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AI: hero chain basic logic
This commit is contained in:
parent
1e4a086bb1
commit
9d70b28c9b
@ -297,7 +297,7 @@ creInfo infoFromDC(const dwellingContent & dc)
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return ci;
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}
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t)
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{
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ui64 aivalue = 0;
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TResources availableRes = cb->getResourceAmount();
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@ -333,17 +333,17 @@ ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
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return aivalue;
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}
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t)
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ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source)
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{
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ui64 ret = 0;
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int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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int freeHeroSlots = GameConstants::ARMY_SIZE - target->stacksCount();
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std::vector<const CStackInstance *> toMove;
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for(auto const slot : t->Slots())
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for(auto const slot : source->Slots())
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{
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//can be merged woth another stack?
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SlotID dst = h->getSlotFor(slot.second->getCreatureID());
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if(h->hasStackAtSlot(dst))
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ret += t->getPower(slot.first);
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SlotID dst = target->getSlotFor(slot.second->getCreatureID());
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if(target->hasStackAtSlot(dst))
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ret += source->getPower(slot.first);
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else
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toMove.push_back(slot.second);
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}
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@ -173,8 +173,8 @@ bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
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ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source);
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ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source);
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class CDistanceSorter
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{
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@ -12,6 +12,7 @@ set(VCAI_SRCS
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Pathfinding/AIPathfinder.cpp
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Pathfinding/AINodeStorage.cpp
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Pathfinding/PathfindingManager.cpp
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Pathfinding/Actors.cpp
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Pathfinding/Actions/BattleAction.cpp
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Pathfinding/Actions/BoatActions.cpp
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Pathfinding/Actions/TownPortalAction.cpp
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@ -19,6 +20,7 @@ set(VCAI_SRCS
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Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
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Pathfinding/Rules/AIMovementToDestinationRule.cpp
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Pathfinding/Rules/AIPreviousNodeRule.cpp
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Pathfinding/Rules/AIMovementCostRule.cpp
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AIUtility.cpp
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AIhelper.cpp
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ResourceManager.cpp
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@ -61,6 +63,7 @@ set(VCAI_HEADERS
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Pathfinding/AIPathfinder.h
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Pathfinding/AINodeStorage.h
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Pathfinding/PathfindingManager.h
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Pathfinding/Actors.h
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Pathfinding/Actions/ISpecialAction.h
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Pathfinding/Actions/BattleAction.h
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Pathfinding/Actions/BoatActions.h
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@ -69,6 +72,7 @@ set(VCAI_HEADERS
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Pathfinding/Rules/AIMovementAfterDestinationRule.h
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Pathfinding/Rules/AIMovementToDestinationRule.h
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Pathfinding/Rules/AIPreviousNodeRule.h
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Pathfinding/Rules/AIMovementCostRule.h
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AIUtility.h
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AIhelper.h
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ResourceManager.h
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@ -87,7 +87,10 @@ void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNod
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updater(aiNode);
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}
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boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, const ChainActor * actor)
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boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
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const int3 & pos,
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const EPathfindingLayer layer,
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const ChainActor * actor)
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{
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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@ -115,7 +118,7 @@ std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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for(auto actorPtr : actors)
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{
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const ChainActor * actor = actorPtr.get();
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ChainActor * actor = actorPtr.get();
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AIPathNode * initialNode =
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getOrCreateNode(actor->initialPosition, actor->layer, actor)
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.get();
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@ -198,9 +201,61 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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}
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}
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if((source.node->layer == EPathfindingLayer::LAND || source.node->layer == EPathfindingLayer::SAIL)
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&& source.node->turns < 1)
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{
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addHeroChain(neighbours, srcNode);
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}
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return neighbours;
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}
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void AINodeStorage::addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * srcNode)
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{
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auto chains = nodes[srcNode->coord.x][srcNode->coord.y][srcNode->coord.z][srcNode->layer];
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for(const AIPathNode & node : chains)
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{
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if(!node.locked || !node.actor || node.action == CGPathNode::ENodeAction::UNKNOWN && node.actor->hero)
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{
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continue;
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}
