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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Nullkiller: rework defence a bit

This commit is contained in:
Andrii Danylchenko
2021-05-16 14:09:49 +03:00
committed by Andrii Danylchenko
parent 1096f2e9e6
commit 84e5e6ac17
9 changed files with 360 additions and 177 deletions

View File

@@ -31,7 +31,7 @@ const int ACTUAL_RESOURCE_COUNT = 7;
const int ALLOWED_ROAMING_HEROES = 8;
//implementation-dependent
extern const double SAFE_ATTACK_CONSTANT;
extern const float SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
//provisional class for AI to store a reference to an owned hero object

View File

@@ -39,11 +39,6 @@ Goals::TGoalVec DefenceBehavior::getTasks()
if(heroes.size())
{
auto mainArmy = *vstd::maxElementByFun(heroes, [](const CGHeroInstance * hero) -> uint64_t
{
return hero->getTotalStrength();
});
for(auto town : cb->getTownsInfo())
{
evaluateDefence(tasks, town);
@@ -53,13 +48,41 @@ Goals::TGoalVec DefenceBehavior::getTasks()
return tasks;
}
uint64_t townArmyIncome(const CGTownInstance * town)
{
uint64_t result = 0;
for(auto creatureInfo : town->creatures)
{
if(creatureInfo.second.empty())
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
}
return result;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town)
{
logAi->debug("Evaluating defence for %s", town->name);
auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 20000.0f)
+ town->dailyIncome()[Res::GOLD] / 10000.0f;
logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
if(!treatNode.fastestDanger.hero)
{
logAi->debug("No treat found for town %s", town->name);
return;
}
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
if(town->garrisonHero)
{
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
@@ -75,17 +98,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
return;
}
if(town->visitingHero && isSafeToVisit(town->visitingHero.get(), treatNode.maximumDanger.danger))
{
logAi->debug(
"Town %s has visiting hero %s who is strong enough to defend the town",
town->name,
town->visitingHero->name);
return;
}
uint64_t reinforcement = ai->ah->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
@@ -103,44 +116,68 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
return;
}
for(AIPath & path : paths)
{
for(auto & treat : treats)
{
if(isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
{
logAi->debug(
"Hero %s can eliminate danger for town %s using path %s.",
path.targetHero->name,
town->name,
path.toString());
return;
}
}
}
for(auto & treat : treats)
{
logAi->debug(
"Town %s has treat %lld in %s turns, hero: %s",
"Town %s has treat %lld in %s turns, hero: %s",
town->name,
treat.danger,
std::to_string(treat.turn),
treat.hero->name);
bool treatIsUnderControl = false;
for(AIPath & path : paths)
{
if(path.getHeroStrength() > treat.danger)
{
if(dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger)
|| path.exchangeCount == 1 && path.turn() < treat.turn
|| path.turn() < treat.turn - 1)
{
logAi->debug(
"Hero %s can eliminate danger for town %s using path %s.",
path.targetHero->name,
town->name,
path.toString());
treatIsUnderControl = true;
break;
}
}
}
if(treatIsUnderControl)
continue;
if(ai->canRecruitAnyHero(town))
{
auto heroesInTavern = cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() > treat.danger)
{
tasks.push_back(Goals::sptr(Goals::RecruitHero().settown(town).setobjid(hero->id.getNum()).setpriority(1)));
continue;
}
}
}
for(AIPath & path : paths)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, path: %s",
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
path.targetHero->name,
path.getHeroStrength(),
std::to_string(path.turn()),
path.movementCost(),
path.toString());
#endif
float priority = 0.6f + (float)path.getHeroStrength() / treat.danger / (treat.turn + 1);
float priority = basicPriority
+ std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger) / (treat.turn + 1);
if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
{
@@ -156,7 +193,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue;
}
if(path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
if(path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s with priority %f",

View File

@@ -31,13 +31,17 @@ std::string RecruitHeroBehavior::toString() const
Goals::TGoalVec RecruitHeroBehavior::getTasks()
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
if(ai->canRecruitAnyHero())
for(auto town : towns)
{
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| cb->getResourceAmount(Res::GOLD) > 10000)
if(!town->garrisonHero && ai->canRecruitAnyHero(town))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero()));
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| cb->getResourceAmount(Res::GOLD) > 10000)
{
tasks.push_back(Goals::sptr(Goals::RecruitHero().settown(town)));
}
}
}

