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https://github.com/vcmi/vcmi.git
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Merge remote-tracking branch 'origin/beta' into fix_rmg_teams
This commit is contained in:
commit
c59014ce18
@ -251,7 +251,14 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
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void CBattleAI::yourTacticPhase(int distance)
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{
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cb->battleMakeUnitAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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}
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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void CBattleAI::activeStack( const CStack * stack )
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@ -261,6 +268,8 @@ void CBattleAI::activeStack( const CStack * stack )
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BattleAction result = BattleAction::makeDefend(stack);
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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auto start = std::chrono::high_resolution_clock::now();
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try
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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@ -276,6 +285,8 @@ void CBattleAI::activeStack( const CStack * stack )
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attemptCastingSpell();
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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if(cb->battleIsFinished() || !stack->alive())
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{
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//spellcast may finish battle or kill active stack
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@ -312,6 +323,8 @@ void CBattleAI::activeStack( const CStack * stack )
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movesSkippedByDefense = 0;
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}
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logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
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cb->battleMakeUnitAction(result);
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}
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@ -494,7 +507,12 @@ void CBattleAI::attemptCastingSpell()
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{
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spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
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for(auto & target : temp.findPotentialTargets())
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if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
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continue;
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const bool FAST = true;
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for(auto & target : temp.findPotentialTargets(FAST))
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{
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PossibleSpellcast ps;
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ps.dest = target;
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@ -826,7 +844,7 @@ void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcas
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ps.value = totalGain;
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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LOG_TRACE(logAi);
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side = Side;
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@ -863,7 +881,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
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if(!bs.canFlee || !bs.canSurrender)
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if(!bs.canFlee && !bs.canSurrender)
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{
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return std::nullopt;
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}
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@ -59,7 +59,8 @@ class CBattleAI : public CBattleGameInterface
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std::shared_ptr<Environment> env;
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//Previous setting of cb
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bool wasWaitingForRealize, wasUnlockingGs;
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bool wasWaitingForRealize;
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bool wasUnlockingGs;
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int movesSkippedByDefense;
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public:
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@ -82,7 +83,7 @@ public:
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BattleAction selectStackAction(const CStack * stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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@ -600,6 +600,8 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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if(unit->isTurret())
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continue;
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auto unitSpeed = unit->speed(turn);
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if(turnBattle.battleCanShoot(unit))
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{
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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@ -614,7 +616,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool reachable = unitReachability.distances[hex] <= unit->speed(turn);
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bool reachable = unitReachability.distances[hex] <= unitSpeed;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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@ -624,7 +626,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unit->speed(turn);
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reachable = unitReachability.distances[neighbor] <= unitSpeed;
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if(reachable) break;
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}
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@ -84,17 +84,6 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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{
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return lhs.damageDiff() > rhs.damageDiff();
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});
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if (!possibleAttacks.empty())
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{
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auto & bestAp = possibleAttacks[0];
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logGlobal->debug("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
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bestAp.attack.attacker->unitType()->getJsonKey(),
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state.battleGetUnitByPos(bestAp.dest)->unitType()->getJsonKey(),
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
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}
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}
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int64_t PotentialTargets::bestActionValue() const
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@ -41,7 +41,7 @@ void CEmptyAI::activeStack(const CStack * stack)
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void CEmptyAI::yourTacticPhase(int distance)
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{
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cb->battleMakeUnitAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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}
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void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
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@ -29,7 +29,7 @@ namespace NKAI
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{
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// our to enemy strength ratio constants
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const float SAFE_ATTACK_CONSTANT = 1.2f;
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const float SAFE_ATTACK_CONSTANT = 1.1f;
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const float RETREAT_THRESHOLD = 0.3f;
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const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
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@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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if(!hero)
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validateObject(details.id); //enemy hero may have left visible area
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const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
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const int3 to = hero ? hero->convertToVisitablePos(details.end) : (details.end - int3(0,1,0));
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@ -777,28 +779,21 @@ void AIGateway::makeTurn()
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
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setThreadName("AIGateway::makeTurn");
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cb->sendMessage("vcmieagles");
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retrieveVisitableObjs();
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if(cb->getDate(Date::DAY_OF_WEEK) == 1)
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{
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std::vector<const CGObjectInstance *> objs;
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retrieveVisitableObjs(objs, true);
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for(const CGObjectInstance * obj : objs)
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for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
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{
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if(isWeeklyRevisitable(obj))
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{
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addVisitableObj(obj);
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nullkiller->memory->markObjectUnvisited(obj);
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}
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}
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}
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cb->sendMessage("vcmieagles");
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if(cb->getDate(Date::DAY) == 1)
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{
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retrieveVisitableObjs();
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}
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#if NKAI_TRACE_LEVEL == 0
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try
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{
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@ -809,7 +804,7 @@ void AIGateway::makeTurn()
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for (auto h : cb->getHeroesInfo())
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{
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if (h->movementPointsRemaining())
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logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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}
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#if NKAI_TRACE_LEVEL == 0
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}
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@ -872,6 +867,19 @@ void AIGateway::pickBestCreatures(const CArmedInstance * destinationArmy, const
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auto bestArmy = nullkiller->armyManager->getBestArmy(destinationArmy, destinationArmy, source);
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for(auto army : armies)
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{
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// move first stack at first slot if empty to avoid can not take away last creature
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if(!army->hasStackAtSlot(SlotID(0)) && army->stacksCount() > 0)
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{
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cb->mergeOrSwapStacks(
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army,
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army,
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SlotID(0),
