mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
First attempt to replace rule-of-a-thumb behavior with actual reasoning
- GATHER_ARMY goal replaces wander function - Heroes will remember their own goals until they are fulfilled - Goal search handles mutual dependency - AI will recruit multiple heroes for exploration - Lots of tweaks
This commit is contained in:
parent
f2f39f1497
commit
9518474ec7
290
AI/VCAI/VCAI.cpp
290
AI/VCAI/VCAI.cpp
@ -182,7 +182,7 @@ template <typename Container, typename Item>
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bool remove_if_present(Container &c, const Item &item)
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{
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auto i = std::find(c.begin(), c.end(), item);
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if(i != c.end())
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if (i != c.end())
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{
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c.erase(i);
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return true;
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@ -191,6 +191,18 @@ bool remove_if_present(Container &c, const Item &item)
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return false;
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}
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template <typename V, typename Item, typename Item2>
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bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
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{
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auto i = c.find(item);
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if (i != c.end())
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{
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c.erase(i);
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return true;
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}
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return false;
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}
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template <typename Container, typename Pred>
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void erase(Container &c, Pred pred)
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{
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@ -284,15 +296,11 @@ ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
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if(t->visitable)
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{
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dangerousObject = dynamic_cast<CArmedInstance*>(t->visitableObjects.back());
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objectDanger = evaluateDanger(t->visitableObjects.back()); //unguarded objects can also be dangerous or unhandled
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if (dangerousObject)
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{
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objectDanger = evaluateDanger(dangerousObject);
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objectDanger *= fh->getTacticalAdvantage (visitor, dangerousObject);
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}
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else
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{
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objectDanger = 0;
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}
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}
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int3 guardPos = cb->guardingCreaturePosition(tile);
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@ -331,6 +339,11 @@ ui64 evaluateDanger(const CGObjectInstance *obj)
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const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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{
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const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
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return d->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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@ -834,20 +847,46 @@ void VCAI::makeTurn()
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BNLOG("Player %d starting turn", playerID);
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INDENT;
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if(cb->getDate(1) == 1)
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switch(cb->getDate(1))
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{
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townVisitsThisWeek.clear();
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std::vector<const CGObjectInstance *> objs;
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retreiveVisitableObjs(objs, true);
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BOOST_FOREACH(const CGObjectInstance *obj, objs)
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case 1:
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{
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if (isWeeklyRevisitable(obj))
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townVisitsThisWeek.clear();
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std::vector<const CGObjectInstance *> objs;
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retreiveVisitableObjs(objs, true);
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BOOST_FOREACH(const CGObjectInstance *obj, objs)
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{
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if (!vstd::contains(visitableObjs, obj))
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visitableObjs.push_back(obj);
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auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
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if (o != alreadyVisited.end())
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alreadyVisited.erase(o);
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if (isWeeklyRevisitable(obj))
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{
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if (!vstd::contains(visitableObjs, obj))
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visitableObjs.push_back(obj);
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auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
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if (o != alreadyVisited.end())
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alreadyVisited.erase(o);
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}
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}
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}
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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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{
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ui64 totalDanger = 0;
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int dangerousObjects = 0;
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std::vector<const CGObjectInstance *> objs;
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retreiveVisitableObjs(objs, false);
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BOOST_FOREACH (auto obj, objs)
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{
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if (evaluateDanger(obj)) //potentilaly dnagerous
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{
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totalDanger += evaluateDanger (obj->visitablePos(), h);
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++dangerousObjects;
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}
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}
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if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())
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{
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setGoal (h, CGoal(GATHER_ARMY).sethero(h));
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}
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}
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}
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}
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@ -862,7 +901,6 @@ void VCAI::makeTurn()
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void VCAI::makeTurnInternal()
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{
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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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@ -872,8 +910,12 @@ void VCAI::makeTurnInternal()
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try
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{
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striveToGoal(CGoal(WIN));
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striveToGoal(CGoal(BUILD));
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striveToGoal(CGoal(EXPLORE)); //if we have any MPs left, why not use them?
