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BattleAI: divide only positive part of score onto turns count
This commit is contained in:
parent
3880ea58b9
commit
9eb9404f28
@ -190,6 +190,14 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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if(stack->waited())
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{
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logAi->debug(
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"Moving %s towards hex %s[%d], score: %2f/%2f",
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stack->getDescription(),
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moveTarget.cachedAttack->attack.defender->getDescription(),
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moveTarget.cachedAttack->attack.defender->getPosition().hex,
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moveTarget.score,
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moveTarget.scorePerTurn);
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return goTowardsNearest(stack, moveTarget.positions);
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}
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else
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@ -572,7 +580,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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}
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else
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{
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ps.value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
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ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, *targets, innerCache, state);
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}
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for(auto unit : allUnits)
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@ -18,10 +18,8 @@ AttackerValue::AttackerValue()
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}
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MoveTarget::MoveTarget()
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: positions(), cachedAttack()
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: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE), scorePerTurn(EvaluationResult::INEFFECTIVE_SCORE)
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{
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score = EvaluationResult::INEFFECTIVE_SCORE;
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scorePerTurn = EvaluationResult::INEFFECTIVE_SCORE;
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turnsToRich = 1;
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}
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@ -58,7 +56,7 @@ float BattleExchangeVariant::trackAttack(
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auto attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), unitToUpdate.get(), retaliationDamage, damageCache, hb);
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attackValue -= attackerDamageReduce;
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dpsScore -= attackerDamageReduce * negativeEffectMultiplier;
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dpsScore.ourDamageReduce += attackerDamageReduce;
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attackerValue[unitToUpdate->unitId()].isRetalitated = true;
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unitToUpdate->damage(retaliationDamage);
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@ -80,7 +78,7 @@ float BattleExchangeVariant::trackAttack(
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auto collateralDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), collateralDamage, damageCache, hb);
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attackValue -= collateralDamageReduce;
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dpsScore -= collateralDamageReduce * negativeEffectMultiplier;
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dpsScore.ourDamageReduce += collateralDamageReduce;
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unitToUpdate->damage(collateralDamage);
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@ -101,7 +99,7 @@ float BattleExchangeVariant::trackAttack(
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float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), attackDamage, damageCache, hb);
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attackValue += defenderDamageReduce;
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dpsScore += defenderDamageReduce * positiveEffectMultiplier;
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dpsScore.enemyDamageReduce += defenderDamageReduce;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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unitToUpdate->damage(attackDamage);
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@ -119,7 +117,7 @@ float BattleExchangeVariant::trackAttack(
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}
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attackValue += ap.shootersBlockedDmg;
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dpsScore += ap.shootersBlockedDmg * positiveEffectMultiplier;
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dpsScore.enemyDamageReduce += ap.shootersBlockedDmg;
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attacker->afterAttack(ap.attack.shooting, false);
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return attackValue;
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@ -156,11 +154,11 @@ float BattleExchangeVariant::trackAttack(
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if(isOurAttack)
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{
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dpsScore += defenderDamageReduce * positiveEffectMultiplier;
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dpsScore.enemyDamageReduce += defenderDamageReduce;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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}
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else
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dpsScore -= defenderDamageReduce * negativeEffectMultiplier;
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dpsScore.ourDamageReduce += defenderDamageReduce;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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@ -182,12 +180,12 @@ float BattleExchangeVariant::trackAttack(
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if(isOurAttack)
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{
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dpsScore -= attackerDamageReduce * negativeEffectMultiplier;
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dpsScore.ourDamageReduce += attackerDamageReduce;
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attackerValue[attacker->unitId()].isRetalitated = true;
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}
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else
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{
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dpsScore += attackerDamageReduce * positiveEffectMultiplier;
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dpsScore.enemyDamageReduce += attackerDamageReduce;
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attackerValue[defender->unitId()].value += attackerDamageReduce;
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}
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@ -200,13 +198,18 @@ float BattleExchangeVariant::trackAttack(
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#if BATTLE_TRACE_LEVEL>=1
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if(!score)
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{
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logAi->trace("Attack has zero score d:%2f a:%2f", defenderDamageReduce, attackerDamageReduce);
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logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);
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}
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#endif
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return score;
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}
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float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const
