if(FL_FOUND) if(FL_FOUND)
target_link_libraries(VCAI ${FL_LIBRARIES} vcmi) target_include_directories(VCAI PUBLIC ${FL_INCLUDE_DIRS})
else() else()
target_link_libraries(VCAI fl-static vcmi) target_include_directories(VCAI PUBLIC ${CMAKE_HOME_DIRECTORY}/AI/FuzzyLite/fuzzylite)
endif()
target_include_directories(VCAI PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
if(FL_FOUND)
target_link_libraries(VCAI PRIVATE ${FL_LIBRARIES} vcmi)
else()
target_link_libraries(VCAI PRIVATE fl-static vcmi)
endif() endif()
vcmi_set_output_dir(VCAI "AI") vcmi_set_output_dir(VCAI "AI")

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@ -1307,10 +1307,7 @@ bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath
const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands //we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES) return !(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES); //all of the following is met
return false;
else
return true; //all of the following is met
} }
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) const bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) const

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@ -141,6 +141,7 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="AIhelper.cpp" /> <ClCompile Include="AIhelper.cpp" />
<ClCompile Include="AIUtility.cpp" /> <ClCompile Include="AIUtility.cpp" />
<ClCompile Include="ArmyManager.cpp" />
<ClCompile Include="BuildingManager.cpp" /> <ClCompile Include="BuildingManager.cpp" />
<ClCompile Include="FuzzyEngines.cpp" /> <ClCompile Include="FuzzyEngines.cpp" />
<ClCompile Include="FuzzyHelper.cpp" /> <ClCompile Include="FuzzyHelper.cpp" />
@ -168,6 +169,7 @@
<ClCompile Include="Goals\Win.cpp" /> <ClCompile Include="Goals\Win.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="MapObjectsEvaluator.cpp" /> <ClCompile Include="MapObjectsEvaluator.cpp" />
<ClInclude Include="ArmyManager.h" />
<ClInclude Include="Pathfinding\Actions\BattleAction.h" /> <ClInclude Include="Pathfinding\Actions\BattleAction.h" />
<ClInclude Include="Pathfinding\Actions\TownPortalAction.h" /> <ClInclude Include="Pathfinding\Actions\TownPortalAction.h" />
<ClCompile Include="Pathfinding\Actions\BattleAction.cpp" /> <ClCompile Include="Pathfinding\Actions\BattleAction.cpp" />

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@ -111,6 +111,7 @@
<ClCompile Include="Pathfinding\Rules\AIPreviousNodeRule.cpp"> <ClCompile Include="Pathfinding\Rules\AIPreviousNodeRule.cpp">
<Filter>Pathfinding\Rules</Filter> <Filter>Pathfinding\Rules</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="ArmyManager.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="AIhelper.h" /> <ClInclude Include="AIhelper.h" />
@ -234,6 +235,7 @@
<ClInclude Include="Pathfinding\Rules\AIPreviousNodeRule.h"> <ClInclude Include="Pathfinding\Rules\AIPreviousNodeRule.h">
<Filter>Pathfinding\Rules</Filter> <Filter>Pathfinding\Rules</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="ArmyManager.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Pathfinding"> <Filter Include="Pathfinding">