View File

@@ -66,16 +66,37 @@ void ExchangeSwapTownHeroes::accept(VCAI * ai)
if(town->visitingHero && town->visitingHero.get() != garrisonHero)
cb->swapGarrisonHero(town);
makePossibleUpgrades(town);
ai->moveHeroToTile(town->visitablePos(), garrisonHero);
cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
ai->nullkiller->lockHero(town->garrisonHero.get());
auto upperArmy = town->getUpperArmy();
if(!town->garrisonHero && upperArmy->stacksCount() != 0)
{
// dismiss creatures we are not able to pick to be able to hide in garrison
if(upperArmy->getArmyStrength() < 500
&& town->fortLevel() >= CGTownInstance::CITADEL)
{
for(auto slot : upperArmy->Slots())
{
cb->dismissCreature(upperArmy, slot.first);
}
if(town->visitingHero)
cb->swapGarrisonHero(town);
}
}
else
{
cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
}
ai->nullkiller->lockHero(garrisonHero);
if(town->visitingHero && town->visitingHero != garrisonHero)
{
ai->nullkiller->unlockHero(town->visitingHero.get());
makePossibleUpgrades(town->visitingHero);
}
logAi->debug("Put hero %s to garrison of %s", town->garrisonHero->name, town->name);
logAi->debug("Put hero %s to garrison of %s", garrisonHero->name, town->name);
}

View File

@@ -96,9 +96,36 @@ void ExecuteHeroChain::accept(VCAI * ai)
}
}
if(node.turns == 0)
{
auto targetNode = cb->getPathsInfo(hero.get())->getPathInfo(node.coord);
if(!targetNode->accessible || targetNode->turns != 0)
{
logAi->error(
"Enable to complete chain. Expected hero %s to arive to %s but he in 0 turns but he can not do this",
hero.name,
node.coord.toString(),
hero->visitablePos().toString());
return;
}
}
Goals::VisitTile(node.coord).sethero(hero).accept(ai);
}
if(node.turns == 0)
{
logAi->error(
"Enable to complete chain. Expected hero %s to arive to %s but he is at %s",
hero.name,
node.coord.toString(),
hero->visitablePos().toString());
return;
}
// no exception means we were not able to rich the tile
ai->nullkiller->lockHero(hero.get());
blockedIndexes.insert(node.parentIndex);