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{
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return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();
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}
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EvaluationResult BattleExchangeEvaluator::findBestTarget(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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@ -215,7 +218,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
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{
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EvaluationResult result(targets.bestAction());
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if(!activeStack->waited())
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if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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@ -230,7 +233,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
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for(auto & ap : targets.possibleAttacks)
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{
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float score = calculateExchange(ap, targets, damageCache, hbWaited);
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float score = evaluateExchange(ap, targets, damageCache, hbWaited);
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if(score > result.score)
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{
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@ -247,9 +250,15 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
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updateReachabilityMap(hb);
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if(result.bestAttack.attack.shooting && hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))
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{
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if(!canBeHitThisTurn(result.bestAttack))
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return result; // lets wait
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}
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for(auto & ap : targets.possibleAttacks)
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{
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float score = calculateExchange(ap, targets, damageCache, hb);
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float score = evaluateExchange(ap, targets, damageCache, hb);
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if(score >= result.score)
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{
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@ -269,7 +278,7 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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std::shared_ptr<HypotheticBattle> hb)
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{
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MoveTarget result;
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BattleExchangeVariant ev(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
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BattleExchangeVariant ev;
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if(targets.unreachableEnemies.empty())
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return result;
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@ -301,6 +310,9 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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auto turnsToRich = (distance - 1) / speed + 1;
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auto hexes = closestStack->getSurroundingHexes();
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auto enemySpeed = closestStack->speed();
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auto speedRatio = speed / static_cast<float>(enemySpeed);
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auto penalty = speedRatio > 1 ? 1 : speedRatio;
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for(auto hex : hexes)
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{
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@ -310,13 +322,13 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
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auto score = calculateExchange(attack, targets, damageCache, hb);
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auto scorePerTurn = score / turnsToRich;
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auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
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auto scorePerTurn = BattleScore(score.enemyDamageReduce * std::sqrt(penalty / turnsToRich), score.ourDamageReduce);
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if(result.scorePerTurn < scorePerTurn)
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if(result.scorePerTurn < scoreValue(scorePerTurn))
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{
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result.scorePerTurn = scorePerTurn;
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result.score = score;
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result.scorePerTurn = scoreValue(scorePerTurn);
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result.score = scoreValue(score);
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result.positions = closestStack->getAttackableHexes(activeStack);
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result.cachedAttack = attack;
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result.turnsToRich = turnsToRich;
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@ -357,16 +369,17 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(cons
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return checkedStacks;
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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std::shared_ptr<HypotheticBattle> hb)
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{
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ReachabilityData result;
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auto hexes = ap.attack.defender->getHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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std::vector<const battle::Unit *> exchangeUnits;
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std::vector<const battle::Unit *> allReachableUnits;
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for(auto hex : hexes)
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@ -404,7 +417,28 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
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#endif
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return exchangeUnits;
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return result;
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}
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for(auto unit : allReachableUnits)
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{
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auto accessible = !unit->canShoot();
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if(!accessible)
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{
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for(auto hex : unit->getSurroundingHexes())
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{
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if(ap.attack.defender->coversPos(hex))
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{
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accessible = true;
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}
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}
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}
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if(accessible)
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result.melleeAccessible.push_back(unit);
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else
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result.shooters.push_back(unit);
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}
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for(int turn = 0; turn < turnOrder.size(); turn++)
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@ -412,19 +446,30 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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for(auto unit : turnOrder[turn])
