mirror of
https://github.com/vcmi/vcmi.git
synced 2026-05-22 09:55:17 +02:00
Merged master into develop
This commit is contained in:
@@ -826,7 +826,7 @@ void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcas
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ps.value = totalGain;
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ps.value = totalGain;
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}
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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{
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LOG_TRACE(logAi);
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LOG_TRACE(logAi);
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side = Side;
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side = Side;
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@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
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bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
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if(!bs.canFlee || !bs.canSurrender)
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if(!bs.canFlee && !bs.canSurrender)
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{
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{
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return std::nullopt;
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return std::nullopt;
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}
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}
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@@ -83,7 +83,7 @@ public:
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BattleAction selectStackAction(const CStack * stack);
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BattleAction selectStackAction(const CStack * stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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+41
-37
@@ -29,7 +29,7 @@ namespace NKAI
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{
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{
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// our to enemy strength ratio constants
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// our to enemy strength ratio constants
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const float SAFE_ATTACK_CONSTANT = 1.2f;
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const float SAFE_ATTACK_CONSTANT = 1.1f;
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const float RETREAT_THRESHOLD = 0.3f;
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const float RETREAT_THRESHOLD = 0.3f;
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const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
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const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
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@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
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LOG_TRACE(logAi);
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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auto hero = cb->getHero(details.id);
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if(!hero)
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validateObject(details.id); //enemy hero may have left visible area
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const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
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const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
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const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
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const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
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@@ -777,28 +779,21 @@ void AIGateway::makeTurn()
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
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setThreadName("AIGateway::makeTurn");
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setThreadName("AIGateway::makeTurn");
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cb->sendMessage("vcmieagles");
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retrieveVisitableObjs();
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if(cb->getDate(Date::DAY_OF_WEEK) == 1)
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if(cb->getDate(Date::DAY_OF_WEEK) == 1)
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{
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{
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std::vector<const CGObjectInstance *> objs;
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for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
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retrieveVisitableObjs(objs, true);
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for(const CGObjectInstance * obj : objs)
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{
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{
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if(isWeeklyRevisitable(obj))
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if(isWeeklyRevisitable(obj))
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{
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{
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addVisitableObj(obj);
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nullkiller->memory->markObjectUnvisited(obj);
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nullkiller->memory->markObjectUnvisited(obj);
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}
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}
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}
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}
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}
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}
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cb->sendMessage("vcmieagles");
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if(cb->getDate(Date::DAY) == 1)
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{
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retrieveVisitableObjs();
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}
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#if NKAI_TRACE_LEVEL == 0
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#if NKAI_TRACE_LEVEL == 0
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try
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try
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{
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{
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@@ -809,7 +804,7 @@ void AIGateway::makeTurn()
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for (auto h : cb->getHeroesInfo())
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for (auto h : cb->getHeroesInfo())
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{
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{
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if (h->movementPointsRemaining())
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if (h->movementPointsRemaining())
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logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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}
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}
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#if NKAI_TRACE_LEVEL == 0
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#if NKAI_TRACE_LEVEL == 0
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}
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}
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@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
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auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
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auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
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for(auto army : armies)
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{
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// move first stack at first slot if empty to avoid can not take away last creature
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if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
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{
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cb->mergeOrSwapStacks(
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army,
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army,
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SlotID(0),
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army->Slots().begin()->first);
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}
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}
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//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
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//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
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for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
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for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
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{
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{
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@@ -1059,20 +1067,25 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
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int count = d->creatures[i].first;
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int count = d->creatures[i].first;
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CreatureID creID = d->creatures[i].second.back();
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CreatureID creID = d->creatures[i].second.back();
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if(!recruiter->getSlotFor(creID).validSlot())
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{
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continue;
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}
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vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
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vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
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if(count > 0)
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if(count > 0)
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cb->recruitCreatures(d, recruiter, creID, count, i);
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cb->recruitCreatures(d, recruiter, creID, count, i);
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}
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}
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}
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}
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
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{
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{
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NET_EVENT_HANDLER;
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NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
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battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
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}
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}
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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@@ -1083,12 +1096,16 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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bool won = br->winner == myCb->battleGetMySide();
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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battlename.clear();
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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if (queryID != -1)
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requestActionASAP([=]()
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{
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{
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answerQuery(queryID, confirmAction);
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status.addQuery(queryID, "Combat result dialog");
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});
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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}
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CAdventureAI::battleEnd(br, queryID);
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CAdventureAI::battleEnd(br, queryID);
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}
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}
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@@ -1098,26 +1115,13 @@ void AIGateway::waitTillFree()
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status.waitTillFree();
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status.waitTillFree();
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}
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}
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void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
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{
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if(includeOwned || obj->tempOwner != playerID)
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out.push_back(obj);
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}
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});
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}
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|
|
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void AIGateway::retrieveVisitableObjs()
|
void AIGateway::retrieveVisitableObjs()
|
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{
|
{
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foreach_tile_pos([&](const int3 & pos)
|
foreach_tile_pos([&](const int3 & pos)
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{
|
{
|
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
|
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
|
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{
|
{
|
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if(obj->tempOwner != playerID)
|
addVisitableObj(obj);
|
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addVisitableObj(obj);
|
|
||||||
}
|
}
|
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});
|
});
|
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}
|
}
|
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@@ -1175,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
|
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if(startHpos == dst)
|
if(startHpos == dst)
|
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{
|
{
|
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
//FIXME: this assertion fails also if AI moves onto defeated guarded object
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assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
//assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
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cb->moveHero(*h, h->convertFromVisitablePos(dst));
|
cb->moveHero(*h, h->convertFromVisitablePos(dst));
|
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afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
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// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
|
// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
|
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|
|||||||
@@ -169,7 +169,7 @@ public:
|
|||||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
||||||
|
|
||||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
|
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
||||||
|
|
||||||
void makeTurn();
|
void makeTurn();
|
||||||
@@ -195,7 +195,6 @@ public:
|
|||||||
|
|
||||||
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
|
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
|
||||||
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
|
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
|
||||||
void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
|
|
||||||
void retrieveVisitableObjs();
|
void retrieveVisitableObjs();
|
||||||
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
|
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
|
||||||
|
|
||||||
|
|||||||
@@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
|
|||||||
|
|
||||||
if(dynamic_cast<const CGDwelling *>(obj))
|
if(dynamic_cast<const CGDwelling *>(obj))
|
||||||
return true;
|
return true;
|
||||||
if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
|
|
||||||
return true;
|
|
||||||
|
|
||||||
switch(obj->ID)
|
switch(obj->ID)
|
||||||
{
|
{
|
||||||
case Obj::STABLES:
|
|
||||||
case Obj::MAGIC_WELL:
|
|
||||||
case Obj::HILL_FORT:
|
case Obj::HILL_FORT:
|
||||||
return true;
|
return true;
|
||||||
case Obj::BORDER_GATE:
|
case Obj::BORDER_GATE:
|
||||||
|
|||||||
@@ -13,6 +13,7 @@
|
|||||||
#include "../Engine/Nullkiller.h"
|
#include "../Engine/Nullkiller.h"
|
||||||
#include "../../../CCallback.h"
|
#include "../../../CCallback.h"
|
||||||
#include "../../../lib/mapObjects/MapObjects.h"
|
#include "../../../lib/mapObjects/MapObjects.h"
|
||||||
|
#include "../../../lib/GameConstants.h"
|
||||||
|
|
||||||
namespace NKAI
|
namespace NKAI
|
||||||
{
|
{
|
||||||
@@ -33,6 +34,45 @@ public:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
|
||||||
|
{
|
||||||
|
for(auto slot : army)
|
||||||
|
{
|
||||||
|
resultingArmy.push_back(slot);
|
||||||
|
|
||||||
|
upgradeValue += slot.power;
|
||||||
|
upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
|
||||||
|
{
|
||||||
|
for(auto slot : army)
|
||||||
|
{
|
||||||
|
resultingArmy.push_back(slot);
|
||||||
|
|
||||||
|
upgradeValue += slot.power;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
|
||||||
|
{
|
||||||
|
std::vector<SlotInfo> result;
|
||||||
|
|
||||||
|
for(auto i : army)
|
||||||
|
{
|
||||||
|
SlotInfo slot;
|
||||||
|
|
||||||
|
slot.creature = VLC->creh->objects[i.cre->getId()];
|
||||||
|
slot.count = i.count;
|
||||||
|
slot.power = evaluateStackPower(i.cre, i.count);
|
||||||
|
|
||||||
|
result.push_back(slot);
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
|
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
|
||||||
{
|
{
|
||||||
return howManyReinforcementsCanGet(hero, hero, source);
|
return howManyReinforcementsCanGet(hero, hero, source);
|
||||||
@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
|
|||||||
{
|
{
|
||||||
if(vstd::contains(allowedFactions, slot.creature->getFaction()))
|
if(vstd::contains(allowedFactions, slot.creature->getFaction()))
|
||||||
{
|
{
|
||||||
auto slotID = newArmyInstance.getSlotFor(slot.creature);
|
auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
|
||||||
|
|
||||||
if(slotID.validSlot())
|
if(slotID.validSlot())
|
||||||
{
|
{
|
||||||
@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
|
|||||||
ui64 ArmyManager::howManyReinforcementsCanBuy(
|
ui64 ArmyManager::howManyReinforcementsCanBuy(
|
||||||
const CCreatureSet * targetArmy,
|
const CCreatureSet * targetArmy,
|
||||||
const CGDwelling * dwelling,
|
const CGDwelling * dwelling,
|
||||||
const TResources & availableResources) const
|
const TResources & availableResources,
|
||||||
|
uint8_t turn) const
|
||||||
{
|
{
|
||||||
ui64 aivalue = 0;
|
ui64 aivalue = 0;
|
||||||
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
|
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
|
||||||
@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
|
|||||||
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
|
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
|
||||||
const CCreatureSet * hero,
|
const CCreatureSet * hero,
|
||||||
const CGDwelling * dwelling,
|
const CGDwelling * dwelling,
|
||||||
TResources availableRes) const
|
TResources availableRes,
|
||||||
|
uint8_t turn) const
|
||||||
{
|
{
|
||||||
std::vector<creInfo> creaturesInDwellings;
|
std::vector<creInfo> creaturesInDwellings;
|
||||||
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
|
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
|
||||||
|
bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
|
||||||
|
|
||||||
|
const CGTownInstance * town = dwelling->ID == Obj::TOWN
|
||||||
|
? dynamic_cast<const CGTownInstance *>(dwelling)
|
||||||
|
: nullptr;
|
||||||
|
|
||||||
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
|
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
auto ci = infoFromDC(dwelling->creatures[i]);
|
auto ci = infoFromDC(dwelling->creatures[i]);
|
||||||
|
|
||||||
if(!ci.count || ci.creID == -1)
|
if(ci.creID == -1) continue;
|
||||||
continue;
|
|
||||||
|
if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
|
||||||
|
{
|
||||||
|
ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!ci.count) continue;
|
||||||
|
|
||||||
SlotID dst = hero->getSlotFor(ci.creID);
|
SlotID dst = hero->getSlotFor(ci.creID);
|
||||||
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
|
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
|
||||||
@@ -282,8 +335,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
|
|||||||
|
|
||||||
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
|
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
|
||||||
|
|
||||||
if(!ci.count)
|
if(!ci.count) continue;
|
||||||
continue;
|
|
||||||
|
|
||||||
ci.level = i; //this is important for Dungeon Summoning Portal
|
ci.level = i; //this is important for Dungeon Summoning Portal
|
||||||
creaturesInDwellings.push_back(ci);
|
creaturesInDwellings.push_back(ci);
|
||||||
@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
|
|||||||
return newArmy > oldArmy ? newArmy - oldArmy : 0;
|
return newArmy > oldArmy ? newArmy - oldArmy : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
|
uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
|
||||||
{
|
{
|
||||||
return creature->getAIValue() * count;
|
return creature->getAIValue() * count;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
|
|||||||
std::vector<SlotInfo> resultingArmy;
|
std::vector<SlotInfo> resultingArmy;
|
||||||
uint64_t upgradeValue = 0;
|
uint64_t upgradeValue = 0;
|
||||||
TResources upgradeCost;
|
TResources upgradeCost;
|
||||||
|
|
||||||
|
void addArmyToBuy(std::vector<SlotInfo> army);
|
||||||
|
void addArmyToGet(std::vector<SlotInfo> army);
|
||||||
};
|
};
|
||||||
|
|
||||||
class DLL_EXPORT IArmyManager //: public: IAbstractManager
|
class DLL_EXPORT IArmyManager //: public: IAbstractManager
|
||||||
@@ -45,20 +48,33 @@ public:
|
|||||||
virtual ui64 howManyReinforcementsCanBuy(
|
virtual ui64 howManyReinforcementsCanBuy(
|
||||||
const CCreatureSet * targetArmy,
|
const CCreatureSet * targetArmy,
|
||||||
const CGDwelling * dwelling,
|
const CGDwelling * dwelling,
|
||||||
const TResources & availableResources) const = 0;
|
const TResources & availableResources,
|
||||||
|
uint8_t turn = 0) const = 0;
|
||||||
|
|
||||||
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
|
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
|
||||||
virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
virtual ui64 howManyReinforcementsCanGet(
|
||||||
|
const IBonusBearer * armyCarrier,
|
||||||
|
const CCreatureSet * target,
|
||||||
|
const CCreatureSet * source) const = 0;
|
||||||
|
|
||||||
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
||||||
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
|
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
|
||||||
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
||||||
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
|
virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
|
||||||
virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
|
|
||||||
|
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
|
||||||
|
virtual std::vector<creInfo> getArmyAvailableToBuy(
|
||||||
|
const CCreatureSet * hero,
|
||||||
|
const CGDwelling * dwelling,
|
||||||
|
TResources availableRes,
|
||||||
|
uint8_t turn = 0) const = 0;
|
||||||
|
|
||||||
|
virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
|
||||||
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
|
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
|
||||||
virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
|
virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
|
||||||
const CCreatureSet * army,
|
const CCreatureSet * army,
|
||||||
const CGObjectInstance * upgrader,
|
const CGObjectInstance * upgrader,
|
||||||
const TResources & availableResources) const = 0;
|
const TResources & availableResources) const = 0;
|
||||||
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
|
|
||||||
virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
|
virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -74,20 +90,30 @@ private:
|
|||||||
public:
|
public:
|
||||||
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
|
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
|
||||||
void update() override;
|
void update() override;
|
||||||
|
|
||||||
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
|
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
|
||||||
ui64 howManyReinforcementsCanBuy(
|
ui64 howManyReinforcementsCanBuy(
|
||||||
const CCreatureSet * targetArmy,
|
const CCreatureSet * targetArmy,
|
||||||
const CGDwelling * dwelling,
|
const CGDwelling * dwelling,
|
||||||
const TResources & availableResources) const override;
|
const TResources & availableResources,
|
||||||
|
uint8_t turn = 0) const override;
|
||||||
|
|
||||||
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
|
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
|
||||||
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||||
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||||
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
|
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
|
||||||
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
|
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||||
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
|
std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
|
||||||
|
|
||||||
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
|
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
|
||||||
|
std::vector<creInfo> getArmyAvailableToBuy(
|
||||||
|
const CCreatureSet * hero,
|
||||||
|
const CGDwelling * dwelling,
|
||||||
|
TResources availableRes,
|
||||||
|
uint8_t turn = 0) const override;
|
||||||
|
|
||||||
std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
|
std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
|
||||||
uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
|
uint64_t evaluateStackPower(const Creature * creature, int count) const override;
|
||||||
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
|
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
|
||||||
ArmyUpgradeInfo calculateCreaturesUpgrade(
|
ArmyUpgradeInfo calculateCreaturesUpgrade(
|
||||||
const CCreatureSet * army,
|
const CCreatureSet * army,
|
||||||
|
|||||||
@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
|
|||||||
logAi->trace("Checking other buildings");
|
logAi->trace("Checking other buildings");
|
||||||
|
|
||||||
std::vector<std::vector<BuildingID>> otherBuildings = {
|
std::vector<std::vector<BuildingID>> otherBuildings = {
|
||||||
{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
|
{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
|
||||||
|
{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
|
||||||
};
|
};
|
||||||
|
|
||||||
if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
|
if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
|
||||||
{
|
{
|
||||||
otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
|
otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
|
||||||
|
otherBuildings.push_back({BuildingID::HORDE_1});
|
||||||
|
otherBuildings.push_back({BuildingID::HORDE_2});
|
||||||
}
|
}
|
||||||
|
|
||||||
for(auto & buildingSet : otherBuildings)
|
for(auto & buildingSet : otherBuildings)
|
||||||
{
|
{
|
||||||
for(auto & buildingID : buildingSet)
|
for(auto & buildingID : buildingSet)
|
||||||
{
|
{
|
||||||
if(!developmentInfo.town->hasBuilt(buildingID))
|
if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