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army->Slots().begin()->first);
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}
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}
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//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
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for(SlotID i = SlotID(0); i.validSlot(); i.advance(1)) //i-th strongest creature type will go to i-th slot
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{
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@ -1059,20 +1067,25 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
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int count = d->creatures[i].first;
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CreatureID creID = d->creatures[i].second.back();
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if(!recruiter->getSlotFor(creID).validSlot())
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{
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continue;
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}
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vstd::amin(count, cb->getResourceAmount() / creID.toCreature()->getFullRecruitCost());
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if(count > 0)
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cb->recruitCreatures(d, recruiter, creID, count, i);
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}
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}
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
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{
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NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
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}
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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@ -1083,12 +1096,16 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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if (queryID != -1)
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{
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answerQuery(queryID, confirmAction);
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});
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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}
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CAdventureAI::battleEnd(br, queryID);
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}
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@ -1098,26 +1115,13 @@ void AIGateway::waitTillFree()
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status.waitTillFree();
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}
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void AIGateway::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
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{
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foreach_tile_pos([&](const int3 & pos)
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{
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
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{
|
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if(includeOwned || obj->tempOwner != playerID)
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out.push_back(obj);
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}
|
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});
|
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}
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|
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void AIGateway::retrieveVisitableObjs()
|
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{
|
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foreach_tile_pos([&](const int3 & pos)
|
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{
|
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
|
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{
|
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if(obj->tempOwner != playerID)
|
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addVisitableObj(obj);
|
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addVisitableObj(obj);
|
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}
|
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});
|
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}
|
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@ -1175,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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if(startHpos == dst)
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{
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
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assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
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//assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
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// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
|
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|
@ -169,7 +169,7 @@ public:
|
||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
||||
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
||||
|
||||
void makeTurn();
|
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@ -195,7 +195,6 @@ public:
|
||||
|
||||
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
|
||||
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
|
||||
void retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
|
||||
void retrieveVisitableObjs();
|
||||
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
|
||||
|
||||
|
@ -323,13 +323,9 @@ bool isWeeklyRevisitable(const CGObjectInstance * obj)
|
||||
|
||||
if(dynamic_cast<const CGDwelling *>(obj))
|
||||
return true;
|
||||
if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
|
||||
return true;
|
||||
|
||||
switch(obj->ID)
|
||||
{
|
||||
case Obj::STABLES:
|
||||
case Obj::MAGIC_WELL:
|
||||
case Obj::HILL_FORT:
|
||||
return true;
|
||||
case Obj::BORDER_GATE:
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "../Engine/Nullkiller.h"
|
||||
#include "../../../CCallback.h"
|
||||
#include "../../../lib/mapObjects/MapObjects.h"
|
||||
#include "../../../lib/GameConstants.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@ -33,6 +34,45 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
void ArmyUpgradeInfo::addArmyToBuy(std::vector<SlotInfo> army)
|
||||
{
|
||||
for(auto slot : army)
|
||||
{
|
||||
resultingArmy.push_back(slot);
|
||||
|
||||
upgradeValue += slot.power;
|
||||
upgradeCost += slot.creature->getFullRecruitCost() * slot.count;
|
||||
}
|
||||
}
|
||||
|
||||
void ArmyUpgradeInfo::addArmyToGet(std::vector<SlotInfo> army)
|
||||
{
|
||||
for(auto slot : army)
|
||||
{
|
||||
resultingArmy.push_back(slot);
|
||||
|
||||
upgradeValue += slot.power;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<SlotInfo> ArmyManager::toSlotInfo(std::vector<creInfo> army) const
|
||||
{
|
||||
std::vector<SlotInfo> result;
|
||||
|
||||
for(auto i : army)
|
||||
{
|
||||
SlotInfo slot;
|
||||
|
||||
slot.creature = VLC->creh->objects[i.cre->getId()];
|
||||
slot.count = i.count;
|
||||
slot.power = evaluateStackPower(i.cre, i.count);
|
||||
|
||||
result.push_back(slot);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
uint64_t ArmyManager::howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const
|
||||
{
|
||||
return howManyReinforcementsCanGet(hero, hero, source);
|
||||
@ -130,13 +170,13 @@ std::vector<SlotInfo> ArmyManager::getBestArmy(const IBonusBearer * armyCarrier,
|
||||
|
||||
std::vector<SlotInfo> newArmy;
|
||||
uint64_t newValue = 0;
|
||||
newArmyInstance.clear();
|
||||
newArmyInstance.clearSlots();
|
||||
|
||||
for(auto & slot : sortedSlots)
|
||||
{
|
||||
if(vstd::contains(allowedFactions, slot.creature->getFaction()))
|
||||
{
|
||||
auto slotID = newArmyInstance.getSlotFor(slot.creature);
|
||||
auto slotID = newArmyInstance.getSlotFor(slot.creature->getId());
|
||||
|
||||
if(slotID.validSlot())
|
||||
{
|
||||
@ -238,7 +278,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
|
||||
ui64 ArmyManager::howManyReinforcementsCanBuy(
|
||||
const CCreatureSet * targetArmy,
|
||||
const CGDwelling * dwelling,
|
||||
const TResources & availableResources) const
|
||||
const TResources & availableResources,
|
||||
uint8_t turn) const
|
||||
{
|
||||
ui64 aivalue = 0;
|
||||
auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
|
||||
@ -259,17 +300,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
|
||||
std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
|
||||
const CCreatureSet * hero,
|
||||
const CGDwelling * dwelling,
|
||||
TResources availableRes) const
|
||||
TResources availableRes,
|
||||
uint8_t turn) const
|
||||
{
|
||||
std::vector<creInfo> creaturesInDwellings;
|
||||
int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
|
||||
bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
|
||||
|
||||
const CGTownInstance * town = dwelling->ID == Obj::TOWN
|
||||
? dynamic_cast<const CGTownInstance *>(dwelling)
|
||||
: nullptr;
|
||||
|
||||
for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
|
||||
{
|
||||
auto ci = infoFromDC(dwelling->creatures[i]);
|
||||
|
||||
if(!ci.count || ci.creID == -1)
|
||||
continue;
|
||||
if(ci.creID == -1) continue;
|
||||
|
||||
if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
|
||||
{
|
||||
ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
|
||||
}
|
||||
|
||||
if(!ci.count) continue;
|
||||
|
||||
SlotID dst = hero->getSlotFor(ci.creID);
|
||||
if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
|
||||
@ -282,8 +335,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
|
||||
|
||||
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
|
||||
|
||||
if(!ci.count)
|
||||
continue;
|
||||
if(!ci.count) continue;
|
||||
|
||||
ci.level = i; //this is important for Dungeon Summoning Portal
|
||||
creaturesInDwellings.push_back(ci);
|
||||
@ -307,7 +359,7 @@ ui64 ArmyManager::howManyReinforcementsCanGet(const IBonusBearer * armyCarrier,
|
||||
return newArmy > oldArmy ? newArmy - oldArmy : 0;
|
||||
}
|
||||
|
||||
uint64_t ArmyManager::evaluateStackPower(const CCreature * creature, int count) const
|
||||
uint64_t ArmyManager::evaluateStackPower(const Creature * creature, int count) const
|
||||
{
|
||||
return creature->getAIValue() * count;
|
||||
}
|
||||
|
@ -34,6 +34,9 @@ struct ArmyUpgradeInfo
|
||||
std::vector<SlotInfo> resultingArmy;
|
||||
uint64_t upgradeValue = 0;
|
||||
TResources upgradeCost;
|
||||
|
||||
void addArmyToBuy(std::vector<SlotInfo> army);
|
||||
void addArmyToGet(std::vector<SlotInfo> army);
|
||||
};
|
||||
|
||||
class DLL_EXPORT IArmyManager //: public: IAbstractManager
|
||||
@ -45,20 +48,33 @@ public:
|
||||
virtual ui64 howManyReinforcementsCanBuy(
|
||||
const CCreatureSet * targetArmy,
|
||||
const CGDwelling * dwelling,
|
||||
const TResources & availableResources) const = 0;
|
||||
const TResources & availableResources,
|
||||
uint8_t turn = 0) const = 0;
|
||||
|
||||
virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
|
||||
virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
||||
virtual ui64 howManyReinforcementsCanGet(
|
||||
const IBonusBearer * armyCarrier,
|
||||
const CCreatureSet * target,
|
||||
const CCreatureSet * source) const = 0;
|
||||
|
||||
virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
||||
virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
|
||||
virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
|
||||
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
|
||||
virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
|
||||
virtual std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const = 0;
|
||||
|
||||
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
|
||||
virtual std::vector<creInfo> getArmyAvailableToBuy(
|
||||
const CCreatureSet * hero,
|
||||
const CGDwelling * dwelling,
|
||||
TResources availableRes,
|
||||
uint8_t turn = 0) const = 0;
|
||||
|
||||
virtual uint64_t evaluateStackPower(const Creature * creature, int count) const = 0;
|
||||
virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
|
||||
virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
|
||||
const CCreatureSet * army,
|
||||
const CGObjectInstance * upgrader,
|
||||
const TResources & availableResources) const = 0;
|
||||
virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
|
||||
virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
|
||||
};
|
||||
|
||||
@ -74,20 +90,30 @@ private:
|
||||
public:
|
||||
ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
|
||||
void update() override;
|
||||
|
||||
ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
|
||||
ui64 howManyReinforcementsCanBuy(
|
||||
const CCreatureSet * targetArmy,
|
||||
const CGDwelling * dwelling,