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addHeroChain(result, srcNode, &node);
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addHeroChain(result, &node, srcNode);
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}
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}
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void AINodeStorage::addHeroChain(
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std::vector<CGPathNode *> & result,
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const AIPathNode * carrier,
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const AIPathNode * other)
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{
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if(carrier->actor->canExchange(other->actor))
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{
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bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
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bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
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if(hasLessMp && hasLessExperience)
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return;
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auto newActor = carrier->actor->exchange(other->actor);
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auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
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if(!chainNodeOptional)
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return;
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auto chainNode = chainNodeOptional.get();
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if(chainNode->locked)
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return;
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chainNode->specialAction = newActor->getExchangeAction();
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result.push_back(chainNode);
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}
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}
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const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
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{
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auto aiNode = getAINode(node);
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@ -230,7 +285,7 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
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{
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uint64_t mask = 1 << actors.size();
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actors.push_back(std::make_shared<ChainActor>(hero.get(), mask));
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actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
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}
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}
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@ -465,51 +520,4 @@ uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
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return danger;
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}
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ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask)
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{
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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armyValue = hero->getTotalStrength();
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setupSpecialActors();
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}
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void ChainActor::copyFrom(ChainActor * base)
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{
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hero = base->hero;
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layer = base->layer;
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initialMovement = base->initialMovement;
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initialTurn = base->initialTurn;
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}
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void ChainActor::setupSpecialActors()
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{
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auto allActors = std::vector<ChainActor *>{ this };
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specialActors.resize(7);
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for(int i = 1; i < 8; i++)
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{
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ChainActor & specialActor = specialActors[i - 1];
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specialActor.copyFrom(this);
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specialActor.allowBattle = (i & 1) > 0;
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specialActor.allowSpellCast = (i & 2) > 0;
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specialActor.allowUseResources = (i & 4) > 0;
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allActors.push_back(&specialActor);
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}
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for(int i = 0; i < 8; i++)
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{
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ChainActor * actor = allActors[i];
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actor->battleActor = allActors[i | 1];
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actor->castActor = allActors[i | 2];
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actor->resourceActor = allActors[i | 4];
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}
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}
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@ -16,38 +16,7 @@
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#include "../FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "Actions/ISpecialAction.h"
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class ChainActor
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{
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private:
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std::vector<ChainActor> specialActors;
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void copyFrom(ChainActor * base);
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void setupSpecialActors();
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public:
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// chain flags, can be combined meaning hero exchange and so on
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uint64_t chainMask;
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bool isMovable;
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bool allowUseResources;
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bool allowBattle;
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bool allowSpellCast;
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const CGHeroInstance * hero;
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const ChainActor * battleActor;
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const ChainActor * castActor;
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const ChainActor * resourceActor;
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int3 initialPosition;
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EPathfindingLayer layer;
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uint32_t initialMovement;
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uint32_t initialTurn;
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uint64_t armyValue;
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ChainActor()
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{
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}
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ChainActor(const CGHeroInstance * hero, int chainMask);
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};
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#include "Actors.h"
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struct AIPathNode : public CGPathNode
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{
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@ -100,7 +69,8 @@ private:
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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void addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * srcNode);
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void addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * carrier, const AIPathNode * other);
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public:
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/// 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.
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static const int NUM_CHAINS = 3 * GameConstants::MAX_HEROES_PER_PLAYER;