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{
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if(vstd::contains(allReachableUnits, unit))
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exchangeUnits.push_back(unit);
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result.units.push_back(unit);
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}
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}
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vstd::erase_if(exchangeUnits, [&](const battle::Unit * u) -> bool
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vstd::erase_if(result.units, [&](const battle::Unit * u) -> bool
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{
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return !hb->battleGetUnitByID(u->unitId())->alive();
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});
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return exchangeUnits;
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return result;
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}
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float BattleExchangeEvaluator::calculateExchange(
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float BattleExchangeEvaluator::evaluateExchange(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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BattleScore score = calculateExchange(ap, targets, damageCache, hb);
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return scoreValue(score);
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}
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BattleScore BattleExchangeEvaluator::calculateExchange(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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DamageCache & damageCache,
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@ -438,7 +483,7 @@ float BattleExchangeEvaluator::calculateExchange(
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&& cb->battleGetGateState() == EGateState::BLOCKED
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&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
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{
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return EvaluationResult::INEFFECTIVE_SCORE;
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return BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
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}
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std::vector<const battle::Unit *> ourStacks;
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@ -447,17 +492,19 @@ float BattleExchangeEvaluator::calculateExchange(
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if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
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enemyStacks.push_back(ap.attack.defender);
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std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
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vstd::amin(turn, reachabilityMapByTurns.size() - 1);
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if(exchangeUnits.empty())
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ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb);
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if(exchangeUnits.units.empty())
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{
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return 0;
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return BattleScore();
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}
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auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
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BattleExchangeVariant v(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
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BattleExchangeVariant v;
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for(auto unit : exchangeUnits)
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for(auto unit : exchangeUnits.units)
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{
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if(unit->isTurret())
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continue;
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@ -481,7 +528,7 @@ float BattleExchangeEvaluator::calculateExchange(
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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits)
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for(auto activeUnit : exchangeUnits.units)
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{
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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@ -521,9 +568,16 @@ float BattleExchangeEvaluator::calculateExchange(
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return score;
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};
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if(!oppositeQueue.empty())
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auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
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vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
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{
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targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
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return vstd::contains(exchangeUnits.shooters, u);
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});
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if(!unitsInOppositeQueueExceptInaccessible.empty())
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{
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targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
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}
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else
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{
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@ -594,7 +648,7 @@ float BattleExchangeEvaluator::calculateExchange(
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v.adjustPositions(melleeAttackers, ap, reachabilityMap);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Exchange score: %2f", v.getScore());
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logAi->trace("Exchange score: enemy: %2f, our -%2f", v.getScore().enemyDamageReduce, v.getScore().ourDamageReduce);
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#endif
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return v.getScore();
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@ -662,10 +716,26 @@ void BattleExchangeVariant::adjustPositions(
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if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
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{
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dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
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dpsScore = BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
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}
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}
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bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
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{
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for(auto pos : ap.attack.attacker->getSurroundingHexes())
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{
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for(auto u : reachabilityMap[pos])
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{
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if(u->unitSide() != ap.attack.attacker->unitSide())
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{
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return true;
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}
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}
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}
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return false;
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}
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void BattleExchangeEvaluator::updateReachabilityMap( std::shared_ptr<HypotheticBattle> hb)
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{
