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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:
Ivan Savenko
2023-08-03 23:38:32 +03:00
90 changed files with 1770 additions and 721 deletions
+2 -2
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@@ -826,7 +826,7 @@ void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcas
ps.value = totalGain;
}
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
{
LOG_TRACE(logAi);
side = Side;
@@ -863,7 +863,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
if(!bs.canFlee || !bs.canSurrender)
if(!bs.canFlee && !bs.canSurrender)
{
return std::nullopt;
}
+1 -1
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@@ -83,7 +83,7 @@ public:
BattleAction selectStackAction(const CStack * stack);
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
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 actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
+35 -31
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@@ -29,7 +29,7 @@ namespace NKAI
{
// our to enemy strength ratio constants
const float SAFE_ATTACK_CONSTANT = 1.2f;
const float SAFE_ATTACK_CONSTANT = 1.1f;
const float RETREAT_THRESHOLD = 0.3f;
const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
validateObject(details.id); //enemy hero may have left visible area
auto hero = cb->getHero(details.id);
if(!hero)
validateObject(details.id); //enemy hero may have left visible area
const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
@@ -777,28 +779,21 @@ void AIGateway::makeTurn()
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("AIGateway::makeTurn");
cb->sendMessage("vcmieagles");
retrieveVisitableObjs();
if(cb->getDate(Date::DAY_OF_WEEK) == 1)
{
std::vector<const CGObjectInstance *> objs;
retrieveVisitableObjs(objs, true);
for(const CGObjectInstance * obj : objs)
for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
{
if(isWeeklyRevisitable(obj))
{
addVisitableObj(obj);
nullkiller->memory->markObjectUnvisited(obj);
}
}
}
cb->sendMessage("vcmieagles");
if(cb->getDate(Date::DAY) == 1)
{
retrieveVisitableObjs();
}
#if NKAI_TRACE_LEVEL == 0
try
{
@@ -809,7 +804,7 @@ void AIGateway::makeTurn()
for (auto h : cb->getHeroesInfo())
{
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());
}
#if NKAI_TRACE_LEVEL == 0
}
@@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
for(auto army : armies)
{
// move first stack at first slot if empty to avoid can not take away last creature
if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
{
cb->mergeOrSwapStacks(
army,
army,
SlotID(0),
army->Slots().begin()->first);
}
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
{
@@ -1059,20 +1067,25 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
if(!recruiter->getSlotFor(creID).validSlot())
{
continue;
}
vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
}
void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
{
NET_EVENT_HANDLER;
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_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
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 AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
@@ -1083,12 +1096,16 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;
requestActionASAP([=]()
{
answerQuery(queryID, confirmAction);
});
}
CAdventureAI::battleEnd(br, queryID);
}
@@ -1098,25 +1115,12 @@ void AIGateway::waitTillFree()
status.waitTillFree();
}
void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
{
foreach_tile_pos([&](const int3 & pos)
{
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{
if(includeOwned || obj->tempOwner != playerID)
out.push_back(obj);
}
});
}
void AIGateway::retrieveVisitableObjs()
{
foreach_tile_pos([&](const int3 & pos)
{
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{
if(obj->tempOwner != playerID)
addVisitableObj(obj);
}
});
@@ -1175,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
if(startHpos == dst)
{
//FIXME: this assertion fails also if AI moves onto defeated guarded object
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
cb->moveHero(*h, h->convertFromVisitablePos(dst));
afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
+1 -2
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@@ -169,7 +169,7 @@ public:
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) 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 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(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();
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
-4
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@@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
if(dynamic_cast<const CGDwelling *>(obj))
return true;
if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
return true;
switch(obj->ID)
{
case Obj::STABLES:
case Obj::MAGIC_WELL:
case Obj::HILL_FORT:
return true;
case Obj::BORDER_GATE:
+60 -8
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@@ -13,6 +13,7 @@
#include "../Engine/Nullkiller.h"
#include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/GameConstants.h"
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
{
return howManyReinforcementsCanGet(hero, hero, source);
@@ -136,7 +176,7 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
{
if(vstd::contains(allowedFactions, slot.creature->getFaction()))
{
auto slotID = newArmyInstance.getSlotFor(slot.creature);
auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
if(slotID.validSlot())
{
@@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
ui64 ArmyManager::howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy,
const CGDwelling * dwelling,
const TResources & availableResources) const
const TResources & availableResources,
uint8_t turn) const
{
ui64 aivalue = 0;
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
const CCreatureSet * hero,
const CGDwelling * dwelling,
TResources availableRes) const
TResources availableRes,
uint8_t turn) const
{
std::vector<creInfo> creaturesInDwellings;
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--)
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == -1)
continue;
if(ci.creID == -1) 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);
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
if(!ci.count)
continue;
if(!ci.count) continue;
ci.level = i; //this is important for Dungeon Summoning Portal
creaturesInDwellings.push_back(ci);
@@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
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;
}
+34 -8
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@@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
std::vector<SlotInfo> resultingArmy;
uint64_t upgradeValue = 0;
TResources upgradeCost;
void addArmyToBuy(std::vector<SlotInfo> army);
void addArmyToGet(std::vector<SlotInfo> army);
};
class DLL_EXPORT IArmyManager //: public: IAbstractManager
@@ -45,20 +48,33 @@ public:
virtual ui64 howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy,
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 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>::iterator getWeakestCreature(std::vector<SlotInfo> & army) 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 uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) 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 ArmyUpgradeInfo calculateCreaturesUpgrade(
const CCreatureSet * army,
const CGObjectInstance * upgrader,
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;
};
@@ -74,20 +90,30 @@ private:
public:
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
void update() override;
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
ui64 howManyReinforcementsCanBuy(
const CCreatureSet * targetArmy,
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 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> 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,
TResources availableRes,
uint8_t turn = 0) 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;
ArmyUpgradeInfo calculateCreaturesUpgrade(
const CCreatureSet * army,
+34 -8
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@@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
logAi->trace("Checking other buildings");
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)
{
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 & buildingID : buildingSet)
{
if(!developmentInfo.town->hasBuilt(buildingID))
if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
{
developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
@@ -163,8 +166,8 @@ void BuildAnalyzer::update()
}
else
{
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
}
logAi->trace("Gold preasure: %f", goldPreasure);
@@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
const CCreature * creature = nullptr;
CreatureID baseCreatureID;
int creatureLevel = -1;
int creatureUpgrade = 0;
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
{
int level = toBuild - BuildingID::DWELL_FIRST;
auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / 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();
baseCreatureID = creatures.front();
@@ -365,6 +384,8 @@ BuildingInfo::BuildingInfo(
creatureGrows = town->creatureGrowth(creatureLevel - 1);
}
else
{
if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
{
creatureGrows = creature->getGrowth();
@@ -373,6 +394,11 @@ BuildingInfo::BuildingInfo(
else if(town->hasBuilt(BuildingID::CITADEL))
creatureGrows += creatureGrows / 2;
}
else
{
creatureGrows = creature->getHorde();
}
}
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
armyCost = creatureCost * creatureGrows;
+160 -16
View File
@@ -17,20 +17,29 @@ namespace NKAI
HitMapInfo HitMapInfo::NoTreat;
double HitMapInfo::value() const
{
return danger / std::sqrt(turn / 3.0f + 1);
}
void DangerHitMapAnalyzer::updateHitMap()
{
if(upToDate)
if(hitMapUpToDate)
return;
logAi->trace("Update danger hitmap");
upToDate = true;
hitMapUpToDate = true;
auto start = std::chrono::high_resolution_clock::now();
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]);
enemyHeroAccessibleObjects.clear();
townTreats.clear();
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
@@ -67,27 +76,26 @@ void DangerHitMapAnalyzer::updateHitMap()
if(path.getFirstBlockedAction())
continue;
auto tileDanger = path.getHeroStrength();
auto turn = path.turn();
auto & node = hitMap[pos.x][pos.y][pos.z];
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
HitMapInfo newTreat;
newTreat.hero = path.targetHero;
newTreat.turn = path.turn();
newTreat.danger = path.getHeroStrength();
if(newTreat.value() > node.maximumDanger.value())
{
node.maximumDanger.danger = tileDanger;
node.maximumDanger.turn = turn;
node.maximumDanger.hero = path.targetHero;
node.maximumDanger = newTreat;
}
if(turn < node.fastestDanger.turn
|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
if(newTreat.turn < node.fastestDanger.turn
|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
{
node.fastestDanger.danger = tileDanger;
node.fastestDanger.turn = turn;
node.fastestDanger.hero = path.targetHero;
node.fastestDanger = newTreat;
}
if(turn == 0)
if(newTreat.turn == 0)
{
auto objects = cb->getVisitableObjs(pos, false);
@@ -95,6 +103,26 @@ void DangerHitMapAnalyzer::updateHitMap()
{
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
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));
}
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
{
int3 tile = path.targetTile();
@@ -144,7 +288,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
void DangerHitMapAnalyzer::reset()
{
upToDate = false;
hitMapUpToDate = false;
}
}
+12 -1
View File
@@ -35,6 +35,8 @@ struct HitMapInfo
turn = 255;
hero = HeroPtr();
}
double value() const;
};
struct HitMapNode