|
||||||
{
|
{
|
||||||
developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
|
developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
|
||||||
|
|
||||||
@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
|
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
|
||||||
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
|
+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
logAi->trace("Gold preasure: %f", goldPreasure);
|
logAi->trace("Gold preasure: %f", goldPreasure);
|
||||||
@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
|
|||||||
const CCreature * creature = nullptr;
|
const CCreature * creature = nullptr;
|
||||||
CreatureID baseCreatureID;
|
CreatureID baseCreatureID;
|
||||||
|
|
||||||
|
int creatureLevel = -1;
|
||||||
|
int creatureUpgrade = 0;
|
||||||
|
|
||||||
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
|
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
|
||||||
{
|
{
|
||||||
int level = toBuild - BuildingID::DWELL_FIRST;
|
creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
||||||
auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
|
creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
||||||
auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
|
}
|
||||||
? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
|
else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
|
||||||
|
{
|
||||||
|
creatureLevel = townInfo->hordeLvl.at(0);
|
||||||
|
}
|
||||||
|
else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
|
||||||
|
{
|
||||||
|
creatureLevel = townInfo->hordeLvl.at(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(creatureLevel >= 0)
|
||||||
|
{
|
||||||
|
auto creatures = townInfo->creatures.at(creatureLevel);
|
||||||
|
auto creatureID = creatures.size() > creatureUpgrade
|
||||||
|
? creatures.at(creatureUpgrade)
|
||||||
: creatures.front();
|
: creatures.front();
|
||||||
|
|
||||||
baseCreatureID = creatures.front();
|
baseCreatureID = creatures.front();
|
||||||
@@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
creatureGrows = creature->getGrowth();
|
if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
|
||||||
|
{
|
||||||
|
creatureGrows = creature->getGrowth();
|
||||||
|
|
||||||
if(town->hasBuilt(BuildingID::CASTLE))
|
if(town->hasBuilt(BuildingID::CASTLE))
|
||||||
creatureGrows *= 2;
|
creatureGrows *= 2;
|
||||||
else if(town->hasBuilt(BuildingID::CITADEL))
|
else if(town->hasBuilt(BuildingID::CITADEL))
|
||||||
creatureGrows += creatureGrows / 2;
|
creatureGrows += creatureGrows / 2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
creatureGrows = creature->getHorde();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
|
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
|
||||||
|
|||||||
@@ -17,20 +17,29 @@ namespace NKAI
|
|||||||
|
|
||||||
HitMapInfo HitMapInfo::NoTreat;
|
HitMapInfo HitMapInfo::NoTreat;
|
||||||
|
|
||||||
|
double HitMapInfo::value() const
|
||||||
|
{
|
||||||
|
return danger / std::sqrt(turn / 3.0f + 1);
|
||||||
|
}
|
||||||
|
|
||||||
void DangerHitMapAnalyzer::updateHitMap()
|
void DangerHitMapAnalyzer::updateHitMap()
|
||||||
{
|
{
|
||||||
if(upToDate)
|
if(hitMapUpToDate)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
logAi->trace("Update danger hitmap");
|
logAi->trace("Update danger hitmap");
|
||||||
|
|
||||||
upToDate = true;
|
hitMapUpToDate = true;
|
||||||
auto start = std::chrono::high_resolution_clock::now();
|
auto start = std::chrono::high_resolution_clock::now();
|
||||||
|
|
||||||
auto cb = ai->cb.get();
|
auto cb = ai->cb.get();
|
||||||
auto mapSize = ai->cb->getMapSize();
|
auto mapSize = ai->cb->getMapSize();
|
||||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
|
||||||
|
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||||
|
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||||
|
|
||||||
enemyHeroAccessibleObjects.clear();
|
enemyHeroAccessibleObjects.clear();
|
||||||
|
townTreats.clear();
|
||||||
|
|
||||||
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
|
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
|
||||||
|
|
||||||
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
|
|||||||
if(path.getFirstBlockedAction())
|
if(path.getFirstBlockedAction())
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
auto tileDanger = path.getHeroStrength();
|
|
||||||
auto turn = path.turn();
|
|
||||||
auto & node = hitMap[pos.x][pos.y][pos.z];
|
auto & node = hitMap[pos.x][pos.y][pos.z];
|
||||||
|
|
||||||
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|
HitMapInfo newTreat;
|
||||||
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
|
|
||||||
|
newTreat.hero = path.targetHero;
|
||||||
|
newTreat.turn = path.turn();
|
||||||
|
newTreat.danger = path.getHeroStrength();
|
||||||
|
|
||||||
|
if(newTreat.value() > node.maximumDanger.value())
|
||||||
{
|
{
|
||||||
node.maximumDanger.danger = tileDanger;
|
node.maximumDanger = newTreat;
|
||||||
node.maximumDanger.turn = turn;
|
|
||||||
node.maximumDanger.hero = path.targetHero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(turn < node.fastestDanger.turn
|
if(newTreat.turn < node.fastestDanger.turn
|
||||||
|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
|
|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
|
||||||
{
|
{
|
||||||
node.fastestDanger.danger = tileDanger;
|
node.fastestDanger = newTreat;
|
||||||
node.fastestDanger.turn = turn;
|
|
||||||
node.fastestDanger.hero = path.targetHero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(turn == 0)
|
if(newTreat.turn == 0)
|
||||||
{
|
{
|
||||||
auto objects = cb->getVisitableObjs(pos, false);
|
auto objects = cb->getVisitableObjs(pos, false);
|
||||||
|
|
||||||
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
|
|||||||
{
|
{
|
||||||
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
|
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
|
||||||
enemyHeroAccessibleObjects[path.targetHero].insert(obj);
|
enemyHeroAccessibleObjects[path.targetHero].insert(obj);
|
||||||
|
|
||||||
|
if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
|
||||||
|
{
|
||||||
|
auto & treats = townTreats[obj->id];
|
||||||
|
auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
|
||||||
|
{
|
||||||
|
return i.hero.hid == path.targetHero->id;
|
||||||
|
});
|
||||||
|
|
||||||
|
if(treat == treats.end())
|
||||||
|
{
|
||||||
|
treats.emplace_back();
|
||||||
|
treat = std::prev(treats.end(), 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(newTreat.value() > treat->value())
|
||||||
|
{
|
||||||
|
*treat = newTreat;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -104,6 +132,122 @@ void DangerHitMapAnalyzer::updateHitMap()
|
|||||||
logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
|
logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DangerHitMapAnalyzer::calculateTileOwners()
|
||||||
|
{
|
||||||
|
if(tileOwnersUpToDate) return;
|
||||||
|
|
||||||
|
tileOwnersUpToDate = true;
|
||||||
|
|
||||||
|
auto cb = ai->cb.get();
|
||||||
|
auto mapSize = ai->cb->getMapSize();
|
||||||
|
|
||||||
|
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||||
|
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||||
|
|
||||||
|
std::map<const CGHeroInstance *, HeroRole> townHeroes;
|
||||||
|
std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
|
||||||
|
PathfinderSettings pathfinderSettings;
|
||||||
|
|
||||||
|
pathfinderSettings.mainTurnDistanceLimit = 5;
|
||||||
|
|
||||||
|
auto addTownHero = [&](const CGTownInstance * town)
|
||||||
|
{
|
||||||
|
auto townHero = new CGHeroInstance();
|
||||||
|
CRandomGenerator rng;
|
||||||
|
auto visitablePos = town->visitablePos();
|
||||||
|
|
||||||
|
townHero->setOwner(ai->playerID); // lets avoid having multiple colors
|
||||||
|
townHero->initHero(rng, static_cast<HeroTypeID>(0));
|
||||||
|
townHero->pos = townHero->convertFromVisitablePos(visitablePos);
|
||||||
|
townHero->initObj(rng);
|
||||||
|
|
||||||
|
heroTownMap[townHero] = town;
|
||||||
|
townHeroes[townHero] = HeroRole::MAIN;
|
||||||
|
};
|
||||||
|
|
||||||
|
for(auto obj : ai->memory->visitableObjs)
|
||||||
|
{
|
||||||
|
if(obj && obj->ID == Obj::TOWN)
|
||||||
|
{
|
||||||
|
addTownHero(dynamic_cast<const CGTownInstance *>(obj));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for(auto town : cb->getTownsInfo())
|
||||||
|
{
|
||||||
|
addTownHero(town);
|
||||||
|
}
|
||||||
|
|
||||||
|
ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
|
||||||
|
|
||||||
|
pforeachTilePos(mapSize, [&](const int3 & pos)
|
||||||
|
{
|
||||||
|
float ourDistance = std::numeric_limits<float>::max();
|
||||||
|
float enemyDistance = std::numeric_limits<float>::max();
|
||||||
|
const CGTownInstance * enemyTown = nullptr;
|
||||||
|
const CGTownInstance * ourTown = nullptr;
|
||||||
|
|
||||||
|
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
|
||||||
|
{
|
||||||
|
if(!path.targetHero || path.getFirstBlockedAction())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto town = heroTownMap[path.targetHero];
|
||||||
|
|
||||||
|
if(town->getOwner() == ai->playerID)
|
||||||
|
{
|
||||||
|
if(ourDistance > path.movementCost())
|
||||||
|
{
|
||||||
|
ourDistance = path.movementCost();
|
||||||
|
ourTown = town;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(enemyDistance > path.movementCost())
|
||||||
|
{
|
||||||
|
enemyDistance = path.movementCost();
|
||||||
|
enemyTown = town;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(ourDistance == enemyDistance)
|
||||||
|
{
|
||||||
|
hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
|
||||||
|
}
|
||||||
|
else if(!enemyTown || ourDistance < enemyDistance)
|
||||||
|
{
|
||||||
|
hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownTreats(const CGTownInstance * town) const
|
||||||
|
{
|
||||||
|
static const std::vector<HitMapInfo> empty = {};
|
||||||
|
|
||||||
|
auto result = townTreats.find(town->id);
|
||||||
|
|
||||||
|
return result == townTreats.end() ? empty : result->second;
|
||||||
|
}
|
||||||
|
|
||||||
|
PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
|
||||||
|
{
|
||||||
|
auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||||
|
|
||||||
|
return town ? town->getOwner() : PlayerColor::NEUTRAL;
|
||||||
|
}
|
||||||
|
|
||||||
|
const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
|
||||||
|
{
|
||||||
|
return hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||||
|
}
|
||||||
|
|
||||||
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
|
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
|
||||||
{
|
{
|
||||||
int3 tile = path.targetTile();
|
int3 tile = path.targetTile();
|
||||||
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
|
|||||||
|
|
||||||
void DangerHitMapAnalyzer::reset()
|
void DangerHitMapAnalyzer::reset()
|
||||||
{
|
{
|
||||||
upToDate = false;
|
hitMapUpToDate = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -35,6 +35,8 @@ struct HitMapInfo
|
|||||||
turn = 255;
|
turn = 255;
|
||||||
hero = HeroPtr();
|
hero = HeroPtr();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
double value() const;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct HitMapNode
|
struct HitMapNode
|
||||||
@@ -42,6 +44,8 @@ struct HitMapNode
|
|||||||
HitMapInfo maximumDanger;
|
HitMapInfo maximumDanger;
|
||||||
HitMapInfo fastestDanger;
|
HitMapInfo fastestDanger;
|
||||||
|
|
||||||
|
const CGTownInstance * closestTown = nullptr;
|
||||||
|
|
||||||
HitMapNode() = default;
|
HitMapNode() = default;
|
||||||
|
|
||||||
void reset()
|
void reset()
|
||||||
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
|
|||||||
private:
|
private:
|
||||||
boost::multi_array<HitMapNode, 3> hitMap;
|
boost::multi_array<HitMapNode, 3> hitMap;
|
||||||
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
|
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
|
||||||
bool upToDate;
|
bool hitMapUpToDate = false;
|
||||||
|
bool tileOwnersUpToDate = false;
|
||||||
const Nullkiller * ai;
|
const Nullkiller * ai;
|
||||||
|
std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
|
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
|
||||||
|
|
||||||
void updateHitMap();
|
void updateHitMap();
|
||||||
|
void calculateTileOwners();
|
||||||
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
|
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
|
||||||
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
|
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
|
||||||
const HitMapNode & getTileTreat(const int3 & tile) const;
|
const HitMapNode & getTileTreat(const int3 & tile) const;
|
||||||
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
|
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
|
||||||
void reset();
|
void reset();
|
||||||
|
void resetTileOwners() { tileOwnersUpToDate = false; }
|
||||||
|
PlayerColor getTileOwner(const int3 & tile) const;
|
||||||
|
const CGTownInstance * getClosestTown(const int3 & tile) const;
|
||||||
|
const std::vector<HitMapInfo> & getTownTreats(const CGTownInstance * town) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -125,6 +125,7 @@ void HeroManager::update()
|
|||||||
}
|
}
|
||||||
|
|
||||||
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
|
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
|
||||||
|
heroRoles.clear();
|
||||||
|
|
||||||
for(auto hero : myHeroes)
|
for(auto hero : myHeroes)
|
||||||
{
|
{
|
||||||
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
|
|||||||
return evaluateFightingStrength(hero);
|
return evaluateFightingStrength(hero);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool HeroManager::heroCapReached() const
|
||||||
|
{
|
||||||
|
const bool includeGarnisoned = true;
|
||||||
|
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
||||||
|
|
||||||
|
return heroCount >= ALLOWED_ROAMING_HEROES
|
||||||
|
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
|
||||||
|
}
|
||||||
|
|
||||||
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
||||||
{
|
{
|
||||||
if(!town)
|
if(!town)
|
||||||
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
|||||||
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
|
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
const bool includeGarnisoned = true;
|
if(heroCapReached())
|
||||||
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
|
||||||
|
|
||||||
if(heroCount >= ALLOWED_ROAMING_HEROES)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
|
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
if(!cb->getAvailableHeroes(town).size())
|
if(!cb->getAvailableHeroes(town).size())
|
||||||
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
|
|||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
|
||||||
|
{
|
||||||
|
const CGHeroInstance * weakestHero = nullptr;
|
||||||
|
auto myHeroes = ai->cb->getHeroesInfo();
|
||||||
|
|
||||||
|
for(auto existingHero : myHeroes)
|
||||||
|
{
|
||||||
|
if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
|
||||||
|
|| existingHero->getArmyStrength() >armyLimit
|
||||||
|
|| getHeroRole(existingHero) == HeroRole::MAIN
|
||||||
|
|| existingHero->movementPointsRemaining()
|
||||||
|
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
||||||
|
{
|
||||||
|
weakestHero = existingHero;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return weakestHero;
|
||||||
|
}
|
||||||
|
|
||||||
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
|
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
|
||||||
:scoreMap(scoreMap)
|
:scoreMap(scoreMap)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -31,7 +31,9 @@ public:
|
|||||||
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
|
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
|
||||||
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
|
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
|
||||||
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
|
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
|
||||||
|
virtual bool heroCapReached() const = 0;
|
||||||
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
|
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
|
||||||
|
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class DLL_EXPORT ISecondarySkillRule
|
class DLL_EXPORT ISecondarySkillRule
|
||||||
@@ -71,7 +73,9 @@ public:
|
|||||||
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
|
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
|
||||||
float evaluateHero(const CGHeroInstance * hero) const override;
|
float evaluateHero(const CGHeroInstance * hero) const override;
|
||||||
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
|
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
|
||||||
|
bool heroCapReached() const override;
|
||||||
const CGHeroInstance * findHeroWithGrail() const override;
|
const CGHeroInstance * findHeroWithGrail() const override;
|
||||||
|
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
||||||
|
|||||||
@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
|
|||||||
auto obj = objs[i];
|
auto obj = objs[i];
|
||||||
|
|
||||||
if(!shouldVisitObject(obj))
|
if(!shouldVisitObject(obj))
|
||||||
return;
|
{
|
||||||
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
|
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||||
|
#endif
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||||
|
|||||||
@@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
|||||||
|
|
||||||
tasks.reserve(paths.size());
|
tasks.reserve(paths.size());
|
||||||
|
|
||||||
const AIPath * closestWay = nullptr;
|
std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
|
||||||
std::vector<ExecuteHeroChain *> waysToVisitObj;
|
std::vector<ExecuteHeroChain *> waysToVisitObj;
|
||||||
|
|
||||||
for(auto & path : paths)
|
for(auto & path : paths)
|
||||||
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
|||||||
|
|
||||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||||
|
|
||||||
if(heroRole == HeroRole::SCOUT
|
auto & closestWay = closestWaysByRole[heroRole];
|
||||||
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
|
|
||||||
|
if(!closestWay || closestWay->movementCost() > path.movementCost())
|
||||||
{
|
{
|
||||||
closestWay = &path;
|
closestWay = &path;
|
||||||
}
|
}
|
||||||
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(closestWay)
|
for(auto way : waysToVisitObj)
|
||||||
{
|
{
|
||||||
for(auto way : waysToVisitObj)
|
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
|
||||||
|
auto closestWay = closestWaysByRole[heroRole];
|
||||||
|
|
||||||
|
if(closestWay)
|
||||||
{
|
{
|
||||||
way->closestWayRatio
|
way->closestWayRatio
|
||||||
= closestWay->movementCost() / way->getPath().movementCost();
|
= closestWay->movementCost() / way->getPath().movementCost();
|
||||||
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
|
|||||||
{
|
{
|
||||||
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
|
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
|
||||||
|
|
||||||
if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
|
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
|
||||||
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
|
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
|
|||||||
return tasks;
|
return tasks;
|
||||||
}
|
}
|
||||||
|
|
||||||
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
|
||||||
{
|
{
|
||||||
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
|
||||||
|
|
||||||
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
|
||||||
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
|
|
||||||
|
|
||||||
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
||||||
|
|
||||||
if(town->garrisonHero)
|
for(const AIPath & path : paths)
|
||||||
{
|
{
|
||||||
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
||||||
|
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
||||||
|
|
||||||
|
if(treatIsWeak && !needToSaveGrowth)
|
||||||
{
|
{
|
||||||
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
||||||
|
|| path.turn() < treat.turn - 1
|
||||||
|
|| (path.turn() < treat.turn && treat.turn >= 2))
|
||||||
{
|
{
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
logAi->trace(
|
logAi->trace(
|
||||||
"Extracting hero %s from garrison of town %s",
|
"Hero %s can eliminate danger for town %s using path %s.",
|
||||||
town->garrisonHero->getNameTranslated(),
|
path.targetHero->getObjectName(),
|
||||||
town->getNameTranslated());
|
town->getObjectName(),
|
||||||
|
path.toString());
|
||||||
|
#endif
|
||||||
|
|
||||||
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
return true;
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void handleCounterAttack(
|
||||||
|
const CGTownInstance * town,
|
||||||
|
const HitMapInfo & treat,
|
||||||
|
const HitMapInfo & maximumDanger,
|
||||||
|
Goals::TGoalVec & tasks)
|
||||||
|
{
|
||||||
|
if(treat.hero.validAndSet()
|
||||||
|
&& treat.turn <= 1
|
||||||
|
&& (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
|
||||||
|
{
|
||||||
|
auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
|
||||||
|
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
|
||||||
|
|
||||||
|
for(int i = 0; i < heroCapturingPaths.size(); i++)
|
||||||
|
{
|
||||||
|
AIPath & path = heroCapturingPaths[i];
|
||||||
|
TSubgoal goal = goals[i];
|
||||||
|
|
||||||
|
if(!goal || goal->invalid() || !goal->isElementar()) continue;
|
||||||
|
|
||||||
|
Composition composition;
|
||||||
|
|
||||||
|
composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
|
||||||
|
|
||||||
|
tasks.push_back(Goals::sptr(composition));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
|
||||||
|
{
|
||||||
|
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
||||||
|
{
|
||||||
logAi->trace(
|
logAi->trace(
|
||||||
"Hero %s in garrison of town %s is suposed to defend the town",
|
"Hero %s in garrison of town %s is suposed to defend the town",
|
||||||
town->garrisonHero->getNameTranslated(),
|
town->garrisonHero->getNameTranslated(),
|
||||||
town->getNameTranslated());
|
town->getNameTranslated());
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(!town->visitingHero)
|
||||||
|
{
|
||||||
|
if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
||||||
|
{
|
||||||
|
logAi->trace(
|
||||||
|
"Extracting hero %s from garrison of town %s",
|
||||||
|
town->garrisonHero->getNameTranslated(),
|
||||||
|
town->getNameTranslated());
|
||||||
|
|
||||||
|
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
|
||||||
|
{
|
||||||
|
auto armyDismissLimit = 1000;
|
||||||
|
auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
|
||||||
|
|
||||||
|
if(heroToDismiss)
|
||||||
|
{
|
||||||
|
tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
||||||
|
{
|
||||||
|
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
||||||
|
|
||||||
|
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
||||||
|
std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
|
||||||
|
|
||||||
|
treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
|
||||||
|
|
||||||
|
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -109,103 +191,15 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
|||||||
std::to_string(treat.turn),
|
std::to_string(treat.turn),
|
||||||
treat.hero->getNameTranslated());
|
treat.hero->getNameTranslated());
|
||||||
|
|
||||||
bool treatIsUnderControl = false;
|
handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
|
||||||
|
|
||||||
for(AIPath & path : paths)
|
if(isTreatUnderControl(town, treat, paths))
|
||||||
{
|
{
|
||||||
if(town->visitingHero && path.targetHero != town->visitingHero.get())
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if(treat.hero.validAndSet()
|
|
||||||
&& treat.turn <= 1
|
|
||||||
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
|
|
||||||
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|
|
||||||
{
|
|
||||||
Composition composition;
|
|
||||||
|
|
||||||
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
|
|
||||||
|
|
||||||
tasks.push_back(Goals::sptr(composition));
|
|
||||||
}
|
|
||||||
|
|
||||||
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
|
||||||
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
|
||||||
|
|
||||||
if(treatIsWeak && !needToSaveGrowth)
|
|
||||||
{
|
|
||||||
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
|
||||||
|| path.turn() < treat.turn - 1
|
|
||||||
|| (path.turn() < treat.turn && treat.turn >= 2))
|
|
||||||
{
|
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
|
||||||
logAi->trace(
|
|
||||||
"Hero %s can eliminate danger for town %s using path %s.",
|
|
||||||
path.targetHero->getObjectName(),
|
|
||||||
town->getObjectName(),
|
|
||||||
path.toString());
|
|
||||||
#endif
|
|
||||||
|
|
||||||
treatIsUnderControl = true;
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(treatIsUnderControl)
|
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
if(!town->visitingHero
|
|
||||||
&& town->hasBuilt(BuildingID::TAVERN)
|
|
||||||
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
|
||||||
{
|
|
||||||
auto heroesInTavern = cb->getAvailableHeroes(town);
|
|
||||||
|
|
||||||
for(auto hero : heroesInTavern)
|
|
||||||
{
|
|
||||||
if(hero->getTotalStrength() > treat.danger)
|
|
||||||
{
|
|
||||||
auto myHeroes = cb->getHeroesInfo();
|
|
||||||
|
|
||||||
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
|
|
||||||
{
|
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
|
||||||
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
|
||||||
#endif
|
|
||||||
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
const CGHeroInstance * weakestHero = nullptr;
|
|
||||||
|
|
||||||
for(auto existingHero : myHeroes)
|
|
||||||
{
|
|
||||||
if(ai->nullkiller->isHeroLocked(existingHero)
|
|
||||||
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|
|
||||||
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|
|
||||||
|| existingHero->movementPointsRemaining()
|
|
||||||
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
|
||||||
{
|
|
||||||
weakestHero = existingHero;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(weakestHero)
|
|
||||||
{
|
|
||||||
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
evaluateRecruitingHero(tasks, treat, town);
|
||||||
|
|
||||||
if(paths.empty())
|
if(paths.empty())
|
||||||
{
|
{
|
||||||
logAi->trace("No ways to defend town %s", town->getNameTranslated());
|
logAi->trace("No ways to defend town %s", town->getNameTranslated());
|
||||||
@@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
|||||||
path.movementCost(),
|
path.movementCost(),
|
||||||
path.toString());
|
path.toString());
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
auto townDefenseStrength = town->garrisonHero
|
||||||
|
? town->garrisonHero->getTotalStrength()
|
||||||
|
: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
|
||||||
|
|
||||||
|
if(town->visitingHero && path.targetHero == town->visitingHero.get())
|
||||||
|
{
|
||||||
|
if(path.getHeroStrength() < townDefenseStrength)
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
|
||||||
|
{
|
||||||
|
if(path.getHeroStrength() < townDefenseStrength)
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
if(path.turn() <= treat.turn - 2)
|
if(path.turn() <= treat.turn - 2)
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
|||||||
tasks.push_back(
|
tasks.push_back(
|
||||||
Goals::sptr(Composition()
|
Goals::sptr(Composition()
|
||||||
.addNext(DefendTown(town, treat, path))
|
.addNext(DefendTown(town, treat, path))
|
||||||
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
|
.addNextSequence({
|
||||||
.addNext(ExecuteHeroChain(path, town))
|
sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
|
||||||
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
|
sptr(ExecuteHeroChain(path, town)),
|
||||||
|
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
|
||||||
|
})));
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
|
||||||
logAi->trace("Move %s to defend town %s",
|
|
||||||
path.targetHero->getObjectName(),
|
|
||||||
town->getObjectName());
|
|
||||||
#endif
|
|
||||||
Composition composition;
|
Composition composition;
|
||||||
|
|
||||||
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
|
composition.addNext(DefendTown(town, treat, path));
|
||||||
|
TGoalVec sequence;
|
||||||
|
|
||||||
|
if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
|
||||||
|
{
|
||||||
|
composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
|
||||||
|
tasks.push_back(Goals::sptr(composition));
|
||||||
|
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
|
logAi->trace("Locking hero %s in garrison of %s",
|
||||||
|
town->garrisonHero.get()->getObjectName(),
|
||||||
|
town->getObjectName());
|
||||||
|
#endif