|
||||
const TResources & availableResources) const override;
|
||||
const TResources & availableResources,
|
||||
uint8_t turn = 0) const override;
|
||||
|
||||
ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
|
||||
ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||
std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||
std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
|
||||
std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
|
||||
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
|
||||
std::vector<SlotInfo> toSlotInfo(std::vector<creInfo> creatures) const override;
|
||||
|
||||
std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
|
||||
std::vector<creInfo> getArmyAvailableToBuy(
|
||||
const CCreatureSet * hero,
|
||||
const CGDwelling * dwelling,
|
||||
TResources availableRes,
|
||||
uint8_t turn = 0) const override;
|
||||
|
||||
std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
|
||||
uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
|
||||
uint64_t evaluateStackPower(const Creature * creature, int count) const override;
|
||||
SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;
|
||||
ArmyUpgradeInfo calculateCreaturesUpgrade(
|
||||
const CCreatureSet * army,
|
||||
|
@ -68,19 +68,22 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo)
|
||||
logAi->trace("Checking other buildings");
|
||||
|
||||
std::vector<std::vector<BuildingID>> otherBuildings = {
|
||||
{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}
|
||||
{BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL},
|
||||
{BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_5}
|
||||
};
|
||||
|
||||
if(developmentInfo.existingDwellings.size() >= 2 && ai->cb->getDate(Date::DAY_OF_WEEK) > boost::date_time::Friday)
|
||||
{
|
||||
otherBuildings.push_back({BuildingID::CITADEL, BuildingID::CASTLE});
|
||||
otherBuildings.push_back({BuildingID::HORDE_1});
|
||||
otherBuildings.push_back({BuildingID::HORDE_2});
|
||||
}
|
||||
|
||||
for(auto & buildingSet : otherBuildings)
|
||||
{
|
||||
for(auto & buildingID : buildingSet)
|
||||
{
|
||||
if(!developmentInfo.town->hasBuilt(buildingID))
|
||||
if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID))
|
||||
{
|
||||
developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID));
|
||||
|
||||
@ -163,8 +166,8 @@ void BuildAnalyzer::update()
|
||||
}
|
||||
else
|
||||
{
|
||||
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 10000.0f
|
||||
+ (float)armyCost[EGameResID::GOLD] / (1 + ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
|
||||
goldPreasure = ai->getLockedResources()[EGameResID::GOLD] / 5000.0f
|
||||
+ (float)armyCost[EGameResID::GOLD] / (1 + 2 * ai->getFreeGold() + (float)dailyIncome[EGameResID::GOLD] * 7.0f);
|
||||
}
|
||||
|
||||
logAi->trace("Gold preasure: %f", goldPreasure);
|
||||
@ -190,12 +193,28 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
|
||||
const CCreature * creature = nullptr;
|
||||
CreatureID baseCreatureID;
|
||||
|
||||
int creatureLevel = -1;
|
||||
int creatureUpgrade = 0;
|
||||
|
||||
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
|
||||
{
|
||||
int level = toBuild - BuildingID::DWELL_FIRST;
|
||||
auto creatures = townInfo->creatures.at(level % GameConstants::CREATURES_PER_TOWN);
|
||||
auto creatureID = creatures.size() > level / GameConstants::CREATURES_PER_TOWN
|
||||
? creatures.at(level / GameConstants::CREATURES_PER_TOWN)
|
||||
creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
|
||||
creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
|
||||
}
|
||||
else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
|
||||
{
|
||||
creatureLevel = townInfo->hordeLvl.at(0);
|
||||
}
|
||||
else if(toBuild == BuildingID::HORDE_2 || toBuild == BuildingID::HORDE_2_UPGR)
|
||||
{
|
||||
creatureLevel = townInfo->hordeLvl.at(1);
|
||||
}
|
||||
|
||||
if(creatureLevel >= 0)
|
||||
{
|
||||
auto creatures = townInfo->creatures.at(creatureLevel);
|
||||
auto creatureID = creatures.size() > creatureUpgrade
|
||||
? creatures.at(creatureUpgrade)
|
||||
: creatures.front();
|
||||
|
||||
baseCreatureID = creatures.front();
|
||||
@ -366,12 +385,19 @@ BuildingInfo::BuildingInfo(
|
||||
}
|
||||
else
|
||||
{
|
||||
creatureGrows = creature->getGrowth();
|
||||
if(BuildingID::DWELL_FIRST <= id && id <= BuildingID::DWELL_UP_LAST)
|
||||
{
|
||||
creatureGrows = creature->getGrowth();
|
||||
|
||||
if(town->hasBuilt(BuildingID::CASTLE))
|
||||
creatureGrows *= 2;
|
||||
else if(town->hasBuilt(BuildingID::CITADEL))
|
||||
creatureGrows += creatureGrows / 2;
|
||||
if(town->hasBuilt(BuildingID::CASTLE))
|
||||
creatureGrows *= 2;
|
||||
else if(town->hasBuilt(BuildingID::CITADEL))
|
||||
creatureGrows += creatureGrows / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
creatureGrows = creature->getHorde();
|
||||
}
|
||||
}
|
||||
|
||||
armyStrength = ai->armyManager->evaluateStackPower(creature, creatureGrows);
|
||||
|
@ -17,20 +17,29 @@ namespace NKAI
|
||||
|
||||
HitMapInfo HitMapInfo::NoTreat;
|
||||
|
||||
double HitMapInfo::value() const
|
||||
{
|
||||
return danger / std::sqrt(turn / 3.0f + 1);
|
||||
}
|
||||
|
||||
void DangerHitMapAnalyzer::updateHitMap()
|
||||
{
|
||||
if(upToDate)
|
||||
if(hitMapUpToDate)
|
||||
return;
|
||||
|
||||
logAi->trace("Update danger hitmap");
|
||||
|
||||
upToDate = true;
|
||||
hitMapUpToDate = true;
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
|
||||
auto cb = ai->cb.get();
|
||||
auto mapSize = ai->cb->getMapSize();
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
enemyHeroAccessibleObjects.clear();
|
||||
townTreats.clear();
|
||||
|
||||
std::map<PlayerColor, std::map<const CGHeroInstance *, HeroRole>> heroes;
|
||||
|
||||
@ -44,6 +53,13 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
}
|
||||
}
|
||||
|
||||
auto ourTowns = cb->getTownsInfo();
|
||||
|
||||
for(auto town : ourTowns)
|
||||
{
|
||||
townTreats[town->id]; // insert empty list
|
||||
}
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos){
|
||||
hitMap[pos.x][pos.y][pos.z].reset();
|
||||
});
|
||||
@ -67,34 +83,53 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
if(path.getFirstBlockedAction())
|
||||
continue;
|
||||
|
||||
auto tileDanger = path.getHeroStrength();
|
||||
auto turn = path.turn();
|
||||
auto & node = hitMap[pos.x][pos.y][pos.z];
|
||||
|
||||
if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
|
||||
|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
|
||||
HitMapInfo newTreat;
|
||||
|
||||
newTreat.hero = path.targetHero;
|
||||
newTreat.turn = path.turn();
|
||||
newTreat.danger = path.getHeroStrength();
|
||||
|
||||
if(newTreat.value() > node.maximumDanger.value())
|
||||
{
|
||||
node.maximumDanger.danger = tileDanger;
|
||||
node.maximumDanger.turn = turn;
|
||||
node.maximumDanger.hero = path.targetHero;
|
||||
node.maximumDanger = newTreat;
|
||||
}
|
||||
|
||||
if(turn < node.fastestDanger.turn
|
||||
|| (turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger))
|
||||
if(newTreat.turn < node.fastestDanger.turn
|
||||
|| (newTreat.turn == node.fastestDanger.turn && node.fastestDanger.danger < newTreat.danger))
|
||||
{
|
||||
node.fastestDanger.danger = tileDanger;
|
||||
node.fastestDanger.turn = turn;
|
||||
node.fastestDanger.hero = path.targetHero;
|
||||
node.fastestDanger = newTreat;
|
||||
}
|
||||
|
||||
if(turn == 0)
|
||||
auto objects = cb->getVisitableObjs(pos, false);
|
||||
|
||||
for(auto obj : objects)
|
||||
{
|
||||
auto objects = cb->getVisitableObjs(pos, false);
|
||||
|
||||
for(auto obj : objects)
|
||||
if(obj->ID == Obj::TOWN && obj->getOwner() == ai->playerID)
|
||||
{
|
||||
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
|
||||
enemyHeroAccessibleObjects[path.targetHero].insert(obj);
|
||||
auto & treats = townTreats[obj->id];
|
||||
auto treat = std::find_if(treats.begin(), treats.end(), [&](const HitMapInfo & i) -> bool
|
||||
{
|
||||
return i.hero.hid == path.targetHero->id;
|
||||
});
|
||||
|
||||
if(treat == treats.end())
|
||||
{
|
||||
treats.emplace_back();
|
||||
treat = std::prev(treats.end(), 1);
|
||||
}
|
||||
|
||||
if(newTreat.value() > treat->value())
|
||||
{
|
||||
*treat = newTreat;
|
||||
}
|
||||
|
||||
if(newTreat.turn == 0)
|
||||
{
|
||||
if(cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES)
|
||||
enemyHeroAccessibleObjects.emplace_back(path.targetHero, obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -104,6 +139,122 @@ void DangerHitMapAnalyzer::updateHitMap()
|
||||
logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
|
||||
}
|
||||
|
||||
void DangerHitMapAnalyzer::calculateTileOwners()
|
||||
{
|
||||
if(tileOwnersUpToDate) return;
|
||||
|
||||
tileOwnersUpToDate = true;
|
||||
|
||||
auto cb = ai->cb.get();
|
||||
auto mapSize = ai->cb->getMapSize();
|
||||
|
||||
if(hitMap.shape()[0] != mapSize.x || hitMap.shape()[1] != mapSize.y || hitMap.shape()[2] != mapSize.z)
|
||||
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
|
||||
|
||||
std::map<const CGHeroInstance *, HeroRole> townHeroes;
|
||||
std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
|
||||
PathfinderSettings pathfinderSettings;
|
||||
|
||||
pathfinderSettings.mainTurnDistanceLimit = 5;
|
||||
|
||||
auto addTownHero = [&](const CGTownInstance * town)
|
||||
{
|
||||
auto townHero = new CGHeroInstance();
|
||||
CRandomGenerator rng;
|
||||
auto visitablePos = town->visitablePos();
|
||||
|
||||
townHero->setOwner(ai->playerID); // lets avoid having multiple colors
|
||||
townHero->initHero(rng, static_cast<HeroTypeID>(0));
|
||||
townHero->pos = townHero->convertFromVisitablePos(visitablePos);
|
||||
townHero->initObj(rng);
|
||||
|
||||
heroTownMap[townHero] = town;
|
||||
townHeroes[townHero] = HeroRole::MAIN;
|
||||
};
|
||||
|
||||
for(auto obj : ai->memory->visitableObjs)
|
||||
{
|
||||
if(obj && obj->ID == Obj::TOWN)
|
||||
{
|
||||
addTownHero(dynamic_cast<const CGTownInstance *>(obj));
|
||||
}
|
||||
}
|
||||
|
||||
for(auto town : cb->getTownsInfo())
|
||||
{
|
||||
addTownHero(town);
|
||||
}
|
||||
|
||||
ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
|
||||
|
||||
pforeachTilePos(mapSize, [&](const int3 & pos)
|
||||
{
|
||||
float ourDistance = std::numeric_limits<float>::max();
|
||||
float enemyDistance = std::numeric_limits<float>::max();
|
||||
const CGTownInstance * enemyTown = nullptr;
|
||||
const CGTownInstance * ourTown = nullptr;
|
||||
|
||||
for(AIPath & path : ai->pathfinder->getPathInfo(pos))
|
||||
{
|
||||
if(!path.targetHero || path.getFirstBlockedAction())
|
||||
continue;
|
||||
|
||||
auto town = heroTownMap[path.targetHero];
|
||||
|
||||
if(town->getOwner() == ai->playerID)
|
||||
{
|
||||
if(ourDistance > path.movementCost())
|
||||
{
|
||||
ourDistance = path.movementCost();
|
||||
ourTown = town;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(enemyDistance > path.movementCost())
|
||||
{
|
||||
enemyDistance = path.movementCost();
|
||||
enemyTown = town;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(ourDistance == enemyDistance)
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = nullptr;
|
||||
}
|
||||
else if(!enemyTown || ourDistance < enemyDistance)
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = ourTown;
|
||||
}
|
||||
else
|
||||
{
|
||||
hitMap[pos.x][pos.y][pos.z].closestTown = enemyTown;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
const std::vector<HitMapInfo> & DangerHitMapAnalyzer::getTownTreats(const CGTownInstance * town) const
|
||||
{
|
||||
static const std::vector<HitMapInfo> empty = {};
|
||||
|
||||
auto result = townTreats.find(town->id);
|
||||
|
||||
return result == townTreats.end() ? empty : result->second;
|
||||
}
|
||||
|
||||
PlayerColor DangerHitMapAnalyzer::getTileOwner(const int3 & tile) const
|
||||
{
|
||||
auto town = hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||
|
||||
return town ? town->getOwner() : PlayerColor::NEUTRAL;
|
||||
}
|
||||
|
||||
const CGTownInstance * DangerHitMapAnalyzer::getClosestTown(const int3 & tile) const
|
||||
{
|
||||
return hitMap[tile.x][tile.y][tile.z].closestTown;
|
||||
}
|
||||
|
||||
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
|
||||
{
|
||||
int3 tile = path.targetTile();
|
||||
@ -130,21 +281,22 @@ const HitMapNode & DangerHitMapAnalyzer::getTileTreat(const int3 & tile) const
|
||||
|
||||
const std::set<const CGObjectInstance *> empty = {};
|
||||
|
||||
const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
|
||||
std::set<const CGObjectInstance *> DangerHitMapAnalyzer::getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const
|
||||
{
|
||||
auto result = enemyHeroAccessibleObjects.find(enemy);
|
||||
|
||||
if(result == enemyHeroAccessibleObjects.end())
|
||||
std::set<const CGObjectInstance *> result;
|
||||
|
||||
for(auto & obj : enemyHeroAccessibleObjects)
|
||||
{
|
||||
return empty;