@@ -42,6 +44,8 @@ struct HitMapNode
HitMapInfo maximumDanger;
HitMapInfo fastestDanger;
const CGTownInstance * closestTown = nullptr;
HitMapNode() = default;
void reset()
@@ -56,18 +60,25 @@ class DangerHitMapAnalyzer
private:
boost::multi_array<HitMapNode, 3> hitMap;
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
bool upToDate;
bool hitMapUpToDate = false;
bool tileOwnersUpToDate = false;
const Nullkiller * ai;
std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
public:
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
void updateHitMap();
void calculateTileOwners();
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
const HitMapNode & getTileTreat(const int3 & tile) const;
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
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;
};
}
+36 -7
View File
@@ -125,6 +125,7 @@ void HeroManager::update()
}
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
heroRoles.clear();
for(auto hero : myHeroes)
{
@@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
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
{
if(!town)
@@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
return false;
const bool includeGarnisoned = true;
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))
if(heroCapReached())
return false;
if(!cb->getAvailableHeroes(town).size())
@@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
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)
:scoreMap(scoreMap)
{
+4
View File
@@ -31,7 +31,9 @@ public:
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
virtual float evaluateHero(const CGHeroInstance * hero) 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 * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
};
class DLL_EXPORT ISecondarySkillRule
@@ -71,7 +73,9 @@ public:
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
float evaluateHero(const CGHeroInstance * hero) const override;
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
bool heroCapReached() const override;
const CGHeroInstance * findHeroWithGrail() const override;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;
@@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
auto obj = objs[i];
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
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());
const AIPath * closestWay = nullptr;
std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
std::vector<ExecuteHeroChain *> waysToVisitObj;
for(auto & path : paths)
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
auto & closestWay = closestWaysByRole[heroRole];
if(!closestWay || closestWay->movementCost() > path.movementCost())
{
closestWay = &path;
}
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
}
}
if(closestWay)
{
for(auto way : waysToVisitObj)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto closestWay = closestWaysByRole[heroRole];
if(closestWay)
{
way->closestWayRatio
= closestWay->movementCost() / way->getPath().movementCost();
@@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
{
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());
}
+231 -110
View File
@@ -49,20 +49,81 @@ Goals::TGoalVec DefenceBehavior::decompose() const
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);
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(
"Hero %s can eliminate danger for town %s using path %s.",
path.targetHero->getObjectName(),
town->getObjectName(),
path.toString());
#endif
return true;
}
}
}
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(
"Hero %s in garrison of town %s is suposed to defend the town",
town->garrisonHero->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",
@@ -71,15 +132,36 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
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;
}
}
}
logAi->trace(
"Hero %s in garrison of town %s is suposed to defend the town",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
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;
}
@@ -109,102 +191,14 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
std::to_string(treat.turn),
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;
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())
{
@@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
path.movementCost(),
path.toString());
#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 NKAI_TRACE_LEVEL >= 1
@@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(
Goals::sptr(Composition()
.addNext(DefendTown(town, treat, path))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
.addNext(ExecuteHeroChain(path, town))
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
.addNextSequence({
sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
sptr(ExecuteHeroChain(path, town)),
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
})));
continue;
}
@@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue;
}
}
Composition composition;
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
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
composition.addNextSequence(sequence);
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
@@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
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
{
struct HitMapInfo;
namespace Goals
{
class DefenceBehavior : public CGoal<DefenceBehavior>
{
public:
@@ -35,6 +39,7 @@ namespace Goals
private:
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
};
}
+106 -21
View File
@@ -12,10 +12,13 @@
#include "../Engine/Nullkiller.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/Composition.h"
#include "../Goals/RecruitHero.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
#include "GatherArmyBehavior.h"
#include "CaptureObjectsBehavior.h"
#include "../AIUtility.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
namespace NKAI
{
@@ -78,20 +81,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
for(const AIPath & path : paths)
{
#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
if(path.containsHero(hero)) continue;
if(path.turn() == 0 && hero->inTownGarrison)
if(path.containsHero(hero))
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Selfcontaining path. Ignore");
#endif
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
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);
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
if(armyValue < 0.1f && armyValue < 20000)
if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Army value is too small.");
@@ -172,7 +183,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
exchangePath.closestWayRatio = 1;
composition.addNext(heroExchange);
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();
@@ -212,18 +237,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
#endif
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
bool hasMainAround = false;
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
logAi->trace("Path found %s", path.toString());
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
#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
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);
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 +=
ai->nullkiller->armyManager->howManyReinforcementsCanGet(
ArmyUpgradeInfo armyToGetOrBuy;
armyToGetOrBuy.addArmyToGet(
ai->nullkiller->armyManager->getBestArmy(
path.targetHero,
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();
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
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
@@ -297,11 +386,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
if(isSafe)
{
ExecuteHeroChain newWay(path, upgrader);
newWay.closestWayRatio = 1;
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
}
}
@@ -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
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
+2
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@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
Behaviors/BuildingBehavior.cpp
Behaviors/GatherArmyBehavior.cpp
Behaviors/ClusterBehavior.cpp
Helpers/ArmyFormation.cpp
AIGateway.cpp
)
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
Behaviors/BuildingBehavior.h
Behaviors/GatherArmyBehavior.h
Behaviors/ClusterBehavior.h
Helpers/ArmyFormation.h
AIGateway.h
)
+4 -6
View File
@@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
case Obj::MINE:
case Obj::ABANDONED_MINE:
case Obj::PANDORAS_BOX:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
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:
{
if(obj->subID == 0)
+41 -12
View File
@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
armyManager.reset(new ArmyManager(cb.get(), this));
heroManager.reset(new HeroManager(cb.get(), this));
decomposer.reset(new DeepDecomposer());
armyFormation.reset(new ArmyFormation(cb, this));
}
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
void Nullkiller::resetAiState()
{
lockedResources = TResources();
scanDepth = ScanDepth::FULL;
scanDepth = ScanDepth::MAIN_FULL;
playerID = ai->playerID;
lockedHeroes.clear();
dangerHitMap->reset();
@@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
activeHero = nullptr;
setTargetObject(-1);
decomposer->reset();
buildAnalyzer->update();
if(!fast)
{
memory->removeInvisibleObjects(cb.get());
dangerHitMap->calculateTileOwners();
dangerHitMap->updateHitMap();
boost::this_thread::interruption_point();
@@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
PathfinderSettings cfg;
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();
@@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
}
armyManager->update();
buildAnalyzer->update();
decomposer->reset();
logAi->debug("AI state updated in %ld", timeElapsed(start));
}
@@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
const int MAX_DEPTH = 10;
const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
resetAiState();
@@ -232,7 +239,7 @@ void Nullkiller::makeTurn()
Goals::TTask bestTask = taskptr(Goals::Invalid());
do
for(;i <= MAXPASS; i++)
{
Goals::TTaskVec fastTasks = {
choseBestTask(sptr(BuyArmyBehavior()), 1),
@@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
executeTask(bestTask);
updateAiState(i, true);
}
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
else
{
break;
}
}
Goals::TTaskVec bestTasks = {
bestTask,
@@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
bestTask = choseBestTask(bestTasks);
HeroPtr hero = bestTask->getHero();
HeroRole heroRole = HeroRole::MAIN;
if(hero.validAndSet())
@@ -274,20 +284,39 @@ void Nullkiller::makeTurn()
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
useHeroChain = false;
// TODO: better to check turn distance here instead of priority
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::FULL)
&& scanDepth == ScanDepth::MAIN_FULL)
{
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
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->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());
return;
+6 -2
View File
@@ -18,6 +18,7 @@
#include "../Analyzers/ArmyManager.h"
#include "../Analyzers/HeroManager.h"
#include "../Analyzers/ObjectClusterizer.h"
#include "../Helpers/ArmyFormation.h"
namespace NKAI
{
@@ -39,9 +40,11 @@ enum class HeroLockedReason
enum class ScanDepth
{
FULL = 0,
MAIN_FULL = 0,
SMALL = 1
SMALL = 1,
ALL_FULL = 2
};
class Nullkiller
@@ -67,6 +70,7 @@ public:
std::unique_ptr<AIMemory> memory;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
std::unique_ptr<DeepDecomposer> decomposer;
std::unique_ptr<ArmyFormation> armyFormation;
PlayerColor playerID;
std::shared_ptr<CCallback> cb;
+206 -77
View File
@@ -23,6 +23,7 @@
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/DismissHero.h"
#include "../Markers/UnlockCluster.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
