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Rewritten VCAI::pickBestCreatures. Should fix the compilation error ( http://forum.vcmi.eu/viewtopic.php?p=6605#6605 ).
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59681be0a4
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@ -863,6 +863,10 @@ void VCAI::makeTurnInternal()
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blockedHeroes.clear();
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saving = 0;
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//it looks messy here, but it's better to have armed heroes before attempting realizing goals
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BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
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moveCreaturesToHero(t);
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try
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{
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striveToGoal(CGoal(WIN));
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@ -901,7 +905,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroIn
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void VCAI::moveCreaturesToHero(const CGTownInstance * t)
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{
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if(t->visitingHero)
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if(t->visitingHero && t->armedGarrison())
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{
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pickBestCreatures (t->visitingHero, t);
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}
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@ -909,56 +913,37 @@ void VCAI::moveCreaturesToHero(const CGTownInstance * t)
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void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
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{
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if (army->stacksCount() == GameConstants::ARMY_SIZE) //try merging our army first
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//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
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const CArmedInstance *armies[] = {army, source};
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//we calculate total strength for each creature type available in armies
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std::map<const CCreature*, int> creToPower;
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BOOST_FOREACH(auto armyPtr, armies)
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BOOST_FOREACH(auto &i, armyPtr->Slots())
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creToPower[i.second->type] += i.second->getPower();
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//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
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for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
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{
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for (int i = 0; i < GameConstants::ARMY_SIZE; ++i)
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{
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if (const CStackInstance *s = army->getStackPtr(i))
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typedef const std::pair<const CCreature*, int> &CrePowerPair;
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auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
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{
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for (int j = 0; j < GameConstants::ARMY_SIZE; ++j)
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{
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if (i != j && army->mergableStacks(std::pair<TSlot, TSlot>(i, j)))
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{
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cb->mergeStacks (army, army, j, i);
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break;
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}
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}
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}
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}
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return lhs.second < rhs.second;
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});
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bestArmy.push_back(creIt->first);
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creToPower.erase(creIt);
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if(creToPower.empty())
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break;
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}
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for (int i = 0; i < GameConstants::ARMY_SIZE; ++i)
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{
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if(const CStackInstance *s = source->getStackPtr(i))
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{
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//find d
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int dstSlot = army->getSlotFor(s->type);
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if(dstSlot >= 0)
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{
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if (army->hasStackAtSlot(dstSlot))
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cb->mergeStacks(source, army, i, dstSlot);
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else
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cb->swapCreatures(source, army, i, dstSlot);
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}
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else //exchange poorest stack with stronger one
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{
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TSlot weakestStack = 0;
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for (int j = 1; j < GameConstants::ARMY_SIZE; ++j)
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{
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const CStackInstance *p = army->getStackPtr(j);
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const CStackInstance *w = army->getStackPtr(weakestStack);
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if (p && w)
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{
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if (p->getPower() < w->getPower())
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weakestStack = j;
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}
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}
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if (const CStackInstance *w = army->getStackPtr(weakestStack))
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if (w->getPower() < s->getPower())
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cb->swapCreatures(source, army, i, weakestStack);
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}
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}
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}
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//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
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for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
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BOOST_FOREACH(auto armyPtr, armies)
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for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
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if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
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cb->mergeOrSwapStacks(armyPtr, army, j, i);
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//TODO - having now strongest possible army, we may want to think about arranging stacks
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}
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void VCAI::recruitCreatures(const CGDwelling * d)
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@ -403,6 +403,14 @@ void CCallback::validatePaths()
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}
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}
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int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
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{
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if(s1->getCreature(p1) == s2->getCreature(p2))
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return mergeStacks(s1, s2, p1, p2);
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else
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return swapCreatures(s1, s2, p1, p2);
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}
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CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
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{
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gs = GS;
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@ -60,6 +60,7 @@ public:
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virtual void selectionMade(int selection, int asker) =0;
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virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
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virtual int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//joins first stack to the second (creatures must be same type)
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virtual int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2) =0; //first goes to the second
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virtual int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
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//virtual bool swapArtifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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virtual bool swapArtifacts(const IArtifactSetBase * src, ui16 pos1, const IArtifactSetBase * dest, ui16 pos2)=0;
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@ -121,6 +122,7 @@ public:
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bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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void selectionMade(int selection, int asker);
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int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
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int mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
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int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
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int splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val);
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bool dismissHero(const CGHeroInstance * hero);
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