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
|
||||||
|
{
|
||||||
|
if(town->garrisonHero)
|
||||||
|
{
|
||||||
|
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
|
||||||
|
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
|
||||||
|
{
|
||||||
|
if(path.turn() == 0)
|
||||||
|
sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
|
logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
|
||||||
|
path.targetHero->getObjectName(),
|
||||||
|
town->getObjectName());
|
||||||
|
#endif
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(path.turn() == 0)
|
||||||
|
{
|
||||||
|
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
|
logAi->trace("Move %s to defend town %s",
|
||||||
|
path.targetHero->getObjectName(),
|
||||||
|
town->getObjectName());
|
||||||
|
#endif
|
||||||
|
|
||||||
|
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
|
||||||
|
composition.addNextSequence(sequence);
|
||||||
|
|
||||||
auto firstBlockedAction = path.getFirstBlockedAction();
|
auto firstBlockedAction = path.getFirstBlockedAction();
|
||||||
if(firstBlockedAction)
|
if(firstBlockedAction)
|
||||||
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
|||||||
logAi->debug("Found %d tasks", tasks.size());
|
logAi->debug("Found %d tasks", tasks.size());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
|
||||||
|
{
|
||||||
|
if(town->hasBuilt(BuildingID::TAVERN)
|
||||||
|
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
||||||
|
{
|
||||||
|
auto heroesInTavern = cb->getAvailableHeroes(town);
|
||||||
|
|
||||||
|
for(auto hero : heroesInTavern)
|
||||||
|
{
|
||||||
|
if(hero->getTotalStrength() < treat.danger)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto myHeroes = cb->getHeroesInfo();
|
||||||
|
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
|
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
||||||
|
#endif
|
||||||
|
bool needSwap = false;
|
||||||
|
const CGHeroInstance * heroToDismiss = nullptr;
|
||||||
|
|
||||||
|
if(town->visitingHero)
|
||||||
|
{
|
||||||
|
if(!town->garrisonHero)
|
||||||
|
needSwap = true;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
|
||||||
|
{
|
||||||
|
if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
heroToDismiss = town->visitingHero.get();
|
||||||
|
}
|
||||||
|
else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
|
||||||
|
continue;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
needSwap = true;
|
||||||
|
heroToDismiss = town->garrisonHero.get();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if(ai->nullkiller->heroManager->heroCapReached())
|
||||||
|
{
|
||||||
|
heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
|
||||||
|
|
||||||
|
if(!heroToDismiss)
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
TGoalVec sequence;
|
||||||
|
Goals::Composition recruitHeroComposition;
|
||||||
|
|
||||||
|
if(needSwap)
|
||||||
|
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||||
|
|
||||||
|
if(heroToDismiss)
|
||||||
|
sequence.push_back(sptr(DismissHero(heroToDismiss)));
|
||||||
|
|
||||||
|
sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
|
||||||
|
|
||||||
|
tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,8 +15,12 @@
|
|||||||
|
|
||||||
namespace NKAI
|
namespace NKAI
|
||||||
{
|
{
|
||||||
|
|
||||||
|
struct HitMapInfo;
|
||||||
|
|
||||||
namespace Goals
|
namespace Goals
|
||||||
{
|
{
|
||||||
|
|
||||||
class DefenceBehavior : public CGoal<DefenceBehavior>
|
class DefenceBehavior : public CGoal<DefenceBehavior>
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -35,6 +39,7 @@ namespace Goals
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
|
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
|
||||||
|
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -12,10 +12,13 @@
|
|||||||
#include "../Engine/Nullkiller.h"
|
#include "../Engine/Nullkiller.h"
|
||||||
#include "../Goals/ExecuteHeroChain.h"
|
#include "../Goals/ExecuteHeroChain.h"
|
||||||
#include "../Goals/Composition.h"
|
#include "../Goals/Composition.h"
|
||||||
|
#include "../Goals/RecruitHero.h"
|
||||||
#include "../Markers/HeroExchange.h"
|
#include "../Markers/HeroExchange.h"
|
||||||
#include "../Markers/ArmyUpgrade.h"
|
#include "../Markers/ArmyUpgrade.h"
|
||||||
#include "GatherArmyBehavior.h"
|
#include "GatherArmyBehavior.h"
|
||||||
|
#include "CaptureObjectsBehavior.h"
|
||||||
#include "../AIUtility.h"
|
#include "../AIUtility.h"
|
||||||
|
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||||
|
|
||||||
namespace NKAI
|
namespace NKAI
|
||||||
{
|
{
|
||||||
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
|||||||
for(const AIPath & path : paths)
|
for(const AIPath & path : paths)
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Path found %s", path.toString());
|
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if(path.containsHero(hero)) continue;
|
if(path.containsHero(hero))
|
||||||
|
|
||||||
if(path.turn() == 0 && hero->inTownGarrison)
|
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
|
logAi->trace("Selfcontaining path. Ignore");
|
||||||
#endif
|
#endif
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
bool garrisoned = false;
|
||||||
|
|
||||||
|
if(path.turn() == 0 && hero->inTownGarrison)
|
||||||
|
{
|
||||||
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
|
garrisoned = true;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
|
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
|
||||||
@@ -109,10 +119,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
|||||||
|
|
||||||
HeroExchange heroExchange(hero, path);
|
HeroExchange heroExchange(hero, path);
|
||||||
|
|
||||||
float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
|
uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
|
||||||
|
float armyRatio = (float)armyValue / hero->getArmyStrength();
|
||||||
|
|
||||||
// avoid transferring very small amount of army
|
// avoid transferring very small amount of army
|
||||||
if(armyValue < 0.1f && armyValue < 20000)
|
if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Army value is too small.");
|
logAi->trace("Army value is too small.");
|
||||||
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
|||||||
exchangePath.closestWayRatio = 1;
|
exchangePath.closestWayRatio = 1;
|
||||||
|
|
||||||
composition.addNext(heroExchange);
|
composition.addNext(heroExchange);
|
||||||
composition.addNext(exchangePath);
|
|
||||||
|
if(garrisoned && path.turn() == 0)
|
||||||
|
{
|
||||||
|
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
|
||||||
|
|
||||||
|
composition.addNextSequence({
|
||||||
|
sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
|
||||||
|
sptr(exchangePath),
|
||||||
|
sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
composition.addNext(exchangePath);
|
||||||
|
}
|
||||||
|
|
||||||
auto blockedAction = path.getFirstBlockedAction();
|
auto blockedAction = path.getFirstBlockedAction();
|
||||||
|
|
||||||
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
|
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
|
||||||
|
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
|
||||||
|
|
||||||
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
||||||
|
|
||||||
#if NKAI_TRACE_LEVEL >= 1
|
#if NKAI_TRACE_LEVEL >= 1
|
||||||
logAi->trace("Found %d paths", paths.size());
|
logAi->trace("Found %d paths", paths.size());
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
bool hasMainAround = false;
|
||||||
|
|
||||||
for(const AIPath & path : paths)
|
for(const AIPath & path : paths)
|
||||||
{
|
{
|
||||||
|
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||||
|
|
||||||
|
if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||||
|
hasMainAround = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
for(int i = 0; i < paths.size(); i++)
|
||||||
|
{
|
||||||
|
auto & path = paths[i];
|
||||||
|
auto visitGoal = goals[i];
|
||||||
|
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Path found %s", path.toString());
|
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||||
#endif
|
#endif
|
||||||
if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
|
|
||||||
|
if(visitGoal->invalid())
|
||||||
|
{
|
||||||
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
|
logAi->trace("Ignore path. Not valid way.");
|
||||||
|
#endif
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Ignore path. Town has visiting hero.");
|
logAi->trace("Ignore path. Town has visiting hero.");
|
||||||
@@ -261,18 +310,58 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
|||||||
|
|
||||||
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
|
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
|
||||||
|
|
||||||
if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
|
if(!upgrader->garrisonHero
|
||||||
|
&& (
|
||||||
|
hasMainAround
|
||||||
|
|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
|
||||||
{
|
{
|
||||||
upgrade.upgradeValue +=
|
ArmyUpgradeInfo armyToGetOrBuy;
|
||||||
ai->nullkiller->armyManager->howManyReinforcementsCanGet(
|
|
||||||
|
armyToGetOrBuy.addArmyToGet(
|
||||||
|
ai->nullkiller->armyManager->getBestArmy(
|
||||||
path.targetHero,
|
path.targetHero,
|
||||||
path.heroArmy,
|
path.heroArmy,
|
||||||
upgrader->getUpperArmy());
|
upgrader->getUpperArmy()));
|
||||||
|
|
||||||
|
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
|
||||||
|
|
||||||
|
armyToGetOrBuy.addArmyToBuy(
|
||||||
|
ai->nullkiller->armyManager->toSlotInfo(
|
||||||
|
ai->nullkiller->armyManager->getArmyAvailableToBuy(
|
||||||
|
path.heroArmy,
|
||||||
|
upgrader,
|
||||||
|
ai->nullkiller->getFreeResources(),
|
||||||
|
path.turn())));
|
||||||
|
|
||||||
|
upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
|
||||||
|
upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
|
||||||
|
vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
|
||||||
|
|
||||||
|
if(!upgrade.upgradeValue
|
||||||
|
&& armyToGetOrBuy.upgradeValue > 20000
|
||||||
|
&& ai->nullkiller->heroManager->canRecruitHero(town)
|
||||||
|
&& path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||||
|
{
|
||||||
|
for(auto hero : cb->getAvailableHeroes(town))
|
||||||
|
{
|
||||||
|
auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
|
||||||
|
+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
|
||||||
|
|
||||||
|
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
|
||||||
|
&& ai->nullkiller->getFreeGold() >20000
|
||||||
|
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
|
||||||
|
{
|
||||||
|
Composition recruitHero;
|
||||||
|
|
||||||
|
recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
|
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
|
||||||
|
|
||||||
if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
|
if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
|
||||||
{
|
{
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
|
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
|
||||||
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
|||||||
|
|
||||||
if(isSafe)
|
if(isSafe)
|
||||||
{
|
{
|
||||||
ExecuteHeroChain newWay(path, upgrader);
|
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
|
||||||
|
|
||||||
newWay.closestWayRatio = 1;
|
|
||||||
|
|
||||||
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -66,6 +66,27 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
int treasureSourcesCount = 0;
|
||||||
|
|
||||||
|
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
|
||||||
|
{
|
||||||
|
if((obj->ID == Obj::RESOURCE)
|
||||||
|
|| obj->ID == Obj::TREASURE_CHEST
|
||||||
|
|| obj->ID == Obj::CAMPFIRE
|
||||||
|
|| isWeeklyRevisitable(obj)
|
||||||
|
|| obj->ID ==Obj::ARTIFACT)
|
||||||
|
{
|
||||||
|
auto tile = obj->visitablePos();
|
||||||
|
auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
|
||||||
|
|
||||||
|
if(town == closestTown)
|
||||||
|
treasureSourcesCount++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(treasureSourcesCount < 5)
|
||||||
|
continue;
|
||||||
|
|
||||||
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|
||||||
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
|
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
|
||||||
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
|
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
|
||||||
|
|||||||
@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
|
|||||||
Behaviors/BuildingBehavior.cpp
|
Behaviors/BuildingBehavior.cpp
|
||||||
Behaviors/GatherArmyBehavior.cpp
|
Behaviors/GatherArmyBehavior.cpp
|
||||||
Behaviors/ClusterBehavior.cpp
|
Behaviors/ClusterBehavior.cpp
|
||||||
|
Helpers/ArmyFormation.cpp
|
||||||
AIGateway.cpp
|
AIGateway.cpp
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
|
|||||||
Behaviors/BuildingBehavior.h
|
Behaviors/BuildingBehavior.h
|
||||||
Behaviors/GatherArmyBehavior.h
|
Behaviors/GatherArmyBehavior.h
|
||||||
Behaviors/ClusterBehavior.h
|
Behaviors/ClusterBehavior.h
|
||||||
|
Helpers/ArmyFormation.h
|
||||||
AIGateway.h
|
AIGateway.h
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|||||||
@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
|
|||||||
case Obj::MINE:
|
case Obj::MINE:
|
||||||
case Obj::ABANDONED_MINE:
|
case Obj::ABANDONED_MINE:
|
||||||
case Obj::PANDORAS_BOX:
|
case Obj::PANDORAS_BOX:
|
||||||
{
|
|
||||||
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
|
||||||
return a->getArmyStrength();
|
|
||||||
}
|
|
||||||
case Obj::CRYPT: //crypt
|
case Obj::CRYPT: //crypt
|
||||||
case Obj::CREATURE_BANK: //crebank
|
case Obj::CREATURE_BANK: //crebank
|
||||||
case Obj::DRAGON_UTOPIA:
|
case Obj::DRAGON_UTOPIA:
|
||||||
case Obj::SHIPWRECK: //shipwreck
|
case Obj::SHIPWRECK: //shipwreck
|
||||||
case Obj::DERELICT_SHIP: //derelict ship
|
case Obj::DERELICT_SHIP: //derelict ship
|
||||||
// case Obj::PYRAMID:
|
{
|
||||||
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
|
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
||||||
|
return a->getArmyStrength();
|
||||||
|
}
|
||||||
case Obj::PYRAMID:
|
case Obj::PYRAMID:
|
||||||
{
|
{
|
||||||
if(obj->subID == 0)
|
if(obj->subID == 0)
|
||||||
|
|||||||
@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
|
|||||||
armyManager.reset(new ArmyManager(cb.get(), this));
|
armyManager.reset(new ArmyManager(cb.get(), this));
|
||||||
heroManager.reset(new HeroManager(cb.get(), this));
|
heroManager.reset(new HeroManager(cb.get(), this));
|
||||||
decomposer.reset(new DeepDecomposer());
|
decomposer.reset(new DeepDecomposer());
|
||||||
|
armyFormation.reset(new ArmyFormation(cb, this));
|
||||||
}
|
}
|
||||||
|
|
||||||
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
|
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
|
||||||
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
|
|||||||
void Nullkiller::resetAiState()
|
void Nullkiller::resetAiState()
|
||||||
{
|
{
|
||||||
lockedResources = TResources();
|
lockedResources = TResources();
|
||||||
scanDepth = ScanDepth::FULL;
|
scanDepth = ScanDepth::MAIN_FULL;
|
||||||
playerID = ai->playerID;
|
playerID = ai->playerID;
|
||||||
lockedHeroes.clear();
|
lockedHeroes.clear();
|
||||||
dangerHitMap->reset();
|
dangerHitMap->reset();
|
||||||
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
|||||||
activeHero = nullptr;
|
activeHero = nullptr;
|
||||||
setTargetObject(-1);
|
setTargetObject(-1);
|
||||||
|
|
||||||
|
decomposer->reset();
|
||||||
|
buildAnalyzer->update();
|
||||||
|
|
||||||
if(!fast)
|
if(!fast)
|
||||||
{
|
{
|
||||||
memory->removeInvisibleObjects(cb.get());
|
memory->removeInvisibleObjects(cb.get());
|
||||||
|
|
||||||
|
dangerHitMap->calculateTileOwners();
|
||||||
dangerHitMap->updateHitMap();
|
dangerHitMap->updateHitMap();
|
||||||
|
|
||||||
boost::this_thread::interruption_point();
|
boost::this_thread::interruption_point();
|
||||||
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
|||||||
|
|
||||||
PathfinderSettings cfg;
|
PathfinderSettings cfg;
|
||||||
cfg.useHeroChain = useHeroChain;
|
cfg.useHeroChain = useHeroChain;
|
||||||
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
|
||||||
|
|
||||||
if(scanDepth != ScanDepth::FULL)
|
if(scanDepth == ScanDepth::SMALL)
|
||||||
{
|
{
|
||||||
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
|
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
|
||||||
|
}
|
||||||
|
|
||||||
|
if(scanDepth != ScanDepth::ALL_FULL)
|
||||||
|
{
|
||||||
|
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
boost::this_thread::interruption_point();
|
boost::this_thread::interruption_point();
|
||||||
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
|||||||
}
|
}
|
||||||
|
|
||||||
armyManager->update();
|
armyManager->update();
|
||||||
buildAnalyzer->update();
|
|
||||||
decomposer->reset();
|
|
||||||
|
|
||||||
logAi->debug("AI state updated in %ld", timeElapsed(start));
|
logAi->debug("AI state updated in %ld", timeElapsed(start));
|
||||||
}
|
}
|
||||||
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
|
|||||||
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
|
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
|
||||||
|
|
||||||
const int MAX_DEPTH = 10;
|
const int MAX_DEPTH = 10;
|
||||||
const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
|
const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
|
||||||
|
|
||||||
resetAiState();
|
resetAiState();
|
||||||
|
|
||||||
@@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
|
|||||||
updateAiState(i);
|
updateAiState(i);
|
||||||
|
|
||||||
Goals::TTask bestTask = taskptr(Goals::Invalid());
|
Goals::TTask bestTask = taskptr(Goals::Invalid());
|
||||||
|
|
||||||
do
|
for(;i <= MAXPASS; i++)
|
||||||
{
|
{
|
||||||
Goals::TTaskVec fastTasks = {
|
Goals::TTaskVec fastTasks = {
|
||||||
choseBestTask(sptr(BuyArmyBehavior()), 1),
|
choseBestTask(sptr(BuyArmyBehavior()), 1),
|
||||||
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
|
|||||||
executeTask(bestTask);
|
executeTask(bestTask);
|
||||||
updateAiState(i, true);
|
updateAiState(i, true);
|
||||||
}
|
}
|
||||||
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
|
else
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Goals::TTaskVec bestTasks = {
|
Goals::TTaskVec bestTasks = {
|
||||||
bestTask,
|
bestTask,
|
||||||
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
|
|||||||
bestTask = choseBestTask(bestTasks);
|
bestTask = choseBestTask(bestTasks);
|
||||||
|
|
||||||
HeroPtr hero = bestTask->getHero();
|
HeroPtr hero = bestTask->getHero();
|
||||||
|
|
||||||
HeroRole heroRole = HeroRole::MAIN;
|
HeroRole heroRole = HeroRole::MAIN;
|
||||||
|
|
||||||
if(hero.validAndSet())
|
if(hero.validAndSet())
|
||||||
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
|
|||||||
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
|
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
|
||||||
useHeroChain = false;
|
useHeroChain = false;
|
||||||
|
|
||||||
|
// TODO: better to check turn distance here instead of priority
|
||||||
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
|
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
|
||||||
&& scanDepth == ScanDepth::FULL)
|
&& scanDepth == ScanDepth::MAIN_FULL)
|
||||||
{
|
{
|
||||||
useHeroChain = false;
|
useHeroChain = false;
|
||||||
scanDepth = ScanDepth::SMALL;
|
scanDepth = ScanDepth::SMALL;
|
||||||
|
|
||||||
logAi->trace(
|
logAi->trace(
|
||||||
"Goal %s has too low priority %f so increasing scan depth",
|
"Goal %s has low priority %f so decreasing scan depth to gain performance.",
|
||||||
bestTask->toString(),
|
bestTask->toString(),
|
||||||
bestTask->priority);
|
bestTask->priority);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(bestTask->priority < MIN_PRIORITY)
|
if(bestTask->priority < MIN_PRIORITY)
|
||||||
{
|
{
|
||||||
|
auto heroes = cb->getHeroesInfo();
|
||||||
|
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
|
||||||
|
{
|
||||||
|
return h->movementPointsRemaining() > 100;
|
||||||
|
});
|
||||||
|
|
||||||
|
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
|
||||||
|
{
|
||||||
|
logAi->trace(
|
||||||
|
"Goal %s has too low priority %f so increasing scan depth to full.",
|
||||||
|
bestTask->toString(),
|
||||||
|
bestTask->priority);
|
||||||
|
|
||||||
|
scanDepth = ScanDepth::ALL_FULL;
|
||||||
|
useHeroChain = false;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
|
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
|
||||||
|
|
||||||
return;
|
return;
|
||||||
|
|||||||
@@ -18,6 +18,7 @@
|
|||||||
#include "../Analyzers/ArmyManager.h"
|
#include "../Analyzers/ArmyManager.h"
|
||||||
#include "../Analyzers/HeroManager.h"
|
#include "../Analyzers/HeroManager.h"
|
||||||
#include "../Analyzers/ObjectClusterizer.h"
|
#include "../Analyzers/ObjectClusterizer.h"
|
||||||
|
#include "../Helpers/ArmyFormation.h"
|
||||||
|
|
||||||
namespace NKAI
|
namespace NKAI
|
||||||
{
|
{
|
||||||
@@ -39,9 +40,11 @@ enum class HeroLockedReason
|
|||||||
|
|
||||||
enum class ScanDepth
|
enum class ScanDepth
|
||||||
{
|
{
|
||||||
FULL = 0,
|
MAIN_FULL = 0,
|
||||||
|
|
||||||
SMALL = 1
|
SMALL = 1,
|
||||||
|
|
||||||
|
ALL_FULL = 2
|
||||||
};
|
};
|
||||||
|
|
||||||
class Nullkiller
|
class Nullkiller
|
||||||
@@ -67,6 +70,7 @@ public:
|
|||||||
std::unique_ptr<AIMemory> memory;
|
std::unique_ptr<AIMemory> memory;
|
||||||
std::unique_ptr<FuzzyHelper> dangerEvaluator;
|
std::unique_ptr<FuzzyHelper> dangerEvaluator;
|
||||||
std::unique_ptr<DeepDecomposer> decomposer;
|
std::unique_ptr<DeepDecomposer> decomposer;
|
||||||
|
std::unique_ptr<ArmyFormation> armyFormation;
|
||||||
PlayerColor playerID;
|
PlayerColor playerID;
|
||||||
std::shared_ptr<CCallback> cb;
|
std::shared_ptr<CCallback> cb;
|
||||||
|
|
||||||
|
|||||||
@@ -23,6 +23,7 @@
|
|||||||
#include "../Goals/ExecuteHeroChain.h"
|
#include "../Goals/ExecuteHeroChain.h"
|
||||||
#include "../Goals/BuildThis.h"
|
#include "../Goals/BuildThis.h"
|
||||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||||
|
#include "../Goals/DismissHero.h"
|
||||||
#include "../Markers/UnlockCluster.h"
|
#include "../Markers/UnlockCluster.h"
|
||||||
#include "../Markers/HeroExchange.h"
|
#include "../Markers/HeroExchange.h"
|
||||||
#include "../Markers/ArmyUpgrade.h"
|
#include "../Markers/ArmyUpgrade.h"
|
||||||
@@ -33,6 +34,7 @@ namespace NKAI
|
|||||||
|
|
||||||
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
||||||
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
||||||
|
const float MIN_CRITICAL_VALUE = 2.0f;
|
||||||
|
|
||||||
EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||||
: movementCost(0.0),
|
: movementCost(0.0),
|
||||||
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
|||||||
turn(0),
|
turn(0),
|
||||||
strategicalValue(0),
|
strategicalValue(0),
|
||||||
evaluator(ai),
|
evaluator(ai),
|
||||||
enemyHeroDangerRatio(0)
|
enemyHeroDangerRatio(0),
|
||||||
|
armyGrowth(0)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void EvaluationContext::addNonCriticalStrategicalValue(float value)
|
||||||
|
{
|
||||||
|
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
|
||||||
|
}
|
||||||
|
|
||||||
PriorityEvaluator::~PriorityEvaluator()
|
PriorityEvaluator::~PriorityEvaluator()
|
||||||
{
|
{
|
||||||
delete engine;
|
delete engine;
|
||||||
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
|
|||||||
std::string str = std::string((char *)file.first.get(), file.second);
|
std::string str = std::string((char *)file.first.get(), file.second);
|
||||||
engine = fl::FllImporter().fromString(str);
|
engine = fl::FllImporter().fromString(str);
|
||||||
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
|
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
|
||||||
|
armyGrowthVariable = engine->getInputVariable("armyGrowth");
|
||||||
heroRoleVariable = engine->getInputVariable("heroRole");
|
heroRoleVariable = engine->getInputVariable("heroRole");
|
||||||
dangerVariable = engine->getInputVariable("danger");
|
dangerVariable = engine->getInputVariable("danger");
|
||||||
turnVariable = engine->getInputVariable("turn");
|
turnVariable = engine->getInputVariable("turn");
|
||||||
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
|
|||||||
auto town = cb->getTown(target->id);
|
auto town = cb->getTown(target->id);
|
||||||
auto fortLevel = town->fortLevel();
|
auto fortLevel = town->fortLevel();
|
||||||
|
|
||||||
if(town->hasCapitol()) return booster * 2000;
|
if(town->hasCapitol())
|
||||||
|
return booster * 2000;
|
||||||
|
|
||||||
// probably well developed town will have city hall
|
// probably well developed town will have city hall
|
||||||
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
|
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
|
||||||
@@ -153,18 +163,18 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
|
|||||||
{
|
{
|
||||||
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
|
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
|
||||||
}
|
}
|
||||||
else
|
/*else
|
||||||
{
|
{
|
||||||
//we will need to discard the weakest stack
|
//we will need to discard the weakest stack
|
||||||
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
|
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
|
||||||
}
|
}*/
|
||||||
}
|
}
|
||||||
result /= 100; //divide by total chance
|
result /= 100; //divide by total chance
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
||||||
{
|
{
|
||||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||||
uint64_t score = 0;
|
uint64_t score = 0;
|
||||||
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
|
|||||||
return score;
|
return score;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
|
||||||
|
{
|
||||||
|
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||||
|
uint64_t score = 0;
|
||||||
|
|
||||||
|
if(dwelling->getOwner() == myColor)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
for(auto & creLevel : dwelling->creatures)
|
||||||
|
{
|
||||||
|
if(creLevel.second.size())
|
||||||
|
{
|
||||||
|
auto creature = creLevel.second.back().toCreature();
|
||||||
|
|
||||||
|
score += creature->getAIValue() * creature->getGrowth();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return score;
|
||||||
|
}
|
||||||
|
|
||||||
int getDwellingArmyCost(const CGObjectInstance * target)
|
int getDwellingArmyCost(const CGObjectInstance * target)
|
||||||
{
|
{
|
||||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||||
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
|
|||||||
{
|
{
|
||||||
const float enemyArmyEliminationRewardRatio = 0.5f;
|
const float enemyArmyEliminationRewardRatio = 0.5f;
|
||||||
|
|
||||||
|
auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
|
||||||
|
|
||||||
if(!target)
|
if(!target)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
switch(target->ID)
|
switch(target->ID)
|
||||||
{
|
{
|
||||||
case Obj::TOWN:
|
|
||||||
{
|
|
||||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
|
||||||
auto fortLevel = town->fortLevel();
|
|
||||||
auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
|
|
||||||
|
|
||||||
if(fortLevel < CGTownInstance::CITADEL)
|
|
||||||
return town->hasFort() ? booster * 500 : 0;
|
|
||||||
else
|
|
||||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
|
||||||
}
|
|
||||||
|
|
||||||
case Obj::HILL_FORT:
|
case Obj::HILL_FORT:
|
||||||
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
|
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
|
||||||
case Obj::CREATURE_BANK:
|
case Obj::CREATURE_BANK:
|
||||||
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
|||||||
case Obj::CREATURE_GENERATOR2:
|
case Obj::CREATURE_GENERATOR2:
|
||||||
case Obj::CREATURE_GENERATOR3:
|
case Obj::CREATURE_GENERATOR3:
|
||||||
case Obj::CREATURE_GENERATOR4:
|
case Obj::CREATURE_GENERATOR4:
|
||||||
return getDwellingScore(ai->cb.get(), target, checkGold);
|
return getDwellingArmyValue(ai->cb.get(), target, checkGold);
|
||||||
case Obj::CRYPT:
|
case Obj::CRYPT:
|
||||||
case Obj::SHIPWRECK:
|
case Obj::SHIPWRECK:
|
||||||
case Obj::SHIPWRECK_SURVIVOR:
|
case Obj::SHIPWRECK_SURVIVOR:
|
||||||
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
|||||||
case Obj::DRAGON_UTOPIA:
|
case Obj::DRAGON_UTOPIA:
|
||||||
return 10000;
|
return 10000;
|
||||||
case Obj::HERO:
|
case Obj::HERO:
|
||||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
return relations == PlayerRelations::ENEMIES
|
||||||
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
|
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
|
||||||
: 0;
|
: 0;
|
||||||
case Obj::PANDORAS_BOX:
|
case Obj::PANDORAS_BOX:
|
||||||
@@ -293,6 +314,47 @@ uint64_t RewardEvaluator::getArmyReward(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
uint64_t RewardEvaluator::getArmyGrowth(
|
||||||