|
||||
if(obj.hero == enemy)
|
||||
result.insert(obj.obj);
|
||||
}
|
||||
|
||||
return result->second;
|
||||
return result;
|
||||
}
|
||||
|
||||
void DangerHitMapAnalyzer::reset()
|
||||
{
|
||||
upToDate = false;
|
||||
hitMapUpToDate = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -35,6 +35,8 @@ struct HitMapInfo
|
||||
turn = 255;
|
||||
hero = HeroPtr();
|
||||
}
|
||||
|
||||
double value() const;
|
||||
};
|
||||
|
||||
struct HitMapNode
|
||||
@ -42,6 +44,8 @@ struct HitMapNode
|
||||
HitMapInfo maximumDanger;
|
||||
HitMapInfo fastestDanger;
|
||||
|
||||
const CGTownInstance * closestTown = nullptr;
|
||||
|
||||
HitMapNode() = default;
|
||||
|
||||
void reset()
|
||||
@ -51,23 +55,41 @@ struct HitMapNode
|
||||
}
|
||||
};
|
||||
|
||||
struct EnemyHeroAccessibleObject
|
||||
{
|
||||
const CGHeroInstance * hero;
|
||||
const CGObjectInstance * obj;
|
||||
|
||||
EnemyHeroAccessibleObject(const CGHeroInstance * hero, const CGObjectInstance * obj)
|
||||
:hero(hero), obj(obj)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class DangerHitMapAnalyzer
|
||||
{
|
||||
private:
|
||||
boost::multi_array<HitMapNode, 3> hitMap;
|
||||
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
|
||||
bool upToDate;
|
||||
tbb::concurrent_vector<EnemyHeroAccessibleObject> enemyHeroAccessibleObjects;
|
||||
bool hitMapUpToDate = false;
|
||||
bool tileOwnersUpToDate = false;
|
||||
const Nullkiller * ai;
|
||||
std::map<ObjectInstanceID, std::vector<HitMapInfo>> townTreats;
|
||||
|
||||
public:
|
||||
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
|
||||
|
||||
void updateHitMap();
|
||||
void calculateTileOwners();
|
||||
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
|
||||
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
|
||||
const HitMapNode & getTileTreat(const int3 & tile) const;
|
||||
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
|
||||
std::set<const CGObjectInstance *> getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
|
||||
void reset();
|
||||
void resetTileOwners() { tileOwnersUpToDate = false; }
|
||||
PlayerColor getTileOwner(const int3 & tile) const;
|
||||
const CGTownInstance * getClosestTown(const int3 & tile) const;
|
||||
const std::vector<HitMapInfo> & getTownTreats(const CGTownInstance * town) const;
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -125,6 +125,7 @@ void HeroManager::update()
|
||||
}
|
||||
|
||||
std::sort(myHeroes.begin(), myHeroes.end(), scoreSort);
|
||||
heroRoles.clear();
|
||||
|
||||
for(auto hero : myHeroes)
|
||||
{
|
||||
@ -180,6 +181,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
|
||||
return evaluateFightingStrength(hero);
|
||||
}
|
||||
|
||||
bool HeroManager::heroCapReached() const
|
||||
{
|
||||
const bool includeGarnisoned = true;
|
||||
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
||||
|
||||
return heroCount >= ALLOWED_ROAMING_HEROES
|
||||
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
|
||||
}
|
||||
|
||||
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
||||
{
|
||||
if(!town)
|
||||
@ -191,13 +201,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
|
||||
if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
|
||||
return false;
|
||||
|
||||
const bool includeGarnisoned = true;
|
||||
int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
|
||||
|
||||
if(heroCount >= ALLOWED_ROAMING_HEROES)
|
||||
return false;
|
||||
|
||||
if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
|
||||
if(heroCapReached())
|
||||
return false;
|
||||
|
||||
if(!cb->getAvailableHeroes(town).size())
|
||||
@ -225,6 +229,31 @@ const CGHeroInstance * HeroManager::findHeroWithGrail() const
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) const
|
||||
{
|
||||
const CGHeroInstance * weakestHero = nullptr;
|
||||
auto myHeroes = ai->cb->getHeroesInfo();
|
||||
|
||||
for(auto existingHero : myHeroes)
|
||||
{
|
||||
if(ai->getHeroLockedReason(existingHero) == HeroLockedReason::DEFENCE
|
||||
|| existingHero->getArmyStrength() >armyLimit
|
||||
|| getHeroRole(existingHero) == HeroRole::MAIN
|
||||
|| existingHero->movementPointsRemaining()
|
||||
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
||||
{
|
||||
weakestHero = existingHero;
|
||||
}
|
||||
}
|
||||
|
||||
return weakestHero;
|
||||
}
|
||||
|
||||
SecondarySkillScoreMap::SecondarySkillScoreMap(std::map<SecondarySkill, float> scoreMap)
|
||||
:scoreMap(scoreMap)
|
||||
{
|
||||
|
@ -31,7 +31,9 @@ public:
|
||||
virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
|
||||
virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
|
||||
virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
|
||||
virtual bool heroCapReached() const = 0;
|
||||
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
|
||||
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
|
||||
};
|
||||
|
||||
class DLL_EXPORT ISecondarySkillRule
|
||||
@ -71,7 +73,9 @@ public:
|
||||
float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
|
||||
float evaluateHero(const CGHeroInstance * hero) const override;
|
||||
bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
|
||||
bool heroCapReached() const override;
|
||||
const CGHeroInstance * findHeroWithGrail() const override;
|
||||
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
|
||||
|
||||
private:
|
||||
float evaluateFightingStrength(const CGHeroInstance * hero) const;
|
||||
|
@ -227,7 +227,12 @@ void ObjectClusterizer::clusterize()
|
||||
auto obj = objs[i];
|
||||
|
||||
if(!shouldVisitObject(obj))
|
||||
return;
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Skip object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Check object %s%s.", obj->getObjectName(), obj->visitablePos().toString());
|
||||
|
@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
|
||||
tasks.reserve(paths.size());
|
||||
|
||||
const AIPath * closestWay = nullptr;
|
||||
std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
|
||||
std::vector<ExecuteHeroChain *> waysToVisitObj;
|
||||
|
||||
for(auto & path : paths)
|
||||
@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||
|
||||
if(heroRole == HeroRole::SCOUT
|
||||
&& (!closestWay || closestWay->movementCost() > path.movementCost()))
|
||||
auto & closestWay = closestWaysByRole[heroRole];
|
||||
|
||||
if(!closestWay || closestWay->movementCost() > path.movementCost())
|
||||
{
|
||||
closestWay = &path;
|
||||
}
|
||||
@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
|
||||
}
|
||||
}
|
||||
|
||||
if(closestWay)
|
||||
for(auto way : waysToVisitObj)
|
||||
{
|
||||
for(auto way : waysToVisitObj)
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
|
||||
auto closestWay = closestWaysByRole[heroRole];
|
||||
|
||||
if(closestWay)
|
||||
{
|
||||
way->closestWayRatio
|
||||
= closestWay->movementCost() / way->getPath().movementCost();
|
||||
@ -209,7 +213,7 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
|
||||
{
|
||||
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
|
||||
|
||||
if(tasks.empty() || ai->nullkiller->getScanDepth() == ScanDepth::FULL)
|
||||
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
|
||||
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
|
||||
}
|
||||
|
||||
|
@ -49,37 +49,119 @@ Goals::TGoalVec DefenceBehavior::decompose() const
|
||||
return tasks;
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
||||
bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
|
||||
{
|
||||
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
||||
|
||||
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
||||
auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
|
||||
|
||||
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
|
||||
|
||||
if(town->garrisonHero)
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
||||
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
||||
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
||||
|
||||
if(treatIsWeak && !needToSaveGrowth)
|
||||
{
|
||||
if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
||||
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
||||
|| path.turn() < treat.turn - 1
|
||||
|| (path.turn() < treat.turn && treat.turn >= 2))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace(
|
||||
"Extracting hero %s from garrison of town %s",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
"Hero %s can eliminate danger for town %s using path %s.",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
||||
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void handleCounterAttack(
|
||||
const CGTownInstance * town,
|
||||
const HitMapInfo & treat,
|
||||
const HitMapInfo & maximumDanger,
|
||||
Goals::TGoalVec & tasks)
|
||||
{
|
||||
if(treat.hero.validAndSet()
|
||||
&& treat.turn <= 1
|
||||
&& (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
|
||||
{
|
||||
auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
|
||||
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
|
||||
|
||||
for(int i = 0; i < heroCapturingPaths.size(); i++)
|
||||
{
|
||||
AIPath & path = heroCapturingPaths[i];
|
||||
TSubgoal goal = goals[i];
|
||||
|
||||
if(!goal || goal->invalid() || !goal->isElementar()) continue;
|
||||
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
|
||||
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
|
||||
{
|
||||
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
|
||||
{
|
||||
logAi->trace(
|
||||
"Hero %s in garrison of town %s is suposed to defend the town",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if(!town->visitingHero)
|
||||
{
|
||||
if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
|
||||
{
|
||||
logAi->trace(
|
||||
"Extracting hero %s from garrison of town %s",
|
||||
town->garrisonHero->getNameTranslated(),
|
||||
town->getNameTranslated());
|
||||
|
||||
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
|
||||
|
||||
return true;
|
||||
}
|
||||
else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
|
||||
{
|
||||
auto armyDismissLimit = 1000;
|
||||
auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
|
||||
|
||||
if(heroToDismiss)
|
||||
{
|
||||
tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
|
||||
{
|
||||
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
|
||||
|
||||
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
|
||||
std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
|
||||
|
||||
treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
|
||||
|
||||
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@ -107,105 +189,17 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
town->getNameTranslated(),
|
||||
treat.danger,
|
||||
std::to_string(treat.turn),
|
||||
treat.hero->getNameTranslated());
|
||||
treat.hero ? treat.hero->getNameTranslated() : std::string("<no hero>"));
|
||||
|
||||
bool treatIsUnderControl = false;
|
||||
handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
|
||||
|
||||
for(AIPath & path : paths)
|
||||
if(isTreatUnderControl(town, treat, paths))
|
||||
{
|
||||
if(town->visitingHero && path.targetHero != town->visitingHero.get())
|
||||
continue;
|
||||
|
||||
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
|
||||
continue;
|
||||
|
||||
if(treat.hero.validAndSet()
|
||||
&& treat.turn <= 1
|
||||
&& (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
|
||||
&& isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
|
||||
{
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
|
||||
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
}
|
||||
|
||||
bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
|
||||
bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
|
||||
|
||||
if(treatIsWeak && !needToSaveGrowth)
|
||||
{
|
||||
if((path.exchangeCount == 1 && path.turn() < treat.turn)
|
||||
|| path.turn() < treat.turn - 1
|
||||
|| (path.turn() < treat.turn && treat.turn >= 2))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace(
|
||||
"Hero %s can eliminate danger for town %s using path %s.",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
treatIsUnderControl = true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(treatIsUnderControl)
|
||||
continue;
|
||||
|
||||
if(!town->visitingHero
|
||||
&& town->hasBuilt(BuildingID::TAVERN)
|
||||
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
||||
{
|
||||
auto heroesInTavern = cb->getAvailableHeroes(town);
|
||||
|
||||
for(auto hero : heroesInTavern)
|
||||
{
|
||||
if(hero->getTotalStrength() > treat.danger)
|
||||
{
|
||||
auto myHeroes = cb->getHeroesInfo();
|
||||
|
||||
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
||||
#endif
|
||||
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
const CGHeroInstance * weakestHero = nullptr;
|
||||
|
||||
for(auto existingHero : myHeroes)
|
||||
{
|
||||
if(ai->nullkiller->isHeroLocked(existingHero)
|
||||
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|
||||