@@ -33,6 +34,7 @@ namespace NKAI
#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
const float MIN_CRITICAL_VALUE = 2.0f;
EvaluationContext::EvaluationContext(const Nullkiller * ai)
: movementCost(0.0),
@@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
turn(0),
strategicalValue(0),
evaluator(ai),
enemyHeroDangerRatio(0)
enemyHeroDangerRatio(0),
armyGrowth(0)
{
}
void EvaluationContext::addNonCriticalStrategicalValue(float value)
{
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
}
PriorityEvaluator::~PriorityEvaluator()
{
delete engine;
@@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
std::string str = std::string((char *)file.first.get(), file.second);
engine = fl::FllImporter().fromString(str);
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
armyGrowthVariable = engine->getInputVariable("armyGrowth");
heroRoleVariable = engine->getInputVariable("heroRole");
dangerVariable = engine->getInputVariable("danger");
turnVariable = engine->getInputVariable("turn");
@@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
auto town = cb->getTown(target->id);
auto fortLevel = town->fortLevel();
if(town->hasCapitol()) return booster * 2000;
if(town->hasCapitol())
return booster * 2000;
// probably well developed town will have city hall
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;
}
else
/*else
{
//we will need to discard the weakest stack
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
}
}*/
}
result /= 100; //divide by total chance
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);
uint64_t score = 0;
@@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
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)
{
auto dwelling = dynamic_cast<const CGDwelling *>(target);
@@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
{
const float enemyArmyEliminationRewardRatio = 0.5f;
auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
if(!target)
return 0;
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:
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
case Obj::CREATURE_BANK:
@@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
case Obj::CREATURE_GENERATOR2:
case Obj::CREATURE_GENERATOR3:
case Obj::CREATURE_GENERATOR4:
return getDwellingScore(ai->cb.get(), target, checkGold);
return getDwellingArmyValue(ai->cb.get(), target, checkGold);
case Obj::CRYPT:
case Obj::SHIPWRECK:
case Obj::SHIPWRECK_SURVIVOR:
@@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
case Obj::DRAGON_UTOPIA:
return 10000;
case Obj::HERO:
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
return relations == PlayerRelations::ENEMIES
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
: 0;
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
{
if(!target)
@@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
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
*/
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
@@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
return 0;
float ratio = dailyIncome[resType] == 0
? (float)requiredResources[resType] / 50.0f
: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
? (float)requiredResources[resType] / 10.0f
: (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
@@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
case Obj::TOWN:
{
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
return 1;
return 10.0f;
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)
return booster * (town->hasFort() ? 0.6 : 0.4);
return booster * (town->hasFort() ? 1.0 : 0.8);
else
return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
}
case Obj::HERO:
@@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
case Obj::GARDEN_OF_REVELATION:
case Obj::MARLETTO_TOWER:
case Obj::MERCENARY_CAMP:
case Obj::SHRINE_OF_MAGIC_GESTURE:
case Obj::SHRINE_OF_MAGIC_INCANTATION:
case Obj::TREE_OF_KNOWLEDGE:
return 1;
case Obj::LEARNING_STONE:
return 1.0f / std::sqrt(hero->level);
case Obj::ARENA:
case Obj::SHRINE_OF_MAGIC_THOUGHT:
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:
return 8;
case Obj::WITCH_HUT:
@@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
return value;
}
/// Gets aproximated reward in gold. Daily income is multiplied by 5
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
{
if(!target)
return 0;
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
const int dailyIncomeMultiplier = 5;
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
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
return GameConstants::HERO_GOLD_COST;
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))
: 0;
default:
@@ -579,7 +671,8 @@ public:
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();
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
{
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:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
@@ -648,22 +724,34 @@ public:
const CGTownInstance * town = defendTown.town;
auto & treat = defendTown.getTreat();
auto armyIncome = townArmyIncome(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;
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
float multiplier = 1;
if(treat.turn < defendTown.getTurn())
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.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);
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
}
@@ -709,18 +797,22 @@ public:
auto army = path.heroArmy;
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.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
}
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());
vstd::amax(evaluationContext.turn, path.turn());
}
@@ -760,7 +852,7 @@ public:
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / 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.movementCostByRole[role] += 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
{
public:
@@ -813,39 +930,47 @@ public:
evaluationContext.heroRole = HeroRole::MAIN;
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
evaluationContext.closestWayRatio = 1;
if(bi.creatureID != CreatureID::NONE)
{
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
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;
}
else
{
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;
}
}
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;
}
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();
evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
}
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<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
@@ -910,6 +1036,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
+ (evaluationContext.skillReward > 0 ? 1 : 0)
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
double result = 0;
try
@@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
heroRoleVariable->setValue(evaluationContext.heroRole);
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
goldRewardVariable->setValue(evaluationContext.goldReward);
goldRewardVariable->setValue(goldRewardPerTurn);
armyRewardVariable->setValue(evaluationContext.armyReward);
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
skillRewardVariable->setValue(evaluationContext.skillReward);
dangerVariable->setValue(evaluationContext.danger);
rewardTypeVariable->setValue(rewardType);
@@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
}
#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(),
evaluationContext.armyLossPersentage,
(int)evaluationContext.turn,
evaluationContext.movementCostByRole[HeroRole::MAIN],
evaluationContext.movementCostByRole[HeroRole::SCOUT],
evaluationContext.goldReward,
goldRewardPerTurn,
evaluationContext.goldCost,
evaluationContext.armyReward,
evaluationContext.danger,
+6
View File
@@ -33,6 +33,7 @@ public:
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
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;
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
float getResourceRequirementStrength(int resType) const;
@@ -43,6 +44,7 @@ public:
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
uint64_t townArmyGrowth(const CGTownInstance * town) const;
};
struct DLL_EXPORT EvaluationContext
@@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
float closestWayRatio;
float armyLossPersentage;
float armyReward;
uint64_t armyGrowth;
int32_t goldReward;
int32_t goldCost;
float skillReward;
@@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
float enemyHeroDangerRatio;
EvaluationContext(const Nullkiller * ai);
void addNonCriticalStrategicalValue(float value);
};
class IEvaluationContextBuilder
@@ -95,6 +100,7 @@ private:
fl::InputVariable * turnVariable;
fl::InputVariable * goldRewardVariable;
fl::InputVariable * armyRewardVariable;
fl::InputVariable * armyGrowthVariable;
fl::InputVariable * dangerVariable;
fl::InputVariable * skillRewardVariable;
fl::InputVariable * strategicalValueVariable;
+1 -1
View File
@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
throw cannotFulfillGoalException("No creatures to buy.");
}
if(town->visitingHero)
if(town->visitingHero && !town->garrisonHero)
{
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
}
+49 -9
View File
@@ -31,9 +31,17 @@ std::string Composition::toString() const
{
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;
@@ -41,17 +49,34 @@ std::string Composition::toString() const
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
{
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)
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
}
else
{
subtasks.push_back(goal);
subtasks.push_back({goal});
}
return *this;
}
Composition & Composition::addNext(const AbstractGoal & goal)
{
return addNext(sptr(goal));
}
bool Composition::isElementar() const
{
return subtasks.back()->isElementar();
return subtasks.back().front()->isElementar();
}
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;
}
}
+2 -6
View File
@@ -18,7 +18,7 @@ namespace Goals
class DLL_EXPORT Composition : public ElementarGoal<Composition>
{
private:
TGoalVec subtasks;
std::vector<TGoalVec> subtasks; // things we want to do now
public:
Composition()
@@ -26,16 +26,12 @@ namespace Goals
{
}
Composition(TGoalVec subtasks)
: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
{
}
virtual bool operator==(const Composition & other) const override;
virtual std::string toString() const override;
void accept(AIGateway * ai) override;
Composition & addNext(const AbstractGoal & goal);
Composition & addNext(TSubgoal goal);
Composition & addNextSequence(const TGoalVec & taskSequence);
virtual TGoalVec decompose() const override;
virtual bool isElementar() const override;
virtual int getHeroExchangeCount() const override;
+14
View File
@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
ai->nullkiller->setActive(chainPath.targetHero, tile);
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;
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
+10 -7
View File
@@ -24,6 +24,9 @@ using namespace Goals;
std::string RecruitHero::toString() const
{
if(heroToBuy)
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
else
return "Recruit hero at " + town->getNameTranslated();
}
@@ -45,19 +48,19 @@ void RecruitHero::accept(AIGateway * ai)
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
}
auto heroToHire = heroes[0];
auto heroToHire = heroToBuy;
if(!heroToHire)
{
for(auto hero : heroes)
{
if(objid == hero->id.getNum())
{
if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
heroToHire = hero;
break;
}
}
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
heroToHire = hero;
}
if(!heroToHire)
throw cannotFulfillGoalException("No hero to hire!");
if(t->visitingHero)
{
+7 -5
View File
@@ -22,18 +22,20 @@ namespace Goals
{