View File

@@ -190,17 +190,6 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
{
dstNode->specialAction->applyOnDestination(dstNode->actor->hero, destination, source, dstNode, srcNode);
}
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Commited %s -> %s, cost: %f, hero: %s, mask: %x, army: %i",
source.coord.toString(),
destination.coord.toString(),
destination.cost,
dstNode->actor->toString(),
dstNode->actor->chainMask,
dstNode->actor->armyValue);
#endif
});
}
@@ -212,6 +201,11 @@ void AINodeStorage::commit(
int movementLeft,
float cost) const
{
if(destination->actor->chainMask == 195 && turn == 0)
{
throw std::exception();
}
destination->action = action;
destination->cost = cost;
destination->moveRemains = movementLeft;
@@ -221,6 +215,19 @@ void AINodeStorage::commit(
destination->danger = source->danger;
destination->theNodeBefore = source->theNodeBefore;
destination->chainOther = nullptr;
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
source->coord.toString(),
destination->coord.toString(),
destination->cost,
std::to_string(destination->turns),
destination->moveRemains,
destination->actor->toString(),
destination->actor->chainMask,
destination->actor->armyValue);
#endif
}
std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
@@ -318,7 +325,7 @@ void AINodeStorage::calculateHeroChain(
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Thy exchange %s[%i] -> %s[%i] at %s",
"Thy exchange %s[%x] -> %s[%x] at %s",
node->actor->toString(),
node->actor->chainMask,
srcNode->actor->toString(),
@@ -343,7 +350,7 @@ void AINodeStorage::calculateHeroChain(
{
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Exchange allowed %s[%i] -> %s[%i] at %s",
"Exchange allowed %s[%x] -> %s[%x] at %s",
other->actor->toString(),
other->actor->chainMask,
carrier->actor->toString(),
@@ -423,12 +430,14 @@ void AINodeStorage::addHeroChain(const std::vector<ExchangeCandidate> & result)
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Chain accepted at %s %s -> %s, mask %x, cost %f, army %i",
"Chain accepted at %s %s -> %s, mask %x, cost %f, turn: %s, mp: %d, army %i",
exchangeNode->coord.toString(),
other->actor->toString(),
exchangeNode->actor->toString(),
exchangeNode->actor->chainMask,
exchangeNode->cost,
std::to_string(exchangeNode->turns),
exchangeNode->moveRemains,
exchangeNode->actor->armyValue);
#endif
heroChain.push_back(exchangeNode);
@@ -581,16 +590,110 @@ std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
return neighbours;
}
void AINodeStorage::getBestInitialNodeForTownPortal()
struct TowmPortalFinder
{
const std::vector<CGPathNode *> & initialNodes;
SecSkillLevel::SecSkillLevel townPortalSkillLevel;
uint64_t movementNeeded;
const ChainActor * actor;
const CGHeroInstance * hero;
std::vector<const CGTownInstance *> targetTowns;
AINodeStorage * nodeStorage;
}
SpellID spellID;
const CSpell * townPortal;
TowmPortalFinder(
const ChainActor * actor,
const std::vector<CGPathNode *> & initialNodes,
std::vector<const CGTownInstance *> targetTowns,
AINodeStorage * nodeStorage)
:actor(actor), initialNodes(initialNodes), hero(actor->hero),
targetTowns(targetTowns), nodeStorage(nodeStorage)
{
spellID = SpellID::TOWN_PORTAL;
townPortal = spellID.toSpell();
// TODO: Copy/Paste from TownPortalMechanics
townPortalSkillLevel = SecSkillLevel::SecSkillLevel(hero->getSpellSchoolLevel(townPortal));
movementNeeded = GameConstants::BASE_MOVEMENT_COST * (townPortalSkillLevel >= SecSkillLevel::EXPERT ? 2 : 3);
}
bool actorCanCastTownPortal()
{
return hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal);
}
CGPathNode * getBestInitialNodeForTownPortal(const CGTownInstance * targetTown)
{
CGPathNode * bestNode = nullptr;
for(CGPathNode * node : initialNodes)
{
auto aiNode = nodeStorage->getAINode(node);
if(aiNode->actor->baseActor != actor
|| node->layer != EPathfindingLayer::LAND
|| node->moveRemains < movementNeeded)
{
continue;
}
if(townPortalSkillLevel < SecSkillLevel::ADVANCED)
{
const CGTownInstance * nearestTown = *vstd::minElementByFun(targetTowns, [&](const CGTownInstance * t) -> int
{
return node->coord.dist2dSQ(t->visitablePos());
});
if(targetTown != nearestTown)
continue;
}
if(!bestNode || bestNode->cost > node->cost)
bestNode = node;
}
return bestNode;
}
boost::optional<AIPathNode *> createTownPortalNode(const CGTownInstance * targetTown)
{
auto bestNode = getBestInitialNodeForTownPortal(targetTown);
if(!bestNode)
return boost::none;
auto nodeOptional = nodeStorage->getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
if(!nodeOptional)
return boost::none;
AIPathNode * node = nodeOptional.get();
float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
movementCost += bestNode->cost;
if(node->action == CGPathNode::UNKNOWN || node->cost > movementCost)
{
nodeStorage->commit(
node,
nodeStorage->getAINode(bestNode),
CGPathNode::TELEPORT_NORMAL,
bestNode->turns,
bestNode->moveRemains - movementNeeded,
movementCost);
node->theNodeBefore = bestNode;
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
}
return nodeOptional;
}
};
void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *> & initialNodes)
{
SpellID spellID = SpellID::TOWN_PORTAL;
const CSpell * townPortal = spellID.toSpell();
std::set<const ChainActor *> actorsOfInitial;
for(const CGPathNode * node : initialNodes)
@@ -605,92 +708,36 @@ void AINodeStorage::calculateTownPortalTeleportations(std::vector<CGPathNode *>
if(!actor->hero)
continue;
auto hero = actor->hero;
auto towns = cb->getTownsInfo(false);
if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
{
auto towns = cb->getTownsInfo(false);
return cb->getPlayerRelations(actor->hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
