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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.
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5449546447
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7d706ba8a3
110
AI/VCAI/VCAI.cpp
110
AI/VCAI/VCAI.cpp
@ -918,7 +918,7 @@ void VCAI::makeTurn()
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case 7: //reconsider strategy
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{
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const CGHeroInstance * h = primaryHero();
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if (h) //check if our primary hero can ahndle danger
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if (h) //check if our primary hero can handle danger
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{
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ui64 totalDanger = 0;
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int dangerousObjects = 0;
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@ -960,10 +960,16 @@ void VCAI::makeTurnInternal()
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try
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{
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striveToGoal(CGoal(WIN));
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for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals
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auto safeCopy = lockedHeroes; //heroes tend to die in the process and loose their goals, unsafe to iterate it
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while (safeCopy.size()) //continue our goals
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{
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striveToGoal (hg->second);
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auto it = safeCopy.begin();
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if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
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striveToGoal (it->second);
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safeCopy.erase(it);
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}
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striveToGoal(CGoal(BUILD)); //TODO: smarter building management
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}
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catch(boost::thread_interrupted &e)
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@ -1246,12 +1252,18 @@ void VCAI::wander(const CGHeroInstance * h)
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void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
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{ //TODO: check for presence?
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lockedHeroes[h] = goal;
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if (goal.goalType == EGoals::INVALID)
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remove_if_present(lockedHeroes, h);
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else
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lockedHeroes[h] = goal;
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}
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void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
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{
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lockedHeroes[h] = CGoal(goalType);
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if (goalType == EGoals::INVALID)
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remove_if_present(lockedHeroes, h);
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else
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lockedHeroes[h] = CGoal(goalType);
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}
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void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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@ -1408,6 +1420,23 @@ public:
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return msg.c_str();
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}
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};
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class goalFulfilledException : public std::exception
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{
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std::string msg;
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public:
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explicit goalFulfilledException(crstring _Message) : msg(_Message)
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{
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}
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virtual ~goalFulfilledException() throw ()
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{
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};
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const char *what() const throw () OVERRIDE
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{
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return msg.c_str();
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}
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};
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bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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{
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@ -1428,6 +1457,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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if(path.nodes.empty())
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{
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tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
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setGoal(h, INVALID);
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throw std::runtime_error("Wrong move order!");
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}
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@ -1443,6 +1473,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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int3 endpos = path.nodes[i-1].coord;
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if(endpos == h->visitablePos())
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//if (endpos == h->pos)
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continue;
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// if(i > 1)
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// {
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@ -1477,6 +1508,8 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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if(h->tempOwner == playerID) //lost hero after last move
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cb->recalculatePaths();
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if (startHpos == h->visitablePos())
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throw cannotFulfillGoalException("Invalid path found!"); //FIXME
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BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
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return ret;
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}
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@ -1544,8 +1577,13 @@ void VCAI::tryRealize(CGoal g)
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throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
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if(!g.isBlockedBorderGate(g.tile))
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{
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if (ai->moveHeroToTile(g.tile, g.hero));
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setGoal (g.hero, INVALID); //this hero reached target and no goal
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if (ai->moveHeroToTile(g.tile, g.hero))// || g.tile == g.hero->visitablePos())
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{
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//g.goalType = INVALID; //disable goal now... dirty workaround
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setGoal (g.hero, INVALID); //tile reached, we can unlock hero
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throw goalFulfilledException("");
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//throw cannotFulfillGoalException("Tile visited, goal complete");
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}
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}
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else
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throw cannotFulfillGoalException("There's a blocked gate!");
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@ -1695,7 +1733,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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while(1)
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{
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CGoal goal = ultimateGoal;
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BNLOG("Striving to goal of type %d", ultimateGoal.goalType);
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BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
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int maxGoals = 100; //preventing deadlock for mutually dependent goals
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while(!goal.isElementar && maxGoals)
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{
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@ -1721,6 +1759,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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{
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if (maxGoals)
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{
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//we shouldn't abandon high-level goal
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setGoal (goal.hero, goal);
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}
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else
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@ -1736,9 +1775,15 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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BNLOG("Player %d: Making turn thread received an interruption!", playerID);
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throw; //rethrow, we want to truly end this thread
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}
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catch(goalFulfilledException &e)
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{
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if (maxGoals > 98) //completed goal was main goal
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//TODO: find better condition
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return;
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}
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catch(std::exception &e)
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{
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BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);
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BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
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BNLOG("The error message was: %s", e.what());
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break;
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}
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@ -2240,6 +2285,7 @@ TSubgoal CGoal::whatToDoToAchieve()
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CGoal ret(VISIT_TILE);
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ret.sethero(h);
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//throw goalFulfilledException("Found hero for exploration"); // FIXME: prevent all teh heroes to try explore same place
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return ret.settile(whereToExplore(h));
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}
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@ -2269,7 +2315,9 @@ TSubgoal CGoal::whatToDoToAchieve()
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if(!hero)
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{
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if(cb->getHeroesInfo().empty())
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{
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return CGoal(RECRUIT_HERO);
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}
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BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
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{
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@ -2286,10 +2334,14 @@ TSubgoal CGoal::whatToDoToAchieve()
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if(isSafeToVisit(hero, tile))
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return CGoal(*this).setisElementar(true);
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else
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{
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return CGoal(GATHER_ARMY).sethero(hero);
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}
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}
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else //inaccessible for all heroes
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{
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return CGoal(CLEAR_WAY_TO).settile(tile);
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}
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}
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break;
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@ -2373,20 +2425,38 @@ TSubgoal CGoal::whatToDoToAchieve()
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}
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}
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return CGoal(INVALID);
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case CONQUER:
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case CONQUER: //TODO: put it into a function?
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{
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//TODO make use from many heroes
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std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();
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erase_if(heroes, [](const CGHeroInstance *h)
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auto hs = cb->getHeroesInfo();
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int howManyHeroes = hs.size();
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erase(hs, [](const CGHeroInstance *h)
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{
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return vstd::contains(ai->lockedHeroes, h) || !h->movement;
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return contains(ai->lockedHeroes, h);
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});
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boost::sort(heroes, compareHeroStrength);
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if(hs.empty()) //all heroes are busy. buy new one
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{
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if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
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return CGoal(RECRUIT_HERO);
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else //find mobile hero with weakest army
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{
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hs = cb->getHeroesInfo();
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erase_if(hs, [](const CGHeroInstance *h)
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{
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return !h->movement; //only hero with movement are of interest for us
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});
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if (hs.empty())
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{
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if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
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return CGoal(RECRUIT_HERO);
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else
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throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
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}
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boost::sort(hs, compareHeroStrength);
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}
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}
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if(heroes.empty())
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I_AM_ELEMENTAR;
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const CGHeroInstance *h = heroes.back();
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const CGHeroInstance *h = hs.back();
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cb->setSelection(h);
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std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
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ai->retreiveVisitableObjs(objs);
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@ -2637,6 +2707,8 @@ bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
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{
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case Obj::CREATURE_GENERATOR1:
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{
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if (obj->tempOwner != h->tempOwner)
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return true; //flag just in case
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bool canRecruitCreatures = false;
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const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
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BOOST_FOREACH(auto level, d->creatures)
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