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
{
private:
const CGHeroInstance * heroToBuy;
public:
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)
: ElementarGoal(Goals::RECRUIT_HERO)
: RecruitHero(townWithTavern, nullptr)
{
priority = 1;
town = townWithTavern;
}
virtual bool operator==(const RecruitHero & other) const override
+68
View File
@@ -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);
}
}
}
}
+38
View File
@@ -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);
};
}
+7
View File
@@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
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
{
return false;
+1
View File
@@ -27,6 +27,7 @@ namespace Goals
public:
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 std::string toString() const override;
+2 -2
View File
@@ -18,8 +18,8 @@ namespace NKAI
using namespace Goals;
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
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()), counterattack(isCounterAttack)
{
settown(town);
sethero(defencePath.targetHero);
+4 -1
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@@ -24,9 +24,10 @@ namespace Goals
uint64_t defenceArmyStrength;
HitMapInfo treat;
uint8_t turn;
bool counterattack;
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);
virtual bool operator==(const DefendTown & other) const override;
@@ -37,6 +38,8 @@ namespace Goals
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
uint8_t getTurn() const { return turn; }
bool isCounterAttack() { return counterattack; }
};
}
+1 -1
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@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) 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
+5 -1
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@@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
for(auto & hero : heroes)
{
// 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;
}
uint64_t mask = FirstActorMask << actors.size();
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
+3 -3
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@@ -24,8 +24,8 @@
namespace NKAI
{
const int SCOUT_TURN_DISTANCE_LIMIT = 3;
const int MAIN_TURN_DISTANCE_LIMIT = 5;
const int SCOUT_TURN_DISTANCE_LIMIT = 5;
const int MAIN_TURN_DISTANCE_LIMIT = 10;
namespace AIPathfinding
{
@@ -258,7 +258,7 @@ public:
{
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
return (uint64_t)(armyValue * ratio * ratio * ratio);
return (uint64_t)(armyValue * ratio * ratio);
}
STRONG_INLINE
@@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
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)
{
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
+1
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@@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
armyCost = base->armyCost;
actorAction = base->actorAction;
tiCache = base->tiCache;
actorExchangeCount = base->actorExchangeCount;
}
void HeroActor::setupSpecialActors()
+1 -1
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@@ -242,7 +242,7 @@ void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
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");
side = Side;
+1 -1
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@@ -44,7 +44,7 @@ public:
void battleSpellCast(const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//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
private:
+7 -3
View File
@@ -819,7 +819,7 @@ void VCAI::makeTurn()
for (auto h : cb->getHeroesInfo())
{
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)
@@ -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;
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_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
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)
@@ -1593,12 +1593,16 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;
requestActionASAP([=]()
{
answerQuery(queryID, confirmAction);
});
}
CAdventureAI::battleEnd(br, queryID);
}
+1 -1
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@@ -201,7 +201,7 @@ public:
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) 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 makeTurn();
+4
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@@ -280,6 +280,10 @@ if(MINGW OR MSVC)
endif(MSVC)
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)
# Check for iconv (may be needed for Boost.Locale)
+10 -1
View File
@@ -1,5 +1,4 @@
# 1.2.1 -> 1.3.0
(unreleased)
### GENERAL:
* Implemented automatic interface scaling to any resolution supported by monitor
@@ -17,6 +16,7 @@
* Added H3:SOD cheat codes as alternative to vcmi cheats
* Fixed several possible crashes caused by autocombat activation
* Fixed artifact lock icon in localized versions of the game
* Fixed possible crash on changing hardware cursor
### TOUCHSCREEN SUPPORT:
* VCMI will now properly recognizes touch screen input
@@ -47,6 +47,10 @@
### AI PLAYER:
* Fixed potential crash on accessing market (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
* 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
* Dracon woll now correctly start without spellbook in Dragon Slayer 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:
* Improved zone placement, shape and connections
@@ -86,6 +91,7 @@
* Support for "wide" connections
* Support for new "fictive" and "repulsive" connections
* RMG will now run faster, utilizing many CPU cores
* Removed random seed number from random map description
### INTERFACE:
* 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
* 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 in town fort window will now show creature information popup
* Implemented pasting from clipboard (Ctrl+V) for text input
### BATTLES:
* Implemented Tower moat (Land Mines)
@@ -139,6 +147,7 @@
* 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
* Configurable objects can now be translated
* Fixed loading of custom battlefield identifiers for map objects
# 1.2.0 -> 1.2.1
+19 -1
View File
@@ -30,6 +30,13 @@
"vcmi.capitalColors.6" : "Jasnoniebieski",
"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.highscoresNotImplemented" : "Przepraszamy, najlepsze wyniki nie zostały jeszcze zaimplementowane\n",
"vcmi.mainMenu.serverConnecting" : "Łączenie...",
@@ -39,6 +46,9 @@
"vcmi.mainMenu.joinTCP" : "Dołącz do gry TCP/IP",
"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.modsIncompatibility" : "Następujące mody są wymagane do wczytania gry:",
"vcmi.server.confirmReconnect" : "Połączyć ponownie z ostatnią sesją?",
@@ -74,6 +84,8 @@
"vcmi.systemOptions.longTouchMenu.entry" : "%d milisekund",
"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.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.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.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.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.mapScrollSpeed5.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.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.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.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.meleeKills" : "Atakuj %CREATURE (%DAMAGE, %KILLS).",
"vcmi.battleWindow.damageEstimation.ranged" : "Strzelaj do %CREATURE (%SHOTS, %DAMAGE).",
+1 -2
View File
@@ -1,7 +1,6 @@
[![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
[![Coverity Scan Build Status](https://scan.coverity.com/projects/vcmi/badge.svg)](https://scan.coverity.com/projects/vcmi)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.2.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.2.1)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.2.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.2.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
# VCMI Project
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.
+13 -15
View File
@@ -652,26 +652,20 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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;
bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
lastBattleArmies.first = army1;
lastBattleArmies.second = army2;
//quick combat with neutral creatures only
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
if((!autoBattleResultRefused && !allowBattleReplay && army2_object
&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
&& settings["adventure"]["quickCombat"].Bool())
|| settings["adventure"]["alwaysSkipCombat"].Bool())
bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
if ((replayAllowed && useQuickCombat) || forceQuickCombat)
{
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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;
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
@@ -843,13 +837,17 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
if(!battleInt)
{
bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
allowBattleReplay = false;
bool allowManualReplay = queryID != -1;
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
if (allowManualReplay)
{
wnd->resultCallback = [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
};
}
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.
// Otherwise NewTurn causes freeze.
+1 -3
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@@ -65,8 +65,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
int firstCall;
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!)
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 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 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 battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
+1 -1
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@@ -580,7 +580,7 @@ void CClient::battleStarted(const BattleInfo * info)
auto callBattleStart = [&](PlayerColor color, ui8 side)
{
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);
+2 -2
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@@ -51,7 +51,7 @@ BattleWindow::BattleWindow(BattleInterface & owner):
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::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
@@ -501,7 +501,7 @@ void BattleWindow::bAutofightf()
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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->cb->registerBattleInterface(ai);
+1 -1
View File
@@ -76,7 +76,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
{SDLK_r, EShortcut::GAME_RESTART_GAME },
{SDLK_m, EShortcut::GAME_TO_MAIN_MENU },
{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_TAB, EShortcut::GAME_ACTIVATE_CONSOLE },
{SDLK_o, EShortcut::ADVENTURE_GAME_OPTIONS },
+5 -14
View File
@@ -11,6 +11,7 @@
#include "StdInc.h"
#include "CursorHardware.h"
#include "../gui/CGuiHandler.h"
#include "../render/Colors.h"
#include "../render/IImage.h"
#include "SDL_Extensions.h"
@@ -18,10 +19,6 @@
#include <SDL_render.h>
#include <SDL_events.h>
#ifdef VCMI_APPLE
#include <dispatch/dispatch.h>
#endif
CursorHardware::CursorHardware():
cursor(nullptr)
{
@@ -36,16 +33,13 @@ CursorHardware::~CursorHardware()
void CursorHardware::setVisible(bool on)
{
#ifdef VCMI_APPLE
dispatch_async(dispatch_get_main_queue(), ^{
#endif
GH.dispatchMainThread([on]()
{
if (on)
SDL_ShowCursor(SDL_ENABLE);
else
SDL_ShowCursor(SDL_DISABLE);
#ifdef VCMI_APPLE
});
#endif
}
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());
SDL_FreeSurface(cursorSurface);
#ifdef VCMI_APPLE
dispatch_async(dispatch_get_main_queue(), ^{
#endif
GH.dispatchMainThread([this, oldCursor](){
SDL_SetCursor(cursor);
if (oldCursor)
SDL_FreeCursor(oldCursor);
#ifdef VCMI_APPLE
});
#endif
}
void CursorHardware::setCursorPosition( const Point & newPos )
+5
View File
@@ -18,6 +18,7 @@
#include "../CPlayerInterface.h"
#include "../battle/BattleInterface.h"
#include "../battle/BattleInterfaceClasses.h"