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|
||||
|| existingHero->movementPointsRemaining()
|
||||
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
|
||||
continue;
|
||||
|
||||
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
|
||||
{
|
||||
weakestHero = existingHero;
|
||||
}
|
||||
|
||||
if(weakestHero)
|
||||
{
|
||||
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
evaluateRecruitingHero(tasks, treat, town);
|
||||
|
||||
if(paths.empty())
|
||||
{
|
||||
logAi->trace("No ways to defend town %s", town->getNameTranslated());
|
||||
@ -229,6 +223,22 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
path.movementCost(),
|
||||
path.toString());
|
||||
#endif
|
||||
|
||||
auto townDefenseStrength = town->garrisonHero
|
||||
? town->garrisonHero->getTotalStrength()
|
||||
: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
|
||||
|
||||
if(town->visitingHero && path.targetHero == town->visitingHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < townDefenseStrength)
|
||||
continue;
|
||||
}
|
||||
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
|
||||
{
|
||||
if(path.getHeroStrength() < townDefenseStrength)
|
||||
continue;
|
||||
}
|
||||
|
||||
if(path.turn() <= treat.turn - 2)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
@ -275,9 +285,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
tasks.push_back(
|
||||
Goals::sptr(Composition()
|
||||
.addNext(DefendTown(town, treat, path))
|
||||
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
|
||||
.addNext(ExecuteHeroChain(path, town))
|
||||
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
|
||||
.addNextSequence({
|
||||
sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
|
||||
sptr(ExecuteHeroChain(path, town)),
|
||||
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
|
||||
})));
|
||||
|
||||
continue;
|
||||
}
|
||||
@ -313,15 +325,58 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Move %s to defend town %s",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
Composition composition;
|
||||
|
||||
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
|
||||
composition.addNext(DefendTown(town, treat, path));
|
||||
TGoalVec sequence;
|
||||
|
||||
if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
|
||||
{
|
||||
composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
|
||||
tasks.push_back(Goals::sptr(composition));
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Locking hero %s in garrison of %s",
|
||||
town->garrisonHero.get()->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
|
||||
continue;
|
||||
}
|
||||
else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
|
||||
{
|
||||
if(town->garrisonHero)
|
||||
{
|
||||
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
|
||||
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
|
||||
{
|
||||
if(path.turn() == 0)
|
||||
sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
|
||||
}
|
||||
else
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if(path.turn() == 0)
|
||||
{
|
||||
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||
}
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Move %s to defend town %s",
|
||||
path.targetHero->getObjectName(),
|
||||
town->getObjectName());
|
||||
#endif
|
||||
|
||||
sequence.push_back(sptr(ExecuteHeroChain(path, town)));
|
||||
composition.addNextSequence(sequence);
|
||||
|
||||
auto firstBlockedAction = path.getFirstBlockedAction();
|
||||
if(firstBlockedAction)
|
||||
@ -350,4 +405,70 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
|
||||
logAi->debug("Found %d tasks", tasks.size());
|
||||
}
|
||||
|
||||
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
|
||||
{
|
||||
if(town->hasBuilt(BuildingID::TAVERN)
|
||||
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
|
||||
{
|
||||
auto heroesInTavern = cb->getAvailableHeroes(town);
|
||||
|
||||
for(auto hero : heroesInTavern)
|
||||
{
|
||||
if(hero->getTotalStrength() < treat.danger)
|
||||
continue;
|
||||
|
||||
auto myHeroes = cb->getHeroesInfo();
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
|
||||
#endif
|
||||
bool needSwap = false;
|
||||
const CGHeroInstance * heroToDismiss = nullptr;
|
||||
|
||||
if(town->visitingHero)
|
||||
{
|
||||
if(!town->garrisonHero)
|
||||
needSwap = true;
|
||||
else
|
||||
{
|
||||
if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
|
||||
{
|
||||
if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
|
||||
continue;
|
||||
|
||||
heroToDismiss = town->visitingHero.get();
|
||||
}
|
||||
else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
|
||||
continue;
|
||||
else
|
||||
{
|
||||
needSwap = true;
|
||||
heroToDismiss = town->garrisonHero.get();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(ai->nullkiller->heroManager->heroCapReached())
|
||||
{
|
||||
heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
|
||||
|
||||
if(!heroToDismiss)
|
||||
continue;
|
||||
}
|
||||
|
||||
TGoalVec sequence;
|
||||
Goals::Composition recruitHeroComposition;
|
||||
|
||||
if(needSwap)
|
||||
sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
|
||||
|
||||
if(heroToDismiss)
|
||||
sequence.push_back(sptr(DismissHero(heroToDismiss)));
|
||||
|
||||
sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
|
||||
|
||||
tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -15,8 +15,12 @@
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
struct HitMapInfo;
|
||||
|
||||
namespace Goals
|
||||
{
|
||||
|
||||
class DefenceBehavior : public CGoal<DefenceBehavior>
|
||||
{
|
||||
public:
|
||||
@ -35,6 +39,7 @@ namespace Goals
|
||||
|
||||
private:
|
||||
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
|
||||
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -12,10 +12,13 @@
|
||||
#include "../Engine/Nullkiller.h"
|
||||
#include "../Goals/ExecuteHeroChain.h"
|
||||
#include "../Goals/Composition.h"
|
||||
#include "../Goals/RecruitHero.h"
|
||||
#include "../Markers/HeroExchange.h"
|
||||
#include "../Markers/ArmyUpgrade.h"
|
||||
#include "GatherArmyBehavior.h"
|
||||
#include "CaptureObjectsBehavior.h"
|
||||
#include "../AIUtility.h"
|
||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@ -78,20 +81,18 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Path found %s", path.toString());
|
||||
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||
#endif
|
||||
|
||||
if(path.containsHero(hero)) continue;
|
||||
|
||||
if(path.turn() == 0 && hero->inTownGarrison)
|
||||
if(path.containsHero(hero))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Selfcontaining path. Ignore");
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
||||
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
|
||||
@ -109,10 +110,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
|
||||
HeroExchange heroExchange(hero, path);
|
||||
|
||||
float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
|
||||
uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
|
||||
float armyRatio = (float)armyValue / hero->getArmyStrength();
|
||||
|
||||
// avoid transferring very small amount of army
|
||||
if(armyValue < 0.1f && armyValue < 20000)
|
||||
if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Army value is too small.");
|
||||
@ -172,7 +174,28 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
|
||||
exchangePath.closestWayRatio = 1;
|
||||
|
||||
composition.addNext(heroExchange);
|
||||
composition.addNext(exchangePath);
|
||||
|
||||
if(hero->inTownGarrison && path.turn() == 0)
|
||||
{
|
||||
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
|
||||
|
||||
if(path.targetHero->visitedTown == hero->visitedTown)
|
||||
{
|
||||
composition.addNextSequence({
|
||||
sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
|
||||
}
|
||||
else
|
||||
{
|
||||
composition.addNextSequence({
|
||||
sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
|
||||
sptr(exchangePath),
|
||||
sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
composition.addNext(exchangePath);
|
||||
}
|
||||
|
||||
auto blockedAction = path.getFirstBlockedAction();
|
||||
|
||||
@ -212,18 +235,42 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
#endif
|
||||
|
||||
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
|
||||
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
|
||||
|
||||
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 1
|
||||
logAi->trace("Found %d paths", paths.size());
|
||||
#endif
|
||||
|
||||
bool hasMainAround = false;
|
||||
|
||||
for(const AIPath & path : paths)
|
||||
{
|
||||
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
|
||||
|
||||
if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||
hasMainAround = true;
|
||||
}
|
||||
|
||||
for(int i = 0; i < paths.size(); i++)
|
||||
{
|
||||
auto & path = paths[i];
|
||||
auto visitGoal = goals[i];
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Path found %s", path.toString());
|
||||
logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
|
||||
#endif
|
||||
if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
|
||||
|
||||
if(visitGoal->invalid())
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Not valid way.");
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
|
||||
if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Town has visiting hero.");
|
||||
@ -261,18 +308,58 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
|
||||
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
|
||||
|
||||
if(!upgrader->garrisonHero && ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
|
||||
if(!upgrader->garrisonHero
|
||||
&& (
|
||||
hasMainAround
|
||||
|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
|
||||
{
|
||||
upgrade.upgradeValue +=
|
||||
ai->nullkiller->armyManager->howManyReinforcementsCanGet(
|
||||
ArmyUpgradeInfo armyToGetOrBuy;
|
||||
|
||||
armyToGetOrBuy.addArmyToGet(
|
||||
ai->nullkiller->armyManager->getBestArmy(
|
||||
path.targetHero,
|
||||
path.heroArmy,
|
||||
upgrader->getUpperArmy());
|
||||
upgrader->getUpperArmy()));
|
||||
|
||||
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
|
||||
|
||||
armyToGetOrBuy.addArmyToBuy(
|
||||
ai->nullkiller->armyManager->toSlotInfo(
|
||||
ai->nullkiller->armyManager->getArmyAvailableToBuy(
|
||||
path.heroArmy,
|
||||
upgrader,
|
||||
ai->nullkiller->getFreeResources(),
|
||||
path.turn())));
|
||||
|
||||
upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
|
||||
upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
|
||||
vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
|
||||
|
||||
if(!upgrade.upgradeValue
|
||||
&& armyToGetOrBuy.upgradeValue > 20000
|
||||
&& ai->nullkiller->heroManager->canRecruitHero(town)
|
||||
&& path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
|
||||
{
|
||||
for(auto hero : cb->getAvailableHeroes(town))
|
||||
{
|
||||
auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
|
||||
+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
|
||||
|
||||
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
|
||||
&& ai->nullkiller->getFreeGold() >20000
|
||||
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
|
||||
{
|
||||
Composition recruitHero;
|
||||
|
||||
recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
|
||||
|
||||
if((armyValue < 0.1f && armyValue < 20000) || upgrade.upgradeValue < 300) // avoid small upgrades
|
||||
if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
|
||||
{
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
|
||||
@ -297,11 +384,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
|
||||
|
||||
if(isSafe)
|
||||
{
|
||||
ExecuteHeroChain newWay(path, upgrader);
|
||||
|
||||
newWay.closestWayRatio = 1;
|
||||
|
||||
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
|
||||
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -66,6 +66,27 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
|
||||
}
|
||||
}
|
||||
|
||||
int treasureSourcesCount = 0;
|
||||
|
||||
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
|
||||
{
|
||||
if((obj->ID == Obj::RESOURCE)
|
||||
|| obj->ID == Obj::TREASURE_CHEST
|
||||
|| obj->ID == Obj::CAMPFIRE
|
||||
|| isWeeklyRevisitable(obj)
|
||||
|| obj->ID ==Obj::ARTIFACT)
|
||||
{
|
||||
auto tile = obj->visitablePos();
|
||||
auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
|
||||
|
||||
if(town == closestTown)
|
||||
treasureSourcesCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if(treasureSourcesCount < 5)
|
||||
continue;
|
||||
|
||||
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|
||||
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000
|
||||
&& ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE))
|
||||
|
@ -52,6 +52,7 @@ set(Nullkiller_SRCS
|
||||
Behaviors/BuildingBehavior.cpp
|
||||
Behaviors/GatherArmyBehavior.cpp
|
||||
Behaviors/ClusterBehavior.cpp
|
||||
Helpers/ArmyFormation.cpp
|
||||
AIGateway.cpp
|
||||
)
|
||||
|
||||