|
const CGObjectInstance * target,
|
||||||
|
const CGHeroInstance * hero,
|
||||||
|
const CCreatureSet * army) const
|
||||||
|
{
|
||||||
|
if(!target)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||||
|
|
||||||
|
if(relations != PlayerRelations::ENEMIES)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
switch(target->ID)
|
||||||
|
{
|
||||||
|
case Obj::TOWN:
|
||||||
|
{
|
||||||
|
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||||
|
auto fortLevel = town->fortLevel();
|
||||||
|
auto neutral = !town->getOwner().isValidPlayer();
|
||||||
|
auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
|
||||||
|
|
||||||
|
if(fortLevel < CGTownInstance::CITADEL)
|
||||||
|
return town->hasFort() ? booster * 500 : 0;
|
||||||
|
else
|
||||||
|
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
||||||
|
}
|
||||||
|
|
||||||
|
case Obj::CREATURE_GENERATOR1:
|
||||||
|
case Obj::CREATURE_GENERATOR2:
|
||||||
|
case Obj::CREATURE_GENERATOR3:
|
||||||
|
case Obj::CREATURE_GENERATOR4:
|
||||||
|
return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
|
||||||
|
case Obj::ARTIFACT:
|
||||||
|
// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
|
||||||
|
return 0;
|
||||||
|
default:
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
|
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
|
||||||
{
|
{
|
||||||
if(!target)
|
if(!target)
|
||||||
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
|
|||||||
2. The formula quickly approaches 1.0 as hero level increases,
|
2. The formula quickly approaches 1.0 as hero level increases,
|
||||||
but higher level always means higher value and the minimal value for level 1 hero is 0.5
|
but higher level always means higher value and the minimal value for level 1 hero is 0.5
|
||||||
*/
|
*/
|
||||||
return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
|
return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
|
||||||
}
|
}
|
||||||
|
|
||||||
float RewardEvaluator::getResourceRequirementStrength(int resType) const
|
float RewardEvaluator::getResourceRequirementStrength(int resType) const
|
||||||
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
|
|||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
float ratio = dailyIncome[resType] == 0
|
float ratio = dailyIncome[resType] == 0
|
||||||
? (float)requiredResources[resType] / 50.0f
|
? (float)requiredResources[resType] / 10.0f
|
||||||
: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
|
: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
|
||||||
|
|
||||||
return std::min(ratio, 1.0f);
|
return std::min(ratio, 2.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
|
||||||
|
{
|
||||||
|
uint64_t result = 0;
|
||||||
|
|
||||||
|
for(auto creatureInfo : town->creatures)
|
||||||
|
{
|
||||||
|
if(creatureInfo.second.empty())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto creature = creatureInfo.second.back().toCreature();
|
||||||
|
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
|
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
|
||||||
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
|
|||||||
case Obj::TOWN:
|
case Obj::TOWN:
|
||||||
{
|
{
|
||||||
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
||||||
return 1;
|
return 10.0f;
|
||||||
|
|
||||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||||
auto fortLevel = town->fortLevel();
|
|
||||||
auto booster = isAnotherAi(town, *ai->cb) ? 0.3 : 1;
|
|
||||||
|
|
||||||
if(town->hasCapitol()) return 1;
|
if(town->getOwner() == ai->playerID)
|
||||||
|
{
|
||||||
|
auto armyIncome = townArmyGrowth(town);
|
||||||
|
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||||
|
|
||||||
|
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto fortLevel = town->fortLevel();
|
||||||
|
auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
|
||||||
|
|
||||||
|
if(town->hasCapitol())
|
||||||
|
return booster * 1.5;
|
||||||
|
|
||||||
if(fortLevel < CGTownInstance::CITADEL)
|
if(fortLevel < CGTownInstance::CITADEL)
|
||||||
return booster * (town->hasFort() ? 0.6 : 0.4);
|
return booster * (town->hasFort() ? 1.0 : 0.8);
|
||||||
else
|
else
|
||||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
|
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
|
||||||
}
|
}
|
||||||
|
|
||||||
case Obj::HERO:
|
case Obj::HERO:
|
||||||
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
|
|||||||
case Obj::GARDEN_OF_REVELATION:
|
case Obj::GARDEN_OF_REVELATION:
|
||||||
case Obj::MARLETTO_TOWER:
|
case Obj::MARLETTO_TOWER:
|
||||||
case Obj::MERCENARY_CAMP:
|
case Obj::MERCENARY_CAMP:
|
||||||
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
|
||||||
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
|
||||||
case Obj::TREE_OF_KNOWLEDGE:
|
case Obj::TREE_OF_KNOWLEDGE:
|
||||||
return 1;
|
return 1;
|
||||||
case Obj::LEARNING_STONE:
|
case Obj::LEARNING_STONE:
|
||||||
return 1.0f / std::sqrt(hero->level);
|
return 1.0f / std::sqrt(hero->level);
|
||||||
case Obj::ARENA:
|
case Obj::ARENA:
|
||||||
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
|
||||||
return 2;
|
return 2;
|
||||||
|
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
||||||
|
return 0.2f;
|
||||||
|
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
||||||
|
return 0.3f;
|
||||||
|
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
||||||
|
return 0.5f;
|
||||||
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
||||||
return 8;
|
return 8;
|
||||||
case Obj::WITCH_HUT:
|
case Obj::WITCH_HUT:
|
||||||
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
|
|||||||
return value;
|
return value;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Gets aproximated reward in gold. Daily income is multiplied by 5
|
|
||||||
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
||||||
{
|
{
|
||||||
if(!target)
|
if(!target)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
|
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||||
|
|
||||||
const int dailyIncomeMultiplier = 5;
|
const int dailyIncomeMultiplier = 5;
|
||||||
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
|
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
|
||||||
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
|
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
|
||||||
@@ -559,7 +651,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
|
|||||||
//Objectively saves us 2500 to hire hero
|
//Objectively saves us 2500 to hire hero
|
||||||
return GameConstants::HERO_GOLD_COST;
|
return GameConstants::HERO_GOLD_COST;
|
||||||
case Obj::HERO:
|
case Obj::HERO:
|
||||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
return relations == PlayerRelations::ENEMIES
|
||||||
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
|
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
|
||||||
: 0;
|
: 0;
|
||||||
default:
|
default:
|
||||||
@@ -579,7 +671,8 @@ public:
|
|||||||
|
|
||||||
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
|
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
|
||||||
|
|
||||||
evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
|
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
|
||||||
|
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -596,7 +689,7 @@ public:
|
|||||||
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
|
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
|
||||||
|
|
||||||
evaluationContext.armyReward += upgradeValue;
|
evaluationContext.armyReward += upgradeValue;
|
||||||
evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
|
evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -621,23 +714,6 @@ void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uin
|
|||||||
|
|
||||||
class DefendTownEvaluator : public IEvaluationContextBuilder
|
class DefendTownEvaluator : public IEvaluationContextBuilder
|
||||||
{
|
{
|
||||||
private:
|
|
||||||
uint64_t townArmyIncome(const CGTownInstance * town) const
|
|
||||||
{
|
|
||||||
uint64_t result = 0;
|
|
||||||
|
|
||||||
for(auto creatureInfo : town->creatures)
|
|
||||||
{
|
|
||||||
if(creatureInfo.second.empty())
|
|
||||||
continue;
|
|
||||||
|
|
||||||
auto creature = creatureInfo.second.back().toCreature();
|
|
||||||
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
|
||||||
}
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||||
{
|
{
|
||||||
@@ -648,22 +724,34 @@ public:
|
|||||||
const CGTownInstance * town = defendTown.town;
|
const CGTownInstance * town = defendTown.town;
|
||||||
auto & treat = defendTown.getTreat();
|
auto & treat = defendTown.getTreat();
|
||||||
|
|
||||||
auto armyIncome = townArmyIncome(town);
|
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
|
||||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
|
||||||
|
|
||||||
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
|
|
||||||
|
|
||||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
|
||||||
strategicalValue = 1;
|
|
||||||
|
|
||||||
float multiplier = 1;
|
float multiplier = 1;
|
||||||
|
|
||||||
if(treat.turn < defendTown.getTurn())
|
if(treat.turn < defendTown.getTurn())
|
||||||
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
||||||
|
|
||||||
evaluationContext.armyReward += armyIncome * multiplier;
|
multiplier /= 1.0f + treat.turn / 5.0f;
|
||||||
|
|
||||||
|
if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
|
||||||
|
{
|
||||||
|
auto ourSpeed = defendTown.hero->movementPointsLimit(true);
|
||||||
|
auto enemySpeed = treat.hero->movementPointsLimit(true);
|
||||||
|
|
||||||
|
if(enemySpeed > ourSpeed) multiplier *= 0.7f;
|
||||||
|
}
|
||||||
|
|
||||||
|
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||||
|
auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
|
||||||
|
|
||||||
|
evaluationContext.armyGrowth += armyGrowth * multiplier;
|
||||||
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
||||||
evaluationContext.strategicalValue += strategicalValue * multiplier;
|
|
||||||
|
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||||
|
vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
|
||||||
|
else
|
||||||
|
evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
|
||||||
|
|
||||||
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
||||||
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
||||||
}
|
}
|
||||||
@@ -709,18 +797,22 @@ public:
|
|||||||
auto army = path.heroArmy;
|
auto army = path.heroArmy;
|
||||||
|
|
||||||
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
||||||
|
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||||
|
|
||||||
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
|
if(heroRole == HeroRole::MAIN)
|
||||||
|
evaluationContext.heroRole = heroRole;
|
||||||
|
|
||||||
|
if (target)
|
||||||
{
|
{
|
||||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
||||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
||||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
|
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
|
||||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
|
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
|
||||||
|
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
|
||||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
|
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
|
||||||
}
|
}
|
||||||
|
|
||||||
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
|
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
|
||||||
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
|
||||||
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
|
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
|
||||||
vstd::amax(evaluationContext.turn, path.turn());
|
vstd::amax(evaluationContext.turn, path.turn());
|
||||||
}
|
}
|
||||||
@@ -760,7 +852,7 @@ public:
|
|||||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
|
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
|
||||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
|
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
|
||||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
|
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
|
||||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
|
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
|
||||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
|
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
|
||||||
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
|
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
|
||||||
evaluationContext.movementCost += objInfo.second.movementCost / boost;
|
evaluationContext.movementCost += objInfo.second.movementCost / boost;
|
||||||
@@ -798,6 +890,31 @@ public:
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class DismissHeroContextBuilder : public IEvaluationContextBuilder
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const Nullkiller * ai;
|
||||||
|
|
||||||
|
public:
|
||||||
|
DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
||||||
|
|
||||||
|
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||||
|
{
|
||||||
|
if(task->goalType != Goals::DISMISS_HERO)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
|
||||||
|
const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
|
||||||
|
|
||||||
|
auto role = ai->heroManager->getHeroRole(dismissedHero);
|
||||||
|
auto mpLeft = dismissedHero->movementPointsRemaining();
|
||||||
|
|
||||||
|
evaluationContext.movementCost += mpLeft;
|
||||||
|
evaluationContext.movementCostByRole[role] += mpLeft;
|
||||||
|
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@@ -813,39 +930,47 @@ public:
|
|||||||
evaluationContext.heroRole = HeroRole::MAIN;
|
evaluationContext.heroRole = HeroRole::MAIN;
|
||||||
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
|
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
|
||||||
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
|
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
|
||||||
|
evaluationContext.closestWayRatio = 1;
|
||||||
|
|
||||||
if(bi.creatureID != CreatureID::NONE)
|
if(bi.creatureID != CreatureID::NONE)
|
||||||
{
|
{
|
||||||
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
|
evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
|
||||||
|
|
||||||
if(bi.baseCreatureID == bi.creatureID)
|
if(bi.baseCreatureID == bi.creatureID)
|
||||||
{
|
{
|
||||||
evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
|
evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
|
||||||
evaluationContext.armyReward += bi.armyStrength;
|
evaluationContext.armyReward += bi.armyStrength;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
||||||
|
|
||||||
evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
|
evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
|
||||||
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
|
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
|
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
|
||||||
{
|
{
|
||||||
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
|
evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
|
||||||
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
|
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
|
||||||
}
|
}
|
||||||
else
|
else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
|
||||||
|
{
|
||||||
|
evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(evaluationContext.goldReward)
|
||||||
{
|
{
|
||||||
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
|
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
|
||||||
|
|
||||||
evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
|
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(bi.notEnoughRes && bi.prerequisitesCount == 1)
|
if(bi.notEnoughRes && bi.prerequisitesCount == 1)
|
||||||
{
|
{
|
||||||
evaluationContext.strategicalValue /= 2;
|
evaluationContext.strategicalValue /= 3;
|
||||||
|
evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
|
||||||
|
evaluationContext.turn += 5;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
@@ -872,6 +997,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
|
|||||||
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
|
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
|
||||||
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
|
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
|
||||||
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
|
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
|
||||||
|
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
|
||||||
}
|
}
|
||||||
|
|
||||||
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
||||||
@@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|||||||
+ (evaluationContext.armyReward > 0 ? 1 : 0)
|
+ (evaluationContext.armyReward > 0 ? 1 : 0)
|
||||||
+ (evaluationContext.skillReward > 0 ? 1 : 0)
|
+ (evaluationContext.skillReward > 0 ? 1 : 0)
|
||||||
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
|
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
|
||||||
|
|
||||||
|
float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
|
||||||
|
|
||||||
double result = 0;
|
double result = 0;
|
||||||
|
|
||||||
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|||||||
heroRoleVariable->setValue(evaluationContext.heroRole);
|
heroRoleVariable->setValue(evaluationContext.heroRole);
|
||||||
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
||||||
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
||||||
goldRewardVariable->setValue(evaluationContext.goldReward);
|
goldRewardVariable->setValue(goldRewardPerTurn);
|
||||||
armyRewardVariable->setValue(evaluationContext.armyReward);
|
armyRewardVariable->setValue(evaluationContext.armyReward);
|
||||||
|
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
|
||||||
skillRewardVariable->setValue(evaluationContext.skillReward);
|
skillRewardVariable->setValue(evaluationContext.skillReward);
|
||||||
dangerVariable->setValue(evaluationContext.danger);
|
dangerVariable->setValue(evaluationContext.danger);
|
||||||
rewardTypeVariable->setValue(rewardType);
|
rewardTypeVariable->setValue(rewardType);
|
||||||
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
|||||||
}
|
}
|
||||||
|
|
||||||
#if NKAI_TRACE_LEVEL >= 2
|
#if NKAI_TRACE_LEVEL >= 2
|
||||||
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
||||||
task->toString(),
|
task->toString(),
|
||||||
evaluationContext.armyLossPersentage,
|
evaluationContext.armyLossPersentage,
|
||||||
(int)evaluationContext.turn,
|
(int)evaluationContext.turn,
|
||||||
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
||||||
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
||||||
evaluationContext.goldReward,
|
goldRewardPerTurn,
|
||||||
evaluationContext.goldCost,
|
evaluationContext.goldCost,
|
||||||
evaluationContext.armyReward,
|
evaluationContext.armyReward,
|
||||||
evaluationContext.danger,
|
evaluationContext.danger,
|
||||||
|
|||||||
@@ -33,6 +33,7 @@ public:
|
|||||||
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
|
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
|
||||||
|
|
||||||
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
|
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
|
||||||
|
uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||||
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||||
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
|
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
|
||||||
float getResourceRequirementStrength(int resType) const;
|
float getResourceRequirementStrength(int resType) const;
|
||||||
@@ -43,6 +44,7 @@ public:
|
|||||||
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
|
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
|
||||||
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
|
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
|
||||||
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
|
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
|
||||||
|
uint64_t townArmyGrowth(const CGTownInstance * town) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct DLL_EXPORT EvaluationContext
|
struct DLL_EXPORT EvaluationContext
|
||||||
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
|
|||||||
float closestWayRatio;
|
float closestWayRatio;
|
||||||
float armyLossPersentage;
|
float armyLossPersentage;
|
||||||
float armyReward;
|
float armyReward;
|
||||||
|
uint64_t armyGrowth;
|
||||||
int32_t goldReward;
|
int32_t goldReward;
|
||||||
int32_t goldCost;
|
int32_t goldCost;
|
||||||
float skillReward;
|
float skillReward;
|
||||||
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
|
|||||||
float enemyHeroDangerRatio;
|
float enemyHeroDangerRatio;
|
||||||
|
|
||||||
EvaluationContext(const Nullkiller * ai);
|
EvaluationContext(const Nullkiller * ai);
|
||||||
|
|
||||||
|
void addNonCriticalStrategicalValue(float value);
|
||||||
};
|
};
|
||||||
|
|
||||||
class IEvaluationContextBuilder
|
class IEvaluationContextBuilder
|
||||||
@@ -95,6 +100,7 @@ private:
|
|||||||
fl::InputVariable * turnVariable;
|
fl::InputVariable * turnVariable;
|
||||||
fl::InputVariable * goldRewardVariable;
|
fl::InputVariable * goldRewardVariable;
|
||||||
fl::InputVariable * armyRewardVariable;
|
fl::InputVariable * armyRewardVariable;
|
||||||
|
fl::InputVariable * armyGrowthVariable;
|
||||||
fl::InputVariable * dangerVariable;
|
fl::InputVariable * dangerVariable;
|
||||||
fl::InputVariable * skillRewardVariable;
|
fl::InputVariable * skillRewardVariable;
|
||||||
fl::InputVariable * strategicalValueVariable;
|
fl::InputVariable * strategicalValueVariable;
|
||||||
|
|||||||
@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
|
|||||||
throw cannotFulfillGoalException("No creatures to buy.");
|
throw cannotFulfillGoalException("No creatures to buy.");
|
||||||
}
|
}
|
||||||
|
|
||||||
if(town->visitingHero)
|
if(town->visitingHero && !town->garrisonHero)
|
||||||
{
|
{
|
||||||
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
|
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -31,9 +31,17 @@ std::string Composition::toString() const
|
|||||||
{
|
{
|
||||||
std::string result = "Composition";
|
std::string result = "Composition";
|
||||||
|
|
||||||
for(auto goal : subtasks)
|
for(auto step : subtasks)
|
||||||
{
|
{
|
||||||
result += " " + goal->toString();
|
result += "[";
|
||||||
|
for(auto goal : step)
|
||||||
|
{
|
||||||
|
if(goal->isElementar())
|
||||||
|
result += goal->toString() + " => ";
|
||||||
|
else
|
||||||
|
result += goal->toString() + ", ";
|
||||||
|
}
|
||||||
|
result += "] ";
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
@@ -41,17 +49,34 @@ std::string Composition::toString() const
|
|||||||
|
|
||||||
void Composition::accept(AIGateway * ai)
|
void Composition::accept(AIGateway * ai)
|
||||||
{
|
{
|
||||||
taskptr(*subtasks.back())->accept(ai);
|
for(auto task : subtasks.back())
|
||||||
|
{
|
||||||
|
if(task->isElementar())
|
||||||
|
{
|
||||||
|
taskptr(*task)->accept(ai);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TGoalVec Composition::decompose() const
|
TGoalVec Composition::decompose() const
|
||||||
{
|
{
|
||||||
return subtasks;
|
TGoalVec result;
|
||||||
|
|
||||||
|
for(const TGoalVec & step : subtasks)
|
||||||
|
vstd::concatenate(result, step);
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
Composition & Composition::addNext(const AbstractGoal & goal)
|
Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
|
||||||
{
|
{
|
||||||
return addNext(sptr(goal));
|
subtasks.push_back(taskSequence);
|
||||||
|
|
||||||
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
Composition & Composition::addNext(TSubgoal goal)
|
Composition & Composition::addNext(TSubgoal goal)
|
||||||
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
subtasks.push_back(goal);
|
subtasks.push_back({goal});
|
||||||
}
|
}
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Composition & Composition::addNext(const AbstractGoal & goal)
|
||||||
|
{
|
||||||
|
return addNext(sptr(goal));
|
||||||
|
}
|
||||||
|
|
||||||
bool Composition::isElementar() const
|
bool Composition::isElementar() const
|
||||||
{
|
{
|
||||||
return subtasks.back()->isElementar();
|
return subtasks.back().front()->isElementar();
|
||||||
}
|
}
|
||||||
|
|
||||||
int Composition::getHeroExchangeCount() const
|
int Composition::getHeroExchangeCount() const
|
||||||
{
|
{
|
||||||
return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
|
auto result = 0;
|
||||||
|
|
||||||
|
for(auto task : subtasks.back())
|
||||||
|
{
|
||||||
|
if(task->isElementar())
|
||||||
|
{
|
||||||
|
result += taskptr(*task)->getHeroExchangeCount();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,7 +18,7 @@ namespace Goals
|
|||||||
class DLL_EXPORT Composition : public ElementarGoal<Composition>
|
class DLL_EXPORT Composition : public ElementarGoal<Composition>
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
TGoalVec subtasks;
|
std::vector<TGoalVec> subtasks; // things we want to do now
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Composition()
|
Composition()
|
||||||
@@ -26,16 +26,12 @@ namespace Goals
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
Composition(TGoalVec subtasks)
|
|
||||||
: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual bool operator==(const Composition & other) const override;
|
virtual bool operator==(const Composition & other) const override;
|
||||||
virtual std::string toString() const override;
|
virtual std::string toString() const override;
|
||||||
void accept(AIGateway * ai) override;
|
void accept(AIGateway * ai) override;
|
||||||
Composition & addNext(const AbstractGoal & goal);
|
Composition & addNext(const AbstractGoal & goal);
|
||||||
Composition & addNext(TSubgoal goal);
|
Composition & addNext(TSubgoal goal);
|
||||||
|
Composition & addNextSequence(const TGoalVec & taskSequence);
|
||||||
virtual TGoalVec decompose() const override;
|
virtual TGoalVec decompose() const override;
|
||||||
virtual bool isElementar() const override;
|
virtual bool isElementar() const override;
|
||||||
virtual int getHeroExchangeCount() const override;
|
virtual int getHeroExchangeCount() const override;
|
||||||
|
|||||||
@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
|
|||||||
ai->nullkiller->setActive(chainPath.targetHero, tile);
|
ai->nullkiller->setActive(chainPath.targetHero, tile);
|
||||||
ai->nullkiller->setTargetObject(objid);
|
ai->nullkiller->setTargetObject(objid);
|
||||||
|
|
||||||
|
auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
|
||||||
|
|
||||||
|
if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
|
||||||
|
{
|
||||||
|
auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
|
||||||
|
|
||||||
|
if(relations == PlayerRelations::ENEMIES)
|
||||||
|
{
|
||||||
|
ai->nullkiller->armyFormation->rearrangeArmyForSiege(
|
||||||
|
dynamic_cast<const CGTownInstance *>(targetObject),
|
||||||
|
chainPath.targetHero);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
std::set<int> blockedIndexes;
|
std::set<int> blockedIndexes;
|
||||||
|
|
||||||
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
|
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
|
||||||
|
|||||||
@@ -24,7 +24,10 @@ using namespace Goals;
|
|||||||
|
|
||||||
std::string RecruitHero::toString() const
|
std::string RecruitHero::toString() const
|
||||||
{
|
{
|
||||||
return "Recruit hero at " + town->getNameTranslated();
|
if(heroToBuy)
|
||||||
|
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
|
||||||
|
else
|
||||||
|
return "Recruit hero at " + town->getNameTranslated();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RecruitHero::accept(AIGateway * ai)
|
void RecruitHero::accept(AIGateway * ai)
|
||||||
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
|
|||||||
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
||||||
}
|
}
|
||||||
|
|
||||||
auto heroToHire = heroes[0];
|
auto heroToHire = heroToBuy;
|
||||||
|
|
||||||
for(auto hero : heroes)
|
if(!heroToHire)
|
||||||
{
|
{
|
||||||
if(objid == hero->id.getNum())
|
for(auto hero : heroes)
|
||||||
{
|
{
|
||||||
heroToHire = hero;
|
if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||||
break;
|
heroToHire = hero;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
|
|
||||||
heroToHire = hero;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(!heroToHire)
|
||||||
|
throw cannotFulfillGoalException("No hero to hire!");
|
||||||
|
|
||||||
if(t->visitingHero)
|
if(t->visitingHero)
|
||||||
{
|
{
|
||||||
cb->swapGarrisonHero(t);
|
cb->swapGarrisonHero(t);
|
||||||
|
|||||||
@@ -22,18 +22,20 @@ namespace Goals
|
|||||||
{
|
{
|
||||||
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
|
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
|
||||||
{
|
{
|
||||||