#include "../eventsSDL/InputHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/MouseButton.h"
#include "../gui/Shortcut.h"
@@ -163,7 +164,10 @@ void CButton::clickPressed(const Point & cursorPosition)
if (getState() != PRESSED)
{
if (!soundDisabled)
{
CCS->soundh->playSound(soundBase::button);
GH.input().hapticFeedback();
}
setState(PRESSED);
if (actOnDown)
@@ -390,6 +394,7 @@ void CToggleButton::clickPressed(const Point & cursorPosition)
if (canActivate())
{
CCS->soundh->playSound(soundBase::button);
GH.input().hapticFeedback();
setState(PRESSED);
}
}
+9
View File
@@ -15,6 +15,7 @@
#include "InfoWindows.h"
#include "GUIClasses.h"
#include "QuickRecruitmentWindow.h"
#include "CCreatureWindow.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
@@ -1652,6 +1653,8 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
if(!town->creatures[level].second.empty())
addUsedEvents(LCLICK | HOVER);//Activate only if dwelling is present
addUsedEvents(SHOW_POPUP);
icons = std::make_shared<CPicture>("TPCAINFO", 261, 3);
if(getMyBuilding() != nullptr)
@@ -1739,6 +1742,12 @@ void CFortScreen::RecruitArea::clickPressed(const Point & cursorPosition)
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)
: CStatusbarWindow(BORDERED, imagem)
{
+2
View File
@@ -347,6 +347,8 @@ class CFortScreen : public CStatusbarWindow
void creaturesChangedEventHandler();
void hover(bool on) override;
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
};
std::shared_ptr<CLabel> title;
std::vector<std::shared_ptr<RecruitArea>> recAreas;
+155 -105
View File
@@ -5,10 +5,10 @@ InputVariable: mainTurnDistance
enabled: true
range: 0.000 10.000
lock-range: true
term: LOWEST Ramp 0.250 0.000
term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
term: LOWEST Ramp 0.400 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 0.800 0.700 2.000 1.000 6.000 0.000
term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
InputVariable: scoutTurnDistance
description: distance to tile in turns
enabled: true
@@ -23,11 +23,11 @@ InputVariable: goldReward
enabled: true
range: 0.000 5000.000
lock-range: true
term: LOW Triangle 10.000 500.000 2000.000
term: MEDIUM Triangle 500.000 2000.000 5000.000
term: HIGH Ramp 2000.000 5000.000
term: NONE Ramp 100.000 0.000
term: LOWEST Triangle 0.000 100.000 500.000
term: LOWEST Triangle 0.000 100.000 200.000
term: SMALL Triangle 100.000 200.000 400.000
term: MEDIUM Triangle 200.000 400.000 1000.000
term: BIG Triangle 400.000 1000.000 5000.000
term: HUGE Ramp 1000.000 5000.000
InputVariable: armyReward
enabled: true
range: 0.000 10000.000
@@ -43,6 +43,7 @@ InputVariable: armyLoss
term: LOW Ramp 0.200 0.000
term: MEDIUM Triangle 0.000 0.200 0.500
term: HIGH Ramp 0.200 0.500
term: ALL Ramp 0.700 1.000
InputVariable: heroRole
enabled: true
range: -0.100 1.100
@@ -82,20 +83,21 @@ InputVariable: closestHeroRatio
InputVariable: strategicalValue
description: Some abstract long term benefit non gold or army or skill
enabled: true
range: 0.000 1.000
range: 0.000 3.000
lock-range: false
term: NONE Ramp 0.200 0.000
term: LOWEST Triangle 0.000 0.010 0.250
term: LOW Triangle 0.000 0.250 0.700
term: MEDIUM Triangle 0.250 0.700 1.000
term: HIGH Ramp 0.700 1.000
term: LOW Triangle 0.000 0.250 1.000
term: MEDIUM Triangle 0.250 1.000 2.000
term: HIGH Triangle 1.000 2.000 3.000
term: CRITICAL Ramp 2.000 3.000
InputVariable: goldPreasure
description: Ratio between weekly army cost and gold income
enabled: true
range: 0.000 1.000
lock-range: false
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
description: Action cost in gold
enabled: true
@@ -121,106 +123,154 @@ InputVariable: fear
term: LOW Triangle 0.000 0.500 1.000
term: MEDIUM Triangle 0.500 1.000 1.500
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
enabled: true
range: -0.500 1.500
range: -1.500 2.500
lock-range: false
aggregation: AlgebraicSum
defuzzifier: Centroid 100
default: 0.500
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: BITLOW Rectangle -0.010 0.010 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: MEDIUM Triangle 0.450 0.500 0.550 0.050
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: 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 0.990 1.010 0.500
RuleBlock: gold reward
term: WORST Binary -1.000 -inf 0.700
term: BAD Rectangle -1.000 -0.700 0.500
term: BASE Rectangle -0.200 0.200 0.350
term: MEDIUM Rectangle 0.910 1.090 0.500
term: SMALL Rectangle 0.960 1.040 0.600
term: BITHIGH Rectangle 0.850 1.150 0.400
term: HIGH Rectangle 0.750 1.250 0.400
term: HIGHEST Rectangle 0.500 1.500 0.350
term: CRITICAL Ramp 0.500 2.000 0.500
RuleBlock: basic
enabled: true
conjunction: AlgebraicProduct
disjunction: AlgebraicSum
implication: AlgebraicProduct
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 turn is NOW and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
rule: if turn is NOW and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW with 0.3
rule: if turn is NOW and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
rule: if turn is NEXT and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOW with 0.8
rule: if turn is NEXT and scoutTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW with 0.3
rule: if turn is NEXT and mainTurnDistance is LONG and heroRole is SCOUT then Value is BITLOW with 0.3
rule: if turn is FUTURE and scoutTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.3
rule: if turn is FUTURE and mainTurnDistance is very LONG and heroRole is SCOUT then Value is LOWEST with 0.5
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 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 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 turn is FUTURE and mainTurnDistance is very LONG and heroRole is MAIN and strategicalValue is HIGH then Value is BITLOW
rule: if turn is FUTURE and scoutTurnDistance is LONG and heroRole is SCOUT then Value is LOW
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is MAIN then Value is LOW
rule: if turn is FUTURE and mainTurnDistance is LONG and heroRole is SCOUT then Value is LOW
rule: if scoutTurnDistance is MEDIUM and heroRole is SCOUT then Value is BITLOW
rule: if mainTurnDistance is MEDIUM then Value is BITLOW
rule: if scoutTurnDistance is LOW and heroRole is SCOUT then Value is MEDIUM
rule: if mainTurnDistance is LOW then Value is MEDIUM
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
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH with 0.7
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
rule: if goldReward is HIGH and goldPreasure is HIGH and heroRole is MAIN and danger is NONE then Value is BITHIGH
rule: if goldReward is MEDIUM and goldPreasure is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGH
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 goldReward is MEDIUM and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is BITLOW
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 goldReward is LOW and goldPreasure is HIGH and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
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 goldReward is LOW and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOW
rule: if goldReward is LOWEST and heroRole is MAIN and danger is NONE and rewardType is SINGLE then Value is LOWEST
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 armyReward is HIGH and heroRole is SCOUT and danger is NONE then Value is HIGHEST
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 armyReward is HIGH and heroRole is MAIN and rewardType is SINGLE and mainTurnDistance is LOWEST then Value is HIGHEST
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 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 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 armyReward is MEDIUM and heroRole is MAIN and danger is NONE then Value is BITHIGH
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 armyReward is MEDIUM and heroRole is SCOUT and danger is NONE then Value is HIGHEST with 0.5
rule: if armyReward is LOW and heroRole is SCOUT and danger is NONE then Value is HIGH
rule: if armyReward is LOW and heroRole is MAIN and danger is not NONE and armyLoss is LOW then Value is HIGH
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE then Value is BITLOW with 0.5
rule: if armyReward is LOW and heroRole is MAIN and danger is NONE and mainTurnDistance is LOWEST then Value is HIGH
rule: if skillReward is LOW and heroRole is MAIN and armyLoss is LOW 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 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 skillReward is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
rule: if skillReward is MEDIUM and heroRole is SCOUT then Value is LOWEST
rule: if skillReward is HIGH and heroRole is SCOUT then Value is LOWEST
rule: if strategicalValue is LOW and heroRole is MAIN and armyLoss is LOW then Value is BITHIGH
rule: if strategicalValue is LOWEST and heroRole is MAIN and armyLoss is LOW then Value is LOW
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
rule: if strategicalValue is MEDIUM and heroRole is SCOUT and danger is NONE and fear is not HIGH then Value is HIGH
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
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGHEST
rule: if strategicalValue is HIGH and heroRole is MAIN and armyLoss is MEDIUM and fear is not HIGH then Value is HIGH
rule: if strategicalValue is MEDIUM and heroRole is MAIN and armyLoss is LOW and fear is not HIGH then Value is HIGH
rule: if rewardType is NONE then Value is LOWEST
rule: if armyLoss is HIGH and strategicalValue is not HIGH and heroRole is MAIN then Value is LOWEST
rule: if armyLoss is HIGH and strategicalValue is HIGH and heroRole is MAIN then Value is LOW
rule: if armyLoss is HIGH and heroRole is SCOUT then Value is LOWEST
rule: if heroRole is SCOUT and closestHeroRatio is LOW then Value is LOW
rule: if heroRole is SCOUT and closestHeroRatio is LOWEST then Value is LOWEST
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 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 danger is not NONE and armyLoss is LOW then Value is BITHIGH with 0.2
rule: if heroRole is SCOUT then Value is BITLOW
rule: if goldCost is not NONE and goldReward is NONE and goldPreasure is HIGH then Value is LOWEST
rule: if turn is NOW then Value is LOW with 0.3
rule: if turn is not NOW then Value is LOW with 0.4
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 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 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 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
rule: if goldPreasure is HIGH and goldReward is LOW and heroRole is SCOUT and armyLoss is LOW then Value is BITHIGH
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
rule: if fear is MEDIUM then Value is LOW
rule: if fear is HIGH then Value is LOWEST
rule: if heroRole is MAIN then Value is BASE
rule: if heroRole is SCOUT then Value is BASE
rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if armyLoss is ALL then Value is WORST
rule: if turn is not NOW then Value is BAD with 0.1
rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
rule: if heroRole is SCOUT and fear is HIGH then Value is BAD with 0.8
rule: if heroRole is SCOUT and fear is MEDIUM then Value is BAD with 0.5
rule: if heroRole is MAIN and fear is HIGH then Value is BAD with 0.5
rule: if heroRole is MAIN and fear is MEDIUM then Value is BAD with 0.2
RuleBlock: strategicalValue
enabled: true
conjunction: AlgebraicProduct
disjunction: NormalizedSum
implication: AlgebraicProduct
activation: General
rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