@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
|
||||
Behaviors/BuildingBehavior.h
|
||||
Behaviors/GatherArmyBehavior.h
|
||||
Behaviors/ClusterBehavior.h
|
||||
Helpers/ArmyFormation.h
|
||||
AIGateway.h
|
||||
)
|
||||
|
||||
|
@ -150,17 +150,15 @@ ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj)
|
||||
case Obj::MINE:
|
||||
case Obj::ABANDONED_MINE:
|
||||
case Obj::PANDORAS_BOX:
|
||||
{
|
||||
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
||||
return a->getArmyStrength();
|
||||
}
|
||||
case Obj::CRYPT: //crypt
|
||||
case Obj::CREATURE_BANK: //crebank
|
||||
case Obj::DRAGON_UTOPIA:
|
||||
case Obj::SHIPWRECK: //shipwreck
|
||||
case Obj::DERELICT_SHIP: //derelict ship
|
||||
// case Obj::PYRAMID:
|
||||
return estimateBankDanger(dynamic_cast<const CBank *>(obj));
|
||||
{
|
||||
const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
|
||||
return a->getArmyStrength();
|
||||
}
|
||||
case Obj::PYRAMID:
|
||||
{
|
||||
if(obj->subID == 0)
|
||||
|
@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
|
||||
armyManager.reset(new ArmyManager(cb.get(), this));
|
||||
heroManager.reset(new HeroManager(cb.get(), this));
|
||||
decomposer.reset(new DeepDecomposer());
|
||||
armyFormation.reset(new ArmyFormation(cb, this));
|
||||
}
|
||||
|
||||
Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
|
||||
@ -117,7 +118,7 @@ Goals::TTask Nullkiller::choseBestTask(Goals::TSubgoal behavior, int decompositi
|
||||
void Nullkiller::resetAiState()
|
||||
{
|
||||
lockedResources = TResources();
|
||||
scanDepth = ScanDepth::FULL;
|
||||
scanDepth = ScanDepth::MAIN_FULL;
|
||||
playerID = ai->playerID;
|
||||
lockedHeroes.clear();
|
||||
dangerHitMap->reset();
|
||||
@ -133,10 +134,14 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
activeHero = nullptr;
|
||||
setTargetObject(-1);
|
||||
|
||||
decomposer->reset();
|
||||
buildAnalyzer->update();
|
||||
|
||||
if(!fast)
|
||||
{
|
||||
memory->removeInvisibleObjects(cb.get());
|
||||
|
||||
dangerHitMap->calculateTileOwners();
|
||||
dangerHitMap->updateHitMap();
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
@ -156,11 +161,15 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
|
||||
PathfinderSettings cfg;
|
||||
cfg.useHeroChain = useHeroChain;
|
||||
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
||||
|
||||
if(scanDepth != ScanDepth::FULL)
|
||||
if(scanDepth == ScanDepth::SMALL)
|
||||
{
|
||||
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT * ((int)scanDepth + 1);
|
||||
cfg.mainTurnDistanceLimit = MAIN_TURN_DISTANCE_LIMIT;
|
||||
}
|
||||
|
||||
if(scanDepth != ScanDepth::ALL_FULL)
|
||||
{
|
||||
cfg.scoutTurnDistanceLimit = SCOUT_TURN_DISTANCE_LIMIT;
|
||||
}
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
@ -173,8 +182,6 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
}
|
||||
|
||||
armyManager->update();
|
||||
buildAnalyzer->update();
|
||||
decomposer->reset();
|
||||
|
||||
logAi->debug("AI state updated in %ld", timeElapsed(start));
|
||||
}
|
||||
@ -222,7 +229,7 @@ void Nullkiller::makeTurn()
|
||||
boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
|
||||
|
||||
const int MAX_DEPTH = 10;
|
||||
const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
|
||||
const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
|
||||
|
||||
resetAiState();
|
||||
|
||||
@ -231,8 +238,8 @@ void Nullkiller::makeTurn()
|
||||
updateAiState(i);
|
||||
|
||||
Goals::TTask bestTask = taskptr(Goals::Invalid());
|
||||
|
||||
do
|
||||
|
||||
for(;i <= MAXPASS; i++)
|
||||
{
|
||||
Goals::TTaskVec fastTasks = {
|
||||
choseBestTask(sptr(BuyArmyBehavior()), 1),
|
||||
@ -246,7 +253,11 @@ void Nullkiller::makeTurn()
|
||||
executeTask(bestTask);
|
||||
updateAiState(i, true);
|
||||
}
|
||||
} while(bestTask->priority >= FAST_TASK_MINIMAL_PRIORITY);
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Goals::TTaskVec bestTasks = {
|
||||
bestTask,
|
||||
@ -265,7 +276,6 @@ void Nullkiller::makeTurn()
|
||||
bestTask = choseBestTask(bestTasks);
|
||||
|
||||
HeroPtr hero = bestTask->getHero();
|
||||
|
||||
HeroRole heroRole = HeroRole::MAIN;
|
||||
|
||||
if(hero.validAndSet())
|
||||
@ -274,26 +284,50 @@ void Nullkiller::makeTurn()
|
||||
if(heroRole != HeroRole::MAIN || bestTask->getHeroExchangeCount() <= 1)
|
||||
useHeroChain = false;
|
||||
|
||||
// TODO: better to check turn distance here instead of priority
|
||||
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
|
||||
&& scanDepth == ScanDepth::FULL)
|
||||
&& scanDepth == ScanDepth::MAIN_FULL)
|
||||
{
|
||||
useHeroChain = false;
|
||||
scanDepth = ScanDepth::SMALL;
|
||||
|
||||
logAi->trace(
|
||||
"Goal %s has too low priority %f so increasing scan depth",
|
||||
"Goal %s has low priority %f so decreasing scan depth to gain performance.",
|
||||
bestTask->toString(),
|
||||
bestTask->priority);
|
||||
}
|
||||
|
||||
if(bestTask->priority < MIN_PRIORITY)
|
||||
{
|
||||
auto heroes = cb->getHeroesInfo();
|
||||
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
|
||||
{
|
||||
return h->movementPointsRemaining() > 100;
|
||||
});
|
||||
|
||||
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
|
||||
{
|
||||
logAi->trace(
|
||||
"Goal %s has too low priority %f so increasing scan depth to full.",
|
||||
bestTask->toString(),
|
||||
bestTask->priority);
|
||||
|
||||
scanDepth = ScanDepth::ALL_FULL;
|
||||
useHeroChain = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", bestTask->toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
executeTask(bestTask);
|
||||
|
||||
if(i == MAXPASS)
|
||||
{
|
||||
logAi->error("Goal %s exceeded maxpass. Terminating AI turn.", bestTask->toString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -18,6 +18,7 @@
|
||||
#include "../Analyzers/ArmyManager.h"
|
||||
#include "../Analyzers/HeroManager.h"
|
||||
#include "../Analyzers/ObjectClusterizer.h"
|
||||
#include "../Helpers/ArmyFormation.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
@ -39,9 +40,11 @@ enum class HeroLockedReason
|
||||
|
||||
enum class ScanDepth
|
||||
{
|
||||
FULL = 0,
|
||||
MAIN_FULL = 0,
|
||||
|
||||
SMALL = 1
|
||||
SMALL = 1,
|
||||
|
||||
ALL_FULL = 2
|
||||
};
|
||||
|
||||
class Nullkiller
|
||||
@ -67,6 +70,7 @@ public:
|
||||
std::unique_ptr<AIMemory> memory;
|
||||
std::unique_ptr<FuzzyHelper> dangerEvaluator;
|
||||
std::unique_ptr<DeepDecomposer> decomposer;
|
||||
std::unique_ptr<ArmyFormation> armyFormation;
|
||||
PlayerColor playerID;
|
||||
std::shared_ptr<CCallback> cb;
|
||||
|
||||
|
@ -23,6 +23,7 @@
|
||||
#include "../Goals/ExecuteHeroChain.h"
|
||||
#include "../Goals/BuildThis.h"
|
||||
#include "../Goals/ExchangeSwapTownHeroes.h"
|
||||
#include "../Goals/DismissHero.h"
|
||||
#include "../Markers/UnlockCluster.h"
|
||||
#include "../Markers/HeroExchange.h"
|
||||
#include "../Markers/ArmyUpgrade.h"
|
||||
@ -33,6 +34,7 @@ namespace NKAI
|
||||
|
||||
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
|
||||
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
|
||||
const float MIN_CRITICAL_VALUE = 2.0f;
|
||||
|
||||
EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||
: movementCost(0.0),
|
||||
@ -49,10 +51,16 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
|
||||
turn(0),
|
||||
strategicalValue(0),
|
||||
evaluator(ai),
|
||||
enemyHeroDangerRatio(0)
|
||||
enemyHeroDangerRatio(0),
|
||||
armyGrowth(0)
|
||||
{
|
||||
}
|
||||
|
||||
void EvaluationContext::addNonCriticalStrategicalValue(float value)
|
||||
{
|
||||
vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
|
||||
}
|
||||
|
||||
PriorityEvaluator::~PriorityEvaluator()
|
||||
{
|
||||
delete engine;
|
||||
@ -64,6 +72,7 @@ void PriorityEvaluator::initVisitTile()
|
||||
std::string str = std::string((char *)file.first.get(), file.second);
|
||||
engine = fl::FllImporter().fromString(str);
|
||||
armyLossPersentageVariable = engine->getInputVariable("armyLoss");
|
||||
armyGrowthVariable = engine->getInputVariable("armyGrowth");
|
||||
heroRoleVariable = engine->getInputVariable("heroRole");
|
||||
dangerVariable = engine->getInputVariable("danger");
|
||||
turnVariable = engine->getInputVariable("turn");
|
||||
@ -99,7 +108,8 @@ int32_t estimateTownIncome(CCallback * cb, const CGObjectInstance * target, cons
|
||||
auto town = cb->getTown(target->id);
|
||||
auto fortLevel = town->fortLevel();
|
||||
|
||||
if(town->hasCapitol()) return booster * 2000;
|
||||
if(town->hasCapitol())
|
||||
return booster * 2000;
|
||||
|
||||
// probably well developed town will have city hall
|
||||
if(fortLevel == CGTownInstance::CASTLE) return booster * 750;
|
||||
@ -153,18 +163,18 @@ uint64_t getCreatureBankArmyReward(const CGObjectInstance * target, const CGHero
|
||||
{
|
||||
result += (c.data.type->getAIValue() * c.data.count) * c.chance;
|
||||
}
|
||||
else
|
||||
/*else
|
||||
{
|
||||
//we will need to discard the weakest stack
|
||||
result += (c.data.type->getAIValue() * c.data.count - weakestStackPower) * c.chance;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
result /= 100; //divide by total chance
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
||||
uint64_t getDwellingArmyValue(CCallback * cb, const CGObjectInstance * target, bool checkGold)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
uint64_t score = 0;
|
||||
@ -185,6 +195,27 @@ uint64_t getDwellingScore(CCallback * cb, const CGObjectInstance * target, bool
|
||||
return score;
|
||||
}
|
||||
|
||||
uint64_t getDwellingArmyGrowth(CCallback * cb, const CGObjectInstance * target, PlayerColor myColor)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
uint64_t score = 0;
|
||||
|
||||
if(dwelling->getOwner() == myColor)
|
||||
return 0;
|
||||
|
||||
for(auto & creLevel : dwelling->creatures)
|
||||
{
|
||||
if(creLevel.second.size())
|
||||
{
|
||||
auto creature = creLevel.second.back().toCreature();
|
||||
|
||||
score += creature->getAIValue() * creature->getGrowth();
|
||||
}
|
||||
}
|
||||
|
||||
return score;
|
||||
}
|
||||
|
||||
int getDwellingArmyCost(const CGObjectInstance * target)
|
||||
{
|
||||
auto dwelling = dynamic_cast<const CGDwelling *>(target);
|
||||
@ -247,23 +278,13 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
{
|
||||
const float enemyArmyEliminationRewardRatio = 0.5f;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, ai->playerID);
|
||||
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
switch(target->ID)
|
||||
{
|
||||
case Obj::TOWN:
|
||||
{
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 1 : 2;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return town->hasFort() ? booster * 500 : 0;
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
||||
}
|
||||
|
||||
case Obj::HILL_FORT:
|
||||
return ai->armyManager->calculateCreaturesUpgrade(army, target, ai->cb->getResourceAmount()).upgradeValue;
|
||||
case Obj::CREATURE_BANK:
|
||||
@ -272,7 +293,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
case Obj::CREATURE_GENERATOR2:
|
||||
case Obj::CREATURE_GENERATOR3:
|
||||
case Obj::CREATURE_GENERATOR4:
|
||||
return getDwellingScore(ai->cb.get(), target, checkGold);
|
||||
return getDwellingArmyValue(ai->cb.get(), target, checkGold);
|
||||
case Obj::CRYPT:
|
||||
case Obj::SHIPWRECK:
|
||||
case Obj::SHIPWRECK_SURVIVOR:
|
||||
@ -283,7 +304,7 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
case Obj::DRAGON_UTOPIA:
|
||||
return 10000;
|
||||
case Obj::HERO:
|
||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
||||
return relations == PlayerRelations::ENEMIES
|
||||
? enemyArmyEliminationRewardRatio * dynamic_cast<const CGHeroInstance *>(target)->getArmyStrength()
|
||||
: 0;
|
||||
case Obj::PANDORAS_BOX:
|
||||
@ -293,6 +314,47 @@ uint64_t RewardEvaluator::getArmyReward(
|
||||
}
|
||||
}
|
||||
|
||||
uint64_t RewardEvaluator::getArmyGrowth(
|
||||
const CGObjectInstance * target,
|
||||
const CGHeroInstance * hero,
|
||||
const CCreatureSet * army) const
|
||||
{
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||
|
||||
if(relations != PlayerRelations::ENEMIES)
|
||||
return 0;
|
||||
|
||||
switch(target->ID)
|
||||
{
|
||||
case Obj::TOWN:
|
||||
{
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto neutral = !town->getOwner().isValidPlayer();
|
||||
auto booster = isAnotherAi(town, *ai->cb) || neutral ? 1 : 2;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return town->hasFort() ? booster * 500 : 0;
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 5000 : 2000);
|
||||
}
|
||||
|
||||
case Obj::CREATURE_GENERATOR1:
|
||||
case Obj::CREATURE_GENERATOR2:
|
||||
case Obj::CREATURE_GENERATOR3:
|
||||
case Obj::CREATURE_GENERATOR4:
|
||||
return getDwellingArmyGrowth(ai->cb.get(), target, hero->getOwner());
|
||||
case Obj::ARTIFACT:
|
||||
// it is not supported now because hero will not sit in town on 7th day but later parts of legion may be counted as army growth as well.