|
private:
|
||||||
|
const CGHeroInstance * heroToBuy;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
|
RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
|
||||||
: RecruitHero(townWithTavern)
|
: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
|
||||||
{
|
{
|
||||||
objid = heroToBuy->id.getNum();
|
town = townWithTavern;
|
||||||
|
priority = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
RecruitHero(const CGTownInstance * townWithTavern)
|
RecruitHero(const CGTownInstance * townWithTavern)
|
||||||
: ElementarGoal(Goals::RECRUIT_HERO)
|
: RecruitHero(townWithTavern, nullptr)
|
||||||
{
|
{
|
||||||
priority = 1;
|
|
||||||
town = townWithTavern;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual bool operator==(const RecruitHero & other) const override
|
virtual bool operator==(const RecruitHero & other) const override
|
||||||
|
|||||||
@@ -0,0 +1,68 @@
|
|||||||
|
/*
|
||||||
|
* ArmyFormation.cpp, part of VCMI engine
|
||||||
|
*
|
||||||
|
* Authors: listed in file AUTHORS in main folder
|
||||||
|
*
|
||||||
|
* License: GNU General Public License v2.0 or later
|
||||||
|
* Full text of license available in license.txt file, in main folder
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
#include "StdInc.h"
|
||||||
|
#include "ArmyFormation.h"
|
||||||
|
#include "../../../lib/mapObjects/CGTownInstance.h"
|
||||||
|
|
||||||
|
namespace NKAI
|
||||||
|
{
|
||||||
|
|
||||||
|
void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
|
||||||
|
{
|
||||||
|
auto freeSlots = attacker->getFreeSlotsQueue();
|
||||||
|
|
||||||
|
while(!freeSlots.empty())
|
||||||
|
{
|
||||||
|
auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
|
||||||
|
{
|
||||||
|
return slot.second->getCount() == 1
|
||||||
|
? std::numeric_limits<int>::max()
|
||||||
|
: slot.second->getCreatureID().toCreature()->getAIValue();
|
||||||
|
});
|
||||||
|
|
||||||
|
if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
|
||||||
|
freeSlots.pop();
|
||||||
|
}
|
||||||
|
|
||||||
|
if(town->fortLevel() > CGTownInstance::FORT)
|
||||||
|
{
|
||||||
|
std::vector<CStackInstance *> stacks;
|
||||||
|
|
||||||
|
for(auto slot : attacker->Slots())
|
||||||
|
stacks.push_back(slot.second);
|
||||||
|
|
||||||
|
boost::sort(
|
||||||
|
stacks,
|
||||||
|
[](CStackInstance * slot1, CStackInstance * slot2) -> bool
|
||||||
|
{
|
||||||
|
auto cre1 = slot1->getCreatureID().toCreature();
|
||||||
|
auto cre2 = slot2->getCreatureID().toCreature();
|
||||||
|
auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
|
||||||
|
|
||||||
|
if(flying != 0) return flying < 0;
|
||||||
|
else return cre1->getAIValue() < cre2->getAIValue();
|
||||||
|
});
|
||||||
|
|
||||||
|
for(int i = 0; i < stacks.size(); i++)
|
||||||
|
{
|
||||||
|
auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
|
||||||
|
|
||||||
|
if(pos.getNum() != i)
|
||||||
|
cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,38 @@
|
|||||||
|
/*
|
||||||
|
* ArmyFormation.h, part of VCMI engine
|
||||||
|
*
|
||||||
|
* Authors: listed in file AUTHORS in main folder
|
||||||
|
*
|
||||||
|
* License: GNU General Public License v2.0 or later
|
||||||
|
* Full text of license available in license.txt file, in main folder
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "../AIUtility.h"
|
||||||
|
|
||||||
|
#include "../../../lib/GameConstants.h"
|
||||||
|
#include "../../../lib/VCMI_Lib.h"
|
||||||
|
#include "../../../lib/CTownHandler.h"
|
||||||
|
#include "../../../lib/CBuildingHandler.h"
|
||||||
|
|
||||||
|
namespace NKAI
|
||||||
|
{
|
||||||
|
|
||||||
|
struct HeroPtr;
|
||||||
|
class AIGateway;
|
||||||
|
class FuzzyHelper;
|
||||||
|
class Nullkiller;
|
||||||
|
|
||||||
|
class DLL_EXPORT ArmyFormation
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
|
||||||
|
|
||||||
|
public:
|
||||||
|
ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
|
||||||
|
|
||||||
|
void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
@@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
|
|||||||
sethero(upgradePath.targetHero);
|
sethero(upgradePath.targetHero);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
|
||||||
|
: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
|
||||||
|
initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
|
||||||
|
{
|
||||||
|
sethero(targetMain);
|
||||||
|
}
|
||||||
|
|
||||||
bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
|
bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
|||||||
@@ -27,6 +27,7 @@ namespace Goals
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||||
|
ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||||
|
|
||||||
virtual bool operator==(const ArmyUpgrade & other) const override;
|
virtual bool operator==(const ArmyUpgrade & other) const override;
|
||||||
virtual std::string toString() const override;
|
virtual std::string toString() const override;
|
||||||
|
|||||||
@@ -18,8 +18,8 @@ namespace NKAI
|
|||||||
|
|
||||||
using namespace Goals;
|
using namespace Goals;
|
||||||
|
|
||||||
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
|
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack)
|
||||||
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
|
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn()), counterattack(isCounterAttack)
|
||||||
{
|
{
|
||||||
settown(town);
|
settown(town);
|
||||||
sethero(defencePath.targetHero);
|
sethero(defencePath.targetHero);
|
||||||
|
|||||||
@@ -24,9 +24,10 @@ namespace Goals
|
|||||||
uint64_t defenceArmyStrength;
|
uint64_t defenceArmyStrength;
|
||||||
HitMapInfo treat;
|
HitMapInfo treat;
|
||||||
uint8_t turn;
|
uint8_t turn;
|
||||||
|
bool counterattack;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
|
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack = false);
|
||||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
|
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
|
||||||
|
|
||||||
virtual bool operator==(const DefendTown & other) const override;
|
virtual bool operator==(const DefendTown & other) const override;
|
||||||
@@ -37,6 +38,8 @@ namespace Goals
|
|||||||
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
|
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
|
||||||
|
|
||||||
uint8_t getTurn() const { return turn; }
|
uint8_t getTurn() const { return turn; }
|
||||||
|
|
||||||
|
bool isCounterAttack() { return counterattack; }
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
|
|||||||
|
|
||||||
std::string HeroExchange::toString() const
|
std::string HeroExchange::toString() const
|
||||||
{
|
{
|
||||||
return "Hero exchange " + exchangePath.toString();
|
return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
|
||||||
}
|
}
|
||||||
|
|
||||||
uint64_t HeroExchange::getReinforcementArmyStrength() const
|
uint64_t HeroExchange::getReinforcementArmyStrength() const
|
||||||
|
|||||||
@@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
|
|||||||
for(auto & hero : heroes)
|
for(auto & hero : heroes)
|
||||||
{
|
{
|
||||||
// do not allow our own heroes in garrison to act on map
|
// do not allow our own heroes in garrison to act on map
|
||||||
if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
|
if(hero.first->getOwner() == ai->playerID
|
||||||
|
&& hero.first->inTownGarrison
|
||||||
|
&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
|
||||||
|
{
|
||||||
continue;
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
uint64_t mask = FirstActorMask << actors.size();
|
uint64_t mask = FirstActorMask << actors.size();
|
||||||
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
|
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
|
||||||
|
|||||||
@@ -24,8 +24,8 @@
|
|||||||
|
|
||||||
namespace NKAI
|
namespace NKAI
|
||||||
{
|
{
|
||||||
const int SCOUT_TURN_DISTANCE_LIMIT = 3;
|
const int SCOUT_TURN_DISTANCE_LIMIT = 5;
|
||||||
const int MAIN_TURN_DISTANCE_LIMIT = 5;
|
const int MAIN_TURN_DISTANCE_LIMIT = 10;
|
||||||
|
|
||||||
namespace AIPathfinding
|
namespace AIPathfinding
|
||||||
{
|
{
|
||||||
@@ -258,7 +258,7 @@ public:
|
|||||||
{
|
{
|
||||||
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
|
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
|
||||||
|
|
||||||
return (uint64_t)(armyValue * ratio * ratio * ratio);
|
return (uint64_t)(armyValue * ratio * ratio);
|
||||||
}
|
}
|
||||||
|
|
||||||
STRONG_INLINE
|
STRONG_INLINE
|
||||||
|
|||||||
@@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
|
|||||||
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
|
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
|
||||||
storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
|
storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
|
||||||
|
|
||||||
|
logAi->trace(
|
||||||
|
"Scout turn distance: %s, main %s",
|
||||||
|
std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
|
||||||
|
std::to_string(pathfinderSettings.mainTurnDistanceLimit));
|
||||||
|
|
||||||
if(pathfinderSettings.useHeroChain)
|
if(pathfinderSettings.useHeroChain)
|
||||||
{
|
{
|
||||||
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
|
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
|
||||||
|
|||||||
@@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
|
|||||||
armyCost = base->armyCost;
|
armyCost = base->armyCost;
|
||||||
actorAction = base->actorAction;
|
actorAction = base->actorAction;
|
||||||
tiCache = base->tiCache;
|
tiCache = base->tiCache;
|
||||||
|
actorExchangeCount = base->actorExchangeCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
void HeroActor::setupSpecialActors()
|
void HeroActor::setupSpecialActors()
|
||||||
|
|||||||
@@ -242,7 +242,7 @@ void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
|
|||||||
print("battleStacksEffectsSet called");
|
print("battleStacksEffectsSet called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
print("battleStart called");
|
print("battleStart called");
|
||||||
side = Side;
|
side = Side;
|
||||||
|
|||||||
@@ -44,7 +44,7 @@ public:
|
|||||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||||
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|||||||
+12
-8
@@ -819,7 +819,7 @@ void VCAI::makeTurn()
|
|||||||
for (auto h : cb->getHeroesInfo())
|
for (auto h : cb->getHeroesInfo())
|
||||||
{
|
{
|
||||||
if (h->movementPointsRemaining())
|
if (h->movementPointsRemaining())
|
||||||
logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
|
logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (boost::thread_interrupted & e)
|
catch (boost::thread_interrupted & e)
|
||||||
@@ -1575,14 +1575,14 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
|
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
||||||
status.setBattle(ONGOING_BATTLE);
|
status.setBattle(ONGOING_BATTLE);
|
||||||
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
||||||
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
||||||
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
|
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
||||||
@@ -1593,12 +1593,16 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
|||||||
bool won = br->winner == myCb->battleGetMySide();
|
bool won = br->winner == myCb->battleGetMySide();
|
||||||
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
|
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
|
||||||
battlename.clear();
|
battlename.clear();
|
||||||
status.addQuery(queryID, "Combat result dialog");
|
|
||||||
const int confirmAction = 0;
|
if (queryID != -1)
|
||||||
requestActionASAP([=]()
|
|
||||||
{
|
{
|
||||||
answerQuery(queryID, confirmAction);
|
status.addQuery(queryID, "Combat result dialog");
|
||||||
});
|
const int confirmAction = 0;
|
||||||
|
requestActionASAP([=]()
|
||||||
|
{
|
||||||
|
answerQuery(queryID, confirmAction);
|
||||||
|
});
|
||||||
|
}
|
||||||
CAdventureAI::battleEnd(br, queryID);
|
CAdventureAI::battleEnd(br, queryID);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+1
-1
@@ -201,7 +201,7 @@ public:
|
|||||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
||||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||||
|
|
||||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
|
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
||||||
|
|
||||||
void makeTurn();
|
void makeTurn();
|
||||||
|
|||||||
@@ -280,6 +280,10 @@ if(MINGW OR MSVC)
|
|||||||
endif(MSVC)
|
endif(MSVC)
|
||||||
|
|
||||||
if(MINGW)
|
if(MINGW)
|
||||||
|
|
||||||
|
# Temporary (?) workaround for failing builds on MinGW CI due to bug in TBB
|
||||||
|
set(CMAKE_CXX_EXTENSIONS ON)
|
||||||
|
|
||||||
set(SYSTEM_LIBS ${SYSTEM_LIBS} ole32 oleaut32 ws2_32 mswsock dbghelp bcrypt)
|
set(SYSTEM_LIBS ${SYSTEM_LIBS} ole32 oleaut32 ws2_32 mswsock dbghelp bcrypt)
|
||||||
|
|
||||||
# Check for iconv (may be needed for Boost.Locale)
|
# Check for iconv (may be needed for Boost.Locale)
|
||||||
|
|||||||
+10
-1
@@ -1,5 +1,4 @@
|
|||||||
# 1.2.1 -> 1.3.0
|
# 1.2.1 -> 1.3.0
|
||||||
(unreleased)
|
|
||||||
|
|
||||||
### GENERAL:
|
### GENERAL:
|
||||||
* Implemented automatic interface scaling to any resolution supported by monitor
|
* Implemented automatic interface scaling to any resolution supported by monitor
|
||||||
@@ -17,6 +16,7 @@
|
|||||||
* Added H3:SOD cheat codes as alternative to vcmi cheats
|
* Added H3:SOD cheat codes as alternative to vcmi cheats
|
||||||
* Fixed several possible crashes caused by autocombat activation
|
* Fixed several possible crashes caused by autocombat activation
|
||||||
* Fixed artifact lock icon in localized versions of the game
|
* Fixed artifact lock icon in localized versions of the game
|
||||||
|
* Fixed possible crash on changing hardware cursor
|
||||||
|
|
||||||
### TOUCHSCREEN SUPPORT:
|
### TOUCHSCREEN SUPPORT:
|
||||||
* VCMI will now properly recognizes touch screen input
|
* VCMI will now properly recognizes touch screen input
|
||||||
@@ -47,6 +47,10 @@
|
|||||||
### AI PLAYER:
|
### AI PLAYER:
|
||||||
* Fixed potential crash on accessing market (VCAI)
|
* Fixed potential crash on accessing market (VCAI)
|
||||||
* Fixed potentially infinite turns (VCAI)
|
* Fixed potentially infinite turns (VCAI)
|
||||||
|
* Reworked object prioritizing
|
||||||
|
* Improved town defense against enemy heroes
|
||||||
|
* Improved town building (mage guild and horde)
|
||||||
|
* Various behavior fixes
|
||||||
|
|
||||||
### GAME MECHANICS
|
### GAME MECHANICS
|
||||||
* Hero retreating after end of 7th turn will now correctly appear in tavern
|
* Hero retreating after end of 7th turn will now correctly appear in tavern
|
||||||
@@ -72,6 +76,7 @@
|
|||||||
* Game will now play correct music track on scenario selection window
|
* Game will now play correct music track on scenario selection window
|
||||||
* Dracon woll now correctly start without spellbook in Dragon Slayer campaign
|
* Dracon woll now correctly start without spellbook in Dragon Slayer campaign
|
||||||
* Fixed frequent crash on moving to next scenario during campaign
|
* Fixed frequent crash on moving to next scenario during campaign
|
||||||
|
* Fixed inability to dismiss heroes on maps with "capture town" victory condition
|
||||||
|
|
||||||
### RANDOM MAP GENERATOR:
|
### RANDOM MAP GENERATOR:
|
||||||
* Improved zone placement, shape and connections
|
* Improved zone placement, shape and connections
|
||||||
@@ -86,6 +91,7 @@
|
|||||||
* Support for "wide" connections
|
* Support for "wide" connections
|
||||||
* Support for new "fictive" and "repulsive" connections
|
* Support for new "fictive" and "repulsive" connections
|
||||||
* RMG will now run faster, utilizing many CPU cores
|
* RMG will now run faster, utilizing many CPU cores
|
||||||
|
* Removed random seed number from random map description
|
||||||
|
|
||||||
### INTERFACE:
|
### INTERFACE:
|
||||||
* Adventure map is now scalable and can be used with any resolution without mods
|
* Adventure map is now scalable and can be used with any resolution without mods
|
||||||
@@ -105,6 +111,8 @@
|
|||||||
* Last symbol of entered cheat/chat message will no longer trigger hotkey
|
* Last symbol of entered cheat/chat message will no longer trigger hotkey
|
||||||
* Right-clicking map name in scenario selection will now show file name
|
* Right-clicking map name in scenario selection will now show file name
|
||||||
* Right-clicking save game in save/load screen will now show file name and creation date
|
* Right-clicking save game in save/load screen will now show file name and creation date
|
||||||
|
* Right-clicking in town fort window will now show creature information popup
|
||||||
|
* Implemented pasting from clipboard (Ctrl+V) for text input
|
||||||
|
|
||||||
### BATTLES:
|
### BATTLES:
|
||||||
* Implemented Tower moat (Land Mines)
|
* Implemented Tower moat (Land Mines)
|
||||||
@@ -139,6 +147,7 @@
|
|||||||
* Removed DIRECT_DAMAGE_IMMUNITY bonus - replaced by 100% spell damage resistance
|
* Removed DIRECT_DAMAGE_IMMUNITY bonus - replaced by 100% spell damage resistance
|
||||||
* MAGIC_SCHOOL_SKILL subtype has been changed for consistency with other spell school bonuses
|
* MAGIC_SCHOOL_SKILL subtype has been changed for consistency with other spell school bonuses
|
||||||
* Configurable objects can now be translated
|
* Configurable objects can now be translated
|
||||||
|
* Fixed loading of custom battlefield identifiers for map objects
|
||||||
|
|
||||||
# 1.2.0 -> 1.2.1
|
# 1.2.0 -> 1.2.1
|
||||||
|
|
||||||
|
|||||||
@@ -30,6 +30,13 @@
|
|||||||
"vcmi.capitalColors.6" : "Jasnoniebieski",
|
"vcmi.capitalColors.6" : "Jasnoniebieski",
|
||||||
"vcmi.capitalColors.7" : "Różowy",
|
"vcmi.capitalColors.7" : "Różowy",
|
||||||
|
|
||||||
|
"vcmi.radialWheel.mergeSameUnit" : "Złącz takie same stworzenia",
|
||||||
|
"vcmi.radialWheel.showUnitInformation" : "Pokaż informacje o stworzeniu",
|
||||||
|
"vcmi.radialWheel.splitSingleUnit" : "Wydziel pojedyncze stworzenie",
|
||||||
|
"vcmi.radialWheel.splitUnitEqually" : "Podziel stworzenia równo",
|
||||||
|
"vcmi.radialWheel.moveUnit" : "Przenieś stworzenia do innej armii",
|
||||||
|
"vcmi.radialWheel.splitUnit" : "Podziel jednostkę do wybranego miejsca",
|
||||||
|
|
||||||
"vcmi.mainMenu.tutorialNotImplemented" : "Przepraszamy, trening nie został jeszcze zaimplementowany\n",
|
"vcmi.mainMenu.tutorialNotImplemented" : "Przepraszamy, trening nie został jeszcze zaimplementowany\n",
|
||||||
"vcmi.mainMenu.highscoresNotImplemented" : "Przepraszamy, najlepsze wyniki nie zostały jeszcze zaimplementowane\n",
|
"vcmi.mainMenu.highscoresNotImplemented" : "Przepraszamy, najlepsze wyniki nie zostały jeszcze zaimplementowane\n",
|
||||||
"vcmi.mainMenu.serverConnecting" : "Łączenie...",
|
"vcmi.mainMenu.serverConnecting" : "Łączenie...",
|
||||||
@@ -39,6 +46,9 @@
|
|||||||
"vcmi.mainMenu.joinTCP" : "Dołącz do gry TCP/IP",
|
"vcmi.mainMenu.joinTCP" : "Dołącz do gry TCP/IP",
|
||||||
"vcmi.mainMenu.playerName" : "Gracz",
|
"vcmi.mainMenu.playerName" : "Gracz",
|
||||||
|
|
||||||
|
"vcmi.lobby.filename" : "Nazwa pliku",
|
||||||
|
"vcmi.lobby.creationDate" : "Data utworzenia",
|
||||||
|
|
||||||
"vcmi.server.errors.existingProcess" : "Inny proces 'vcmiserver' został już uruchomiony, zakończ go nim przejdziesz dalej",
|
"vcmi.server.errors.existingProcess" : "Inny proces 'vcmiserver' został już uruchomiony, zakończ go nim przejdziesz dalej",
|
||||||
"vcmi.server.errors.modsIncompatibility" : "Następujące mody są wymagane do wczytania gry:",
|
"vcmi.server.errors.modsIncompatibility" : "Następujące mody są wymagane do wczytania gry:",
|
||||||
"vcmi.server.confirmReconnect" : "Połączyć ponownie z ostatnią sesją?",
|
"vcmi.server.confirmReconnect" : "Połączyć ponownie z ostatnią sesją?",
|
||||||
@@ -74,6 +84,8 @@
|
|||||||
"vcmi.systemOptions.longTouchMenu.entry" : "%d milisekund",
|
"vcmi.systemOptions.longTouchMenu.entry" : "%d milisekund",
|
||||||
"vcmi.systemOptions.framerateButton.hover" : "Pokaż FPS",
|
"vcmi.systemOptions.framerateButton.hover" : "Pokaż FPS",
|
||||||
"vcmi.systemOptions.framerateButton.help" : "{Pokaż FPS}\n\n Przełącza widoczność licznika klatek na sekundę (FPS) w rogu okna gry.",
|
"vcmi.systemOptions.framerateButton.help" : "{Pokaż FPS}\n\n Przełącza widoczność licznika klatek na sekundę (FPS) w rogu okna gry.",
|
||||||
|
"vcmi.systemOptions.hapticFeedbackButton.hover" : "Wibracje urządzenia",
|
||||||
|
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Wibracje urządzenia}\n\nWłącz wibracje na urządzeniu dotykowym",
|
||||||
|
|
||||||
"vcmi.adventureOptions.infoBarPick.hover" : "Pokaż komunikaty w panelu informacyjnym",
|
"vcmi.adventureOptions.infoBarPick.hover" : "Pokaż komunikaty w panelu informacyjnym",
|
||||||
"vcmi.adventureOptions.infoBarPick.help" : "{Pokaż komunikaty w panelu informacyjnym}\n\nGdy to możliwe, wiadomości z odwiedzania obiektów będą pokazywane w panelu informacyjnym zamiast w osobnym okienku.",
|
"vcmi.adventureOptions.infoBarPick.help" : "{Pokaż komunikaty w panelu informacyjnym}\n\nGdy to możliwe, wiadomości z odwiedzania obiektów będą pokazywane w panelu informacyjnym zamiast w osobnym okienku.",
|
||||||
@@ -85,6 +97,10 @@
|
|||||||
"vcmi.adventureOptions.showGrid.help" : "{Pokaż siatkę}\n\n Włącza siatkę pokazującą brzegi pól mapy przygody.",
|
"vcmi.adventureOptions.showGrid.help" : "{Pokaż siatkę}\n\n Włącza siatkę pokazującą brzegi pól mapy przygody.",
|
||||||
"vcmi.adventureOptions.borderScroll.hover" : "Przewijanie na brzegu mapy",
|
"vcmi.adventureOptions.borderScroll.hover" : "Przewijanie na brzegu mapy",
|
||||||
"vcmi.adventureOptions.borderScroll.help" : "{Przewijanie na brzegu mapy}\n\nPrzewijanie mapy przygody gdy kursor najeżdża na brzeg okna gry. Może być wyłączone poprzez przytrzymanie klawisza CTRL.",
|
"vcmi.adventureOptions.borderScroll.help" : "{Przewijanie na brzegu mapy}\n\nPrzewijanie mapy przygody gdy kursor najeżdża na brzeg okna gry. Może być wyłączone poprzez przytrzymanie klawisza CTRL.",
|
||||||
|
"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Zarządzanie armią w panelu informacyjnym",
|
||||||
|
"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Zarządzanie armią w panelu informacyjnym}\n\nPozwala zarządzać jednostkami w panelu informacyjnym, zamiast przełączać między domyślnymi informacjami.",
|
||||||
|
"vcmi.adventureOptions.leftButtonDrag.hover" : "Przeciąganie mapy lewym kliknięciem",
|
||||||
|
"vcmi.adventureOptions.leftButtonDrag.help" : "{Przeciąganie mapy lewym kliknięciem}\n\nGdy włączone, umożliwia przesuwanie mapy przygody poprzez przeciąganie myszy z wciśniętym lewym przyciskiem.",
|
||||||
"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
|
"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
|
||||||
"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
|
"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
|
||||||
"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
|
"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
|
||||||
@@ -111,10 +127,12 @@
|
|||||||
"vcmi.battleOptions.movementHighlightOnHover.help": "{Pokaż możliwości ruchu po najechaniu}\n\nPodświetla zasięg ruchu jednostki gdy najedziesz na nią myszą.",
|
"vcmi.battleOptions.movementHighlightOnHover.help": "{Pokaż możliwości ruchu po najechaniu}\n\nPodświetla zasięg ruchu jednostki gdy najedziesz na nią myszą.",
|
||||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Pokaż limit zasięgu dla strzelców",
|
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Pokaż limit zasięgu dla strzelców",
|
||||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Pokaż limit zasięgu dla strzelców po najechaniu}\n\nPokazuje limity zasięgu jednostki strzeleckiej gdy najedziesz na nią myszą.",
|
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Pokaż limit zasięgu dla strzelców po najechaniu}\n\nPokazuje limity zasięgu jednostki strzeleckiej gdy najedziesz na nią myszą.",
|
||||||
|
"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Pokaż trwale statystyki bohaterów",
|
||||||
|
"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Pokaż trwale statystyki bohaterów}\n\nWłącza trwałe okna statystyk bohaterów pokazujące umiejętności pierwszorzędne i punkty magii.",
|
||||||
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Pomiń czekanie startowe",
|
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Pomiń czekanie startowe",
|
||||||
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Pomiń czekanie startowe}\n\n Pomija konieczność czekania podczas muzyki startowej, która jest odtwarzana na początku każdej bitwy przed rozpoczęciem akcji.",
|
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Pomiń czekanie startowe}\n\n Pomija konieczność czekania podczas muzyki startowej, która jest odtwarzana na początku każdej bitwy przed rozpoczęciem akcji.",
|
||||||
"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
|
|
||||||
|
|
||||||
|
"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
|
||||||
"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",
|
"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",
|
||||||
"vcmi.battleWindow.damageEstimation.meleeKills" : "Atakuj %CREATURE (%DAMAGE, %KILLS).",
|
"vcmi.battleWindow.damageEstimation.meleeKills" : "Atakuj %CREATURE (%DAMAGE, %KILLS).",
|
||||||
"vcmi.battleWindow.damageEstimation.ranged" : "Strzelaj do %CREATURE (%SHOTS, %DAMAGE).",
|
"vcmi.battleWindow.damageEstimation.ranged" : "Strzelaj do %CREATURE (%SHOTS, %DAMAGE).",
|
||||||
|
|||||||
@@ -1,7 +1,6 @@
|
|||||||
[](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
|
[](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
|
||||||
[](https://scan.coverity.com/projects/vcmi)
|
[](https://scan.coverity.com/projects/vcmi)
|
||||||
[](https://github.com/vcmi/vcmi/releases/tag/1.2.1)
|
[](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
|
||||||
[](https://github.com/vcmi/vcmi/releases/tag/1.2.0)
|
|
||||||
[](https://github.com/vcmi/vcmi/releases)
|
[](https://github.com/vcmi/vcmi/releases)
|
||||||
# VCMI Project
|
# VCMI Project
|
||||||
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.
|
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.
|
||||||
|
|||||||
+16
-18
@@ -652,26 +652,20 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
|
|||||||
waitForAllDialogs();
|
waitForAllDialogs();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||||
bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
|
|
||||||
lastBattleArmies.first = army1;
|
bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
|
||||||
lastBattleArmies.second = army2;
|
bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
|
||||||
//quick combat with neutral creatures only
|
|
||||||
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
|
if ((replayAllowed && useQuickCombat) || forceQuickCombat)
|
||||||
if((!autoBattleResultRefused && !allowBattleReplay && army2_object
|
|
||||||
&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
|
|
||||||
&& settings["adventure"]["quickCombat"].Bool())
|
|
||||||
|| settings["adventure"]["alwaysSkipCombat"].Bool())
|
|
||||||
{
|
{
|
||||||
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||||
autofightingAI->initBattleInterface(env, cb);
|
autofightingAI->initBattleInterface(env, cb);
|
||||||
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
|
autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
|
||||||
isAutoFightOn = true;
|
isAutoFightOn = true;
|
||||||
cb->registerBattleInterface(autofightingAI);
|
cb->registerBattleInterface(autofightingAI);
|
||||||
// Player shouldn't be able to move on adventure map if quick combat is going
|
|
||||||
allowBattleReplay = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//Don't wait for dialogs when we are non-active hot-seat player
|
//Don't wait for dialogs when we are non-active hot-seat player
|
||||||
@@ -843,13 +837,17 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
|
|||||||
|
|
||||||
if(!battleInt)
|
if(!battleInt)
|
||||||
{
|
{
|
||||||
bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
|
bool allowManualReplay = queryID != -1;
|
||||||
allowBattleReplay = false;
|
|
||||||
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
|
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
|
||||||
wnd->resultCallback = [=](ui32 selection)
|
|
||||||
|
if (allowManualReplay)
|
||||||
{
|
{
|
||||||
cb->selectionMade(selection, queryID);
|
wnd->resultCallback = [=](ui32 selection)
|
||||||
};
|
{
|
||||||
|
cb->selectionMade(selection, queryID);
|
||||||
|
};
|
||||||
|
}
|
||||||
GH.windows().pushWindow(wnd);
|
GH.windows().pushWindow(wnd);
|
||||||
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
|
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
|
||||||
// Otherwise NewTurn causes freeze.
|
// Otherwise NewTurn causes freeze.