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for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals
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{
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if (!hg->second.invalid())
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striveToGoal (hg->second);
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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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{
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@ -1058,75 +1100,11 @@ void VCAI::wander(const CGHeroInstance * h)
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while(1)
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{
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auto dests = getPossibleDestinations(h);
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if(!dests.size())
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if(!dests.size()) //TODO: merge with GATHER_ARMY goal
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{
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auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
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{
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return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
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};
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std::vector<const CGTownInstance *> townsReachable;
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std::vector<const CGTownInstance *> townsNotReachable;
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BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
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{
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if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
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{
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if(isReachable(t))
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townsReachable.push_back(t);
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else
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townsNotReachable.push_back(t);
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}
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}
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// towns.erase(boost::remove_if(towns, [=](const CGTownInstance *t) -> bool
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// {
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// return !!t->visitingHero || !isReachable(t) || !howManyReinforcementsCanGet(h,t) || vstd::contains(townVisitsThisWeek[h], t);
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// }),towns.end());
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if(townsReachable.size())
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{
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boost::sort(townsReachable, compareReinforcements);
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dests.push_back(townsReachable.back());
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}
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else if(townsNotReachable.size())
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{
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boost::sort(townsNotReachable, compareReinforcements);
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//TODO pick the truly best
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const CGTownInstance *t = townsNotReachable.back();
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BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
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int3 pos1 = h->pos;
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striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
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if(pos1 == h->pos && h == primaryHero()) //hero can't move
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{
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/*boost::sort(unreachableTowns, compareArmyStrength);*/
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//BOOST_FOREACH(const CGTownInstance *t, unreachableTowns)
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if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
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recruitHero(t);
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}
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break;
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}
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else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
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{
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std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
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erase_if(towns, [](const CGTownInstance *t) -> bool
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{
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BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
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if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
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return true;
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return false;
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});
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boost::sort(towns, compareArmyStrength);
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if(towns.size())
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recruitHero(towns.back());
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break;
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}
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else
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{
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PNLOG("Nowhere more to go...\n");
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break;
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}
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PNLOG("Nowhere more to go...\n");
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setGoal (h, INVALID);
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break;
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}
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if(!goVisitObj(dests.front(), h))
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@ -1144,6 +1122,16 @@ void VCAI::wander(const CGHeroInstance * h)
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}
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}
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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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}
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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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}
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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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{
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assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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@ -1313,7 +1301,7 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
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if(path.nodes[i-1].turns)
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{
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blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
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//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
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break;
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}
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@ -1331,7 +1319,10 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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waitTillFree(); //movement may cause battle or blocking dialog
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boost::this_thread::interruption_point();
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if(h->tempOwner != playerID) //we lost hero
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{
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remove_if_present(lockedHeroes, h);
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break;
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}
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}
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ret = !i;
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@ -1408,7 +1399,8 @@ 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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ai->moveHeroToTile(g.tile, g.hero);
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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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}
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else
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throw cannotFulfillGoalException("There's a blocked gate!");
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@ -1446,11 +1438,14 @@ void VCAI::tryRealize(CGoal g)
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case DIG_AT_TILE:
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{
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assert(g.hero->visitablePos() == g.tile);
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if(g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
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cb->dig(g.hero);
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if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
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{
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cb->dig (g.hero);
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setGoal (g.hero, INVALID); // finished digging
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}
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else
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{
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ai->blockedHeroes.insert(g.hero);
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ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
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throw cannotFulfillGoalException("A hero can't dig!\n");
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}
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}
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@ -1484,6 +1479,8 @@ void VCAI::tryRealize(CGoal g)
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}
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case CONQUER:
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case GATHER_ARMY:
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case BOOST_HERO:
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// TODO: conquer??
