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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

Use existing callback method instead of custom one in AI

This commit is contained in:
Ivan Savenko 2024-12-14 14:39:09 +00:00
parent 64db89711e
commit bb7cf3ffbf
3 changed files with 5 additions and 65 deletions

View File

@ -119,50 +119,6 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
return result; return result;
} }
std::vector<BattleHex> BattleEvaluator::getCastleHexes()
{
std::vector<BattleHex> result;
// Loop through all wall parts
std::vector<BattleHex> wallHexes;
wallHexes.push_back(50);
wallHexes.push_back(183);
wallHexes.push_back(182);
wallHexes.push_back(130);
wallHexes.push_back(78);
wallHexes.push_back(29);
wallHexes.push_back(12);
wallHexes.push_back(97);
wallHexes.push_back(45);
wallHexes.push_back(62);
wallHexes.push_back(112);
wallHexes.push_back(147);
wallHexes.push_back(165);
for (BattleHex wallHex : wallHexes) {
// Get the starting x-coordinate of the wall hex
int startX = wallHex.getX();
// Initialize current hex with the wall hex
BattleHex currentHex = wallHex;
while (currentHex.isValid()) {
// Check if the x-coordinate has wrapped (smaller than the starting x)
if (currentHex.getX() < startX) {
break;
}
// Add the hex to the result
result.push_back(currentHex);
// Move to the next hex to the right
currentHex = currentHex.cloneInDirection(BattleHex::RIGHT, false);
}
}
return result;
}
bool BattleEvaluator::hasWorkingTowers() const bool BattleEvaluator::hasWorkingTowers() const
{ {
bool keepIntact = cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::NONE && cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED; bool keepIntact = cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::NONE && cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
@ -221,11 +177,6 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
&& !stack->canShoot() && !stack->canShoot()
&& hasWorkingTowers() && hasWorkingTowers()
&& !enemyMellee.empty(); && !enemyMellee.empty();
std::vector<BattleHex> castleHexes = getCastleHexes();
for (auto hex : castleHexes)
{
logAi->trace("Castlehex ID: %d Y: %d X: %d", hex, hex.getY(), hex.getX());
}
if(targets->possibleAttacks.empty() && bestSpellcast.has_value()) if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
{ {
@ -292,10 +243,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
return BattleAction::makeDefend(stack); return BattleAction::makeDefend(stack);
} }
bool isTargetOutsideFort = std::none_of(castleHexes.begin(), castleHexes.end(), bool isTargetOutsideFort = !hb->battleIsInsideWalls(bestAttack.from);
[&](const BattleHex& hex) {
return hex == bestAttack.from;
});
bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
&& !bestAttack.attack.shooting && !bestAttack.attack.shooting
&& hasWorkingTowers() && hasWorkingTowers()
@ -424,14 +372,8 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
if (siegeDefense) if (siegeDefense)
{ {
vstd::erase_if(avHexes, [&](const BattleHex& hex) { vstd::erase_if(avHexes, [&](const BattleHex& hex) {
std::vector<BattleHex> castleHexes = getCastleHexes(); return !cb->getBattle(battleID)->battleIsInsideWalls(hex);
});
bool isOutsideWall = std::none_of(castleHexes.begin(), castleHexes.end(),
[&](const BattleHex& checkhex) {
return checkhex == hex;
});
return isOutsideWall;
});
} }
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked

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@ -53,7 +53,6 @@ public:
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack); std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets); BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets);
std::vector<BattleHex> getBrokenWallMoatHexes() const; std::vector<BattleHex> getBrokenWallMoatHexes() const;
static std::vector<BattleHex> getCastleHexes();
bool hasWorkingTowers() const; bool hasWorkingTowers() const;
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
void print(const std::string & text) const; void print(const std::string & text) const;

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@ -218,7 +218,6 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
bool siegeDefense) bool siegeDefense)
{ {
EvaluationResult result(targets.bestAction()); EvaluationResult result(targets.bestAction());
std::vector<BattleHex> castleHexes = BattleEvaluator::getCastleHexes();
if(!activeStack->waited() && !activeStack->acquireState()->hadMorale) if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
{ {
@ -234,7 +233,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
for(auto & ap : targets.possibleAttacks) for(auto & ap : targets.possibleAttacks)
{ {
if (siegeDefense && std::find(castleHexes.begin(), castleHexes.end(), ap.from) == castleHexes.end()) if (siegeDefense && !hb->battleIsInsideWalls(ap.from))
continue; continue;
float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited); float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
@ -269,7 +268,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
for(auto & ap : targets.possibleAttacks) for(auto & ap : targets.possibleAttacks)
{ {
if (siegeDefense && std::find(castleHexes.begin(), castleHexes.end(), ap.from) == castleHexes.end()) if (siegeDefense && !hb->battleIsInsideWalls(ap.from))
continue; continue;
float score = evaluateExchange(ap, 0, targets, damageCache, hb); float score = evaluateExchange(ap, 0, targets, damageCache, hb);