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 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 heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
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 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 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 heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
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 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 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 heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
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 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 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 heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
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 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 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 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 armyLoss is HIGH and strategicalValue is LOW then Value is BAD
rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
rule: if strategicalValue is CRITICAL and heroRole is MAIN then Value is CRITICAL
rule: if strategicalValue is CRITICAL and heroRole is SCOUT then Value is CRITICAL with 0.7
RuleBlock: armyReward
enabled: true
conjunction: AlgebraicProduct
disjunction: AlgebraicSum
implication: AlgebraicProduct
activation: General
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
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 MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
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 armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
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 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 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 heroRole is SCOUT and armyReward is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH with 0.7
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 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 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 heroRole is SCOUT and armyReward is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
RuleBlock: gold
enabled: true
conjunction: AlgebraicProduct
disjunction: AlgebraicSum
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
+1 -1
View File
@@ -151,7 +151,7 @@
"message" : 170,
"resources" : [
{
"list" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
"anyOf" : [ "ore", "mercury", "gems", "sulfur", "crystal" ],
"min" : 3,
"max" : 6
}
+2 -2
View File
@@ -27,7 +27,7 @@
"message" : 64,
"resources" : [
{
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"min" : 1,
"max" : 5
}
@@ -115,7 +115,7 @@
"appearChance" : { "min" : 40, "max" : 90 },
"resources" : [
{
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"min" : 2,
"max" : 5
},
+1 -1
View File
@@ -30,7 +30,7 @@
"removeObject" : true,
"resources" : [
{
"list" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"anyOf" : [ "wood", "ore", "mercury", "gems", "sulfur", "crystal" ],
"min" : 4,
"max" : 6
},
+2 -2
View File
@@ -223,7 +223,7 @@
"type" : "object",
"additionalProperties" : false,
"default" : {},
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat", "borderScroll", "leftButtonDrag" ],
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "forceQuickCombat", "borderScroll", "leftButtonDrag" ],
"properties" : {
"heroMoveTime" : {
"type" : "number",
@@ -253,7 +253,7 @@
"type" : "boolean",
"default" : true
},
"alwaysSkipCombat" : {
"forceQuickCombat" : {
"type" : "boolean",
"default" : false
},
@@ -7,7 +7,7 @@
"name": "lineLabelsEnd",
"type": "texture",
"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
{
@@ -323,7 +323,7 @@
{
"type": "verticalLayout",
"customType": "labelDescription",
"position": {"x": 45, "y": 295},
"position": {"x": 45, "y": 235},
"items":
[
{
@@ -353,7 +353,7 @@
{
"type": "verticalLayout",
"customType": "checkbox",
"position": {"x": 10, "y": 293},
"position": {"x": 10, "y": 233},
"items":
[
{
+1 -1
View File
@@ -8,7 +8,7 @@ vcmi (1.3.0) jammy; urgency=medium
* 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
+1 -1
View File
@@ -52,7 +52,7 @@
</categories>
<releases>
<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="1.2.0" date="2023-04-14" />
<release version="1.1.1" date="2023-02-03" />
+4 -4
View File
@@ -472,7 +472,7 @@
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
<source>Autosave limit (0 = off)</source>
<translation type="unfinished"></translation>
<translation>Limit für Autospeicherung (0 = aus)</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
@@ -487,12 +487,12 @@
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
<source>Autosave prefix</source>
<translation type="unfinished"></translation>
<translation>Präfix für Autospeicherung</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
<source>empty = map name prefix</source>
<translation type="unfinished"></translation>
<translation>leer = Kartenname als Präfix</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
@@ -911,7 +911,7 @@ Heroes III: HD Edition wird derzeit nicht unterstützt!</translation>
<message>
<location filename="../languages.cpp" line="39"/>
<source>Vietnamese</source>
<translation type="unfinished"></translation>
<translation>Vietnamesisch</translation>
</message>
<message>
<location filename="../languages.cpp" line="40"/>
+8 -8
View File
@@ -472,7 +472,7 @@
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="319"/>
<source>Autosave limit (0 = off)</source>
<translation type="unfinished"></translation>
<translation>Limit autozapisów (0 = brak)</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="329"/>
@@ -487,12 +487,12 @@
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="612"/>
<source>Autosave prefix</source>
<translation type="unfinished"></translation>
<translation>Przedrostek autozapisu</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="629"/>
<source>empty = map name prefix</source>
<translation type="unfinished"></translation>
<translation>puste = przedrostek z nazwy mapy</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="508"/>
@@ -708,7 +708,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="702"/>
<source>Interface Improvements</source>
<translation type="unfinished"></translation>
<translation>Ulepszenia interfejsu</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="740"/>
@@ -723,7 +723,7 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
<message>
<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>
<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>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="788"/>
@@ -916,17 +916,17 @@ Heroes III: HD Edition nie jest obecnie wspierane!</translation>
<message>
<location filename="../languages.cpp" line="40"/>
<source>Other (East European)</source>
<translation type="unfinished"></translation>
<translation>Inne (Wschodnioeuropejski)</translation>
</message>
<message>
<location filename="../languages.cpp" line="41"/>
<source>Other (Cyrillic Script)</source>
<translation type="unfinished"></translation>
<translation>Inne (Cyrylica)</translation>
</message>
<message>
<location filename="../languages.cpp" line="42"/>
<source>Other (West European)</source>
<translation type="unfinished"></translation>
<translation>Inne (Zachodnioeuropejski)</translation>
</message>
<message>
<location filename="../languages.cpp" line="64"/>
+2 -2
View File
@@ -168,13 +168,13 @@ void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
}
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(cbc);
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
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)
+1 -1
View File
@@ -149,7 +149,7 @@ public:
virtual void yourTacticPhase(int distance) override;
virtual void battleNewRound(int round) 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 actionStarted(const BattleAction &action) override;
virtual void battleNewRoundFirst(int round) override;
+12
View File
@@ -313,6 +313,18 @@ void CGeneralTextHandler::registerStringOverride(const std::string & modContext,
assert(!modContext.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
auto & entry = stringsLocalizations[UID.get()];
+4 -4
View File
@@ -141,8 +141,11 @@ class DLL_LINKAGE CGeneralTextHandler
std::vector<size_t> scenariosCountPerCampaign;
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
/// returns true if localization is valid and complete
/// any error messages will be written to log file
@@ -155,9 +158,6 @@ public:
/// add selected string to internal storage
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
// not required right now, can be added if necessary
// bool identifierExists( const std::string identifier) const;
+5 -1
View File
@@ -111,7 +111,11 @@ void CBuilding::addNewBonus(const std::shared_ptr<Bonus> & b, BonusList & bonusL
CFaction::~CFaction()
{
if (town)
{
delete town;
town = nullptr;
}
}
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->creatureBg130 = source["creatureBackground"]["130px"].String();
faction->boatType = EBoatId::NONE;
faction->boatType = EBoatId::CASTLE; //Do not crash
if (!source["boat"].isNull())
{
VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)
+1 -1
View File
@@ -207,7 +207,7 @@ public:
/// Boat that will be used by town shipyard (if any)
/// 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
+1 -1
View File
@@ -69,7 +69,7 @@ public:
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 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 battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
+4 -6
View File
@@ -1381,9 +1381,8 @@ void HeroRecruited::applyGs(CGameState * gs) const
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
h->boat = boat;
h->attachTo(*boat);
boat->hero = h;
gs->map->removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
@@ -1418,9 +1417,8 @@ void GiveHero::applyGs(CGameState * gs) const
auto * boat = dynamic_cast<CGBoat *>(obj);
if (boat)
{
h->boat = boat;
h->attachTo(*boat);
boat->hero = h;
gs->map->removeBlockVisTiles(boat);
h->attachToBoat(boat);
}
}
+1
View File
@@ -207,6 +207,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
curB->round = -2;
curB->activeStack = -1;
curB->creatureBank = creatureBank;
curB->replayAllowed = false;
if(town)
{
+5
View File
@@ -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)
int3 tile; //for background and bonuses
bool creatureBank; //auxilary field, do not serialize
bool replayAllowed;
std::vector<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si;
@@ -61,6 +62,10 @@ public:
h & tacticsSide;
h & tacticDistance;
h & static_cast<CBonusSystemNode&>(*this);
if (version > 824)
h & replayAllowed;
else
replayAllowed = false;
}
//////////////////////////////////////////////////////////////////////////
+1 -2
View File
@@ -858,8 +858,7 @@ void CGameState::initHeroes()
map->objects.emplace_back(boat);
map->addBlockVisTiles(boat);
boat->hero = hero;
hero->boat = boat;
hero->attachToBoat(boat);
}
}
+14 -7
View File
@@ -118,28 +118,35 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroR
//trimming artifacts
for(CGHeroInstance * hero : crossoverHeroes)
{
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
for (size_t i = 0; i < totalArts; i++ )
auto const & checkAndRemoveArtifact = [&](const ArtifactPosition & artifactPosition )
{
auto artifactPosition = ArtifactPosition((si32)i);
if(artifactPosition == ArtifactPosition::SPELLBOOK)
continue; // do not handle spellbook this way
return; // do not handle spellbook this way
const ArtSlotInfo *info = hero->getSlot(artifactPosition);
if(!info)
continue;
return;
// TODO: why would there be nullptr artifacts?
