From bc96515cec3befea82b97771ca73780e3d00894e Mon Sep 17 00:00:00 2001 From: Ivan Savenko Date: Fri, 1 Aug 2025 18:21:02 +0300 Subject: [PATCH] Simplify blukMoveArmy logic, fix army transfer bugs --- AI/Nullkiller/Helpers/ArmyFormation.cpp | 6 +- lib/mapObjects/army/CCreatureSet.cpp | 14 --- lib/mapObjects/army/CCreatureSet.h | 1 - server/CGameHandler.cpp | 115 +++++++++++------------- 4 files changed, 53 insertions(+), 83 deletions(-) diff --git a/AI/Nullkiller/Helpers/ArmyFormation.cpp b/AI/Nullkiller/Helpers/ArmyFormation.cpp index 1e79e73e1..1eb230774 100644 --- a/AI/Nullkiller/Helpers/ArmyFormation.cpp +++ b/AI/Nullkiller/Helpers/ArmyFormation.cpp @@ -21,7 +21,7 @@ void ArmyFormation::rearrangeArmyForWhirlpool(const CGHeroInstance * hero) void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero) { - auto freeSlots = hero->getFreeSlotsQueue(); + auto freeSlots = hero->getFreeSlots(); while(!freeSlots.empty()) { @@ -37,8 +37,8 @@ void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero) break; } - cb->splitStack(hero, hero, weakestCreature->first, freeSlots.front(), 1); - freeSlots.pop(); + cb->splitStack(hero, hero, weakestCreature->first, freeSlots.back(), 1); + freeSlots.pop_back(); } } diff --git a/lib/mapObjects/army/CCreatureSet.cpp b/lib/mapObjects/army/CCreatureSet.cpp index d032ea3e2..bf3c49f0a 100644 --- a/lib/mapObjects/army/CCreatureSet.cpp +++ b/lib/mapObjects/army/CCreatureSet.cpp @@ -173,20 +173,6 @@ std::vector CCreatureSet::getFreeSlots(ui32 slotsAmount) const return freeSlots; } -std::queue CCreatureSet::getFreeSlotsQueue(ui32 slotsAmount) const -{ - std::queue freeSlots; - - for(ui32 i = 0; i < slotsAmount; i++) - { - auto slot = SlotID(i); - - if(!vstd::contains(stacks, slot)) - freeSlots.push(slot); - } - return freeSlots; -} - TMapCreatureSlot CCreatureSet::getCreatureMap() const { TMapCreatureSlot creatureMap; diff --git a/lib/mapObjects/army/CCreatureSet.h b/lib/mapObjects/army/CCreatureSet.h index d208a52b1..7fa7f21bc 100644 --- a/lib/mapObjects/army/CCreatureSet.h +++ b/lib/mapObjects/army/CCreatureSet.h @@ -117,7 +117,6 @@ public: SlotID getFreeSlot(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; //returns first free slot std::vector getFreeSlots(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; - std::queue getFreeSlotsQueue(ui32 slotsAmount = GameConstants::ARMY_SIZE) const; TMapCreatureSlot getCreatureMap() const; TCreatureQueue getCreatureQueue(const SlotID & exclude) const; diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index f6ef0d499..8b44cd34d 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -1714,83 +1714,68 @@ bool CGameHandler::bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destA if(!srcSlot.validSlot() && complain(complainInvalidSlot)) return false; - const auto * armySrc = dynamic_cast(gameInfo().getObjInstance(srcArmy)); - const CCreatureSet & setSrc = *armySrc; + if(!isAllowedExchange(srcArmy, destArmy)) + COMPLAIN_RET("That heroes cannot make any exchange!"); - if(!vstd::contains(setSrc.stacks, srcSlot) && complain(complainNoCreatures)) + const auto * armySrc = dynamic_cast(gameInfo().getObjInstance(srcArmy)); + const auto * armyDest = dynamic_cast(gameInfo().getObjInstance(destArmy)); + + if(!vstd::contains(armySrc->stacks, srcSlot) && complain(complainNoCreatures)) return