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throw cannotFulfillGoalException("I don't know how to fulfill this!");
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@ -1495,14 +1492,14 @@ void VCAI::tryRealize(CGoal g)
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throw cannotFulfillGoalException("I don't know how to fulfill this!");
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default:
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assert(0);
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throw cannotFulfillGoalException("Unknown type of goal !");
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}
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}
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const CGTownInstance * VCAI::findTownWithTavern() const
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{
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BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
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if(vstd::contains(t->builtBuildings, EBuilding::TAVERN))
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if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
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return t;
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return NULL;
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@ -1511,9 +1508,11 @@ const CGTownInstance * VCAI::findTownWithTavern() const
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std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
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{
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std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
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BOOST_FOREACH(const CGHeroInstance *h, blockedHeroes)
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remove_if_present(ret, h);
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BOOST_FOREACH(auto h, lockedHeroes)
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{
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if (!h.second.invalid()) //we can use heroes without valid goal
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remove_if_present(ret, h.first);
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}
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return ret;
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}
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@ -1550,7 +1549,8 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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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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while(!goal.isElementar)
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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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INDENT;
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BNLOG("Considering goal %d.", goal.goalType);
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@ -1558,6 +1558,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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{
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boost::this_thread::interruption_point();
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goal = goal.whatToDoToAchieve();
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--maxGoals;
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}
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catch(std::exception &e)
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{
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@ -1569,6 +1570,17 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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try
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{
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boost::this_thread::interruption_point();
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if (goal.hero) //lock this hero to fulfill ultimate goal
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{
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if (maxGoals)
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{
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setGoal (goal.hero, goal);
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}
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else
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{
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setGoal (goal.hero, INVALID); // we seemingly don't know what to do with hero
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}
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}
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tryRealize(goal);
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boost::this_thread::interruption_point();
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}
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@ -2026,18 +2038,33 @@ TSubgoal CGoal::whatToDoToAchieve()
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//return CGoal(EXPLORE); // TODO improve
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case EXPLORE:
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{
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if(cb->getHeroesInfo().empty())
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return CGoal(RECRUIT_HERO);
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auto hs = cb->getHeroesInfo();
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assert(hs.size());
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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 !h->movement || contains(ai->blockedHeroes, h); //only hero with movement are of interest for us
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return contains(ai->lockedHeroes, h);
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});
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if(hs.empty())
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if(hs.empty()) //all heroes are busy. buy new one
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{
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throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