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const int TURN_DEPTH = 2;
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@ -14,6 +14,34 @@
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#include "PotentialTargets.h"
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#include "StackWithBonuses.h"
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struct BattleScore
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{
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float ourDamageReduce;
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float enemyDamageReduce;
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BattleScore(float enemyDamageReduce, float ourDamageReduce)
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:enemyDamageReduce(enemyDamageReduce), ourDamageReduce(ourDamageReduce)
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{
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}
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BattleScore() : BattleScore(0, 0) {}
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float value()
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{
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return enemyDamageReduce - ourDamageReduce;
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}
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BattleScore operator+(BattleScore & other)
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{
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BattleScore result = *this;
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result.ourDamageReduce += other.ourDamageReduce;
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result.enemyDamageReduce += other.enemyDamageReduce;
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return result;
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}
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};
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struct AttackerValue
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{
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float value;
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@ -59,8 +87,8 @@ struct EvaluationResult
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class BattleExchangeVariant
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{
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public:
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BattleExchangeVariant(float positiveEffectMultiplier, float negativeEffectMultiplier)
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: dpsScore(0), positiveEffectMultiplier(positiveEffectMultiplier), negativeEffectMultiplier(negativeEffectMultiplier) {}
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BattleExchangeVariant()
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: dpsScore() {}
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float trackAttack(
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const AttackPossibility & ap,
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@ -76,7 +104,7 @@ public:
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std::shared_ptr<HypotheticBattle> hb,
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bool evaluateOnly = false);
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float getScore() const { return dpsScore; }
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const BattleScore & getScore() const { return dpsScore; }
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void adjustPositions(
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std::vector<const battle::Unit *> attackers,
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@ -84,12 +112,21 @@ public:
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std::map<BattleHex, battle::Units> & reachabilityMap);
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private:
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float positiveEffectMultiplier;
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float negativeEffectMultiplier;
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float dpsScore;
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BattleScore dpsScore;
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std::map<uint32_t, AttackerValue> attackerValue;
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};
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struct ReachabilityData
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{
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std::vector<const battle::Unit *> units;
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// shooters which are within mellee attack and mellee units
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std::vector<const battle::Unit *> melleeAccessible;
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// far shooters
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std::vector<const battle::Unit *> shooters;
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};
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class BattleExchangeEvaluator
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{
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private:
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@ -99,12 +136,22 @@ private:
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std::vector<battle::Units> turnOrder;
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float negativeEffectMultiplier;
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float scoreValue(const BattleScore & score) const;
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||||
|
||||
BattleScore calculateExchange(
|
||||
const AttackPossibility & ap,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
bool canBeHitThisTurn(const AttackPossibility & ap);
|
||||
|
||||
public:
|
||||
BattleExchangeEvaluator(
|
||||
std::shared_ptr<CBattleInfoCallback> cb,
|
||||
std::shared_ptr<Environment> env,
|
||||
float strengthRatio): cb(cb), env(env) {
|
||||
negativeEffectMultiplier = strengthRatio;
|
||||
negativeEffectMultiplier = std::sqrt(strengthRatio);
|
||||
}
|
||||
|
||||
EvaluationResult findBestTarget(
|
||||
@ -113,14 +160,20 @@ public:
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
float calculateExchange(
|
||||
float evaluateExchange(
|
||||
const AttackPossibility & ap,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
|
||||
std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
ReachabilityData getExchangeUnits(
|
||||
const AttackPossibility & ap,
|
||||
uint8_t turn,
|
||||
PotentialTargets & targets,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
|
||||
|
||||
MoveTarget findMoveTowardsUnreachable(
|
||||
@ -131,6 +184,6 @@ public:
|
||||
|
||||
std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit);
|
||||
|
||||
float getPositiveEffectMultiplier() { return 1; }
|
||||
float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
|
||||
float getPositiveEffectMultiplier() const { return 1; }
|
||||
float getNegativeEffectMultiplier() const { return negativeEffectMultiplier; }
|
||||
};
|
||||
|
@ -274,6 +274,7 @@ void Nullkiller::makeTurn()
|
||||
|
||||
bestTask = choseBestTask(bestTasks);
|
||||
|
||||
std::string taskDescription = bestTask->toString();
|
||||
HeroPtr hero = bestTask->getHero();
|
||||
HeroRole heroRole = HeroRole::MAIN;
|
||||
|
||||
@ -292,7 +293,7 @@ void Nullkiller::makeTurn()
|
||||
|
||||
logAi->trace(
|
||||
"Goal %s has low priority %f so decreasing scan depth to gain performance.",
|
||||
bestTask->toString(),
|
||||
taskDescription,
|
||||
bestTask->priority);
|
||||
}
|
||||
|
||||
@ -308,7 +309,7 @@ void Nullkiller::makeTurn()
|
||||
{
|
||||
logAi->trace(
|
||||
"Goal %s has too low priority %f so increasing scan depth to full.",
|
||||
bestTask->toString(),
|
||||
taskDescription,
|
||||
bestTask->priority);
|
||||
|
||||
scanDepth = ScanDepth::ALL_FULL;
|
||||
@ -316,7 +317,7 @@ void Nullkiller::makeTurn()
|
||||
continue;
|
||||
}
|
||||
|
||||
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
|
||||
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
|
||||
|
||||
return;
|
||||
}
|
||||
@ -325,7 +326,7 @@ void Nullkiller::makeTurn()
|
||||
|
||||
if(i == MAXPASS)
|
||||
{
|
||||
logAi->error("Goal %s exceeded maxpass. Terminating AI turn.", bestTask->toString());
|
||||
logAi->error("Goal %s exceeded maxpass. Terminating AI turn.", taskDescription);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user