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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
- Introduced a mechanism to set abstract goals for AI
- Fixed new crash when AI hero lost a battle
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parent
9cbbfcf258
commit
b316be1701
110
AI/VCAI/VCAI.cpp
110
AI/VCAI/VCAI.cpp
@ -964,8 +964,22 @@ void VCAI::makeTurnInternal()
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try
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{
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//Pick objects reserved in previous turn - we expect only nerby objects there
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BOOST_FOREACH (auto hero, reservedHeroesMap)
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{
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cb->setSelection(hero.first);
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boost::sort (hero.second, isCloser);
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BOOST_FOREACH (auto obj, hero.second)
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{
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const CGHeroInstance * h = hero.first;
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striveToGoal (CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos()));
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}
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}
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//now try to win
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striveToGoal(CGoal(WIN));
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//finally, continue our abstract long-temr goals
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std::vector<std::pair<const CGHeroInstance *, CGoal> > safeCopy; //heroes tend to die in the process and loose their goals, unsafe to iterate it
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BOOST_FOREACH (auto h, lockedHeroes)
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{
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@ -1255,7 +1269,9 @@ void VCAI::wander(const CGHeroInstance * h)
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{
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BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
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reserveObject(h, dest); //reserve that object - we predict it will be reached soon
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setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
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//removed - do not forget abstract goal so easily
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//setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
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}
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break;
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}
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@ -1285,6 +1301,17 @@ void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
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lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
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}
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void VCAI::completeGoal (const CGoal goal)
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{
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if (const CGHeroInstance * h = goal.hero)
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{
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auto it = lockedHeroes.find(h);
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if (it != lockedHeroes.end())
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if (it->second.goalType == goal.goalType)
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lockedHeroes.erase(it); //goal fulfilled, free hero
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}
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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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NET_EVENT_HANDLER;
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@ -1324,7 +1351,7 @@ void VCAI::markObjectVisited (const CGObjectInstance *obj)
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void VCAI::reserveObject (const CGHeroInstance * h, const CGObjectInstance *obj)
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{
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reservedObjs.push_back(obj);
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reservedHeroesMap[h].insert(obj);
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reservedHeroesMap[h].push_back(obj);
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}
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void VCAI::validateVisitableObjs()
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@ -1476,7 +1503,8 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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if(path.nodes.empty())
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{
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tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
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setGoal(h, INVALID);
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//setGoal(h, INVALID);
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completeGoal (CGoal(VISIT_TILE).sethero(h));
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cb->recalculatePaths();
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throw std::runtime_error("Wrong move order!");
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}
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@ -1527,11 +1555,12 @@ bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
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}
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if(h->tempOwner == playerID) //lost hero after last move
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{
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cb->recalculatePaths();
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if (startHpos == h->visitablePos())
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{
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throw cannotFulfillGoalException("Invalid path found!"); //FIXME
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cb->recalculatePaths();
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}
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}
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BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
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return ret;
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@ -1603,7 +1632,6 @@ void VCAI::tryRealize(CGoal g)
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{
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if (ai->moveHeroToTile(g.tile, g.hero))
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{
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setGoal (g.hero, INVALID); //tile reached, we can unlock hero
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throw goalFulfilledException("");
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}
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}
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@ -1752,12 +1780,15 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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{
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if (ultimateGoal.invalid())
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return;
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CGoal abstractGoal;
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while(1)
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{
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CGoal goal = ultimateGoal;
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BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
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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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while(!goal.isElementar && !goal.isAbstract && maxGoals)
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{
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INDENT;
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BNLOG("Considering goal %s", goalName(goal.goalType));
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@ -1777,11 +1808,11 @@ 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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//we shouldn't abandon high-level goal
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setGoal (goal.hero, goal);
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}
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else
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@ -1789,6 +1820,62 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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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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if (goal.isAbstract)