|
||||||
|
|||||||
@@ -65,8 +65,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
|
|||||||
int firstCall;
|
int firstCall;
|
||||||
int autosaveCount;
|
int autosaveCount;
|
||||||
|
|
||||||
std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
|
|
||||||
bool allowBattleReplay = false;
|
|
||||||
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
||||||
const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
|
const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
|
||||||
|
|
||||||
@@ -169,7 +167,7 @@ protected: // Call-ins from server, should not be called directly, but only via
|
|||||||
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
|
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
|
||||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||||
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
||||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||||
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||||
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||||
|
|||||||
+1
-1
@@ -580,7 +580,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
|||||||
auto callBattleStart = [&](PlayerColor color, ui8 side)
|
auto callBattleStart = [&](PlayerColor color, ui8 side)
|
||||||
{
|
{
|
||||||
if(vstd::contains(battleints, color))
|
if(vstd::contains(battleints, color))
|
||||||
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
|
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
|
||||||
};
|
};
|
||||||
|
|
||||||
callBattleStart(leftSide.color, 0);
|
callBattleStart(leftSide.color, 0);
|
||||||
|
|||||||
@@ -51,7 +51,7 @@ BattleWindow::BattleWindow(BattleInterface & owner):
|
|||||||
|
|
||||||
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
|
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
|
||||||
|
|
||||||
const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
|
const JsonNode config(ResourceID("config/widgets/BattleWindow2.json"));
|
||||||
|
|
||||||
addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
|
addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
|
||||||
addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
|
addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
|
||||||
@@ -501,7 +501,7 @@ void BattleWindow::bAutofightf()
|
|||||||
|
|
||||||
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||||
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
|
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
|
||||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
|
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
|
||||||
owner.curInt->autofightingAI = ai;
|
owner.curInt->autofightingAI = ai;
|
||||||
owner.curInt->cb->registerBattleInterface(ai);
|
owner.curInt->cb->registerBattleInterface(ai);
|
||||||
|
|
||||||
|
|||||||
@@ -76,7 +76,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
|
|||||||
{SDLK_r, EShortcut::GAME_RESTART_GAME },
|
{SDLK_r, EShortcut::GAME_RESTART_GAME },
|
||||||
{SDLK_m, EShortcut::GAME_TO_MAIN_MENU },
|
{SDLK_m, EShortcut::GAME_TO_MAIN_MENU },
|
||||||
{SDLK_q, EShortcut::GAME_QUIT_GAME },
|
{SDLK_q, EShortcut::GAME_QUIT_GAME },
|
||||||
{SDLK_t, EShortcut::GAME_OPEN_MARKETPLACE },
|
{SDLK_b, EShortcut::GAME_OPEN_MARKETPLACE },
|
||||||
{SDLK_g, EShortcut::GAME_OPEN_THIEVES_GUILD },
|
{SDLK_g, EShortcut::GAME_OPEN_THIEVES_GUILD },
|
||||||
{SDLK_TAB, EShortcut::GAME_ACTIVATE_CONSOLE },
|
{SDLK_TAB, EShortcut::GAME_ACTIVATE_CONSOLE },
|
||||||
{SDLK_o, EShortcut::ADVENTURE_GAME_OPTIONS },
|
{SDLK_o, EShortcut::ADVENTURE_GAME_OPTIONS },
|
||||||
|
|||||||
@@ -11,6 +11,7 @@
|
|||||||
#include "StdInc.h"
|
#include "StdInc.h"
|
||||||
#include "CursorHardware.h"
|
#include "CursorHardware.h"
|
||||||
|
|
||||||
|
#include "../gui/CGuiHandler.h"
|
||||||
#include "../render/Colors.h"
|
#include "../render/Colors.h"
|
||||||
#include "../render/IImage.h"
|
#include "../render/IImage.h"
|
||||||
#include "SDL_Extensions.h"
|
#include "SDL_Extensions.h"
|
||||||
@@ -18,10 +19,6 @@
|
|||||||
#include <SDL_render.h>
|
#include <SDL_render.h>
|
||||||
#include <SDL_events.h>
|
#include <SDL_events.h>
|
||||||
|
|
||||||
#ifdef VCMI_APPLE
|
|
||||||
#include <dispatch/dispatch.h>
|
|
||||||
#endif
|
|
||||||
|
|
||||||
CursorHardware::CursorHardware():
|
CursorHardware::CursorHardware():
|
||||||
cursor(nullptr)
|
cursor(nullptr)
|
||||||
{
|
{
|
||||||
@@ -36,16 +33,13 @@ CursorHardware::~CursorHardware()
|
|||||||
|
|
||||||
void CursorHardware::setVisible(bool on)
|
void CursorHardware::setVisible(bool on)
|
||||||
{
|
{
|
||||||
#ifdef VCMI_APPLE
|
GH.dispatchMainThread([on]()
|
||||||
dispatch_async(dispatch_get_main_queue(), ^{
|
{
|
||||||
#endif
|
if (on)
|
||||||
if (on)
|
SDL_ShowCursor(SDL_ENABLE);
|
||||||
SDL_ShowCursor(SDL_ENABLE);
|
else
|
||||||
else
|
SDL_ShowCursor(SDL_DISABLE);
|
||||||
SDL_ShowCursor(SDL_DISABLE);
|
|
||||||
#ifdef VCMI_APPLE
|
|
||||||
});
|
});
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivotOffset)
|
void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivotOffset)
|
||||||
@@ -63,16 +57,13 @@ void CursorHardware::setImage(std::shared_ptr<IImage> image, const Point & pivot
|
|||||||
logGlobal->error("Failed to set cursor! SDL says %s", SDL_GetError());
|
logGlobal->error("Failed to set cursor! SDL says %s", SDL_GetError());
|
||||||
|
|
||||||
SDL_FreeSurface(cursorSurface);
|
SDL_FreeSurface(cursorSurface);
|
||||||
#ifdef VCMI_APPLE
|
|
||||||
dispatch_async(dispatch_get_main_queue(), ^{
|
|
||||||
#endif
|
|
||||||
SDL_SetCursor(cursor);
|
|
||||||
|
|
||||||
if (oldCursor)
|
GH.dispatchMainThread([this, oldCursor](){
|
||||||
SDL_FreeCursor(oldCursor);
|
SDL_SetCursor(cursor);
|
||||||
#ifdef VCMI_APPLE
|
|
||||||
|
if (oldCursor)
|
||||||
|
SDL_FreeCursor(oldCursor);
|
||||||
});
|
});
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void CursorHardware::setCursorPosition( const Point & newPos )
|
void CursorHardware::setCursorPosition( const Point & newPos )
|
||||||
|
|||||||
@@ -18,6 +18,7 @@
|
|||||||
#include "../CPlayerInterface.h"
|
#include "../CPlayerInterface.h"
|
||||||
#include "../battle/BattleInterface.h"
|
#include "../battle/BattleInterface.h"
|
||||||
#include "../battle/BattleInterfaceClasses.h"
|
#include "../battle/BattleInterfaceClasses.h"
|
||||||
|
#include "../eventsSDL/InputHandler.h"
|
||||||
#include "../gui/CGuiHandler.h"
|
#include "../gui/CGuiHandler.h"
|
||||||
#include "../gui/MouseButton.h"
|
#include "../gui/MouseButton.h"
|
||||||
#include "../gui/Shortcut.h"
|
#include "../gui/Shortcut.h"
|
||||||
@@ -163,7 +164,10 @@ void CButton::clickPressed(const Point & cursorPosition)
|
|||||||
if (getState() != PRESSED)
|
if (getState() != PRESSED)
|
||||||
{
|
{
|
||||||
if (!soundDisabled)
|
if (!soundDisabled)
|
||||||
|
{
|
||||||
CCS->soundh->playSound(soundBase::button);
|
CCS->soundh->playSound(soundBase::button);
|
||||||
|
GH.input().hapticFeedback();
|
||||||
|
}
|
||||||
setState(PRESSED);
|
setState(PRESSED);
|
||||||
|
|
||||||
if (actOnDown)
|
if (actOnDown)
|
||||||
@@ -390,6 +394,7 @@ void CToggleButton::clickPressed(const Point & cursorPosition)
|
|||||||
if (canActivate())
|
if (canActivate())
|
||||||
{
|
{
|
||||||
CCS->soundh->playSound(soundBase::button);
|
CCS->soundh->playSound(soundBase::button);
|
||||||
|
GH.input().hapticFeedback();
|
||||||
setState(PRESSED);
|
setState(PRESSED);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,6 +15,7 @@
|
|||||||
#include "InfoWindows.h"
|
#include "InfoWindows.h"
|
||||||
#include "GUIClasses.h"
|
#include "GUIClasses.h"
|
||||||
#include "QuickRecruitmentWindow.h"
|
#include "QuickRecruitmentWindow.h"
|
||||||
|
#include "CCreatureWindow.h"
|
||||||
|
|
||||||
#include "../CGameInfo.h"
|
#include "../CGameInfo.h"
|
||||||
#include "../CMusicHandler.h"
|
#include "../CMusicHandler.h"
|
||||||
@@ -1652,6 +1653,8 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
|
|||||||
if(!town->creatures[level].second.empty())
|
if(!town->creatures[level].second.empty())
|
||||||
addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present
|
addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present
|
||||||
|
|
||||||
|
addUsedEvents(SHOW_POPUP);
|
||||||
|
|
||||||
icons = std::make_shared<CPicture>("TPCAINFO", 261, 3);
|
icons = std::make_shared<CPicture>("TPCAINFO", 261, 3);
|
||||||
|
|
||||||
if(getMyBuilding() != nullptr)
|
if(getMyBuilding() != nullptr)
|
||||||
@@ -1739,6 +1742,12 @@ void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition)
|
|||||||
LOCPLINT->castleInt->builds->enterDwelling(level);
|
LOCPLINT->castleInt->builds->enterDwelling(level);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CFortScreen::RecruitArea::showPopupWindow(const Point & cursorPosition)
|
||||||
|
{
|
||||||
|
if (getMyCreature() != nullptr)
|
||||||
|
GH.windows().createAndPushWindow<CStackWindow>(getMyCreature(), true);
|
||||||
|
}
|
||||||
|
|
||||||
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
|
CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner,std::string imagem)
|
||||||
: CStatusbarWindow(BORDERED, imagem)
|
: CStatusbarWindow(BORDERED, imagem)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -347,6 +347,8 @@ class CFortScreen : public CStatusbarWindow
|
|||||||
void creaturesChangedEventHandler();
|
void creaturesChangedEventHandler();
|
||||||
void hover(bool on) override;
|
void hover(bool on) override;
|
||||||
void clickPressed(const Point & cursorPosition) override;
|
void clickPressed(const Point & cursorPosition) override;
|
||||||
|
void showPopupWindow(const Point & cursorPosition) override;
|
||||||
|
|
||||||
};
|
};
|
||||||
std::shared_ptr<CLabel> title;
|
std::shared_ptr<CLabel> title;
|
||||||
std::vector<std::shared_ptr<RecruitArea>> recAreas;
|
std::vector<std::shared_ptr<RecruitArea>> recAreas;
|
||||||
|
|||||||
+155
-105
@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
|
|||||||
enabled: true
|
enabled: true
|
||||||
range: 0.000 10.000
|
range: 0.000 10.000
|
||||||
lock-range: true
|
lock-range: true
|
||||||
term: LOWEST Ramp 0.250 0.000
|
term: LOWEST Ramp 0.400 0.000
|
||||||
term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
|
term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
|
||||||
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
|
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
|
||||||
term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
|
term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
|
||||||
InputVariable: scoutTurnDistance
|
InputVariable: scoutTurnDistance
|
||||||
description: distance to tile in turns
|
description: distance to tile in turns
|
||||||
enabled: true
|
enabled: true
|
||||||
@@ -23,11 +23,11 @@ InputVariable: goldReward
|
|||||||
enabled: true
|
enabled: true
|
||||||
range: 0.000 5000.000
|
range: 0.000 5000.000
|
||||||
lock-range: true
|
lock-range: true
|
||||||
term: LOW Triangle 10.000 500.000 2000.000
|
term: LOWEST Triangle 0.000 100.000 200.000
|
||||||
term: MEDIUM Triangle 500.000 2000.000 5000.000
|
term: SMALL Triangle 100.000 200.000 400.000
|
||||||
term: HIGH Ramp 2000.000 5000.000
|
term: MEDIUM Triangle 200.000 400.000 1000.000
|
||||||
term: NONE Ramp 100.000 0.000
|
term: BIG Triangle 400.000 1000.000 5000.000
|
||||||
term: LOWEST Triangle 0.000 100.000 500.000
|
term: HUGE Ramp 1000.000 5000.000
|
||||||
InputVariable: armyReward
|
InputVariable: armyReward
|
||||||
enabled: true
|
enabled: true
|
||||||
range: 0.000 10000.000
|
range: 0.000 10000.000
|
||||||
@@ -43,6 +43,7 @@ InputVariable: armyLoss
|
|||||||
term: LOW Ramp 0.200 0.000
|
term: LOW Ramp 0.200 0.000
|
||||||
term: MEDIUM Triangle 0.000 0.200 0.500
|
term: MEDIUM Triangle 0.000 0.200 0.500
|
||||||
term: HIGH Ramp 0.200 0.500
|
term: HIGH Ramp 0.200 0.500
|
||||||
|
term: ALL Ramp 0.700 1.000
|
||||||
InputVariable: heroRole
|
InputVariable: heroRole
|
||||||
enabled: true
|
enabled: true
|
||||||
range: -0.100 1.100
|
range: -0.100 1.100
|
||||||
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
|
|||||||
InputVariable: strategicalValue
|
InputVariable: strategicalValue
|
||||||
description: Some abstract long term benefit non gold or army or skill
|
description: Some abstract long term benefit non gold or army or skill
|
||||||
enabled: true
|
enabled: true
|
||||||
range: 0.000 1.000
|
range: 0.000 3.000
|
||||||
lock-range: false
|
lock-range: false
|
||||||
term: NONE Ramp 0.200 0.000
|
term: NONE Ramp 0.200 0.000
|
||||||
term: LOWEST Triangle 0.000 0.010 0.250
|
term: LOWEST Triangle 0.000 0.010 0.250
|
||||||
term: LOW Triangle 0.000 0.250 0.700
|
term: LOW Triangle 0.000 0.250 1.000
|
||||||
term: MEDIUM Triangle 0.250 0.700 1.000
|
term: MEDIUM Triangle 0.250 1.000 2.000
|
||||||
term: HIGH Ramp 0.700 1.000
|
term: HIGH Triangle 1.000 2.000 3.000
|
||||||
|
term: CRITICAL Ramp 2.000 3.000
|
||||||
InputVariable: goldPreasure
|
InputVariable: goldPreasure
|
||||||
description: Ratio between weekly army cost and gold income
|
description: Ratio between weekly army cost and gold income
|
||||||
enabled: true
|
enabled: true
|
||||||
range: 0.000 1.000
|
range: 0.000 1.000
|
||||||
lock-range: false
|
lock-range: false
|
||||||
term: LOW Ramp 0.300 0.000
|
term: LOW Ramp 0.300 0.000
|
||||||
term: HIGH Discrete 0.100 0.000 0.250 0.100 0.300 0.200 0.400 0.700 1.000 1.000
|
term: HIGH Discrete 0.100 0.000 0.250 0.200 0.300 0.300 0.400 0.700 1.000 1.000
|
||||||
InputVariable: goldCost
|
InputVariable: goldCost
|
||||||
description: Action cost in gold
|
description: Action cost in gold
|
||||||
enabled: true
|
enabled: true
|
||||||
@@ -121,106 +123,154 @@ InputVariable: fear
|
|||||||
term: LOW Triangle 0.000 0.500 1.000
|
term: LOW Triangle 0.000 0.500 1.000
|
||||||
term: MEDIUM Triangle 0.500 1.000 1.500
|
term: MEDIUM Triangle 0.500 1.000 1.500
|
||||||
term: HIGH Ramp 1.000 1.800
|
term: HIGH Ramp 1.000 1.800
|
||||||
|
InputVariable: armyGrowth
|
||||||
|
enabled: true
|
||||||
|
range: 0.000 20000.000
|
||||||
|
lock-range: false
|
||||||
|
term: NONE Ramp 100.000 0.000
|
||||||
|
term: SMALL Triangle 0.000 1000.000 3000.000
|
||||||
|
term: MEDIUM Triangle 1000.000 3000.000 8000.000
|
||||||
|
term: BIG Triangle 3000.000 8000.000 20000.000
|
||||||
|
term: HUGE Ramp 8000.000 20000.000
|
||||||
OutputVariable: Value
|
OutputVariable: Value
|
||||||
enabled: true
|
enabled: true
|
||||||
range: -0.500 1.500
|
range: -1.500 2.500
|
||||||
lock-range: false
|
lock-range: false
|
||||||
aggregation: AlgebraicSum
|
aggregation: AlgebraicSum
|
||||||
defuzzifier: Centroid 100
|
defuzzifier: Centroid 100
|
||||||
default: 0.500
|
default: 0.500
|
||||||
lock-previous: false
|
lock-previous: false
|
||||||
term: LOWEST Discrete -0.500 0.000 -0.500 1.000 -0.200 1.000 -0.200 0.000 0.200 0.000 0.200 1.000 0.500 1.000 0.500 0.000 0.500
|
term: WORST Binary -1.000 -inf 0.700
|
||||||
term: BITLOW Rectangle -0.010 0.010 0.500
|
term: BAD Rectangle -1.000 -0.700 0.500
|
||||||
term: LOW Discrete -0.150 0.000 -0.150 1.000 -0.050 1.000 -0.050 0.000 0.050 0.000 0.050 1.000 0.150 1.000 0.150 0.000 0.500
|
term: BASE Rectangle -0.200 0.200 0.350
|
||||||
term: MEDIUM Triangle 0.450 0.500 0.550 0.050
|
term: MEDIUM Rectangle 0.910 1.090 0.500
|
||||||
term: HIGH Discrete 0.850 0.000 0.850 1.000 0.950 1.000 0.950 0.000 1.050 0.000 1.050 1.000 1.150 1.000 1.150 0.000 0.500
|
term: SMALL Rectangle 0.960 1.040 0.600
|
||||||
term: HIGHEST Discrete 0.500 0.000 0.500 1.000 0.800 1.000 0.800 0.000 1.200 0.000 1.200 1.000 1.500 1.000 1.500 0.000 0.500
|
term: BITHIGH Rectangle 0.850 1.150 0.400
|
||||||
term: BITHIGH Rectangle 0.990 1.010 0.500
|
term: HIGH Rectangle 0.750 1.250 0.400
|
||||||
RuleBlock: gold reward
|
term: HIGHEST Rectangle 0.500 1.500 0.350
|
||||||
|
term: CRITICAL Ramp 0.500 2.000 0.500
|
||||||
|
RuleBlock: basic
|
||||||
enabled: true
|
enabled: true
|
||||||
conjunction: AlgebraicProduct
|
conjunction: AlgebraicProduct
|
||||||
disjunction: AlgebraicSum
|
disjunction: AlgebraicSum
|
||||||
implication: AlgebraicProduct
|
implication: AlgebraicProduct
|
||||||
activation: General
|
activation: General
|
||||||
rule: if turn is NOW and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.5
|
rule: if heroRole is MAIN then Value is BASE
|
||||||
rule: if turn is NOW and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
|
rule: if heroRole is SCOUT then Value is BASE
|
||||||
rule: if turn is NOW and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
|
rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
|
||||||
rule: if turn is NOW and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
|
||||||
rule: if turn is NEXT and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.8
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if turn is NEXT and scoutTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW
|
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
|
rule: if armyLoss is ALL then Value is WORST
|
||||||
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW with 0.3
|
rule: if turn is not NOW then Value is BAD with 0.1
|
||||||
rule: if turn is FUTURE and scoutTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.3
|
rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
|
||||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.5
|
rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
|
||||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is NONE then Value is LOWEST with 0.5
|
rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
|
||||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is LOW then Value is LOWEST with 0.3
|
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
|
||||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is MEDIUM then Value is LOW with 0.5
|
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
|
||||||
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is HIGH then Value is BITLOW
|
rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
|
||||||
rule: if turn is FUTURE and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW
|
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
|
||||||
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW
|
rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
|
||||||
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW
|
rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
|
||||||
rule: if scoutTurnDistance is MEDIUM and heroRole is SCOUT then Value is BITLOW
|
rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
|
||||||
rule: if mainTurnDistance is MEDIUM then Value is BITLOW
|
rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
|
||||||
rule: if scoutTurnDistance is LOW and heroRole is SCOUT then Value is MEDIUM
|
RuleBlock: strategicalValue
|
||||||
rule: if mainTurnDistance is LOW then Value is MEDIUM
|
enabled: true
|
||||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
|
conjunction: AlgebraicProduct
|
||||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH with 0.7
|
disjunction: NormalizedSum
|
||||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
implication: AlgebraicProduct
|
||||||
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is BITHIGH
|
activation: General
|
||||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
|
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
|
||||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
|
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||||
rule: if goldReward is MEDIUM and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is BITLOW
|
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
||||||
rule: if goldReward is MEDIUM and goldPreasure is HIGH and armyLoss is LOW and heroRole is MAIN and danger is not NONE then Value is BITHIGH
|
rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
||||||
rule: if goldReward is LOW and goldPreasure is HIGH and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
||||||
rule: if goldReward is LOW and heroRole is MAIN and danger is not NONE and rewardType is SINGLE and armyLoss is LOW then Value is BITLOW
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if goldReward is LOW and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOW
|
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if goldReward is LOWEST and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOWEST
|
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if armyReward is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is HIGH with 0.5
|
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||||
rule: if armyReward is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
|
||||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and mainTurnDistance is LOWEST then Value is HIGHEST
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
|
||||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is NONE and fear is not HIGH then Value is HIGH
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
|
||||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST with 0.5
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE then Value is BITHIGH
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
||||||
rule: if armyReward is MEDIUM and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH with 0.2
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
|
||||||
rule: if armyReward is MEDIUM and heroRole is SCOUT and danger is NONE then Value is HIGHEST with 0.5
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
|
||||||
rule: if armyReward is LOW and heroRole is SCOUT and danger is NONE then Value is HIGH
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||||
rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
|
||||||
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
|
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
|
||||||
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
|
||||||
rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if skillReward is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is BITHIGH
|
rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if skillReward is MEDIUM and heroRole is MAIN and rewardType is MIXED and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||||
rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
|
rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
|
||||||
rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
|
rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
|
||||||
rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
|
rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
|
||||||
rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
|
rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
|
||||||
rule: if strategicalValue is LOW and heroRole is SCOUT and armyLoss is LOW and fear is not HIGH then Value is HIGH with 0.5
|
RuleBlock: armyReward
|
||||||
rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
|
enabled: true
|
||||||
rule: if strategicalValue is HIGH and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGHEST with 0.5
|
conjunction: AlgebraicProduct
|
||||||
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
disjunction: AlgebraicSum
|
||||||
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is MEDIUM and fear is not HIGH then Value is HIGH
|
implication: AlgebraicProduct
|
||||||
rule: if strategicalValue is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
activation: General
|
||||||
rule: if rewardType is NONE then Value is LOWEST
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||||
rule: if armyLoss is HIGH and strategicalValue is not HIGH and heroRole is MAIN then Value is LOWEST
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
||||||
rule: if armyLoss is HIGH and strategicalValue is HIGH and heroRole is MAIN then Value is LOW
|
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if armyLoss is HIGH and heroRole is SCOUT then Value is LOWEST
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
|
||||||
rule: if heroRole is SCOUT and closestHeroRatio is LOW then Value is LOW
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if heroRole is SCOUT and closestHeroRatio is LOWEST then Value is LOWEST
|
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOW then Value is LOW
|
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if heroRole is MAIN and danger is NONE and skillReward is NONE and rewardType is SINGLE and closestHeroRatio is LOWEST then Value is LOWEST
|
rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||||
rule: if heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||||
rule: if heroRole is SCOUT then Value is BITLOW
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.7
|
||||||
rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
|
rule: if heroRole is SCOUT and armyReward is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if turn is NOW then Value is LOW with 0.3
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
|
||||||
rule: if turn is not NOW then Value is LOW with 0.4
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
rule: if heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is MAIN and danger is not NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
|
||||||
rule: if goldPreasure is HIGH and goldReward is HIGH and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
|
rule: if heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
|
||||||
rule: if goldPreasure is HIGH and goldReward is MEDIUM and heroRole is SCOUT and danger is NONE and armyLoss is LOW and fear is not HIGH then Value is HIGH
|
RuleBlock: gold
|
||||||
rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
|
enabled: true
|
||||||
rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and scoutTurnDistance is LOW and armyLoss is LOW then Value is HIGH with 0.5
|
conjunction: AlgebraicProduct
|
||||||
rule: if fear is MEDIUM then Value is LOW
|
disjunction: AlgebraicSum
|
||||||
rule: if fear is HIGH then Value is LOWEST
|
implication: AlgebraicProduct
|
||||||
|
activation: General
|
||||||
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
|
||||||
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE and armyLoss is LOW then Value is BITHIGH
|
||||||
|
rule: if goldReward is HUGE and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGHEST
|
||||||
|
rule: if goldReward is HUGE and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is HIGH
|
||||||
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
|
||||||
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is MEDIUM
|
||||||
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
|
||||||
|
rule: if goldReward is BIG and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is MEDIUM
|
||||||
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is BITHIGH
|
||||||
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is not NONE then Value is SMALL
|
||||||
|
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is BITHIGH
|
||||||
|
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is MEDIUM
|
||||||
|
rule: if goldReward is SMALL and goldPreasure is HIGH and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is SMALL
|
||||||
|
rule: if goldReward is LOWEST then Value is SMALL with 0.1
|
||||||
|
rule: if goldReward is SMALL then Value is SMALL with 0.2
|
||||||
|
rule: if goldReward is MEDIUM then Value is SMALL with 0.5
|
||||||
|
rule: if goldReward is BIG then Value is SMALL
|
||||||
|
rule: if goldReward is HUGE then Value is BITHIGH
|
||||||
|
RuleBlock: skill reward
|
||||||
|
enabled: true
|
||||||
|
conjunction: AlgebraicProduct
|
||||||
|
disjunction: AlgebraicSum
|
||||||
|
implication: AlgebraicProduct
|
||||||
|
activation: General
|
||||||
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGH
|
||||||
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
||||||
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOWEST and fear is not HIGH then Value is HIGHEST
|
||||||
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is BITHIGH
|
||||||
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LOW and fear is not HIGH then Value is HIGH
|
||||||
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
|
||||||
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
|
||||||
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
|
||||||
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
|
||||||
|
rule: if heroRole is MAIN and skillReward is LOW and mainTurnDistance is LONG and fear is not HIGH then Value is SMALL
|
||||||
|
rule: if heroRole is MAIN and skillReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
|
||||||
|
rule: if heroRole is MAIN and skillReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
|
||||||
@@ -151,7 +151,7 @@
|
|||||||
"message" : 170,
|
"message" : 170,
|
||||||
"resources" : [
|
"resources" : [
|
||||||
{
|
{
|
||||||
"list" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
|
"anyOf" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
|
||||||
"min" : 3,
|
"min" : 3,
|
||||||
"max" : 6
|
"max" : 6
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,7 +27,7 @@
|
|||||||
"message" : 64,
|
"message" : 64,
|
||||||
"resources" : [
|
"resources" : [
|
||||||
{
|
{
|
||||||
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
||||||
"min" : 1,
|
"min" : 1,
|
||||||
"max" : 5
|
"max" : 5
|
||||||
}
|
}
|
||||||
@@ -115,7 +115,7 @@
|
|||||||
"appearChance" : { "min" : 40, "max" : 90 },
|
"appearChance" : { "min" : 40, "max" : 90 },
|
||||||
"resources" : [
|
"resources" : [
|
||||||
{
|
{
|
||||||
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
||||||
"min" : 2,
|
"min" : 2,
|
||||||
"max" : 5
|
"max" : 5
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
"removeObject" : true,
|
"removeObject" : true,
|
||||||
"resources" : [
|
"resources" : [
|
||||||
{
|
{
|
||||||
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
|
||||||
"min" : 4,
|
"min" : 4,
|
||||||
"max" : 6
|
"max" : 6
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -223,7 +223,7 @@
|
|||||||
"type" : "object",
|
"type" : "object",
|
||||||
"additionalProperties" : false,
|
"additionalProperties" : false,
|
||||||
"default" : {},
|
"default" : {},
|
||||||
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat", "borderScroll", "leftButtonDrag" ],
|
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "forceQuickCombat", "borderScroll", "leftButtonDrag" ],
|
||||||
"properties" : {
|
"properties" : {
|
||||||
"heroMoveTime" : {
|
"heroMoveTime" : {
|
||||||
"type" : "number",
|
"type" : "number",
|
||||||
@@ -253,7 +253,7 @@
|
|||||||
"type" : "boolean",
|
