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Fixed AI getting stuck at blockVisit objects (Tavern, Borderguards/gates etc).
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a1b7c9d8d2
commit
9b5af484b7
@ -400,11 +400,19 @@ int3 whereToExplore(HeroPtr h)
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}
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}
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}
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}
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bool isBlockedBorderGate(int3 tileToHit)
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bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
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{
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{
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return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
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return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
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(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
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(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
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}
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}
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bool isBlockVisitObj(const int3 &pos)
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{
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if (auto obj = cb->getTopObj(pos))
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if (obj->blockVisit) //we can't stand on that object
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return true;
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
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{ //TODO: do not explore dead-end boundaries
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{ //TODO: do not explore dead-end boundaries
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@ -145,6 +145,7 @@ void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out
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bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
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bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isBlockVisitObj(const int3 &pos);
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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@ -1870,6 +1870,8 @@ bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /
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bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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{
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{
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//TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
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auto afterMovementCheck = [&]() -> void
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auto afterMovementCheck = [&]() -> void
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{
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{
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waitTillFree(); //movement may cause battle or blocking dialog
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waitTillFree(); //movement may cause battle or blocking dialog
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@ -2558,11 +2560,19 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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{
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{
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int3 ourPos = h->convertPosition(h->pos, false);
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int3 ourPos = h->convertPosition(h->pos, false);
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std::map<int3, int> dstToRevealedTiles;
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std::map<int3, int> dstToRevealedTiles;
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for(crint3 dir : int3::getDirs())
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for (crint3 dir : int3::getDirs())
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if(cb->isInTheMap(hpos+dir))
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{
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int3 tile = hpos + dir;
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if (cb->isInTheMap(tile))
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if (ourPos != dir) //don't stand in place
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if (ourPos != dir) //don't stand in place
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if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
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if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
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dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
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{
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if (isBlockVisitObj(tile))
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continue;
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else
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dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
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}
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}
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if (dstToRevealedTiles.empty()) //yes, it DID happen!
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if (dstToRevealedTiles.empty()) //yes, it DID happen!
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throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
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throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
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@ -2619,8 +2629,10 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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{
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{
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if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
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if(isSafeToVisit(h, tile))
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{
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{
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if (isBlockVisitObj(tile)) //we can't stand on that object
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continue;
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bestTile = tile;
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bestTile = tile;
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bestValue = ourValue;
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bestValue = ourValue;
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}
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}
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@ -2667,7 +2679,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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ui64 ourDanger = evaluateDanger(t, h.h);
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ui64 ourDanger = evaluateDanger(t, h.h);
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if (ourDanger < lowestDanger)
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if (ourDanger < lowestDanger)
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{
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{
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if(!isBlockedBorderGate(t))
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if(!isBlockVisitObj(t))
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{
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{
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if (!ourDanger) //at least one safe place found
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if (!ourDanger) //at least one safe place found
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return t;
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return t;
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