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{
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abstractGoal = goal; //allow only one abstract goal per call
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BNLOG("Choosing abstract goal %s", goalName(goal.goalType));
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break;
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}
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else
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tryRealize(goal);
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boost::this_thread::interruption_point();
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}
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catch(boost::thread_interrupted &e)
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{
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BNLOG("Player %d: Making turn thread received an interruption!", playerID);
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throw; //rethrow, we want to truly end this thread
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}
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catch(goalFulfilledException &e)
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{
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completeGoal (goal);
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if (maxGoals > 98) //completed goal was main goal
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//TODO: find better condition
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return;
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}
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catch(std::exception &e)
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{
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BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
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BNLOG("The error message was: %s", e.what());
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break;
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}
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}
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//TODO: save abstract goals not related to hero
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if (!abstractGoal.invalid()) //try to realize our one goal
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{
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while (1)
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{
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CGoal goal = CGoal(abstractGoal).setisAbstract(false);
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int maxGoals = 50;
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while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
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{
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try
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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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BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
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return;
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}
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}
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try
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{
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boost::this_thread::interruption_point();
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tryRealize(goal);
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boost::this_thread::interruption_point();
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}
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@ -1799,6 +1886,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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}
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catch(goalFulfilledException &e)
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{
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completeGoal (goal);
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if (maxGoals > 98) //completed goal was main goal
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//TODO: find better condition
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return;
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@ -1811,6 +1899,7 @@ void VCAI::striveToGoal(const CGoal &ultimateGoal)
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}
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}
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}
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}
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void VCAI::performTypicalActions()
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{
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@ -2275,7 +2364,7 @@ TSubgoal CGoal::whatToDoToAchieve()
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case EXPLORE:
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{
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if (hero)
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return CGoal(VISIT_TILE).settile(whereToExplore(hero));
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return CGoal(VISIT_TILE).settile(whereToExplore(hero)).sethero(hero);
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auto hs = cb->getHeroesInfo();
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int howManyHeroes = hs.size();
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@ -2308,10 +2397,7 @@ TSubgoal CGoal::whatToDoToAchieve()
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const CGHeroInstance *h = hs.front();
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CGoal ret(VISIT_TILE);
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ret.sethero(h);
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//throw goalFulfilledException("Found hero for exploration"); // FIXME: prevent all teh heroes to try explore same place
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return ret.settile(whereToExplore(h));
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return (*this).sethero(h).setisAbstract(true);
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}
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I_AM_ELEMENTAR;
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@ -73,6 +73,7 @@ struct CGoal
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{
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EGoals goalType;
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bool isElementar; SETTER(bool, isElementar)
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bool isAbstract; SETTER(bool, isAbstract) //allows to remember abstract goals
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int priority; SETTER(bool, priority)
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virtual TSubgoal whatToDoToAchieve();
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@ -82,6 +83,7 @@ struct CGoal
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{
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priority = 0;
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isElementar = false;
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isAbstract = false;
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objid = -1;
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aid = -1;
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tile = int3(-1, -1, -1);
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@ -180,7 +182,7 @@ public:
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std::map<const CGHeroInstance *, std::vector<const CGTownInstance *> > townVisitsThisWeek;
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std::map<const CGHeroInstance *, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
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std::map<const CGHeroInstance *, std::set<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::map<const CGHeroInstance *, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
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std::vector<const CGObjectInstance *> visitableObjs;
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std::vector<const CGObjectInstance *> alreadyVisited;
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@ -275,6 +277,7 @@ public:
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void wander(const CGHeroInstance * h);
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void setGoal (const CGHeroInstance *h, const CGoal goal);
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void setGoal (const CGHeroInstance *h, EGoals goalType = INVALID);
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void completeGoal (const CGoal goal); //safely removes goal from reserved hero
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void recruitHero(const CGTownInstance * t);
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std::vector<const CGObjectInstance *> getPossibleDestinations(const CGHeroInstance *h);
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