|
||||
return 0;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
int RewardEvaluator::getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const
|
||||
{
|
||||
if(!target)
|
||||
@ -338,7 +400,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
|
||||
2. The formula quickly approaches 1.0 as hero level increases,
|
||||
but higher level always means higher value and the minimal value for level 1 hero is 0.5
|
||||
*/
|
||||
return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
|
||||
return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
|
||||
}
|
||||
|
||||
float RewardEvaluator::getResourceRequirementStrength(int resType) const
|
||||
@ -366,10 +428,26 @@ float RewardEvaluator::getTotalResourceRequirementStrength(int resType) const
|
||||
return 0;
|
||||
|
||||
float ratio = dailyIncome[resType] == 0
|
||||
? (float)requiredResources[resType] / 50.0f
|
||||
: (float)requiredResources[resType] / dailyIncome[resType] / 50.0f;
|
||||
? (float)requiredResources[resType] / 10.0f
|
||||
: (float)requiredResources[resType] / dailyIncome[resType] / 20.0f;
|
||||
|
||||
return std::min(ratio, 1.0f);
|
||||
return std::min(ratio, 2.0f);
|
||||
}
|
||||
|
||||
uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
|
||||
{
|
||||
uint64_t result = 0;
|
||||
|
||||
for(auto creatureInfo : town->creatures)
|
||||
{
|
||||
if(creatureInfo.second.empty())
|
||||
continue;
|
||||
|
||||
auto creature = creatureInfo.second.back().toCreature();
|
||||
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
|
||||
@ -407,18 +485,28 @@ float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) cons
|
||||
case Obj::TOWN:
|
||||
{
|
||||
if(ai->buildAnalyzer->getDevelopmentInfo().empty())
|
||||
return 1;
|
||||
return 10.0f;
|
||||
|
||||
auto town = dynamic_cast<const CGTownInstance *>(target);
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 0.3 : 1;
|
||||
|
||||
if(town->hasCapitol()) return 1;
|
||||
if(town->getOwner() == ai->playerID)
|
||||
{
|
||||
auto armyIncome = townArmyGrowth(town);
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
|
||||
return std::min(1.0f, std::sqrt(armyIncome / 40000.0f)) + std::min(0.3f, dailyIncome / 10000.0f);
|
||||
}
|
||||
|
||||
auto fortLevel = town->fortLevel();
|
||||
auto booster = isAnotherAi(town, *ai->cb) ? 0.4f : 1.0f;
|
||||
|
||||
if(town->hasCapitol())
|
||||
return booster * 1.5;
|
||||
|
||||
if(fortLevel < CGTownInstance::CITADEL)
|
||||
return booster * (town->hasFort() ? 0.6 : 0.4);
|
||||
return booster * (town->hasFort() ? 1.0 : 0.8);
|
||||
else
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 0.9 : 0.8);
|
||||
return booster * (fortLevel == CGTownInstance::CASTLE ? 1.4 : 1.2);
|
||||
}
|
||||
|
||||
case Obj::HERO:
|
||||
@ -463,15 +551,18 @@ float RewardEvaluator::getSkillReward(const CGObjectInstance * target, const CGH
|
||||
case Obj::GARDEN_OF_REVELATION:
|
||||
case Obj::MARLETTO_TOWER:
|
||||
case Obj::MERCENARY_CAMP:
|
||||
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
||||
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
||||
case Obj::TREE_OF_KNOWLEDGE:
|
||||
return 1;
|
||||
case Obj::LEARNING_STONE:
|
||||
return 1.0f / std::sqrt(hero->level);
|
||||
case Obj::ARENA:
|
||||
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
||||
return 2;
|
||||
case Obj::SHRINE_OF_MAGIC_INCANTATION:
|
||||
return 0.2f;
|
||||
case Obj::SHRINE_OF_MAGIC_GESTURE:
|
||||
return 0.3f;
|
||||
case Obj::SHRINE_OF_MAGIC_THOUGHT:
|
||||
return 0.5f;
|
||||
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
||||
return 8;
|
||||
case Obj::WITCH_HUT:
|
||||
@ -513,12 +604,13 @@ int32_t getArmyCost(const CArmedInstance * army)
|
||||
return value;
|
||||
}
|
||||
|
||||
/// Gets aproximated reward in gold. Daily income is multiplied by 5
|
||||
int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const
|
||||
{
|
||||
if(!target)
|
||||
return 0;
|
||||
|
||||
auto relations = ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner);
|
||||
|
||||
const int dailyIncomeMultiplier = 5;
|
||||
const float enemyArmyEliminationGoldRewardRatio = 0.2f;
|
||||
const int32_t heroEliminationBonus = GameConstants::HERO_GOLD_COST / 2;
|
||||
@ -559,7 +651,7 @@ int32_t RewardEvaluator::getGoldReward(const CGObjectInstance * target, const CG
|
||||
//Objectively saves us 2500 to hire hero
|
||||
return GameConstants::HERO_GOLD_COST;
|
||||
case Obj::HERO:
|
||||
return ai->cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
|
||||
return relations == PlayerRelations::ENEMIES
|
||||
? heroEliminationBonus + enemyArmyEliminationGoldRewardRatio * getArmyCost(dynamic_cast<const CGHeroInstance *>(target))
|
||||
: 0;
|
||||
default:
|
||||
@ -579,7 +671,8 @@ public:
|
||||
|
||||
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
|
||||
|
||||
evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
|
||||
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
|
||||
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
|
||||
}
|
||||
};
|
||||
|
||||
@ -596,7 +689,7 @@ public:
|
||||
uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
|
||||
|
||||
evaluationContext.armyReward += upgradeValue;
|
||||
evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
|
||||
evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
|
||||
}
|
||||
};
|
||||
|
||||
@ -621,23 +714,6 @@ void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uin
|
||||
|
||||
class DefendTownEvaluator : public IEvaluationContextBuilder
|
||||
{
|
||||
private:
|
||||
uint64_t townArmyIncome(const CGTownInstance * town) const
|
||||
{
|
||||
uint64_t result = 0;
|
||||
|
||||
for(auto creatureInfo : town->creatures)
|
||||
{
|
||||
if(creatureInfo.second.empty())
|
||||
continue;
|
||||
|
||||
auto creature = creatureInfo.second.back().toCreature();
|
||||
result += creature->getAIValue() * town->getGrowthInfo(creature->getLevel() - 1).totalGrowth();
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public:
|
||||
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||
{
|
||||
@ -648,22 +724,34 @@ public:
|
||||
const CGTownInstance * town = defendTown.town;
|
||||
auto & treat = defendTown.getTreat();
|
||||
|
||||
auto armyIncome = townArmyIncome(town);
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
|
||||
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
|
||||
|
||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||
strategicalValue = 1;
|
||||
auto strategicalValue = evaluationContext.evaluator.getStrategicalValue(town);
|
||||
|
||||
float multiplier = 1;
|
||||
|
||||
if(treat.turn < defendTown.getTurn())
|
||||
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
|
||||
|
||||
evaluationContext.armyReward += armyIncome * multiplier;
|
||||
multiplier /= 1.0f + treat.turn / 5.0f;
|
||||
|
||||
if(defendTown.getTurn() > 0 && defendTown.isCounterAttack())
|
||||
{
|
||||
auto ourSpeed = defendTown.hero->movementPointsLimit(true);
|
||||
auto enemySpeed = treat.hero->movementPointsLimit(true);
|
||||
|
||||
if(enemySpeed > ourSpeed) multiplier *= 0.7f;
|
||||
}
|
||||
|
||||
auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
|
||||
auto armyGrowth = evaluationContext.evaluator.townArmyGrowth(town);
|
||||
|
||||
evaluationContext.armyGrowth += armyGrowth * multiplier;
|
||||
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
|
||||
evaluationContext.strategicalValue += strategicalValue * multiplier;
|
||||
|
||||
if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
|
||||
vstd::amax(evaluationContext.strategicalValue, 2.5f * multiplier * strategicalValue);
|
||||
else
|
||||
evaluationContext.addNonCriticalStrategicalValue(1.7f * multiplier * strategicalValue);
|
||||
|
||||
vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
|
||||
addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
|
||||
}
|
||||
@ -709,18 +797,22 @@ public:
|
||||
auto army = path.heroArmy;
|
||||
|
||||
const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
|
||||
auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||
|
||||
if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
if(heroRole == HeroRole::MAIN)
|
||||
evaluationContext.heroRole = heroRole;
|
||||
|
||||
if (target)
|
||||
{
|
||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
|
||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
|
||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
|
||||
evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
|
||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
|
||||
}
|
||||
|
||||
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
|
||||
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
|
||||
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
|
||||
vstd::amax(evaluationContext.turn, path.turn());
|
||||
}
|
||||
@ -760,7 +852,7 @@ public:
|
||||
evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
|
||||
evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
|
||||
evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
|
||||
evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
|
||||
evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
|
||||
evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
|
||||
evaluationContext.movementCost += objInfo.second.movementCost / boost;
|
||||
@ -798,6 +890,31 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class DismissHeroContextBuilder : public IEvaluationContextBuilder
|
||||
{
|
||||
private:
|
||||
const Nullkiller * ai;
|
||||
|
||||
public:
|
||||
DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
|
||||
|
||||
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
|
||||
{
|
||||
if(task->goalType != Goals::DISMISS_HERO)
|
||||
return;
|
||||
|
||||
Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
|
||||
const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
|
||||
|
||||
auto role = ai->heroManager->getHeroRole(dismissedHero);
|
||||
auto mpLeft = dismissedHero->movementPointsRemaining();
|
||||
|
||||
evaluationContext.movementCost += mpLeft;
|
||||
evaluationContext.movementCostByRole[role] += mpLeft;
|
||||
evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
|
||||
}
|
||||
};
|
||||
|
||||
class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
|
||||
{
|
||||
public:
|
||||
@ -813,39 +930,47 @@ public:
|
||||
evaluationContext.heroRole = HeroRole::MAIN;
|
||||
evaluationContext.movementCostByRole[evaluationContext.heroRole] += bi.prerequisitesCount;
|
||||
evaluationContext.goldCost += bi.buildCostWithPrerequisits[EGameResID::GOLD];
|
||||
evaluationContext.closestWayRatio = 1;
|
||||
|
||||
if(bi.creatureID != CreatureID::NONE)
|
||||
{
|
||||
evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
|
||||
evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
|
||||
|
||||
if(bi.baseCreatureID == bi.creatureID)
|
||||
{
|
||||
evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
|
||||
evaluationContext.armyReward += bi.armyStrength;
|
||||
}
|
||||
else
|
||||
{
|
||||
auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
|
||||
|
||||
evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
|
||||
evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
|
||||
}
|
||||
}
|
||||
