mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
ai fixes for android
This commit is contained in:
parent
14adf1d108
commit
531d0af95b
@ -205,14 +205,7 @@ bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStre
|
||||
|
||||
if(dangerStrength)
|
||||
{
|
||||
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
|
||||
}
|
||||
|
||||
return true; //there's no danger
|
||||
@ -319,8 +312,6 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
|
||||
|
||||
if(art1->price == art2->price)
|
||||
return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
|
||||
else if(art1->price > art2->price)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
return art1->price > art2->price;
|
||||
}
|
||||
|
@ -47,7 +47,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
|
||||
for(auto pair : creToPower)
|
||||
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;
|
||||
});
|
||||
@ -57,7 +57,7 @@ std::vector<SlotInfo> ArmyManager::getSortedSlots(const CCreatureSet * target, c
|
||||
|
||||
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)
|
||||
return left.creature->level < right.creature->level;
|
||||
|
@ -225,10 +225,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
|
||||
if (buildingInfo.first > 43)
|
||||
extraBuildings.push_back(buildingInfo.first);
|
||||
}
|
||||
if (tryBuildAnyStructure(t, extraBuildings))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
return tryBuildAnyStructure(t, extraBuildings);
|
||||
}
|
||||
|
||||
BuildingID BuildingManager::getMaxPossibleGoldBuilding(const CGTownInstance * t)
|
||||
|
@ -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
|
||||
StdInc.cpp
|
||||
|
||||
@ -135,10 +128,18 @@ if(ANDROID) # android compiles ai libs into main lib directly, so we skip this l
|
||||
endif()
|
||||
|
||||
add_library(VCAI SHARED ${VCAI_SRCS} ${VCAI_HEADERS})
|
||||
|
||||
if(FL_FOUND)
|
||||
target_link_libraries(VCAI ${FL_LIBRARIES} vcmi)
|
||||
target_include_directories(VCAI PUBLIC ${FL_INCLUDE_DIRS})
|
||||
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()
|
||||
|
||||
vcmi_set_output_dir(VCAI "AI")
|
||||
|
@ -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
|
||||
//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
|
||||
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
|
||||
return false;
|
||||
else
|
||||
return true; //all of the following is met
|
||||
return !(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES); //all of the following is met
|
||||
}
|
||||
|
||||
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t) const
|
||||
|
@ -141,6 +141,7 @@
|
||||
<ItemGroup>
|
||||
<ClCompile Include="AIhelper.cpp" />
|
||||
<ClCompile Include="AIUtility.cpp" />
|
||||
<ClCompile Include="ArmyManager.cpp" />
|
||||
<ClCompile Include="BuildingManager.cpp" />
|
||||
<ClCompile Include="FuzzyEngines.cpp" />
|
||||
<ClCompile Include="FuzzyHelper.cpp" />
|
||||
@ -168,6 +169,7 @@
|
||||
<ClCompile Include="Goals\Win.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
<ClCompile Include="MapObjectsEvaluator.cpp" />
|
||||
<ClInclude Include="ArmyManager.h" />
|
||||
<ClInclude Include="Pathfinding\Actions\BattleAction.h" />
|
||||
<ClInclude Include="Pathfinding\Actions\TownPortalAction.h" />
|
||||
<ClCompile Include="Pathfinding\Actions\BattleAction.cpp" />
|
||||
|
@ -111,6 +111,7 @@
|
||||
<ClCompile Include="Pathfinding\Rules\AIPreviousNodeRule.cpp">
|
||||
<Filter>Pathfinding\Rules</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="ArmyManager.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="AIhelper.h" />
|
||||
@ -234,6 +235,7 @@
|
||||
<ClInclude Include="Pathfinding\Rules\AIPreviousNodeRule.h">
|
||||
<Filter>Pathfinding\Rules</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ArmyManager.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Pathfinding">
|
||||
|
Loading…
Reference in New Issue
Block a user