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https://github.com/vcmi/vcmi.git
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Merge remote-tracking branch 'upstream/develop' into develop
This commit is contained in:
commit
b83a214763
@ -1311,6 +1311,11 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
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{
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if(cb->getObj(exitId) && cb->getObj(exitId)->ID == Obj::WHIRLPOOL)
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{
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nullkiller->armyFormation->rearrangeArmyForWhirlpool(*h);
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}
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destinationTeleport = exitId;
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if(exitPos.valid())
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destinationTeleportPos = exitPos;
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@ -1332,6 +1337,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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status.setChannelProbing(true);
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for(auto exit : teleportChannelProbingList)
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doTeleportMovement(exit, int3(-1));
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teleportChannelProbingList.clear();
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status.setChannelProbing(false);
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@ -47,10 +47,13 @@ Goals::TGoalVec ExplorationBehavior::decompose(const Nullkiller * ai) const
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}
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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case Obj::SUBTERRANEAN_GATE:
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case Obj::WHIRLPOOL:
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{
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auto tObj = dynamic_cast<const CGTeleport*>(obj);
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for (auto exit : cb->getTeleportChannelExits(tObj->channel))
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auto tObj = dynamic_cast<const CGTeleport *>(obj);
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if(TeleportChannel::IMPASSABLE == ai->memory->knownTeleportChannels[tObj->channel]->passability)
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break;
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for(auto exit : ai->memory->knownTeleportChannels[tObj->channel]->exits)
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{
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if (exit != tObj->id)
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{
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@ -8,6 +8,7 @@ set(Nullkiller_SRCS
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Pathfinding/Actions/QuestAction.cpp
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Pathfinding/Actions/BuyArmyAction.cpp
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Pathfinding/Actions/BoatActions.cpp
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Pathfinding/Actions/WhirlpoolAction.cpp
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Pathfinding/Actions/TownPortalAction.cpp
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Pathfinding/Actions/AdventureSpellCastMovementActions.cpp
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Pathfinding/Rules/AILayerTransitionRule.cpp
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@ -79,6 +80,7 @@ set(Nullkiller_HEADERS
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Pathfinding/Actions/QuestAction.h
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Pathfinding/Actions/BuyArmyAction.h
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Pathfinding/Actions/BoatActions.h
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Pathfinding/Actions/WhirlpoolAction.h
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Pathfinding/Actions/TownPortalAction.h
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Pathfinding/Actions/AdventureSpellCastMovementActions.h
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Pathfinding/Rules/AILayerTransitionRule.h
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@ -196,6 +196,26 @@ void ExecuteHeroChain::accept(AIGateway * ai)
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}
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}
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auto findWhirlpool = [&ai](const int3 & pos) -> ObjectInstanceID
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{
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auto objs = ai->myCb->getVisitableObjs(pos);
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auto whirlpool = std::find_if(objs.begin(), objs.end(), [](const CGObjectInstance * o)->bool
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{
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return o->ID == Obj::WHIRLPOOL;
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});
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return whirlpool != objs.end() ? dynamic_cast<const CGWhirlpool *>(*whirlpool)->id : ObjectInstanceID(-1);
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};
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auto sourceWhirlpool = findWhirlpool(hero->visitablePos());
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auto targetWhirlpool = findWhirlpool(node->coord);
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if(i != chainPath.nodes.size() - 1 && sourceWhirlpool.hasValue() && sourceWhirlpool == targetWhirlpool)
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{
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logAi->trace("AI exited whirlpool at %s but expected at %s", hero->visitablePos().toString(), node->coord.toString());
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continue;
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}
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if(hero->movementPointsRemaining())
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{
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try
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@ -14,27 +14,37 @@
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namespace NKAI
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{
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void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
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void ArmyFormation::rearrangeArmyForWhirlpool(const CGHeroInstance * hero)
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{
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auto freeSlots = attacker->getFreeSlotsQueue();
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addSingleCreatureStacks(hero);
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}
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void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero)
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{
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auto freeSlots = hero->getFreeSlotsQueue();
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while(!freeSlots.empty())
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{
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auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
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auto weakestCreature = vstd::minElementByFun(hero->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
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{
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return slot.second->getCount() == 1
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? std::numeric_limits<int>::max()
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: slot.second->getCreatureID().toCreature()->getAIValue();
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});
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if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
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if(weakestCreature == hero->Slots().end() || weakestCreature->second->getCount() == 1)
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{
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break;
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}
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cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
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cb->splitStack(hero, hero, weakestCreature->first, freeSlots.front(), 1);
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freeSlots.pop();
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}
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}
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void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
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{
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addSingleCreatureStacks(attacker);
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if(town->fortLevel() > CGTownInstance::FORT)
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{
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@ -31,6 +31,10 @@ public:
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ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
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void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
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void rearrangeArmyForWhirlpool(const CGHeroInstance * hero);
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void addSingleCreatureStacks(const CGHeroInstance * hero);
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};
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}
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@ -10,6 +10,7 @@
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#include "StdInc.h"
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#include "AINodeStorage.h"
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#include "Actions/TownPortalAction.h"
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#include "Actions/WhirlpoolAction.h"
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#include "../Goals/Goals.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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@ -255,10 +256,45 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
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{
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commit(dstNode, srcNode, destination.action, destination.turn, destination.movementLeft, destination.cost);
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if(srcNode->specialAction || srcNode->chainOther)
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// regular pathfinder can not go directly through whirlpool
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bool isWhirlpoolTeleport = destination.nodeObject
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&& destination.nodeObject->ID == Obj::WHIRLPOOL;
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if(srcNode->specialAction
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|| srcNode->chainOther
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|| isWhirlpoolTeleport)
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{
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// there is some action on source tile which should be performed before we can bypass it
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destination.node->theNodeBefore = source.node;
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dstNode->theNodeBefore = source.node;
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if(isWhirlpoolTeleport)
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{
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if(dstNode->actor->creatureSet->Slots().size() == 1