"type" : "boolean",
|
||||||
"default" : true
|
"default" : true
|
||||||
},
|
},
|
||||||
"alwaysSkipCombat" : {
|
"forceQuickCombat" : {
|
||||||
"type" : "boolean",
|
"type" : "boolean",
|
||||||
"default" : false
|
"default" : false
|
||||||
},
|
},
|
||||||
|
|||||||
@@ -7,7 +7,7 @@
|
|||||||
"name": "lineLabelsEnd",
|
"name": "lineLabelsEnd",
|
||||||
"type": "texture",
|
"type": "texture",
|
||||||
"image": "settingsWindow/lineHorizontal",
|
"image": "settingsWindow/lineHorizontal",
|
||||||
"rect": { "x" : 5, "y" : 289, "w": 365, "h": 3}
|
"rect": { "x" : 5, "y" : 229, "w": 365, "h": 3}
|
||||||
},
|
},
|
||||||
/////////////////////////////////////// Left section - Hero Speed and Map Scrolling
|
/////////////////////////////////////// Left section - Hero Speed and Map Scrolling
|
||||||
{
|
{
|
||||||
@@ -323,7 +323,7 @@
|
|||||||
{
|
{
|
||||||
"type": "verticalLayout",
|
"type": "verticalLayout",
|
||||||
"customType": "labelDescription",
|
"customType": "labelDescription",
|
||||||
"position": {"x": 45, "y": 295},
|
"position": {"x": 45, "y": 235},
|
||||||
"items":
|
"items":
|
||||||
[
|
[
|
||||||
{
|
{
|
||||||
@@ -353,7 +353,7 @@
|
|||||||
{
|
{
|
||||||
"type": "verticalLayout",
|
"type": "verticalLayout",
|
||||||
"customType": "checkbox",
|
"customType": "checkbox",
|
||||||
"position": {"x": 10, "y": 293},
|
"position": {"x": 10, "y": 233},
|
||||||
"items":
|
"items":
|
||||||
[
|
[
|
||||||
{
|
{
|
||||||
|
|||||||
Vendored
+1
-1
@@ -8,7 +8,7 @@ vcmi (1.3.0) jammy; urgency=medium
|
|||||||
|
|
||||||
* New upstream release
|
* New upstream release
|
||||||
|
|
||||||
-- Ivan Savenko <saven.ivan@gmail.com> Sat, 01 Jul 2023 16:00:00 +0200
|
-- Ivan Savenko <saven.ivan@gmail.com> Fri, 04 Aug 2023 16:00:00 +0200
|
||||||
|
|
||||||
vcmi (1.2.1) jammy; urgency=medium
|
vcmi (1.2.1) jammy; urgency=medium
|
||||||
|
|
||||||
|
|||||||
@@ -52,7 +52,7 @@
|
|||||||
</categories>
|
</categories>
|
||||||
<releases>
|
<releases>
|
||||||
<release version="1.4.0" date="2023-12-22" type="development" />
|
<release version="1.4.0" date="2023-12-22" type="development" />
|
||||||
<release version="1.3.0" date="2023-07-01" type="development" />
|
<release version="1.3.0" date="2023-08-04" />
|
||||||
<release version="1.2.1" date="2023-04-28" />
|
<release version="1.2.1" date="2023-04-28" />
|
||||||
<release version="1.2.0" date="2023-04-14" />
|
<release version="1.2.0" date="2023-04-14" />
|
||||||
<release version="1.1.1" date="2023-02-03" />
|
<release version="1.1.1" date="2023-02-03" />
|
||||||
|
|||||||
@@ -472,7 +472,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
|
||||||
<source>Autosave limit (0 = off)</source>
|
<source>Autosave limit (0 = off)</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Limit für Autospeicherung (0 = aus)</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
|
||||||
@@ -487,12 +487,12 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
|
||||||
<source>Autosave prefix</source>
|
<source>Autosave prefix</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Präfix für Autospeicherung</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
|
||||||
<source>empty = map name prefix</source>
|
<source>empty = map name prefix</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>leer = Kartenname als Präfix</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
|
||||||
@@ -911,7 +911,7 @@ Heroes III: HD Edition wird derzeit nicht unterstützt!</translation>
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="39"/>
|
<location filename="../languages.cpp" line="39"/>
|
||||||
<source>Vietnamese</source>
|
<source>Vietnamese</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Vietnamesisch</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="40"/>
|
<location filename="../languages.cpp" line="40"/>
|
||||||
|
|||||||
@@ -472,7 +472,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
|
||||||
<source>Autosave limit (0 = off)</source>
|
<source>Autosave limit (0 = off)</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Limit autozapisów (0 = brak)</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
|
||||||
@@ -487,12 +487,12 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
|
||||||
<source>Autosave prefix</source>
|
<source>Autosave prefix</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Przedrostek autozapisu</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
|
||||||
<source>empty = map name prefix</source>
|
<source>empty = map name prefix</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>puste = przedrostek z nazwy mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
|
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
|
||||||
@@ -708,7 +708,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../firstLaunch/firstlaunch_moc.ui" line="702"/>
|
<location filename="../firstLaunch/firstlaunch_moc.ui" line="702"/>
|
||||||
<source>Interface Improvements</source>
|
<source>Interface Improvements</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Ulepszenia interfejsu</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../firstLaunch/firstlaunch_moc.ui" line="740"/>
|
<location filename="../firstLaunch/firstlaunch_moc.ui" line="740"/>
|
||||||
@@ -723,7 +723,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../firstLaunch/firstlaunch_moc.ui" line="772"/>
|
<location filename="../firstLaunch/firstlaunch_moc.ui" line="772"/>
|
||||||
<source>Install mod that provides various interface improvements, such as better interface for random maps and selectable actions in battles</source>
|
<source>Install mod that provides various interface improvements, such as better interface for random maps and selectable actions in battles</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Zainstaluj modyfikację, która dostarcza różne ulepszenia interfejsu takie jak lepszy ekran ustawień mapy losowej lub wybieralne akcje w bitwach</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../firstLaunch/firstlaunch_moc.ui" line="788"/>
|
<location filename="../firstLaunch/firstlaunch_moc.ui" line="788"/>
|
||||||
@@ -916,17 +916,17 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="40"/>
|
<location filename="../languages.cpp" line="40"/>
|
||||||
<source>Other (East European)</source>
|
<source>Other (East European)</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Inne (Wschodnioeuropejski)</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="41"/>
|
<location filename="../languages.cpp" line="41"/>
|
||||||
<source>Other (Cyrillic Script)</source>
|
<source>Other (Cyrillic Script)</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Inne (Cyrylica)</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="42"/>
|
<location filename="../languages.cpp" line="42"/>
|
||||||
<source>Other (West European)</source>
|
<source>Other (West European)</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Inne (Zachodnioeuropejski)</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../languages.cpp" line="64"/>
|
<location filename="../languages.cpp" line="64"/>
|
||||||
|
|||||||
@@ -168,13 +168,13 @@ void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
|
void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
|
||||||
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
|
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
assert(!battleAI);
|
assert(!battleAI);
|
||||||
assert(cbc);
|
assert(cbc);
|
||||||
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
|
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
|
||||||
battleAI->initBattleInterface(env, cbc);
|
battleAI->initBattleInterface(env, cbc);
|
||||||
battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
|
battleAI->battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||||
|
|||||||
@@ -149,7 +149,7 @@ public:
|
|||||||
virtual void yourTacticPhase(int distance) override;
|
virtual void yourTacticPhase(int distance) override;
|
||||||
virtual void battleNewRound(int round) override;
|
virtual void battleNewRound(int round) override;
|
||||||
virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
|
virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
|
||||||
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
|
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
|
||||||
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||||
virtual void actionStarted(const BattleAction &action) override;
|
virtual void actionStarted(const BattleAction &action) override;
|
||||||
virtual void battleNewRoundFirst(int round) override;
|
virtual void battleNewRoundFirst(int round) override;
|
||||||
|
|||||||
@@ -313,6 +313,18 @@ void CGeneralTextHandler::registerStringOverride(const std::string & modContext,
|
|||||||
assert(!modContext.empty());
|
assert(!modContext.empty());
|
||||||
assert(!language.empty());
|
assert(!language.empty());
|
||||||
|
|
||||||
|
std::string baseModLanguage = getModLanguage(modContext);
|
||||||
|
|
||||||
|
if (baseModLanguage != language)
|
||||||
|
{
|
||||||
|
// this is translation - only add text to existing strings, do not register new ones
|
||||||
|
if (stringsLocalizations.count(UID.get()) == 0)
|
||||||
|
{
|
||||||
|
logMod->warn("Unknown string '%s' in mod '%s' for language '%s'. Ignoring", UID.get(), modContext, language);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// NOTE: implicitly creates entry, intended - strings added by vcmi (and potential UI mods) are not registered anywhere at the moment
|
// NOTE: implicitly creates entry, intended - strings added by vcmi (and potential UI mods) are not registered anywhere at the moment
|
||||||
auto & entry = stringsLocalizations[UID.get()];
|
auto & entry = stringsLocalizations[UID.get()];
|
||||||
|
|
||||||
|
|||||||
@@ -141,8 +141,11 @@ class DLL_LINKAGE CGeneralTextHandler
|
|||||||
std::vector<size_t> scenariosCountPerCampaign;
|
std::vector<size_t> scenariosCountPerCampaign;
|
||||||
|
|
||||||
std::string getModLanguage(const std::string & modContext);
|
std::string getModLanguage(const std::string & modContext);
|
||||||
public:
|
|
||||||
|
|
||||||
|
/// add selected string to internal storage as high-priority strings
|
||||||
|
void registerStringOverride(const std::string & modContext, const std::string & language, const TextIdentifier & UID, const std::string & localized);
|
||||||
|
|
||||||
|
public:
|
||||||
/// validates translation of specified language for specified mod
|
/// validates translation of specified language for specified mod
|
||||||
/// returns true if localization is valid and complete
|
/// returns true if localization is valid and complete
|
||||||
/// any error messages will be written to log file
|
/// any error messages will be written to log file
|
||||||
@@ -155,9 +158,6 @@ public:
|
|||||||
/// add selected string to internal storage
|
/// add selected string to internal storage
|
||||||
void registerString(const std::string & modContext, const TextIdentifier & UID, const std::string & localized);
|
void registerString(const std::string & modContext, const TextIdentifier & UID, const std::string & localized);
|
||||||
|
|
||||||
/// add selected string to internal storage as high-priority strings
|
|
||||||
void registerStringOverride(const std::string & modContext, const std::string & language, const TextIdentifier & UID, const std::string & localized);
|
|
||||||
|
|
||||||
// returns true if identifier with such name was registered, even if not translated to current language
|
// returns true if identifier with such name was registered, even if not translated to current language
|
||||||
// not required right now, can be added if necessary
|
// not required right now, can be added if necessary
|
||||||
// bool identifierExists( const std::string identifier) const;
|
// bool identifierExists( const std::string identifier) const;
|
||||||
|
|||||||
@@ -111,7 +111,11 @@ void CBuilding::addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusL
|
|||||||
|
|
||||||
CFaction::~CFaction()
|
CFaction::~CFaction()
|
||||||
{
|
{
|
||||||
delete town;
|
if (town)
|
||||||
|
{
|
||||||
|
delete town;
|
||||||
|
town = nullptr;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int32_t CFaction::getIndex() const
|
int32_t CFaction::getIndex() const
|
||||||
@@ -1030,7 +1034,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
|
|||||||
faction->creatureBg120 = source["creatureBackground"]["120px"].String();
|
faction->creatureBg120 = source["creatureBackground"]["120px"].String();
|
||||||
faction->creatureBg130 = source["creatureBackground"]["130px"].String();
|
faction->creatureBg130 = source["creatureBackground"]["130px"].String();
|
||||||
|
|
||||||
faction->boatType = EBoatId::NONE;
|
faction->boatType = EBoatId::CASTLE; //Do not crash
|
||||||
if (!source["boat"].isNull())
|
if (!source["boat"].isNull())
|
||||||
{
|
{
|
||||||
VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
|
VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
|
||||||
|
|||||||
+1
-1
@@ -207,7 +207,7 @@ public:
|
|||||||
|
|
||||||
/// Boat that will be used by town shipyard (if any)
|
/// Boat that will be used by town shipyard (if any)
|
||||||
/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
|
/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
|
||||||
BoatId boatType;
|
BoatId boatType = BoatId(EBoatId::CASTLE);
|
||||||
|
|
||||||
|
|
||||||
CTown * town = nullptr; //NOTE: can be null
|
CTown * town = nullptr; //NOTE: can be null
|
||||||
|
|||||||
@@ -69,7 +69,7 @@ public:
|
|||||||
virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
|
virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
|
||||||
virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
|
virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
|
||||||
virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
|
virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
|
||||||
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
|
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||||
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
|
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
|
||||||
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
|
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
|
||||||
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||||
|
|||||||
+4
-6
@@ -1381,9 +1381,8 @@ void HeroRecruited::applyGs(CGameState * gs) const
|
|||||||
auto * boat = dynamic_cast<CGBoat *>(obj);
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
||||||
if (boat)
|
if (boat)
|
||||||
{
|
{
|
||||||
h->boat = boat;
|
gs->map->removeBlockVisTiles(boat);
|
||||||
h->attachTo(*boat);
|
h->attachToBoat(boat);
|
||||||
boat->hero = h;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1418,9 +1417,8 @@ void GiveHero::applyGs(CGameState * gs) const
|
|||||||
auto * boat = dynamic_cast<CGBoat *>(obj);
|
auto * boat = dynamic_cast<CGBoat *>(obj);
|
||||||
if (boat)
|
if (boat)
|
||||||
{
|
{
|
||||||
h->boat = boat;
|
gs->map->removeBlockVisTiles(boat);
|
||||||
h->attachTo(*boat);
|
h->attachToBoat(boat);
|
||||||
boat->hero = h;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -207,6 +207,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
|
|||||||
curB->round = -2;
|
curB->round = -2;
|
||||||
curB->activeStack = -1;
|
curB->activeStack = -1;
|
||||||
curB->creatureBank = creatureBank;
|
curB->creatureBank = creatureBank;
|
||||||
|
curB->replayAllowed = false;
|
||||||
|
|
||||||
if(town)
|
if(town)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -36,6 +36,7 @@ public:
|
|||||||
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
||||||
int3 tile; //for background and bonuses
|
int3 tile; //for background and bonuses
|
||||||
bool creatureBank; //auxilary field, do not serialize
|
bool creatureBank; //auxilary field, do not serialize
|
||||||
|
bool replayAllowed;
|
||||||
std::vector<CStack*> stacks;
|
std::vector<CStack*> stacks;
|
||||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||||
SiegeInfo si;
|
SiegeInfo si;
|
||||||
@@ -61,6 +62,10 @@ public:
|
|||||||
h & tacticsSide;
|
h & tacticsSide;
|
||||||
h & tacticDistance;
|
h & tacticDistance;
|
||||||
h & static_cast<CBonusSystemNode&>(*this);
|
h & static_cast<CBonusSystemNode&>(*this);
|
||||||
|
if (version > 824)
|
||||||
|
h & replayAllowed;
|
||||||
|
else
|
||||||
|
replayAllowed = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////
|
||||||
|
|||||||
@@ -858,8 +858,7 @@ void CGameState::initHeroes()
|
|||||||
map->objects.emplace_back(boat);
|
map->objects.emplace_back(boat);
|
||||||
map->addBlockVisTiles(boat);
|
map->addBlockVisTiles(boat);
|
||||||
|
|
||||||
boat->hero = hero;
|
hero->attachToBoat(boat);
|
||||||
hero->boat = boat;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -118,28 +118,35 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroR
|
|||||||
//trimming artifacts
|
//trimming artifacts
|
||||||
for(CGHeroInstance * hero : crossoverHeroes)
|
for(CGHeroInstance * hero : crossoverHeroes)
|
||||||
{
|
{
|
||||||
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
|
auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
|
||||||
for (size_t i = 0; i < totalArts; i++ )
|
|
||||||
{
|
{
|
||||||
auto artifactPosition = ArtifactPosition((si32)i);
|
|
||||||
if(artifactPosition == ArtifactPosition::SPELLBOOK)
|
if(artifactPosition == ArtifactPosition::SPELLBOOK)
|
||||||
continue; // do not handle spellbook this way
|
return; // do not handle spellbook this way
|
||||||
|
|
||||||
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
|
||||||
if(!info)
|
if(!info)
|
||||||
continue;
|
return;
|
||||||
|
|
||||||
// TODO: why would there be nullptr artifacts?
|
// TODO: why would there be nullptr artifacts?
|
||||||
const CArtifactInstance *art = info->artifact;
|
const CArtifactInstance *art = info->artifact;
|
||||||
if(!art)
|
if(!art)
|
||||||
continue;
|
return;
|
||||||
|
|
||||||
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
|
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
|
||||||
|
|
||||||
ArtifactLocation al(hero, artifactPosition);
|
ArtifactLocation al(hero, artifactPosition);
|
||||||
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
|
||||||
al.removeArtifact();
|
al.removeArtifact();
|
||||||
}
|
};
|
||||||
|
|
||||||
|
// process on copy - removal of artifact will invalidate container
|
||||||
|
auto artifactsWorn = hero->artifactsWorn;
|
||||||
|
for (auto const & art : artifactsWorn)
|
||||||
|
checkAndRemoveArtifact(art.first);
|
||||||
|
|
||||||
|
// process in reverse - removal of artifact will shift all artifacts after this one
|
||||||
|
for(int slotNumber = hero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
|
||||||
|
checkAndRemoveArtifact(ArtifactPosition(GameConstants::BACKPACK_START + slotNumber));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -484,9 +484,12 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
|
|||||||
if (cb->gameState()->map->getTile(boatPos).isWater())
|
if (cb->gameState()->map->getTile(boatPos).isWater())
|
||||||
{
|
{
|
||||||
smp.val = movementPointsLimit(false);
|
smp.val = movementPointsLimit(false);
|
||||||
//Create a new boat for hero
|
if (!boat)
|
||||||
cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
|
{
|
||||||
boatId = cb->getTopObj(boatPos)->id;
|
//Create a new boat for hero
|
||||||
|
cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
|
||||||
|
boatId = cb->getTopObj(boatPos)->id;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -1119,6 +1122,15 @@ int CGHeroInstance::maxSpellLevel() const
|
|||||||
return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
|
return std::min(GameConstants::SPELL_LEVELS, valOfBonuses(Selector::type()(BonusType::MAX_LEARNABLE_SPELL_LEVEL)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CGHeroInstance::attachToBoat(CGBoat* newBoat)
|
||||||
|
{
|
||||||
|
assert(newBoat);
|
||||||
|
boat = newBoat;
|
||||||
|
attachTo(const_cast<CGBoat&>(*boat));
|
||||||
|
const_cast<CGBoat*>(boat)->hero = this;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void CGHeroInstance::deserializationFix()
|
void CGHeroInstance::deserializationFix()
|
||||||
{
|
{
|
||||||
artDeserializationFix(this);
|
artDeserializationFix(this);
|
||||||
@@ -1718,22 +1730,25 @@ bool CGHeroInstance::isMissionCritical() const
|
|||||||
{
|
{
|
||||||
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
|
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
|
||||||
{
|
{
|
||||||
if(event.trigger.test([&](const EventCondition & condition)
|
if (event.effect.type != EventEffect::DEFEAT)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
auto const & testFunctor = [&](const EventCondition & condition)
|
||||||
{
|
{
|
||||||
if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
|
if ((condition.condition == EventCondition::CONTROL || condition.condition == EventCondition::HAVE_0) && condition.object)
|
||||||
{
|
{
|
||||||
const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
|
const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
|
||||||
return (hero != this);
|
return (hero != this);
|
||||||
}
|
}
|
||||||
else if(condition.condition == EventCondition::IS_HUMAN)
|
|
||||||
{
|
if(condition.condition == EventCondition::IS_HUMAN)
|
||||||
return true;
|
return true;
|
||||||
}
|
|
||||||
return false;
|
return false;
|
||||||
}))
|
};
|
||||||
{
|
|
||||||
|
if(event.trigger.test(testFunctor))
|
||||||
return true;
|
return true;
|
||||||
}
|
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -282,6 +282,7 @@ public:
|
|||||||
void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
|
void getCastDescription(const spells::Spell * spell, const std::vector<const battle::Unit *> & attacked, MetaString & text) const override;
|
||||||
void spendMana(ServerCallback * server, const int spellCost) const override;
|
void spendMana(ServerCallback * server, const int spellCost) const override;
|
||||||
|
|
||||||
|
void attachToBoat(CGBoat* newBoat);
|
||||||
void boatDeserializationFix();
|
void boatDeserializationFix();
|
||||||
void deserializationFix();
|
void deserializationFix();
|
||||||
|
|
||||||
|
|||||||
@@ -216,6 +216,7 @@ int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object
|
|||||||
|
|
||||||
rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
|
rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
|
||||||
{
|
{
|
||||||
|
RecursiveLock lock(externalAccessMutex);
|
||||||
return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
|
return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
|
||||||
{
|
{
|
||||||
auto ti = map.getTileInfo(tile);
|
auto ti = map.getTileInfo(tile);
|
||||||
@@ -455,8 +456,31 @@ void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateD
|
|||||||
map.setOccupied(i, ETileType::BLOCKED);
|
map.setOccupied(i, ETileType::BLOCKED);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(updateDistance)
|
if (updateDistance)
|
||||||
updateDistances(object);
|
{
|
||||||
|
//Update distances in every adjacent zone in case of wide connection
|
||||||
|
|
||||||
|
std::set<TRmgTemplateZoneId> adjacentZones;
|
||||||
|
auto objectArea = object.getArea();
|
||||||
|
objectArea.unite(objectArea.getBorderOutside());
|
||||||
|
|
||||||
|
for (auto tile : objectArea.getTilesVector())
|
||||||
|
{
|
||||||
|
if (map.isOnMap(tile))
|
||||||
|
{
|
||||||
|
adjacentZones.insert(map.getZoneID(tile));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto id : adjacentZones)
|
||||||
|
{
|
||||||
|
auto manager = map.getZones().at(id)->getModificator<ObjectManager>();
|
||||||
|
if (manager)
|
||||||
|
{
|
||||||
|
manager->updateDistances(object);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for(auto * instance : object.instances())
|
for(auto * instance : object.instances())
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -14,7 +14,7 @@
|
|||||||
|
|
||||||
VCMI_LIB_NAMESPACE_BEGIN
|
VCMI_LIB_NAMESPACE_BEGIN
|
||||||
|
|
||||||
const ui32 SERIALIZATION_VERSION = 824;
|
const ui32 SERIALIZATION_VERSION = 825;
|
||||||
const ui32 MINIMAL_SERIALIZATION_VERSION = 824;
|
const ui32 MINIMAL_SERIALIZATION_VERSION = 824;
|
||||||
const std::string SAVEGAME_MAGIC = "VCMISVG";
|
const std::string SAVEGAME_MAGIC = "VCMISVG";
|
||||||
|
|
||||||
|
|||||||
@@ -292,22 +292,22 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="252"/>
|
<location filename="../mainwindow.cpp" line="252"/>
|
||||||
<source>Confirmation</source>
|
<source>Confirmation</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Bestätigung</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="252"/>
|
<location filename="../mainwindow.cpp" line="252"/>
|
||||||
<source>Unsaved changes will be lost, are you sure?</source>
|
<source>Unsaved changes will be lost, are you sure?</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Ungespeicherte Änderungen gehen verloren, sind sie sicher?</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="329"/>
|
<location filename="../mainwindow.cpp" line="329"/>
|
||||||
<source>Failed to open map</source>
|
<source>Failed to open map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Öffnen der Karte fehlgeschlagen</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="329"/>
|
<location filename="../mainwindow.cpp" line="329"/>
|
||||||
<source>Cannot open map from this folder</source>
|
<source>Cannot open map from this folder</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Kann keine Karte aus diesem Ordner öffnen</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="370"/>
|
<location filename="../mainwindow.cpp" line="370"/>
|
||||||
@@ -344,22 +344,22 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1128"/>
|
<location filename="../mainwindow.cpp" line="1128"/>
|
||||||
<source>No objects selected</source>
|
<source>No objects selected</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Keine Objekte selektiert</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1132"/>
|
<location filename="../mainwindow.cpp" line="1132"/>
|
||||||
<source>This operation is irreversible. Do you want to continue?</source>
|
<source>This operation is irreversible. Do you want to continue?</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Diese Operation ist unumkehrbar. Möchten sie fortsetzen?</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1191"/>
|
<location filename="../mainwindow.cpp" line="1191"/>
|
||||||
<source>Errors occured. %1 objects were not updated</source>
|
<source>Errors occured. %1 objects were not updated</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Fehler sind aufgetreten. %1 Objekte konnten nicht aktualisiert werden</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1231"/>
|
<location filename="../mainwindow.cpp" line="1231"/>
|
||||||
<source>Save to image</source>
|
<source>Save to image</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Als Bild speichern</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -387,7 +387,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="83"/>
|
<location filename="../mapsettings.ui" line="83"/>
|
||||||
<source>Limit maximum heroes level</source>
|
<source>Limit maximum heroes level</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Maximales Level des Helden begrenzen</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="92"/>
|
<location filename="../mapsettings.ui" line="92"/>
|
||||||
@@ -397,47 +397,47 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="137"/>
|
<location filename="../mapsettings.ui" line="137"/>
|
||||||
<source>Mods</source>
|
<source>Mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mods</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="143"/>
|
<location filename="../mapsettings.ui" line="143"/>
|
||||||
<source>Mandatory mods for playing this map</source>
|
<source>Mandatory mods for playing this map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Notwendige Mods zum Spielen dieser Karte</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="157"/>
|
<location filename="../mapsettings.ui" line="157"/>
|
||||||
<source>Mod name</source>
|
<source>Mod name</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mod Name</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="162"/>
|
<location filename="../mapsettings.ui" line="162"/>
|
||||||
<source>Version</source>
|
<source>Version</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Version</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="172"/>
|
<location filename="../mapsettings.ui" line="172"/>
|
||||||
<source>Automatic assignment</source>
|
<source>Automatic assignment</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Automatische Zuweisung</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="179"/>
|
<location filename="../mapsettings.ui" line="179"/>
|
||||||
<source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
|
<source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Erforderliche Mods anhand der auf der Karte platzierten Objekte festlegen. Diese Methode kann Probleme verursachen, wenn Sie Belohnungen, Garnisonen usw. von Mods angepasst haben</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="182"/>
|
<location filename="../mapsettings.ui" line="182"/>
|
||||||
<source>Map objects mods</source>
|
<source>Map objects mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mods für Kartenobjekte</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="192"/>
|
<location filename="../mapsettings.ui" line="192"/>
|
||||||
<source>Set all mods having a game content as mandatory</source>
|
<source>Set all mods having a game content as mandatory</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Alle Mods, die einen Spielinhalt haben, als notwendig festlegen</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="195"/>
|
<location filename="../mapsettings.ui" line="195"/>
|
||||||
<source>Full content mods</source>
|
<source>Full content mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Vollwertige Mods</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="208"/>
|
<location filename="../mapsettings.ui" line="208"/>
|
||||||
@@ -581,7 +581,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapview.cpp" line="471"/>
|
<location filename="../mapview.cpp" line="471"/>
|
||||||
<source>Can't place object</source>
|
<source>Can't place object</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Objekt kann nicht platziert werden</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -621,7 +621,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../playerparams.ui" line="179"/>