});
vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
{
return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
});
if(!towns.size())
{
return; // no towns no need to run loop further
}
if(!towns.size())
{
return; // no towns no need to run loop further
}
// TODO: Copy/Paste from TownPortalMechanics
auto skillLevel = hero->getSpellSchoolLevel(townPortal);
auto movementNeeded = GameConstants::BASE_MOVEMENT_COST * (skillLevel >= 3 ? 2 : 3);
TowmPortalFinder townPortalFinder(actor, initialNodes, towns, this);
if(townPortalFinder.actorCanCastTownPortal())
{
for(const CGTownInstance * targetTown : towns)
{
CGPathNode * bestNode = nullptr;
for(CGPathNode * node : initialNodes)
{
auto aiNode = getAINode(node);
if(aiNode->actor->baseActor != actor
|| node->layer != EPathfindingLayer::LAND
|| node->moveRemains < movementNeeded)
{
continue;
}
if(skillLevel < SecSkillLevel::ADVANCED)
{
const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
{
return node->coord.dist2dSQ(t->visitablePos());
});
if(targetTown != nearestTown)
continue;
}
if(!bestNode || bestNode->cost > node->cost)
bestNode = node;
}
if(!bestNode)
continue;
// TODO: allow to hide visiting hero in garrison
if(targetTown->visitingHero && targetTown->visitingHero != hero)
if(targetTown->visitingHero && targetTown->visitingHero != actor->hero)
continue;
auto nodeOptional = getOrCreateNode(targetTown->visitablePos(), EPathfindingLayer::LAND, actor->castActor);
auto nodeOptional = townPortalFinder.createTownPortalNode(targetTown);
if(nodeOptional)
{
float movementCost = (float)movementNeeded / (float)hero->maxMovePoints(EPathfindingLayer::LAND);
movementCost += bestNode->cost;
#ifdef AI_TRACE_LEVEL >= 1
#if AI_TRACE_LEVEL >= 1
logAi->trace("Adding town portal node at %s", targetTown->name);
#endif
AIPathNode * node = nodeOptional.get();
if(node->action == CGPathNode::UNKNOWN || node->cost > movementCost)
{
commit(
node,
getAINode(bestNode),
CGPathNode::TELEPORT_NORMAL,
bestNode->turns,
bestNode->moveRemains - movementNeeded,
movementCost);
node->theNodeBefore = bestNode;
node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
}
initialNodes.push_back(node);
initialNodes.push_back(nodeOptional.get());
}
}
}
@@ -726,20 +773,21 @@ bool AINodeStorage::hasBetterChain(
{
if(node.cost < candidateNode->cost)
{
#ifdef AI_TRACE_LEVEL >= 1
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move %s:->%s, mask=%i, mp diff: %i",
"Block ineficient battle move %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
#endif
return true;
}
}
if(candidateActor->actorExchangeCount == 1
&& (candidateActor->chainMask & node.actor->chainMask) == 0)
if((candidateActor->chainMask & node.actor->chainMask) == 0)
continue;
auto nodeActor = node.actor;
@@ -749,15 +797,42 @@ bool AINodeStorage::hasBetterChain(
if(nodeArmyValue > candidateArmyValue
&& node.cost <= candidateNode->cost)
{
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger army %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
#endif
return true;
}
if(nodeArmyValue == candidateArmyValue
/*if(nodeArmyValue == candidateArmyValue
&& nodeActor->heroFightingStrength >= candidateActor->heroFightingStrength
&& node.cost <= candidateNode->cost)
{
if(nodeActor->heroFightingStrength == candidateActor->heroFightingStrength
&& node.cost == candidateNode->cost
&& &node < candidateNode)
{
continue;
}
#if AI_TRACE_LEVEL >= 2
logAi->trace(
"Block ineficient move because of stronger hero %s->%s, hero: %s[%X], army %lld, mp diff: %i",
source->coord.toString(),
candidateNode->coord.toString(),
candidateNode->actor->hero->name,
candidateNode->actor->chainMask,
candidateNode->actor->armyValue,
node.moveRemains - candidateNode->moveRemains);
#endif
return true;
}
}*/
}
return false;
@@ -821,11 +896,12 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
if(node->chainOther)
fillChainInfo(node->chainOther, path, parentIndex);
if(node->actor->hero->visitablePos() != node->coord)
//if(node->actor->hero->visitablePos() != node->coord)
{
AIPathNodeInfo pathNode;
pathNode.cost = node->cost;
pathNode.targetHero = node->actor->hero;
pathNode.chainMask = node->actor->chainMask;
pathNode.specialAction = node->specialAction;
pathNode.turns = node->turns;
pathNode.danger = node->danger;
@@ -862,7 +938,7 @@ int3 AIPath::targetTile() const
{
if(nodes.size())
{
return nodes.front().coord;
return targetNode().coord;
}
return int3(-1, -1, -1);
@@ -873,36 +949,35 @@ const AIPathNodeInfo & AIPath::firstNode() const
return nodes.back();
}
const AIPathNodeInfo & AIPath::targetNode() const
{
auto & node = nodes.front();
return targetHero == node.targetHero ? node : nodes.at(1);
}
uint64_t AIPath::getPathDanger() const
{
if(nodes.size())
{
return nodes.front().danger;
}
if(nodes.empty())
return 0;
return 0;
return targetNode().danger;
}
float AIPath::movementCost() const
{
if(nodes.size())
{
return nodes.front().cost;
}
if(nodes.empty())
return 0.0f;
// TODO: boost:optional?
return 0.0;
return targetNode().cost;
}
uint8_t AIPath::turn() const
{
if(nodes.size())
{
return nodes.front().turns;
}
if(nodes.empty())
return 0;
// TODO: boost:optional?
return 0;
return targetNode().turns;
}
uint64_t AIPath::getHeroStrength() const
@@ -921,9 +996,11 @@ uint64_t AIPath::getTotalDanger(HeroPtr hero) const
std::string AIPath::toString()
{
std::stringstream str;
str << targetHero->name << "[" << std::hex << chainMask << std::dec << "]" << ": ";
for(auto node : nodes)
str << node.targetHero->name << "->" << node.coord.toString() << "; ";
str << node.targetHero->name << "[" << std::hex << node.chainMask << std::dec << "]" << "->" << node.coord.toString() << "; ";
return str.str();
}