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&& dstNode->actor->creatureSet->Slots().begin()->second->getCount() == 1)
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{
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return;
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}
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auto weakest = vstd::minElementByFun(dstNode->actor->creatureSet->Slots(), [](std::pair<SlotID, const CStackInstance *> pair) -> int
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{
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return pair.second->getCount() * pair.second->getCreatureID().toCreature()->getAIValue();
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});
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if(weakest == dstNode->actor->creatureSet->Slots().end())
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{
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logAi->debug("Empty army entering whirlpool detected at tile %s", dstNode->coord.toString());
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destination.blocked = true;
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return;
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}
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if(dstNode->actor->creatureSet->getFreeSlots().size())
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dstNode->armyLoss += weakest->second->getCreatureID().toCreature()->getAIValue();
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else
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dstNode->armyLoss += (weakest->second->getCount() + 1) / 2 * weakest->second->getCreatureID().toCreature()->getAIValue();
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dstNode->specialAction = AIPathfinding::WhirlpoolAction::instance;
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}
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}
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if(dstNode->specialAction && dstNode->actor)
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@ -1014,8 +1050,8 @@ std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(
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for(auto & neighbour : accessibleExits)
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{
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auto node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
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std::optional<AIPathNode *> node = getOrCreateNode(neighbour, source.node->layer, srcNode->actor);
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if(!node)
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continue;
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@ -48,6 +48,8 @@ namespace AIPathfinding
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{
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options.canUseCast = true;
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options.allowLayerTransitioningAfterBattle = true;
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options.useTeleportWhirlpool = true;
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options.forceUseTeleportWhirlpool = true;
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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55
AI/Nullkiller/Pathfinding/Actions/WhirlpoolAction.cpp
Normal file
55
AI/Nullkiller/Pathfinding/Actions/WhirlpoolAction.cpp
Normal file
@ -0,0 +1,55 @@
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/*
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* WhirlpoolAction.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 "../../Goals/AdventureSpellCast.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "WhirlpoolAction.h"
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#include "../../AIGateway.h"
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namespace NKAI
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{
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using namespace AIPathfinding;
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std::shared_ptr<WhirlpoolAction> WhirlpoolAction::instance = std::make_shared<WhirlpoolAction>();
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void WhirlpoolAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
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{
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ai->nullkiller->armyFormation->rearrangeArmyForWhirlpool(hero);
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}
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std::string WhirlpoolAction::toString() const
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{
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return "Prepare for whirlpool";
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}
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/*
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bool TownPortalAction::canAct(const CGHeroInstance * hero, const AIPathNode * source) const
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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"Hero %s has %d mana and needed %d and already spent %d",
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hero->name,
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hero->mana,
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getManaCost(hero),
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source->manaCost);
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#endif
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return hero->mana >= source->manaCost + getManaCost(hero);
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}
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uint32_t TownPortalAction::getManaCost(const CGHeroInstance * hero) const
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{
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SpellID summonBoat = SpellID::TOWN_PORTAL;
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return hero->getSpellCost(summonBoat.toSpell());
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}*/
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}
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35
AI/Nullkiller/Pathfinding/Actions/WhirlpoolAction.h
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35
AI/Nullkiller/Pathfinding/Actions/WhirlpoolAction.h
Normal file
@ -0,0 +1,35 @@
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/*
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* WhirlpoolAction.h, 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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#pragma once
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#include "SpecialAction.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../Goals/AdventureSpellCast.h"
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namespace NKAI
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{
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namespace AIPathfinding
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{
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class WhirlpoolAction : public SpecialAction
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{
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public:
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WhirlpoolAction()
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{
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}
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static std::shared_ptr<WhirlpoolAction> instance;
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void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
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std::string toString() const override;
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};
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}
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}
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@ -11,9 +11,11 @@
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#include "AIMovementAfterDestinationRule.h"
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#include "../Actions/BattleAction.h"
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#include "../Actions/QuestAction.h"
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#include "../Actions/WhirlpoolAction.h"
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#include "../../Goals/Invalid.h"
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#include "AIPreviousNodeRule.h"
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#include "../../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../../lib/pathfinder/CPathfinder.h"
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namespace NKAI
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{
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@ -466,7 +466,7 @@ bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
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bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
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{
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return options.useTeleportWhirlpool && hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) && obj;
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return options.useTeleportWhirlpool && (whirlpoolProtection || options.forceUseTeleportWhirlpool) && obj;
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}
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int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
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@ -506,6 +506,8 @@ CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Her
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updateTurnInfo();
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initializePatrol();
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whirlpoolProtection = Hero->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION);
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SpellID flySpell = SpellID::FLY;
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canCastFly = Hero->canCastThisSpell(flySpell.toSpell());
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@ -85,6 +85,7 @@ public:
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const PathfinderOptions & options;
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bool canCastFly;
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bool canCastWaterWalk;
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bool whirlpoolProtection;
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CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
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virtual ~CPathfinderHelper();
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@ -34,6 +34,7 @@ PathfinderOptions::PathfinderOptions()
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, turnLimit(std::numeric_limits<uint8_t>::max())
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, canUseCast(false)
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, allowLayerTransitioningAfterBattle(false)
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, forceUseTeleportWhirlpool(false)
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{
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}
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@ -30,6 +30,7 @@ struct DLL_LINKAGE PathfinderOptions
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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bool forceUseTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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/// TODO: Find out with client and server code, merge with normal teleporters.
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/// Likely proper implementation would require some refactoring of CGTeleport.
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