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Merge pull request #4612 from vcmi/nkai-treat-pandora-as-blocker

NKAI: pandora as blocker object
This commit is contained in:
Andrii Danylchenko 2024-09-22 15:30:17 +03:00 committed by GitHub
commit 894c88defc
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GPG Key ID: B5690EEEBB952194
8 changed files with 23 additions and 17 deletions

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@ -649,7 +649,14 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
auto danger = nullkiller->dangerEvaluator->evaluateDanger(target, hero.get());
auto ratio = static_cast<float>(danger) / hero->getTotalStrength();
answer = topObj->id == goalObjectID; // no if we do not aim to visit this object
answer = 1;
if(topObj->id != goalObjectID && nullkiller->dangerEvaluator->evaluateDanger(topObj) > 0)
{
// no if we do not aim to visit this object
answer = 0;
}
logAi->trace("Query hook: %s(%s) by %s danger ratio %f", target.toString(), topObj->getObjectName(), hero.name(), ratio);
if(cb->getObj(goalObjectID, false))

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@ -146,6 +146,13 @@ std::optional<const CGObjectInstance *> ObjectClusterizer::getBlocker(const AIPa
return blocker;
}
auto danger = ai->dangerEvaluator->evaluateDanger(blocker);
if(danger > 0 && blocker->isBlockedVisitable() && isObjectRemovable(blocker))
{
return blocker;
}
return std::optional< const CGObjectInstance *>();
}

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@ -59,7 +59,7 @@ void ExploreNeighbourTile::accept(AIGateway * ai)
return;
}
auto danger = ai->nullkiller->pathfinder->getStorage()->evaluateDanger(target, hero, true);
auto danger = ai->nullkiller->dangerEvaluator->evaluateDanger(target, hero, true);
if(danger > 0 || !ai->moveHeroToTile(target, hero))
{

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@ -97,8 +97,6 @@ AINodeStorage::AINodeStorage(const Nullkiller * ai, const int3 & Sizes)
{
accessibility = std::make_unique<boost::multi_array<EPathAccessibility, 4>>(
boost::extents[sizes.z][sizes.x][sizes.y][EPathfindingLayer::NUM_LAYERS]);
dangerEvaluator.reset(new FuzzyHelper(ai));
}
AINodeStorage::~AINodeStorage() = default;
@ -1419,7 +1417,7 @@ void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 &
path.targetHero = node.actor->hero;
path.heroArmy = node.actor->creatureSet;
path.armyLoss = node.armyLoss;
path.targetObjectDanger = evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
if(path.targetObjectDanger > 0)
{

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@ -176,7 +176,6 @@ private:
const CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
AISharedStorage nodes;
std::vector<std::shared_ptr<ChainActor>> actors;
std::vector<CGPathNode *> heroChain;
@ -285,11 +284,6 @@ public:
bool calculateHeroChain();
bool calculateHeroChainFinal();
inline uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero, bool checkGuards) const
{
return dangerEvaluator->evaluateDanger(tile, hero, checkGuards);
}
uint64_t evaluateArmyLoss(const CGHeroInstance * hero, uint64_t armyValue, uint64_t danger) const;
inline EPathAccessibility getAccessibility(const int3 & tile, EPathfindingLayer layer) const

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@ -291,7 +291,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
}
path.armyLoss += loss;
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
paths.push_back(path);
@ -356,7 +356,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
path.heroArmy = entryPath.heroArmy;
path.exchangeCount = entryPath.exchangeCount;
path.armyLoss = entryPath.armyLoss + ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectDanger = ai->dangerEvaluator->evaluateDanger(tile, path.targetHero, !allowBattle);
path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
AIPathNodeInfo n;

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@ -164,7 +164,7 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
auto from = path.targetHero->visitablePos();
auto fromObj = actorObjectMap[path.targetHero];
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
auto danger = ai->dangerEvaluator->evaluateDanger(pos, path.targetHero, true);
auto updated = target->tryAddConnection(
from,
pos,
@ -220,7 +220,7 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
continue;
}
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos2, path1.targetHero, true);
auto danger = ai->dangerEvaluator->evaluateDanger(pos2, path1.targetHero, true);
auto updated = target->tryAddConnection(
pos1,

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@ -227,7 +227,7 @@ namespace AIPathfinding
return false;
}
auto danger = nodeStorage->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true);
auto danger = ai->dangerEvaluator->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true);
if(danger)
{
@ -313,7 +313,7 @@ namespace AIPathfinding
}
auto hero = nodeStorage->getHero(source.node);
uint64_t danger = nodeStorage->evaluateDanger(destination.coord, hero, true);
uint64_t danger = ai->dangerEvaluator->evaluateDanger(destination.coord, hero, true);
uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);