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204
AI/Nullkiller/Pathfinding/Actors.cpp
Normal file
204
AI/Nullkiller/Pathfinding/Actors.cpp
Normal file
@ -0,0 +1,204 @@
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/*
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* AINodeStorage.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Actors.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../Goals/VisitHero.h"
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class ExchangeAction : public ISpecialAction
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{
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private:
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const CGHeroInstance * target;
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const CGHeroInstance * source;
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public:
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ExchangeAction(const CGHeroInstance * target, const CGHeroInstance * source)
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:target(target), source(source)
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{ }
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virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
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{
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return Goals::sptr(Goals::VisitHero(target->id.getNum()).sethero(hero));
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}
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};
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ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
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:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
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{
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baseActor = static_cast<HeroActor *>(this);
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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armyValue = hero->getTotalStrength();
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}
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
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carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
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{
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baseActor = static_cast<HeroActor *>(this);
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armyValue = heroArmy->getArmyStrength();
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}
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HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
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:ChainActor(hero, chainMask)
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{
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setupSpecialActors();
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}
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HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
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:ChainActor(
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carrier,
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other,
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pickBestCreatures(carrier->creatureSet, other->creatureSet))
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{
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setupSpecialActors();
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exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
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}
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std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
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{
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return baseActor->exchangeAction;
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}
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void ChainActor::setBaseActor(HeroActor * base)
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{
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baseActor = base;
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hero = base->hero;
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layer = base->layer;
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initialMovement = base->initialMovement;
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initialTurn = base->initialTurn;
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armyValue = base->armyValue;
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chainMask = base->chainMask;
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creatureSet = base->creatureSet;
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}
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void HeroActor::setupSpecialActors()
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{
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auto allActors = std::vector<ChainActor *>{ this };
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for(int i = 1; i <= SPECIAL_ACTORS_COUNT; i++)
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{
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ChainActor & specialActor = specialActors[i - 1];
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specialActor.setBaseActor(this);
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specialActor.allowBattle = (i & 1) > 0;
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specialActor.allowSpellCast = (i & 2) > 0;
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specialActor.allowUseResources = (i & 4) > 0;
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allActors.push_back(&specialActor);
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}
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for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
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{
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ChainActor * actor = allActors[i];
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actor->battleActor = allActors[i | 1];
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actor->castActor = allActors[i | 2];
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actor->resourceActor = allActors[i | 4];
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}
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}
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ChainActor * ChainActor::exchange(const ChainActor * other) const
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{
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return baseActor->exchange(this, other);
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}
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bool ChainActor::canExchange(const ChainActor * other) const
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{
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return baseActor->canExchange(other->baseActor);
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}
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namespace vstd
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{
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template <class M, class Key, class F>
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typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
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{
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typedef typename M::mapped_type V;
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std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
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V &v = r.first->second;
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if(r.second)
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f(v);
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return v;
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}
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}
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bool HeroActor::canExchange(const HeroActor * other)
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{
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return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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result = (chainMask & other->chainMask) == 0
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&& howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
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});
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}
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ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
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{
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HeroActor * result;