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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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const CGHeroInstance *h = hs.front();
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@ -2090,7 +2117,7 @@ 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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return CGoal(INVALID); //todo can gather army?
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return CGoal(GATHER_ARMY).sethero(hero);
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}
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else //inaccessible for all heroes
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return CGoal(CLEAR_WAY_TO).settile(tile);
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@ -2181,7 +2208,7 @@ TSubgoal CGoal::whatToDoToAchieve()
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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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{
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return vstd::contains(ai->blockedHeroes, h) || !h->movement;
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return vstd::contains(ai->lockedHeroes, h) || !h->movement;
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});
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boost::sort(heroes, compareHeroStrength);
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@ -2217,13 +2244,58 @@ TSubgoal CGoal::whatToDoToAchieve()
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}
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return CGoal(EXPLORE); //enemy is inaccessible
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;
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}
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break;
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case BUILD:
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I_AM_ELEMENTAR;
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case INVALID:
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I_AM_ELEMENTAR;
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case GATHER_ARMY:
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{
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const CGHeroInstance *h = hero;
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auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
|
||||
{
|
||||
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
|
||||
};
|
||||
|
||||
std::vector<const CGTownInstance *> townsReachable;
|
||||
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
||||
{
|
||||
if(!t->visitingHero && howManyReinforcementsCanGet(h,t))
|
||||
{
|
||||
if(isReachable(t))
|
||||
townsReachable.push_back(t);
|
||||
}
|
||||
}
|
||||
|
||||
if(townsReachable.size()) //try towns first
|
||||
{
|
||||
boost::sort(townsReachable, compareReinforcements);
|
||||
return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
|
||||
}
|
||||
else
|
||||
{
|
||||
std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
|
||||
ai->retreiveVisitableObjs(objs);
|
||||
erase_if(objs, [&](const CGObjectInstance *obj)
|
||||
{
|
||||
return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
|
||||
});
|
||||
if(objs.empty()) //no possible objects, we did eveyrthing already
|
||||
return CGoal(EXPLORE).sethero(hero);
|
||||
//TODO: check if we can recruit any creatures there, evaluate army
|
||||
|
||||
boost::sort(objs, isCloser);
|
||||
BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
||||
{ //find safe dwelling
|
||||
if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes
|
||||
return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());
|
||||
}
|
||||
}
|
||||
|
||||
return CGoal(EXPLORE); //find dwelling
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert(0);
|
||||
}
|
||||
|
@ -37,7 +37,7 @@ public:
|
||||
enum EGoals
|
||||
{
|
||||
INVALID = -1,
|
||||
WIN, DO_NOT_LOSE, CONQUER, BUILD, EXPLORE, //GATHER_ARMY,// BOOST_HERO,
|
||||
WIN, DO_NOT_LOSE, CONQUER, BUILD, EXPLORE, GATHER_ARMY, BOOST_HERO,
|
||||
RECRUIT_HERO,
|
||||
BUILD_STRUCTURE, //if hero set, then in visited town
|
||||
COLLECT_RES,
|
||||
@ -156,7 +156,7 @@ public:
|
||||
std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
|
||||
std::map<const CGHeroInstance *, std::vector<const CGTownInstance *> > townVisitsThisWeek;
|
||||
|
||||
std::set<const CGHeroInstance *> blockedHeroes; //they won't get any new action
|
||||
std::map<const CGHeroInstance *, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
|
||||
|
||||
std::vector<const CGObjectInstance *> visitableObjs;
|
||||
std::vector<const CGObjectInstance *> alreadyVisited;
|
||||
@ -170,8 +170,6 @@ public:
|
||||
VCAI(void);
|
||||
~VCAI(void);
|
||||
|
||||
CGoal currentGoal;
|
||||
|
||||
CGObjectInstance * visitedObject; //remember currently viisted object
|
||||
|
||||
boost::thread *makingTurn;
|
||||
@ -250,6 +248,8 @@ public:
|
||||
void striveToGoal(const CGoal &ultimateGoal);
|
||||
void endTurn();
|
||||
void wander(const CGHeroInstance * h);
|
||||
void setGoal (const CGHeroInstance *h, const CGoal goal);
|
||||
void setGoal (const CGHeroInstance *h, EGoals goalType = INVALID);
|
||||
|
||||
void recruitHero(const CGTownInstance * t);
|
||||
std::vector<const CGObjectInstance *> getPossibleDestinations(const CGHeroInstance *h);
|
||||
|
@ -64,6 +64,7 @@ namespace GameConstants
|
||||
const int CRE_LEVELS = 10;
|
||||
const int F_NUMBER = 9; //factions (town types) quantity
|
||||
const int PLAYER_LIMIT = 8; //player limit per map
|
||||
const int MAX_HEROES_PER_PLAYER = 8;
|
||||
const int ALL_PLAYERS = 255; //bitfield
|
||||
const int HEROES_PER_TYPE=8; //amount of heroes of each type
|
||||
const int SKILL_QUANTITY=28;
|
||||
|
@ -2889,7 +2889,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
|
||||
|
||||
//common preconditions
|
||||
if( (p->resources[Res::GOLD]<2500 && complain("Not enough gold for buying hero!"))
|
||||
|| (getHeroCount(player, false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
|
||||
|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
|
||||
return false;
|
||||
|
||||
if(t) //tavern in town
|
||||
|
Loading…
Reference in New Issue
Block a user