false; - const auto * armyDest = dynamic_cast(gameInfo().getObjInstance(destArmy)); - const CCreatureSet & setDest = *armyDest; - auto freeSlots = setDest.getFreeSlotsQueue(); + auto freeSlots = armyDest->getFreeSlots(); + bool allTroopsMoved = true; - std::map> moves; - - auto srcQueue = setSrc.getCreatureQueue(srcSlot); // Exclude srcSlot, it should be moved last - auto slotsLeft = setSrc.stacksCount(); - auto destMap = setDest.getCreatureMap(); - TMapCreatureSlot::key_compare keyComp = destMap.key_comp(); - - while(!srcQueue.empty()) - { - auto pair = srcQueue.top(); - srcQueue.pop(); - - const auto * currCreature = pair.first; - auto currSlot = pair.second; - const auto quantity = setSrc.getStackCount(currSlot); - - const auto lb = destMap.lower_bound(currCreature); - const bool alreadyExists = (lb != destMap.end() && !(keyComp(currCreature, lb->first))); - - if(!alreadyExists) - { - if(freeSlots.empty()) - continue; - - auto currFreeSlot = freeSlots.front(); - freeSlots.pop(); - destMap.insert(lb, TMapCreatureSlot::value_type(currCreature, currFreeSlot)); - } - moves.insert(std::make_pair(currSlot, std::make_pair(destMap[currCreature], quantity))); - slotsLeft--; - } - if(slotsLeft == 1) - { - const auto * lastCreature = setSrc.getCreature(srcSlot); - auto slotToMove = SlotID(); - // Try to find a slot for last creature - if(destMap.find(lastCreature) == destMap.end()) - { - if(!freeSlots.empty()) - slotToMove = freeSlots.front(); - } - else - { - slotToMove = destMap[lastCreature]; - } - - if(slotToMove != SlotID()) - { - const bool needsLastStack = armySrc->needsLastStack(); - const auto quantity = setSrc.getStackCount(srcSlot) - (needsLastStack ? 1 : 0); - - if(quantity > 0) //0 may happen when we need last creature and we have exactly 1 amount of that creature - amount of "rest we can transfer" becomes 0 - moves.insert(std::make_pair(srcSlot, std::make_pair(slotToMove, quantity))); - } - } BulkRebalanceStacks bulkRS; - for(const auto & move : moves) + for (const auto & slot : armySrc->Slots()) { + auto targetSlot = armyDest->getSlotFor(slot.second->getCreature()); + + if (armyDest->slotEmpty(targetSlot)) + { + if (freeSlots.empty()) + { + allTroopsMoved = false; + continue; // no more free slots, but we might still have units that are present in both armies + } + + targetSlot = freeSlots.front(); + freeSlots.erase(freeSlots.begin()); + } + RebalanceStacks rs; rs.srcArmy = armySrc->id; rs.dstArmy = armyDest->id; - rs.srcSlot = move.first; - rs.dstSlot = move.second.first; - rs.count = move.second.second; + rs.srcSlot = slot.first; + rs.dstSlot = targetSlot; + rs.count = slot.second->getCount(); + bulkRS.moves.push_back(rs); } + + // all troops were moved, but we can't leave source hero without troops - undo movement of 1 unit from srcSlot + if (allTroopsMoved) + { + if (armySrc->getStack(srcSlot).getCount() == 1) + { + // slot only had 1 unit - remove this move completely + vstd::erase_if(bulkRS.moves, [srcSlot](const RebalanceStacks & move) + { + return move.srcSlot == srcSlot; + }); + } + else + { + // slot has multiple units - move all but one + for (auto & move : bulkRS.moves) + { + if (move.srcSlot == srcSlot) + move.count -= 1; + } + } + } + sendAndApply(bulkRS); return true; }