|
<location filename="../playerparams.ui" line="179"/>
|
||||||
<source>Color</source>
|
<source>Color</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Farbe</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../playerparams.ui" line="85"/>
|
<location filename="../playerparams.ui" line="85"/>
|
||||||
@@ -659,7 +659,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../playersettings.ui" line="74"/>
|
<location filename="../playersettings.ui" line="74"/>
|
||||||
<source>1</source>
|
<source>1</source>
|
||||||
<translation type="unfinished">1</translation>
|
<translation>1</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../playersettings.ui" line="117"/>
|
<location filename="../playersettings.ui" line="117"/>
|
||||||
@@ -721,7 +721,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="70"/>
|
<location filename="../validator.cpp" line="70"/>
|
||||||
<source>No factions allowed for player %1</source>
|
<source>No factions allowed for player %1</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Keine Fraktionen für Spieler %1 erlaubt</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="73"/>
|
<location filename="../validator.cpp" line="73"/>
|
||||||
@@ -811,7 +811,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="175"/>
|
<location filename="../validator.cpp" line="175"/>
|
||||||
<source>Map contains object from mod "%1", but doesn't require it</source>
|
<source>Map contains object from mod "%1", but doesn't require it</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Karte enthält Objekt aus Mod "%1", benötigt es aber nicht</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="181"/>
|
<location filename="../validator.cpp" line="181"/>
|
||||||
@@ -907,12 +907,12 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="380"/>
|
<location filename="../windownewmap.ui" line="380"/>
|
||||||
<source>Human teams</source>
|
<source>Human teams</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Menschliche Teams</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="399"/>
|
<location filename="../windownewmap.ui" line="399"/>
|
||||||
<source>Computer teams</source>
|
<source>Computer teams</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Computer Teams</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="416"/>
|
<location filename="../windownewmap.ui" line="416"/>
|
||||||
@@ -978,17 +978,17 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="271"/>
|
<location filename="../windownewmap.cpp" line="271"/>
|
||||||
<source>No template</source>
|
<source>No template</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Kein Template</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="271"/>
|
<location filename="../windownewmap.cpp" line="271"/>
|
||||||
<source>No template for parameters scecified. Random map cannot be generated.</source>
|
<source>No template for parameters scecified. Random map cannot be generated.</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Es wurde kein Template für Parameter erstellt. Zufällige Karte kann nicht generiert werden.</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="291"/>
|
<location filename="../windownewmap.cpp" line="291"/>
|
||||||
<source>RMG failure</source>
|
<source>RMG failure</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>RMG-Fehler</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
|
|||||||
@@ -137,7 +137,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.ui" line="922"/>
|
<location filename="../mainwindow.ui" line="922"/>
|
||||||
<source>Save as...</source>
|
<source>Save as...</source>
|
||||||
<translation>Zapisz jako</translation>
|
<translation>Zapisz jako...</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.ui" line="925"/>
|
<location filename="../mainwindow.ui" line="925"/>
|
||||||
@@ -287,27 +287,27 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.ui" line="1234"/>
|
<location filename="../mainwindow.ui" line="1234"/>
|
||||||
<source>Export as...</source>
|
<source>Export as...</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Eksportuj jako...</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="252"/>
|
<location filename="../mainwindow.cpp" line="252"/>
|
||||||
<source>Confirmation</source>
|
<source>Confirmation</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Potwierdzenie</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="252"/>
|
<location filename="../mainwindow.cpp" line="252"/>
|
||||||
<source>Unsaved changes will be lost, are you sure?</source>
|
<source>Unsaved changes will be lost, are you sure?</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Niezapisane zmiany zostaną utracone, jesteś pewny?</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="329"/>
|
<location filename="../mainwindow.cpp" line="329"/>
|
||||||
<source>Failed to open map</source>
|
<source>Failed to open map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Nie udało się otworzyć mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="329"/>
|
<location filename="../mainwindow.cpp" line="329"/>
|
||||||
<source>Cannot open map from this folder</source>
|
<source>Cannot open map from this folder</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Nie można otworzyć mapy z tego folderu</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="370"/>
|
<location filename="../mainwindow.cpp" line="370"/>
|
||||||
@@ -344,22 +344,22 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1128"/>
|
<location filename="../mainwindow.cpp" line="1128"/>
|
||||||
<source>No objects selected</source>
|
<source>No objects selected</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Brak wybranych obiektów</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1132"/>
|
<location filename="../mainwindow.cpp" line="1132"/>
|
||||||
<source>This operation is irreversible. Do you want to continue?</source>
|
<source>This operation is irreversible. Do you want to continue?</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Ta operacja jest nieodwracalna. Czy chcesz kontynuować?</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1191"/>
|
<location filename="../mainwindow.cpp" line="1191"/>
|
||||||
<source>Errors occured. %1 objects were not updated</source>
|
<source>Errors occured. %1 objects were not updated</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Wystąpiły błędy. %1 obiektów nie zostało zaktualizowanych</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mainwindow.cpp" line="1231"/>
|
<location filename="../mainwindow.cpp" line="1231"/>
|
||||||
<source>Save to image</source>
|
<source>Save to image</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Zapisz jako obraz</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -387,7 +387,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="83"/>
|
<location filename="../mapsettings.ui" line="83"/>
|
||||||
<source>Limit maximum heroes level</source>
|
<source>Limit maximum heroes level</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Ogranicz maksymalny poziom bohaterów</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="92"/>
|
<location filename="../mapsettings.ui" line="92"/>
|
||||||
@@ -397,47 +397,47 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="137"/>
|
<location filename="../mapsettings.ui" line="137"/>
|
||||||
<source>Mods</source>
|
<source>Mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Modyfikacje</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="143"/>
|
<location filename="../mapsettings.ui" line="143"/>
|
||||||
<source>Mandatory mods for playing this map</source>
|
<source>Mandatory mods for playing this map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Obowiązkowe modyfikacje do uruchomienia tej mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="157"/>
|
<location filename="../mapsettings.ui" line="157"/>
|
||||||
<source>Mod name</source>
|
<source>Mod name</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Nazwa modyfikacji</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="162"/>
|
<location filename="../mapsettings.ui" line="162"/>
|
||||||
<source>Version</source>
|
<source>Version</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Wersja</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="172"/>
|
<location filename="../mapsettings.ui" line="172"/>
|
||||||
<source>Automatic assignment</source>
|
<source>Automatic assignment</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Automatyczne przypisanie</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="179"/>
|
<location filename="../mapsettings.ui" line="179"/>
|
||||||
<source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
|
<source>Set required mods based on objects placed on the map. This method may cause problems if you have customized rewards, garrisons, etc from mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Wybierz wymagane modyfikacje bazując na obiektach umeszczonych na mapie. Ta metoda może stworzyć problemy jeśli masz własne nagrody, garnizony itp. z modyfikacji</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="182"/>
|
<location filename="../mapsettings.ui" line="182"/>
|
||||||
<source>Map objects mods</source>
|
<source>Map objects mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mody od nowych obiektów mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="192"/>
|
<location filename="../mapsettings.ui" line="192"/>
|
||||||
<source>Set all mods having a game content as mandatory</source>
|
<source>Set all mods having a game content as mandatory</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Ustaw wszystkie modyfikacje mające nową elementy gry jako obowiązkowe</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="195"/>
|
<location filename="../mapsettings.ui" line="195"/>
|
||||||
<source>Full content mods</source>
|
<source>Full content mods</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mody od złożonej zawartości</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.ui" line="208"/>
|
<location filename="../mapsettings.ui" line="208"/>
|
||||||
@@ -513,7 +513,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="174"/>
|
<location filename="../mapsettings.cpp" line="174"/>
|
||||||
<source>No special victory</source>
|
<source>No special victory</source>
|
||||||
<translation type="unfinished">Bez specjalnych warunków zwycięstwa</translation>
|
<translation>Bez specjalnych warunków zwycięstwa</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="175"/>
|
<location filename="../mapsettings.cpp" line="175"/>
|
||||||
@@ -523,57 +523,57 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="176"/>
|
<location filename="../mapsettings.cpp" line="176"/>
|
||||||
<source>Hire creatures</source>
|
<source>Hire creatures</source>
|
||||||
<translation type="unfinished">Zdobądź stworzenia</translation>
|
<translation>Zdobądź stworzenia</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="177"/>
|
<location filename="../mapsettings.cpp" line="177"/>
|
||||||
<source>Accumulate resources</source>
|
<source>Accumulate resources</source>
|
||||||
<translation type="unfinished">Zbierz zasoby</translation>
|
<translation>Zbierz zasoby</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="178"/>
|
<location filename="../mapsettings.cpp" line="178"/>
|
||||||
<source>Construct building</source>
|
<source>Construct building</source>
|
||||||
<translation type="unfinished">Zbuduj budynek</translation>
|
<translation>Zbuduj budynek</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="179"/>
|
<location filename="../mapsettings.cpp" line="179"/>
|
||||||
<source>Capture town</source>
|
<source>Capture town</source>
|
||||||
<translation type="unfinished">Zdobądź miasto</translation>
|
<translation>Zdobądź miasto</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="180"/>
|
<location filename="../mapsettings.cpp" line="180"/>
|
||||||
<source>Defeat hero</source>
|
<source>Defeat hero</source>
|
||||||
<translation type="unfinished">Pokonaj bohatera</translation>
|
<translation>Pokonaj bohatera</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="181"/>
|
<location filename="../mapsettings.cpp" line="181"/>
|
||||||
<source>Transport artifact</source>
|
<source>Transport artifact</source>
|
||||||
<translation type="unfinished">Przenieś artefakt</translation>
|
<translation>Przenieś artefakt</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="184"/>
|
<location filename="../mapsettings.cpp" line="184"/>
|
||||||
<source>No special loss</source>
|
<source>No special loss</source>
|
||||||
<translation type="unfinished">Bez specjalnych warunków porażki</translation>
|
<translation>Bez specjalnych warunków porażki</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="185"/>
|
<location filename="../mapsettings.cpp" line="185"/>
|
||||||
<source>Lose castle</source>
|
<source>Lose castle</source>
|
||||||
<translation type="unfinished">Utrata miasta</translation>
|
<translation>Utrata miasta</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="186"/>
|
<location filename="../mapsettings.cpp" line="186"/>
|
||||||
<source>Lose hero</source>
|
<source>Lose hero</source>
|
||||||
<translation type="unfinished">Utrata bohatera</translation>
|
<translation>Utrata bohatera</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="187"/>
|
<location filename="../mapsettings.cpp" line="187"/>
|
||||||
<source>Time expired</source>
|
<source>Time expired</source>
|
||||||
<translation type="unfinished">Upłynięcie czasu</translation>
|
<translation>Upłynięcie czasu</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../mapsettings.cpp" line="188"/>
|
<location filename="../mapsettings.cpp" line="188"/>
|
||||||
<source>Days without town</source>
|
<source>Days without town</source>
|
||||||
<translation type="unfinished">Dni bez miasta</translation>
|
<translation>Dni bez miasta</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -581,7 +581,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../mapview.cpp" line="471"/>
|
<location filename="../mapview.cpp" line="471"/>
|
||||||
<source>Can't place object</source>
|
<source>Can't place object</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Nie można umieścić obiektu</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -621,7 +621,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../playerparams.ui" line="179"/>
|
<location filename="../playerparams.ui" line="179"/>
|
||||||
<source>Color</source>
|
<source>Color</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Kolor</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../playerparams.ui" line="85"/>
|
<location filename="../playerparams.ui" line="85"/>
|
||||||
@@ -659,7 +659,7 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../playersettings.ui" line="74"/>
|
<location filename="../playersettings.ui" line="74"/>
|
||||||
<source>1</source>
|
<source>1</source>
|
||||||
<translation type="unfinished">1</translation>
|
<translation>1</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../playersettings.ui" line="117"/>
|
<location filename="../playersettings.ui" line="117"/>
|
||||||
@@ -716,37 +716,37 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="50"/>
|
<location filename="../validator.cpp" line="50"/>
|
||||||
<source>Map is not loaded</source>
|
<source>Map is not loaded</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mapa nie została wczytana</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="70"/>
|
<location filename="../validator.cpp" line="70"/>
|
||||||
<source>No factions allowed for player %1</source>
|
<source>No factions allowed for player %1</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Brak dozwolonych frakcji dla gracza %1</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="73"/>
|
<location filename="../validator.cpp" line="73"/>
|
||||||
<source>No players allowed to play this map</source>
|
<source>No players allowed to play this map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Żaden gracz nie jest dozwolony do rozegrania tej mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="75"/>
|
<location filename="../validator.cpp" line="75"/>
|
||||||
<source>Map is allowed for one player and cannot be started</source>
|
<source>Map is allowed for one player and cannot be started</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mapa jest dozwolona dla jednego gracza i nie może być rozpoczęta</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="77"/>
|
<location filename="../validator.cpp" line="77"/>
|
||||||
<source>No human players allowed to play this map</source>
|
<source>No human players allowed to play this map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Żaden gracz ludzki nie został dozwolony by rozegrać tą mapę</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="93"/>
|
<location filename="../validator.cpp" line="93"/>
|
||||||
<source>Armored instance %1 is UNFLAGGABLE but must have NEUTRAL or player owner</source>
|
<source>Armored instance %1 is UNFLAGGABLE but must have NEUTRAL or player owner</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Obiekt z armią %1 jest nie do oflagowania, lecz musi mieć właściciela neutralnego lub gracza</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="99"/>
|
<location filename="../validator.cpp" line="99"/>
|
||||||
<source>Object %1 is assigned to non-playable player %2</source>
|
<source>Object %1 is assigned to non-playable player %2</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Obiekt %1 został przypisany do niegrywalnego gracza %2</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="106"/>
|
<location filename="../validator.cpp" line="106"/>
|
||||||
@@ -756,72 +756,72 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="116"/>
|
<location filename="../validator.cpp" line="116"/>
|
||||||
<source>Prison %1 must be a NEUTRAL</source>
|
<source>Prison %1 must be a NEUTRAL</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Więzienie %1 musi być neutralne</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="122"/>
|
<location filename="../validator.cpp" line="122"/>
|
||||||
<source>Hero %1 must have an owner</source>
|
<source>Hero %1 must have an owner</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Bohater %1 musi mieć właściciela</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="127"/>
|
<location filename="../validator.cpp" line="127"/>
|
||||||
<source>Hero %1 is prohibited by map settings</source>
|
<source>Hero %1 is prohibited by map settings</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Bohater %1 jest zabroniony przez ustawienia mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="130"/>
|
<location filename="../validator.cpp" line="130"/>
|
||||||
<source>Hero %1 has duplicate on map</source>
|
<source>Hero %1 has duplicate on map</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Bohater %1 posiada duplikat na mapie</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="133"/>
|
<location filename="../validator.cpp" line="133"/>
|
||||||
<source>Hero %1 has an empty type and must be removed</source>
|
<source>Hero %1 has an empty type and must be removed</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Bohater %1 jest pustego typu i musi zostać usunięty</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="144"/>
|
<location filename="../validator.cpp" line="144"/>
|
||||||
<source>Spell scroll %1 is prohibited by map settings</source>
|
<source>Spell scroll %1 is prohibited by map settings</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Zwój z zaklęciem %1 jest zabroniony przez ustawienia mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="147"/>
|
<location filename="../validator.cpp" line="147"/>
|
||||||
<source>Spell scroll %1 doesn't have instance assigned and must be removed</source>
|
<source>Spell scroll %1 doesn't have instance assigned and must be removed</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Zwój z zaklęciem %1 nie ma przypisanej instancji i musi zostać usunięty</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="153"/>
|
<location filename="../validator.cpp" line="153"/>
|
||||||
<source>Artifact %1 is prohibited by map settings</source>
|
<source>Artifact %1 is prohibited by map settings</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Artefakt %1 jest zabroniony przez ustawienia mapy</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="162"/>
|
<location filename="../validator.cpp" line="162"/>
|
||||||
<source>Player %1 doesn't have any starting town</source>
|
<source>Player %1 doesn't have any starting town</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Gracz %1 nie ma żadnego startowego miasta</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="166"/>
|
<location filename="../validator.cpp" line="166"/>
|
||||||
<source>Map name is not specified</source>
|
<source>Map name is not specified</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Nazwa mapy nie została ustawiona</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="168"/>
|
<location filename="../validator.cpp" line="168"/>
|
||||||
<source>Map description is not specified</source>
|
<source>Map description is not specified</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Opis mapy nie został ustawiony</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="175"/>
|
<location filename="../validator.cpp" line="175"/>
|
||||||
<source>Map contains object from mod "%1", but doesn't require it</source>
|
<source>Map contains object from mod "%1", but doesn't require it</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Mapa zawiera obiekt z modyfikacji %1 ale nie wymaga tej modyfikacji</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="181"/>
|
<location filename="../validator.cpp" line="181"/>
|
||||||
<source>Exception occurs during validation: %1</source>
|
<source>Exception occurs during validation: %1</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Wystąpił wyjątek podczas walidacji: %1</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../validator.cpp" line="185"/>
|
<location filename="../validator.cpp" line="185"/>
|
||||||
<source>Unknown exception occurs during validation</source>
|
<source>Unknown exception occurs during validation</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Wystąpił nieznane wyjątek podczas walidacji</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
@@ -907,12 +907,12 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="380"/>
|
<location filename="../windownewmap.ui" line="380"/>
|
||||||
<source>Human teams</source>
|
<source>Human teams</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Sojusze ludzkie</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="399"/>
|
<location filename="../windownewmap.ui" line="399"/>
|
||||||
<source>Computer teams</source>
|
<source>Computer teams</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Sojusze komputerowe</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.ui" line="416"/>
|
<location filename="../windownewmap.ui" line="416"/>
|
||||||
@@ -978,17 +978,17 @@
|
|||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="271"/>
|
<location filename="../windownewmap.cpp" line="271"/>
|
||||||
<source>No template</source>
|
<source>No template</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Brak szablonu</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="271"/>
|
<location filename="../windownewmap.cpp" line="271"/>
|
||||||
<source>No template for parameters scecified. Random map cannot be generated.</source>
|
<source>No template for parameters scecified. Random map cannot be generated.</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Brak szablonu dla wybranych parametrów. Mapa losowa nie może zostać wygenerowana.</translation>
|
||||||
</message>
|
</message>
|
||||||
<message>
|
<message>
|
||||||
<location filename="../windownewmap.cpp" line="291"/>
|
<location filename="../windownewmap.cpp" line="291"/>
|
||||||
<source>RMG failure</source>
|
<source>RMG failure</source>
|
||||||
<translation type="unfinished"></translation>
|
<translation>Niepowodzenie generatora map losowych</translation>
|
||||||
</message>
|
</message>
|
||||||
</context>
|
</context>
|
||||||
<context>
|
<context>
|
||||||
|
|||||||
+30
-17
@@ -607,9 +607,15 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
|||||||
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
|
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
|
||||||
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
||||||
|
|
||||||
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
// in battles against neutrals, 1st player can ask to replay battle manually
|
||||||
battleResult.data->queryID = battleDialogQuery->queryID;
|
if (!gs->curB->sides[1].color.isValidPlayer())
|
||||||
queries.addQuery(battleDialogQuery);
|
{
|
||||||
|
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
||||||
|
battleResult.data->queryID = battleDialogQuery->queryID;
|
||||||
|
queries.addQuery(battleDialogQuery);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
battleResult.data->queryID = -1;
|
||||||
|
|
||||||
//set same battle result for all queries
|
//set same battle result for all queries
|
||||||
for(auto q : queries.allQueries())
|
for(auto q : queries.allQueries())
|
||||||
@@ -620,6 +626,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
|||||||
}
|
}
|
||||||
|
|
||||||
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
||||||
|
|
||||||
|
if (battleResult.data->queryID == -1)
|
||||||
|
endBattleConfirm(gs->curB);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
|
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
|
||||||
@@ -2118,6 +2127,13 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
|
|||||||
//send info about battles
|
//send info about battles
|
||||||
BattleStart bs;
|
BattleStart bs;
|
||||||
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
||||||
|
|
||||||
|
engageIntoBattle(bs.info->sides[0].color);
|
||||||
|
engageIntoBattle(bs.info->sides[1].color);
|
||||||
|
|
||||||
|
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
|
||||||
|
bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
|
||||||
|
|
||||||
sendAndApply(&bs);
|
sendAndApply(&bs);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2577,9 +2593,6 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
|||||||
if(gs->curB)
|
if(gs->curB)
|
||||||
gs->curB.dellNull();
|
gs->curB.dellNull();
|
||||||
|
|
||||||
engageIntoBattle(army1->tempOwner);
|
|
||||||
engageIntoBattle(army2->tempOwner);
|
|
||||||
|
|
||||||
static const CArmedInstance *armies[2];
|
static const CArmedInstance *armies[2];
|
||||||
armies[0] = army1;
|
armies[0] = army1;
|
||||||
armies[1] = army2;
|
armies[1] = army2;
|
||||||
@@ -2587,39 +2600,39 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
|||||||
heroes[0] = hero1;
|
heroes[0] = hero1;
|
||||||
heroes[1] = hero2;
|
heroes[1] = hero2;
|
||||||
|
|
||||||
|
|
||||||
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||||
|
|
||||||
|
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||||
|
|
||||||
//existing battle query for retying auto-combat
|
//existing battle query for retying auto-combat
|
||||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
if(lastBattleQuery)
|
||||||
if(battleQuery)
|
|
||||||
{
|
{
|
||||||
for(int i : {0, 1})
|
for(int i : {0, 1})
|
||||||
{
|
{
|
||||||
if(heroes[i])
|
if(heroes[i])
|
||||||
{
|
{
|
||||||
SetMana restoreInitialMana;
|
SetMana restoreInitialMana;
|
||||||
restoreInitialMana.val = battleQuery->initialHeroMana[i];
|
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
|
||||||
restoreInitialMana.hid = heroes[i]->id;
|
restoreInitialMana.hid = heroes[i]->id;
|
||||||
sendAndApply(&restoreInitialMana);
|
sendAndApply(&restoreInitialMana);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
battleQuery->bi = gs->curB;
|
lastBattleQuery->bi = gs->curB;
|
||||||
battleQuery->result = std::nullopt;
|
lastBattleQuery->result = std::nullopt;
|
||||||
battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
||||||
battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||||
for(int i : {0, 1})
|
for(int i : {0, 1})
|
||||||
{
|
{
|
||||||
if(heroes[i])
|
if(heroes[i])
|
||||||
{
|
{
|
||||||
battleQuery->initialHeroMana[i] = heroes[i]->mana;
|
nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
queries.addQuery(battleQuery);
|
queries.addQuery(nextBattleQuery);
|
||||||
|
|
||||||
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
||||||
}
|
}
|
||||||
|
|||||||
+1
-1
@@ -176,7 +176,7 @@ void CObjectVisitQuery::onExposure(QueryPtr topQuery)
|
|||||||
if(gh->isValidObject(visitedObject))
|
if(gh->isValidObject(visitedObject))
|
||||||
topQuery->notifyObjectAboutRemoval(*this);
|
topQuery->notifyObjectAboutRemoval(*this);
|
||||||
|
|
||||||
owner->popQuery(*this);
|
owner->popIfTop(*this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Queries::popQuery(PlayerColor player, QueryPtr query)
|
void Queries::popQuery(PlayerColor player, QueryPtr query)
|
||||||
|
|||||||
@@ -237,18 +237,19 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
|
|||||||
gameHandler->complain("Hero is not available for hiring!");
|
gameHandler->complain("Hero is not available for hiring!");
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
const auto targetPos = mapObject->visitablePos();
|
||||||
|
|
||||||
HeroRecruited hr;
|
HeroRecruited hr;
|
||||||
hr.tid = mapObject->id;
|
hr.tid = mapObject->id;
|
||||||
hr.hid = recruitedHero->subID;
|
hr.hid = recruitedHero->subID;
|
||||||
hr.player = player;
|
hr.player = player;
|
||||||
hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
|
hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
|
||||||
if(gameHandler->getTile(hr.tile)->isWater())
|
if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
|
||||||
{
|
{
|
||||||
//Create a new boat for hero
|
//Create a new boat for hero
|
||||||
gameHandler->createObject(mapObject->visitablePos(), Obj::BOAT, recruitedHero->getBoatType().getNum());
|
gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());
|
||||||
|
|
||||||
hr.boatId = gameHandler->getTopObj(hr.tile)->id;
|
hr.boatId = gameHandler->getTopObj(targetPos)->id;
|
||||||
}
|
}
|
||||||
|
|
||||||
// apply netpack -> this will remove hired hero from pool
|
// apply netpack -> this will remove hired hero from pool
|
||||||
|
|||||||
Reference in New Issue
Block a user