View File

@@ -10,8 +10,8 @@
#pragma once
#define VCMI_TRACE_PATHFINDER 2
#define AI_TRACE_LEVEL 2
#define VCMI_TRACE_PATHFINDER 1
#define AI_TRACE_LEVEL 1
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
@@ -39,6 +39,7 @@ struct AIPathNodeInfo
uint64_t danger;
const CGHeroInstance * targetHero;
int parentIndex;
uint64_t chainMask;
std::shared_ptr<const ISpecialAction> specialAction;
};
@@ -66,6 +67,8 @@ struct AIPath
const AIPathNodeInfo & firstNode() const;
const AIPathNodeInfo & targetNode() const;
float movementCost() const;
uint8_t turn() const;
@@ -99,7 +102,7 @@ private:
public:
/// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
static const int NUM_CHAINS = 5 * GameConstants::MAX_HEROES_PER_PLAYER;
static const int NUM_CHAINS = 10 * GameConstants::MAX_HEROES_PER_PLAYER;
AINodeStorage(const int3 & sizes);
~AINodeStorage();
@@ -120,11 +123,28 @@ public:
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
void commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) const;
const AIPathNode * getAINode(const CGPathNode * node) const;
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
bool isMovementIneficient(const PathNodeInfo & source, CDestinationNodeInfo & destination) const
{
// further chain distribution is calculated as the last stage
if(heroChainPass && destination.node->turns > heroChainTurn)
return true;
return hasBetterChain(source, destination);
}
template<class NodeRange>
bool hasBetterChain(
const CGPathNode * source,
@@ -167,13 +187,6 @@ private:
void calculateTownPortalTeleportations(std::vector<CGPathNode *> & neighbours);
void fillChainInfo(const AIPathNode * node, AIPath & path, int parentIndex) const;
void commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) const;
ExchangeCandidate calculateExchange(
ChainActor * exchangeActor,

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@@ -45,7 +45,7 @@ namespace AIPathfinding
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
if(nodeStorage->hasBetterChain(source, destination))
if(nodeStorage->isMovementIneficient(source, destination))
{
destination.blocked = true;

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@@ -32,7 +32,7 @@ extern FuzzyHelper * fh;
class CGVisitableOPW;
const double SAFE_ATTACK_CONSTANT = 1.5;
const float SAFE_ATTACK_CONSTANT = 1.5;
//one thread may be turn of AI and another will be handling a side effect for AI2
boost::thread_specific_ptr<CCallback> cb;
@@ -1064,9 +1064,13 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
checkHeroArmy(h);
break;
case Obj::TOWN:
moveCreaturesToHero(dynamic_cast<const CGTownInstance *>(obj));
if(h->visitedTown) //we are inside, not just attacking
{
makePossibleUpgrades(h.get());
if(!h->visitedTown->garrisonHero)
moveCreaturesToHero(h->visitedTown);
townVisitsThisWeek[h].insert(h->visitedTown);
ah->updateHeroRoles();
if(ah->getHeroRole(h) == HeroRole::MAIN && !h->hasSpellbook() && ah->freeGold() >= GameConstants::SPELLBOOK_GOLD_COST)