const CArtifactInstance *art = info->artifact;
if(!art)
continue;
return;
bool takeable = travelOptions.artifactsKeptByHero.count(art->artType->getId());
ArtifactLocation al(hero, artifactPosition);
if(!takeable && !al.getSlot()->locked) //don't try removing locked artifacts -> it crashes #1719
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));
}
}
+22 -7
View File
@@ -484,10 +484,13 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
if (cb->gameState()->map->getTile(boatPos).isWater())
{
smp.val = movementPointsLimit(false);
if (!boat)
{
//Create a new boat for hero
cb->createObject(boatPos, Obj::BOAT, getBoatType().getNum());
boatId = cb->getTopObj(boatPos)->id;
}
}
else
{
smp.val = movementPointsLimit(true);
@@ -1119,6 +1122,15 @@ int CGHeroInstance::maxSpellLevel() const
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()
{
artDeserializationFix(this);
@@ -1718,23 +1730,26 @@ bool CGHeroInstance::isMissionCritical() const
{
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)
{
const auto * hero = dynamic_cast<const CGHeroInstance *>(condition.object);
return (hero != this);
}
else if(condition.condition == EventCondition::IS_HUMAN)
{
if(condition.condition == EventCondition::IS_HUMAN)
return true;
}
return false;
}))
{
};
if(event.trigger.test(testFunctor))
return true;
}
}
return false;
}
+1
View File
@@ -282,6 +282,7 @@ public:
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 attachToBoat(CGBoat* newBoat);
void boatDeserializationFix();
void deserializationFix();
+26 -2
View File
@@ -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
{
RecursiveLock lock(externalAccessMutex);
return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & 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);
}
if(updateDistance)
updateDistances(object);
if (updateDistance)
{
//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())
{
+1 -1
View File
@@ -14,7 +14,7 @@
VCMI_LIB_NAMESPACE_BEGIN
const ui32 SERIALIZATION_VERSION = 824;
const ui32 SERIALIZATION_VERSION = 825;
const ui32 MINIMAL_SERIALIZATION_VERSION = 824;
const std::string SAVEGAME_MAGIC = "VCMISVG";
+28 -28
View File
@@ -292,22 +292,22 @@
<message>
<location filename="../mainwindow.cpp" line="252"/>
<source>Confirmation</source>
<translation type="unfinished"></translation>
<translation>Bestätigung</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="252"/>
<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>
<location filename="../mainwindow.cpp" line="329"/>
<source>Failed to open map</source>
<translation type="unfinished"></translation>
<translation>Öffnen der Karte fehlgeschlagen</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="329"/>
<source>Cannot open map from this folder</source>
<translation type="unfinished"></translation>
<translation>Kann keine Karte aus diesem Ordner öffnen</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="370"/>
@@ -344,22 +344,22 @@
<message>
<location filename="../mainwindow.cpp" line="1128"/>
<source>No objects selected</source>
<translation type="unfinished"></translation>
<translation>Keine Objekte selektiert</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="1132"/>
<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>
<location filename="../mainwindow.cpp" line="1191"/>
<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>
<location filename="../mainwindow.cpp" line="1231"/>
<source>Save to image</source>
<translation type="unfinished"></translation>
<translation>Als Bild speichern</translation>
</message>
</context>
<context>
@@ -387,7 +387,7 @@
<message>
<location filename="../mapsettings.ui" line="83"/>
<source>Limit maximum heroes level</source>
<translation type="unfinished"></translation>
<translation>Maximales Level des Helden begrenzen</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="92"/>
@@ -397,47 +397,47 @@
<message>
<location filename="../mapsettings.ui" line="137"/>
<source>Mods</source>
<translation type="unfinished"></translation>
<translation>Mods</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="143"/>
<source>Mandatory mods for playing this map</source>
<translation type="unfinished"></translation>
<translation>Notwendige Mods zum Spielen dieser Karte</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="157"/>
<source>Mod name</source>
<translation type="unfinished"></translation>
<translation>Mod Name</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="162"/>
<source>Version</source>
<translation type="unfinished"></translation>
<translation>Version</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="172"/>
<source>Automatic assignment</source>
<translation type="unfinished"></translation>
<translation>Automatische Zuweisung</translation>
</message>
<message>
<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>
<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>
<location filename="../mapsettings.ui" line="182"/>
<source>Map objects mods</source>
<translation type="unfinished"></translation>
<translation>Mods für Kartenobjekte</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="192"/>
<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>
<location filename="../mapsettings.ui" line="195"/>
<source>Full content mods</source>
<translation type="unfinished"></translation>
<translation>Vollwertige Mods</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="208"/>
@@ -581,7 +581,7 @@
<message>
<location filename="../mapview.cpp" line="471"/>
<source>Can&apos;t place object</source>
<translation type="unfinished"></translation>
<translation>Objekt kann nicht platziert werden</translation>
</message>
</context>
<context>
@@ -621,7 +621,7 @@
<message>
<location filename="../playerparams.ui" line="179"/>
<source>Color</source>
<translation type="unfinished"></translation>
<translation>Farbe</translation>
</message>
<message>
<location filename="../playerparams.ui" line="85"/>
@@ -659,7 +659,7 @@
<message>
<location filename="../playersettings.ui" line="74"/>
<source>1</source>
<translation type="unfinished">1</translation>
<translation>1</translation>
</message>
<message>
<location filename="../playersettings.ui" line="117"/>
@@ -721,7 +721,7 @@
<message>
<location filename="../validator.cpp" line="70"/>
<source>No factions allowed for player %1</source>
<translation type="unfinished"></translation>
<translation>Keine Fraktionen für Spieler %1 erlaubt</translation>
</message>
<message>
<location filename="../validator.cpp" line="73"/>
@@ -811,7 +811,7 @@
<message>
<location filename="../validator.cpp" line="175"/>
<source>Map contains object from mod &quot;%1&quot;, but doesn&apos;t require it</source>
<translation type="unfinished"></translation>
<translation>Karte enthält Objekt aus Mod &quot;%1&quot;, benötigt es aber nicht</translation>
</message>
<message>
<location filename="../validator.cpp" line="181"/>
@@ -907,12 +907,12 @@
<message>
<location filename="../windownewmap.ui" line="380"/>
<source>Human teams</source>
<translation type="unfinished"></translation>
<translation>Menschliche Teams</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="399"/>
<source>Computer teams</source>
<translation type="unfinished"></translation>
<translation>Computer Teams</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="416"/>
@@ -978,17 +978,17 @@
<message>
<location filename="../windownewmap.cpp" line="271"/>
<source>No template</source>
<translation type="unfinished"></translation>
<translation>Kein Template</translation>
</message>
<message>
<location filename="../windownewmap.cpp" line="271"/>
<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>
<location filename="../windownewmap.cpp" line="291"/>
<source>RMG failure</source>
<translation type="unfinished"></translation>
<translation>RMG-Fehler</translation>
</message>
</context>
<context>
+61 -61
View File
@@ -137,7 +137,7 @@
<message>
<location filename="../mainwindow.ui" line="922"/>
<source>Save as...</source>
<translation>Zapisz jako</translation>
<translation>Zapisz jako...</translation>
</message>
<message>
<location filename="../mainwindow.ui" line="925"/>
@@ -287,27 +287,27 @@
<message>
<location filename="../mainwindow.ui" line="1234"/>
<source>Export as...</source>
<translation type="unfinished"></translation>
<translation>Eksportuj jako...</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="252"/>
<source>Confirmation</source>
<translation type="unfinished"></translation>
<translation>Potwierdzenie</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="252"/>
<source>Unsaved changes will be lost, are you sure?</source>
<translation type="unfinished"></translation>
<translation>Niezapisane zmiany zostaną utracone, jesteś pewny?</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="329"/>
<source>Failed to open map</source>
<translation type="unfinished"></translation>
<translation>Nie udało się otworzyć mapy</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="329"/>
<source>Cannot open map from this folder</source>
<translation type="unfinished"></translation>
<translation>Nie można otworzyć mapy z tego folderu</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="370"/>
@@ -344,22 +344,22 @@
<message>
<location filename="../mainwindow.cpp" line="1128"/>
<source>No objects selected</source>
<translation type="unfinished"></translation>
<translation>Brak wybranych obiektów</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="1132"/>
<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>
<location filename="../mainwindow.cpp" line="1191"/>
<source>Errors occured. %1 objects were not updated</source>
<translation type="unfinished"></translation>
<translation>Wystąpiły błędy. %1 obiektów nie zostało zaktualizowanych</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="1231"/>
<source>Save to image</source>
<translation type="unfinished"></translation>
<translation>Zapisz jako obraz</translation>
</message>
</context>
<context>
@@ -387,7 +387,7 @@
<message>
<location filename="../mapsettings.ui" line="83"/>
<source>Limit maximum heroes level</source>
<translation type="unfinished"></translation>
<translation>Ogranicz maksymalny poziom bohaterów</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="92"/>
@@ -397,47 +397,47 @@
<message>
<location filename="../mapsettings.ui" line="137"/>
<source>Mods</source>
<translation type="unfinished"></translation>
<translation>Modyfikacje</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="143"/>
<source>Mandatory mods for playing this map</source>
<translation type="unfinished"></translation>
<translation>Obowiązkowe modyfikacje do uruchomienia tej mapy</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="157"/>
<source>Mod name</source>
<translation type="unfinished"></translation>
<translation>Nazwa modyfikacji</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="162"/>
<source>Version</source>
<translation type="unfinished"></translation>
<translation>Wersja</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="172"/>
<source>Automatic assignment</source>
<translation type="unfinished"></translation>
<translation>Automatyczne przypisanie</translation>
</message>
<message>
<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>
<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>
<location filename="../mapsettings.ui" line="182"/>
<source>Map objects mods</source>
<translation type="unfinished"></translation>
<translation>Mody od nowych obiektów mapy</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="192"/>