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const HeroActor * otherBase = other->getBaseActor();
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if(vstd::contains(exchangeMap, otherBase))
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result = exchangeMap.at(otherBase);
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else
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{
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// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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result = new HeroActor(specialActor, other);
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exchangeMap[otherBase] = result;
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}
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if(specialActor == this)
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return result;
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int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
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return &actor == specialActor;
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});
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return &result->specialActors[index];
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}
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CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
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CCreatureSet * target = new CCreatureSet();
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const CCreatureSet * armies[] = { army1, army2 };
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//we calculate total strength for each creature type available in armies
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std::map<const CCreature *, int> creToPower;
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for(auto armyPtr : armies)
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{
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for(auto & i : armyPtr->Slots())
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{
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creToPower[i.second->type] += i.second->getPower();
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}
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}
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//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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int armySize = creToPower.size();
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vstd::amin(armySize, GameConstants::ARMY_SIZE);
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for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
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{
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typedef const std::pair<const CCreature *, int> & CrePowerPair;
|
||||
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
|
||||
{
|
||||
return lhs.second < rhs.second;
|
||||
});
|
||||
|
||||
target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
|
||||
creToPower.erase(creIt);
|
||||
}
|
||||
|
||||
return target;
|
||||
}
|
80
AI/Nullkiller/Pathfinding/Actors.h
Normal file
80
AI/Nullkiller/Pathfinding/Actors.h
Normal file
@ -0,0 +1,80 @@
|
||||
/*
|
||||
* AINodeStorage.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../../../lib/CPathfinder.h"
|
||||
#include "../../../lib/mapObjects/CGHeroInstance.h"
|
||||
#include "../AIUtility.h"
|
||||
#include "Actions/ISpecialAction.h"
|
||||
|
||||
class HeroActor;
|
||||
|
||||
class ChainActor
|
||||
{
|
||||
protected:
|
||||
HeroActor * baseActor;
|
||||
ChainActor(const CGHeroInstance * hero, int chainMask);
|
||||
ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
|
||||
|
||||
public:
|
||||
uint64_t chainMask;
|
||||
bool isMovable;
|
||||
bool allowUseResources;
|
||||
bool allowBattle;
|
||||
bool allowSpellCast;
|
||||
const CGHeroInstance * hero;
|
||||
const CCreatureSet * creatureSet;
|
||||
const ChainActor * battleActor;
|
||||
const ChainActor * castActor;
|
||||
const ChainActor * resourceActor;
|
||||
const ChainActor * carrierParent;
|
||||
const ChainActor * otherParent;
|
||||
int3 initialPosition;
|
||||
EPathfindingLayer layer;
|
||||
uint32_t initialMovement;
|
||||
uint32_t initialTurn;
|
||||
uint64_t armyValue;
|
||||
|
||||
ChainActor(){}
|
||||
ChainActor * exchange(const ChainActor * other) const;
|
||||
bool canExchange(const ChainActor * other) const;
|
||||
void setBaseActor(HeroActor * base);
|
||||
const HeroActor * getBaseActor() const { return baseActor; }
|
||||
std::shared_ptr<ISpecialAction> getExchangeAction() const;
|
||||
|
||||
};
|
||||
|
||||
class HeroActor : public ChainActor
|
||||
{
|
||||
public:
|
||||
static const int SPECIAL_ACTORS_COUNT = 7;
|
||||
|
||||
private:
|
||||
ChainActor specialActors[SPECIAL_ACTORS_COUNT];
|
||||
std::map<const ChainActor *, HeroActor *> exchangeMap;
|
||||
std::map<const HeroActor *, bool> canExchangeCache;
|
||||
|
||||
void setupSpecialActors();
|
||||
|
||||
public:
|
||||
std::shared_ptr<ISpecialAction> exchangeAction;
|
||||
// chain flags, can be combined meaning hero exchange and so on
|
||||
|
||||
HeroActor()
|
||||
{
|
||||
}
|
||||
|
||||
HeroActor(const CGHeroInstance * hero, int chainMask);
|
||||
HeroActor(const ChainActor * carrier, const ChainActor * other);
|
||||
ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other);
|
||||
bool canExchange(const HeroActor * other);
|
||||
CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
|
||||
};
|
@ -44,6 +44,9 @@ namespace AIPathfinding
|
||||
|
||||
if(!enemyHero && !isObjectRemovable(destination.nodeObject))
|
||||
{
|
||||
if(nodeStorage->getHero(destination.node) == destination.nodeHero)
|
||||
return;
|
||||
|
||||
destination.blocked = true;
|
||||
}
|
||||
|
||||
|
66
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.cpp
Normal file
66
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.cpp
Normal file
@ -0,0 +1,66 @@
|
||||
/*
|
||||
* AIMovementCostRule.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "AIMovementCostRule.h"
|
||||
|
||||
namespace AIPathfinding
|
||||
{
|
||||
AIMovementCostRule::AIMovementCostRule(std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
: nodeStorage(nodeStorage)
|
||||
{
|
||||
}
|
||||
|
||||
void AIMovementCostRule::process(
|
||||
const PathNodeInfo & source,
|
||||
CDestinationNodeInfo & destination,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
CPathfinderHelper * pathfinderHelper) const
|
||||
{
|
||||
auto srcNode = nodeStorage->getAINode(source.node);
|
||||
auto dstNode = nodeStorage->getAINode(destination.node);
|
||||
auto srcActor = srcNode->actor;
|
||||
auto dstActor = dstNode->actor;
|
||||
|
||||
if(srcActor == dstActor)
|
||||
{
|
||||
MovementCostRule::process(source, destination, pathfinderConfig, pathfinderHelper);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto carrierActor = dstActor->carrierParent;
|
||||
auto otherActor = dstActor->otherParent;
|
||||
|
||||
if(source.coord == destination.coord)
|
||||
{
|
||||
auto carrierNode = nodeStorage->getOrCreateNode(source.coord, source.node->layer, carrierActor).get();
|
||||
auto otherNode = nodeStorage->getOrCreateNode(source.coord, source.node->layer, otherActor).get();
|
||||
|
||||
if(carrierNode->turns >= otherNode->turns)
|
||||
{
|
||||
destination.turn = carrierNode->turns;
|
||||
destination.cost = carrierNode->cost;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
double waitingCost = otherNode->turns - carrierNode->turns - 1.0
|
||||
+ carrierNode->moveRemains / (double)pathfinderHelper->getMaxMovePoints(carrierNode->layer);
|
||||
|
||||
destination.turn = otherNode->turns;
|
||||
destination.cost = waitingCost;
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: exchange through sail->land border might be more sofisticated
|
||||
destination.blocked = true;
|
||||
}
|
||||
}
|
||||
}
|
35
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.h
Normal file
35
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.h
Normal file
@ -0,0 +1,35 @@
|
||||
/*
|
||||
* AIMovementCostRule.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../AINodeStorage.h"
|
||||
#include "../../VCAI.h"
|
||||
#include "../../../../CCallback.h"
|
||||
#include "../../../../lib/mapping/CMap.h"
|
||||
#include "../../../../lib/mapObjects/MapObjects.h"
|
||||
|
||||
namespace AIPathfinding
|
||||
{
|
||||
class AIMovementCostRule : public MovementCostRule
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<AINodeStorage> nodeStorage;
|
||||
|
||||
public:
|
||||
AIMovementCostRule(std::shared_ptr<AINodeStorage> nodeStorage);
|
||||
|
||||
virtual void process(
|
||||
const PathNodeInfo & source,
|
||||
CDestinationNodeInfo & destination,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
CPathfinderHelper * pathfinderHelper) const override;
|
||||
};
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user