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mirror of https://github.com/vcmi/vcmi.git synced 2025-02-17 13:41:07 +02:00

Proper solution for locking & unlocking heroes.

However, "tiles are not neighbouring" glitches now became more visible.
This commit is contained in:
DjWarmonger 2012-05-05 06:42:18 +00:00
parent 5449546447
commit 7d706ba8a3

View File

@ -918,7 +918,7 @@ void VCAI::makeTurn()
case 7: //reconsider strategy
{
const CGHeroInstance * h = primaryHero();
if (h) //check if our primary hero can ahndle danger
if (h) //check if our primary hero can handle danger
{
ui64 totalDanger = 0;
int dangerousObjects = 0;
@ -960,10 +960,16 @@ void VCAI::makeTurnInternal()
try
{
striveToGoal(CGoal(WIN));
for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals
auto safeCopy = lockedHeroes; //heroes tend to die in the process and loose their goals, unsafe to iterate it
while (safeCopy.size()) //continue our goals
{
striveToGoal (hg->second);
auto it = safeCopy.begin();
if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
striveToGoal (it->second);
safeCopy.erase(it);
}
striveToGoal(CGoal(BUILD)); //TODO: smarter building management
}
catch(boost::thread_interrupted &e)
@ -1246,12 +1252,18 @@ void VCAI::wander(const CGHeroInstance * h)
void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
{ //TODO: check for presence?
lockedHeroes[h] = goal;
if (goal.goalType == EGoals::INVALID)
remove_if_present(lockedHeroes, h);
else
lockedHeroes[h] = goal;
}
void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
{
lockedHeroes[h] = CGoal(goalType);
if (goalType == EGoals::INVALID)
remove_if_present(lockedHeroes, h);
else
lockedHeroes[h] = CGoal(goalType);
}
void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
@ -1408,6 +1420,23 @@ public:
return msg.c_str();
}
};
class goalFulfilledException : public std::exception
{
std::string msg;
public:
explicit goalFulfilledException(crstring _Message) : msg(_Message)
{
}
virtual ~goalFulfilledException() throw ()
{
};
const char *what() const throw () OVERRIDE
{
return msg.c_str();
}
};
bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
{
@ -1428,6 +1457,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
if(path.nodes.empty())
{
tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
setGoal(h, INVALID);
throw std::runtime_error("Wrong move order!");
}
@ -1443,6 +1473,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
int3 endpos = path.nodes[i-1].coord;
if(endpos == h->visitablePos())
//if (endpos == h->pos)
continue;
// if(i > 1)
// {
@ -1477,6 +1508,8 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
if(h->tempOwner == playerID) //lost hero after last move
cb->recalculatePaths();
if (startHpos == h->visitablePos())
throw cannotFulfillGoalException("Invalid path found!"); //FIXME
BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
return ret;
}
@ -1544,8 +1577,13 @@ void VCAI::tryRealize(CGoal g)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if(!g.isBlockedBorderGate(g.tile))
{
if (ai->moveHeroToTile(g.tile, g.hero));
setGoal (g.hero, INVALID); //this hero reached target and no goal
if (ai->moveHeroToTile(g.tile, g.hero))// || g.tile == g.hero->visitablePos())
{
//g.goalType = INVALID; //disable goal now... dirty workaround
setGoal (g.hero, INVALID); //tile reached, we can unlock hero
throw goalFulfilledException("");
//throw cannotFulfillGoalException("Tile visited, goal complete");
}
}
else
throw cannotFulfillGoalException("There's a blocked gate!");
@ -1695,7 +1733,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
while(1)
{
CGoal goal = ultimateGoal;
BNLOG("Striving to goal of type %d", ultimateGoal.goalType);
BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
int maxGoals = 100; //preventing deadlock for mutually dependent goals
while(!goal.isElementar && maxGoals)
{
@ -1721,6 +1759,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
{
if (maxGoals)
{
//we shouldn't abandon high-level goal
setGoal (goal.hero, goal);
}
else
@ -1736,9 +1775,15 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
BNLOG("Player %d: Making turn thread received an interruption!", playerID);
throw; //rethrow, we want to truly end this thread
}
catch(goalFulfilledException &e)
{
if (maxGoals > 98) //completed goal was main goal
//TODO: find better condition
return;
}
catch(std::exception &e)
{
BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);
BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
BNLOG("The error message was: %s", e.what());
break;
}
@ -2240,6 +2285,7 @@ TSubgoal CGoal::whatToDoToAchieve()
CGoal ret(VISIT_TILE);
ret.sethero(h);
//throw goalFulfilledException("Found hero for exploration"); // FIXME: prevent all teh heroes to try explore same place
return ret.settile(whereToExplore(h));
}
@ -2269,7 +2315,9 @@ TSubgoal CGoal::whatToDoToAchieve()
if(!hero)
{
if(cb->getHeroesInfo().empty())
{
return CGoal(RECRUIT_HERO);
}
BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
{
@ -2286,10 +2334,14 @@ TSubgoal CGoal::whatToDoToAchieve()
if(isSafeToVisit(hero, tile))
return CGoal(*this).setisElementar(true);
else
{
return CGoal(GATHER_ARMY).sethero(hero);
}
}
else //inaccessible for all heroes
{
return CGoal(CLEAR_WAY_TO).settile(tile);
}
}
break;
@ -2373,20 +2425,38 @@ TSubgoal CGoal::whatToDoToAchieve()
}
}
return CGoal(INVALID);
case CONQUER:
case CONQUER: //TODO: put it into a function?
{
//TODO make use from many heroes
std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();
erase_if(heroes, [](const CGHeroInstance *h)
auto hs = cb->getHeroesInfo();
int howManyHeroes = hs.size();
erase(hs, [](const CGHeroInstance *h)
{
return vstd::contains(ai->lockedHeroes, h) || !h->movement;
return contains(ai->lockedHeroes, h);
});
boost::sort(heroes, compareHeroStrength);
if(hs.empty()) //all heroes are busy. buy new one
{
if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
return CGoal(RECRUIT_HERO);
else //find mobile hero with weakest army
{
hs = cb->getHeroesInfo();
erase_if(hs, [](const CGHeroInstance *h)
{
return !h->movement; //only hero with movement are of interest for us
});
if (hs.empty())
{
if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
return CGoal(RECRUIT_HERO);
else
throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
}
boost::sort(hs, compareHeroStrength);
}
}
if(heroes.empty())
I_AM_ELEMENTAR;
const CGHeroInstance *h = heroes.back();
const CGHeroInstance *h = hs.back();
cb->setSelection(h);
std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
ai->retreiveVisitableObjs(objs);
@ -2637,6 +2707,8 @@ bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
{
case Obj::CREATURE_GENERATOR1:
{
if (obj->tempOwner != h->tempOwner)
return true; //flag just in case
bool canRecruitCreatures = false;
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
BOOST_FOREACH(auto level, d->creatures)