<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>
<location filename="../mapsettings.ui" line="195"/>
<source>Full content mods</source>
<translation type="unfinished"></translation>
<translation>Mody od złożonej zawartości</translation>
</message>
<message>
<location filename="../mapsettings.ui" line="208"/>
@@ -513,7 +513,7 @@
<message>
<location filename="../mapsettings.cpp" line="174"/>
<source>No special victory</source>
<translation type="unfinished">Bez specjalnych warunków zwycięstwa</translation>
<translation>Bez specjalnych warunków zwycięstwa</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="175"/>
@@ -523,57 +523,57 @@
<message>
<location filename="../mapsettings.cpp" line="176"/>
<source>Hire creatures</source>
<translation type="unfinished">Zdobądź stworzenia</translation>
<translation>Zdobądź stworzenia</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="177"/>
<source>Accumulate resources</source>
<translation type="unfinished">Zbierz zasoby</translation>
<translation>Zbierz zasoby</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="178"/>
<source>Construct building</source>
<translation type="unfinished">Zbuduj budynek</translation>
<translation>Zbuduj budynek</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="179"/>
<source>Capture town</source>
<translation type="unfinished">Zdobądź miasto</translation>
<translation>Zdobądź miasto</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="180"/>
<source>Defeat hero</source>
<translation type="unfinished">Pokonaj bohatera</translation>
<translation>Pokonaj bohatera</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="181"/>
<source>Transport artifact</source>
<translation type="unfinished">Przenieś artefakt</translation>
<translation>Przenieś artefakt</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="184"/>
<source>No special loss</source>
<translation type="unfinished">Bez specjalnych warunków porażki</translation>
<translation>Bez specjalnych warunków porażki</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="185"/>
<source>Lose castle</source>
<translation type="unfinished">Utrata miasta</translation>
<translation>Utrata miasta</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="186"/>
<source>Lose hero</source>
<translation type="unfinished">Utrata bohatera</translation>
<translation>Utrata bohatera</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="187"/>
<source>Time expired</source>
<translation type="unfinished">Upłynięcie czasu</translation>
<translation>Upłynięcie czasu</translation>
</message>
<message>
<location filename="../mapsettings.cpp" line="188"/>
<source>Days without town</source>
<translation type="unfinished">Dni bez miasta</translation>
<translation>Dni bez miasta</translation>
</message>
</context>
<context>
@@ -581,7 +581,7 @@
<message>
<location filename="../mapview.cpp" line="471"/>
<source>Can&apos;t place object</source>
<translation type="unfinished"></translation>
<translation>Nie można umieścić obiektu</translation>
</message>
</context>
<context>
@@ -621,7 +621,7 @@
<message>
<location filename="../playerparams.ui" line="179"/>
<source>Color</source>
<translation type="unfinished"></translation>
<translation>Kolor</translation>
</message>
<message>
<location filename="../playerparams.ui" line="85"/>
@@ -659,7 +659,7 @@
<message>
<location filename="../playersettings.ui" line="74"/>
<source>1</source>
<translation type="unfinished">1</translation>
<translation>1</translation>
</message>
<message>
<location filename="../playersettings.ui" line="117"/>
@@ -716,37 +716,37 @@
<message>
<location filename="../validator.cpp" line="50"/>
<source>Map is not loaded</source>
<translation type="unfinished"></translation>
<translation>Mapa nie została wczytana</translation>
</message>
<message>
<location filename="../validator.cpp" line="70"/>
<source>No factions allowed for player %1</source>
<translation type="unfinished"></translation>
<translation>Brak dozwolonych frakcji dla gracza %1</translation>
</message>
<message>
<location filename="../validator.cpp" line="73"/>
<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>
<location filename="../validator.cpp" line="75"/>
<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>
<location filename="../validator.cpp" line="77"/>
<source>No human players allowed to play this map</source>
<translation type="unfinished"></translation>
<translation>Żaden gracz ludzki nie został dozwolony by rozegrać mapę</translation>
</message>
<message>
<location filename="../validator.cpp" line="93"/>
<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>
<location filename="../validator.cpp" line="99"/>
<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>
<location filename="../validator.cpp" line="106"/>
@@ -756,72 +756,72 @@
<message>
<location filename="../validator.cpp" line="116"/>
<source>Prison %1 must be a NEUTRAL</source>
<translation type="unfinished"></translation>
<translation>Więzienie %1 musi być neutralne</translation>
</message>
<message>
<location filename="../validator.cpp" line="122"/>
<source>Hero %1 must have an owner</source>
<translation type="unfinished"></translation>
<translation>Bohater %1 musi mieć właściciela</translation>
</message>
<message>
<location filename="../validator.cpp" line="127"/>
<source>Hero %1 is prohibited by map settings</source>
<translation type="unfinished"></translation>
<translation>Bohater %1 jest zabroniony przez ustawienia mapy</translation>
</message>
<message>
<location filename="../validator.cpp" line="130"/>
<source>Hero %1 has duplicate on map</source>
<translation type="unfinished"></translation>
<translation>Bohater %1 posiada duplikat na mapie</translation>
</message>
<message>
<location filename="../validator.cpp" line="133"/>
<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>
<location filename="../validator.cpp" line="144"/>
<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>
<location filename="../validator.cpp" line="147"/>
<source>Spell scroll %1 doesn&apos;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>
<location filename="../validator.cpp" line="153"/>
<source>Artifact %1 is prohibited by map settings</source>
<translation type="unfinished"></translation>
<translation>Artefakt %1 jest zabroniony przez ustawienia mapy</translation>
</message>
<message>
<location filename="../validator.cpp" line="162"/>
<source>Player %1 doesn&apos;t have any starting town</source>
<translation type="unfinished"></translation>
<translation>Gracz %1 nie ma żadnego startowego miasta</translation>
</message>
<message>
<location filename="../validator.cpp" line="166"/>
<source>Map name is not specified</source>
<translation type="unfinished"></translation>
<translation>Nazwa mapy nie została ustawiona</translation>
</message>
<message>
<location filename="../validator.cpp" line="168"/>
<source>Map description is not specified</source>
<translation type="unfinished"></translation>
<translation>Opis mapy nie został ustawiony</translation>
</message>
<message>
<location filename="../validator.cpp" line="175"/>
<source>Map contains object from mod &quot;%1&quot;, but doesn&apos;t require it</source>
<translation type="unfinished"></translation>
<translation>Mapa zawiera obiekt z modyfikacji %1 ale nie wymaga tej modyfikacji</translation>
</message>
<message>
<location filename="../validator.cpp" line="181"/>
<source>Exception occurs during validation: %1</source>
<translation type="unfinished"></translation>
<translation>Wystąpił wyjątek podczas walidacji: %1</translation>
</message>
<message>
<location filename="../validator.cpp" line="185"/>
<source>Unknown exception occurs during validation</source>
<translation type="unfinished"></translation>
<translation>Wystąpił nieznane wyjątek podczas walidacji</translation>
</message>
</context>
<context>
@@ -907,12 +907,12 @@
<message>
<location filename="../windownewmap.ui" line="380"/>
<source>Human teams</source>
<translation type="unfinished"></translation>
<translation>Sojusze ludzkie</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="399"/>
<source>Computer teams</source>
<translation type="unfinished"></translation>
<translation>Sojusze komputerowe</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="416"/>
@@ -978,17 +978,17 @@
<message>
<location filename="../windownewmap.cpp" line="271"/>
<source>No template</source>
<translation type="unfinished"></translation>
<translation>Brak szablonu</translation>
</message>
<message>
<location filename="../windownewmap.cpp" line="271"/>
<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>
<location filename="../windownewmap.cpp" line="291"/>
<source>RMG failure</source>
<translation type="unfinished"></translation>
<translation>Niepowodzenie generatora map losowych</translation>
</message>
</context>
<context>
+27 -14
View File
@@ -607,9 +607,15 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
// in battles against neutrals, 1st player can ask to replay battle manually
if (!gs->curB->sides[1].color.isValidPlayer())
{
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
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
if (battleResult.data->queryID == -1)
endBattleConfirm(gs->curB);
}
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
@@ -2118,6 +2127,13 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
//send info about battles
BattleStart bs;
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);
}
@@ -2577,9 +2593,6 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
if(gs->curB)
gs->curB.dellNull();
engageIntoBattle(army1->tempOwner);
engageIntoBattle(army2->tempOwner);
static const CArmedInstance *armies[2];
armies[0] = army1;
armies[1] = army2;
@@ -2587,39 +2600,39 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
heroes[0] = hero1;
heroes[1] = hero2;
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
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
if(battleQuery)
if(lastBattleQuery)
{
for(int i : {0, 1})
{
if(heroes[i])
{
SetMana restoreInitialMana;
restoreInitialMana.val = battleQuery->initialHeroMana[i];
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
restoreInitialMana.hid = heroes[i]->id;
sendAndApply(&restoreInitialMana);
}
}
battleQuery->bi = gs->curB;
battleQuery->result = std::nullopt;
battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
lastBattleQuery->bi = gs->curB;
lastBattleQuery->result = std::nullopt;
lastBattleQuery->belligerents[0] = gs->curB->sides[0].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})
{
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));
}
+1 -1
View File
@@ -176,7 +176,7 @@ void CObjectVisitQuery::onExposure(QueryPtr topQuery)
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(*this);
owner->popQuery(*this);
owner->popIfTop(*this);
}
void Queries::popQuery(PlayerColor player, QueryPtr query)
+5 -4
View File
@@ -237,18 +237,19 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
gameHandler->complain("Hero is not available for hiring!");
return false;
}
const auto targetPos = mapObject->visitablePos();
HeroRecruited hr;
hr.tid = mapObject->id;
hr.hid = recruitedHero->subID;
hr.player = player;
hr.tile = recruitedHero->convertFromVisitablePos(mapObject->visitablePos());
if(gameHandler->getTile(hr.tile)->isWater())
hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat)
{
//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