else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
|
||||
{
|
||||
evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
|
||||
evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
|
||||
evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
|
||||
}
|
||||
else
|
||||
else if(bi.id >= BuildingID::MAGES_GUILD_1 && bi.id <= BuildingID::MAGES_GUILD_5)
|
||||
{
|
||||
evaluationContext.skillReward += 2 * (bi.id - BuildingID::MAGES_GUILD_1);
|
||||
}
|
||||
|
||||
if(evaluationContext.goldReward)
|
||||
{
|
||||
auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
|
||||
|
||||
evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
|
||||
evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
|
||||
}
|
||||
|
||||
if(bi.notEnoughRes && bi.prerequisitesCount == 1)
|
||||
{
|
||||
evaluationContext.strategicalValue /= 2;
|
||||
evaluationContext.strategicalValue /= 3;
|
||||
evaluationContext.movementCostByRole[evaluationContext.heroRole] += 5;
|
||||
evaluationContext.turn += 5;
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -872,6 +997,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
|
||||
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
|
||||
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
|
||||
}
|
||||
|
||||
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const
|
||||
@ -909,6 +1035,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
+ (evaluationContext.armyReward > 0 ? 1 : 0)
|
||||
+ (evaluationContext.skillReward > 0 ? 1 : 0)
|
||||
+ (evaluationContext.strategicalValue > 0 ? 1 : 0);
|
||||
|
||||
float goldRewardPerTurn = evaluationContext.goldReward / std::log2f(2 + evaluationContext.movementCost * 10);
|
||||
|
||||
double result = 0;
|
||||
|
||||
@ -918,8 +1046,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
heroRoleVariable->setValue(evaluationContext.heroRole);
|
||||
mainTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::MAIN]);
|
||||
scoutTurnDistanceVariable->setValue(evaluationContext.movementCostByRole[HeroRole::SCOUT]);
|
||||
goldRewardVariable->setValue(evaluationContext.goldReward);
|
||||
goldRewardVariable->setValue(goldRewardPerTurn);
|
||||
armyRewardVariable->setValue(evaluationContext.armyReward);
|
||||
armyGrowthVariable->setValue(evaluationContext.armyGrowth);
|
||||
skillRewardVariable->setValue(evaluationContext.skillReward);
|
||||
dangerVariable->setValue(evaluationContext.danger);
|
||||
rewardTypeVariable->setValue(rewardType);
|
||||
@ -940,13 +1069,13 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task)
|
||||
}
|
||||
|
||||
#if NKAI_TRACE_LEVEL >= 2
|
||||
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %d, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
||||
logAi->trace("Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, gold: %f, cost: %d, army gain: %d, danger: %d, role: %s, strategical value: %f, cwr: %f, fear: %f, result %f",
|
||||
task->toString(),
|
||||
evaluationContext.armyLossPersentage,
|
||||
(int)evaluationContext.turn,
|
||||
evaluationContext.movementCostByRole[HeroRole::MAIN],
|
||||
evaluationContext.movementCostByRole[HeroRole::SCOUT],
|
||||
evaluationContext.goldReward,
|
||||
goldRewardPerTurn,
|
||||
evaluationContext.goldCost,
|
||||
evaluationContext.armyReward,
|
||||
evaluationContext.danger,
|
||||
|
@ -33,6 +33,7 @@ public:
|
||||
RewardEvaluator(const Nullkiller * ai) : ai(ai) {}
|
||||
|
||||
uint64_t getArmyReward(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army, bool checkGold) const;
|
||||
uint64_t getArmyGrowth(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||
int getGoldCost(const CGObjectInstance * target, const CGHeroInstance * hero, const CCreatureSet * army) const;
|
||||
float getEnemyHeroStrategicalValue(const CGHeroInstance * enemy) const;
|
||||
float getResourceRequirementStrength(int resType) const;
|
||||
@ -43,6 +44,7 @@ public:
|
||||
int32_t getGoldReward(const CGObjectInstance * target, const CGHeroInstance * hero) const;
|
||||
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
|
||||
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
|
||||
uint64_t townArmyGrowth(const CGTownInstance * town) const;
|
||||
};
|
||||
|
||||
struct DLL_EXPORT EvaluationContext
|
||||
@ -54,6 +56,7 @@ struct DLL_EXPORT EvaluationContext
|
||||
float closestWayRatio;
|
||||
float armyLossPersentage;
|
||||
float armyReward;
|
||||
uint64_t armyGrowth;
|
||||
int32_t goldReward;
|
||||
int32_t goldCost;
|
||||
float skillReward;
|
||||
@ -64,6 +67,8 @@ struct DLL_EXPORT EvaluationContext
|
||||
float enemyHeroDangerRatio;
|
||||
|
||||
EvaluationContext(const Nullkiller * ai);
|
||||
|
||||
void addNonCriticalStrategicalValue(float value);
|
||||
};
|
||||
|
||||
class IEvaluationContextBuilder
|
||||
@ -95,6 +100,7 @@ private:
|
||||
fl::InputVariable * turnVariable;
|
||||
fl::InputVariable * goldRewardVariable;
|
||||
fl::InputVariable * armyRewardVariable;
|
||||
fl::InputVariable * armyGrowthVariable;
|
||||
fl::InputVariable * dangerVariable;
|
||||
fl::InputVariable * skillRewardVariable;
|
||||
fl::InputVariable * strategicalValueVariable;
|
||||
|
@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
|
||||
throw cannotFulfillGoalException("No creatures to buy.");
|
||||
}
|
||||
|
||||
if(town->visitingHero)
|
||||
if(town->visitingHero && !town->garrisonHero)
|
||||
{
|
||||
ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
|
||||
}
|
||||
|
@ -31,9 +31,17 @@ std::string Composition::toString() const
|
||||
{
|
||||
std::string result = "Composition";
|
||||
|
||||
for(auto goal : subtasks)
|
||||
for(auto step : subtasks)
|
||||
{
|
||||
result += " " + goal->toString();
|
||||
result += "[";
|
||||
for(auto goal : step)
|
||||
{
|
||||
if(goal->isElementar())
|
||||
result += goal->toString() + " => ";
|
||||
else
|
||||
result += goal->toString() + ", ";
|
||||
}
|
||||
result += "] ";
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -41,17 +49,34 @@ std::string Composition::toString() const
|
||||
|
||||
void Composition::accept(AIGateway * ai)
|
||||
{
|
||||
taskptr(*subtasks.back())->accept(ai);
|
||||
for(auto task : subtasks.back())
|
||||
{
|
||||
if(task->isElementar())
|
||||
{
|
||||
taskptr(*task)->accept(ai);
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TGoalVec Composition::decompose() const
|
||||
{
|
||||
return subtasks;
|
||||
TGoalVec result;
|
||||
|
||||
for(const TGoalVec & step : subtasks)
|
||||
vstd::concatenate(result, step);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(const AbstractGoal & goal)
|
||||
Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
|
||||
{
|
||||
return addNext(sptr(goal));
|
||||
subtasks.push_back(taskSequence);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(TSubgoal goal)
|
||||
@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
|
||||
}
|
||||
else
|
||||
{
|
||||
subtasks.push_back(goal);
|
||||
subtasks.push_back({goal});
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Composition & Composition::addNext(const AbstractGoal & goal)
|
||||
{
|
||||
return addNext(sptr(goal));
|
||||
}
|
||||
|
||||
bool Composition::isElementar() const
|
||||
{
|
||||
return subtasks.back()->isElementar();
|
||||
return subtasks.back().front()->isElementar();
|
||||
}
|
||||
|
||||
int Composition::getHeroExchangeCount() const
|
||||
{
|
||||
return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
|
||||
auto result = 0;
|
||||
|
||||
for(auto task : subtasks.back())
|
||||
{
|
||||
if(task->isElementar())
|
||||
{
|
||||
result += taskptr(*task)->getHeroExchangeCount();
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -18,7 +18,7 @@ namespace Goals
|
||||
class DLL_EXPORT Composition : public ElementarGoal<Composition>
|
||||
{
|
||||
private:
|
||||
TGoalVec subtasks;
|
||||
std::vector<TGoalVec> subtasks; // things we want to do now
|
||||
|
||||
public:
|
||||
Composition()
|
||||
@ -26,16 +26,12 @@ namespace Goals
|
||||
{
|
||||
}
|
||||
|
||||
Composition(TGoalVec subtasks)
|
||||
: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
|
||||
{
|
||||
}
|
||||
|
||||
virtual bool operator==(const Composition & other) const override;
|
||||
virtual std::string toString() const override;
|
||||
void accept(AIGateway * ai) override;
|
||||
Composition & addNext(const AbstractGoal & goal);
|
||||
Composition & addNext(TSubgoal goal);
|
||||
Composition & addNextSequence(const TGoalVec & taskSequence);
|
||||
virtual TGoalVec decompose() const override;
|
||||
virtual bool isElementar() const override;
|
||||
virtual int getHeroExchangeCount() const override;
|
||||
|
@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
|
||||
ai->nullkiller->setActive(chainPath.targetHero, tile);
|
||||
ai->nullkiller->setTargetObject(objid);
|
||||
|
||||
auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
|
||||
|
||||
if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
|
||||
{
|
||||
auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
|
||||
|
||||
if(relations == PlayerRelations::ENEMIES)
|
||||
{
|
||||
ai->nullkiller->armyFormation->rearrangeArmyForSiege(
|
||||
dynamic_cast<const CGTownInstance *>(targetObject),
|
||||
chainPath.targetHero);
|
||||
}
|
||||
}
|
||||
|
||||
std::set<int> blockedIndexes;
|
||||
|
||||
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
|
||||
|
@ -24,7 +24,10 @@ using namespace Goals;
|
||||
|
||||
std::string RecruitHero::toString() const
|
||||
{
|
||||
return "Recruit hero at " + town->getNameTranslated();
|
||||
if(heroToBuy)
|
||||
return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
|
||||
else
|
||||
return "Recruit hero at " + town->getNameTranslated();
|
||||
}
|
||||
|
||||
void RecruitHero::accept(AIGateway * ai)
|
||||
@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
|
||||
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
||||
}
|
||||
|
||||
auto heroToHire = heroes[0];
|
||||
auto heroToHire = heroToBuy;
|
||||
|
||||
for(auto hero : heroes)
|
||||
if(!heroToHire)
|
||||
{
|
||||
if(objid == hero->id.getNum())
|
||||
for(auto hero : heroes)
|
||||
{
|
||||
heroToHire = hero;
|
||||
break;
|
||||
if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
}
|
||||
|
||||
if(hero->getTotalStrength() > heroToHire->getTotalStrength())
|
||||
heroToHire = hero;
|
||||
}
|
||||
|
||||
if(!heroToHire)
|
||||
throw cannotFulfillGoalException("No hero to hire!");
|
||||
|
||||
if(t->visitingHero)
|
||||
{
|
||||
cb->swapGarrisonHero(t);
|
||||
|
@ -22,18 +22,20 @@ namespace Goals
|
||||
{
|
||||
class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
|
||||
{
|
||||
private:
|
||||
const CGHeroInstance * heroToBuy;
|
||||
|
||||
public:
|
||||
RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
|
||||
: RecruitHero(townWithTavern)
|
||||
: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
|
||||
{
|
||||
objid = heroToBuy->id.getNum();
|
||||
town = townWithTavern;
|
||||
priority = 1;
|
||||
}
|
||||
|
||||
RecruitHero(const CGTownInstance * townWithTavern)
|
||||
: ElementarGoal(Goals::RECRUIT_HERO)
|
||||
: RecruitHero(townWithTavern, nullptr)
|
||||
{
|
||||
priority = 1;
|
||||
town = townWithTavern;
|
||||
}
|
||||
|
||||
virtual bool operator==(const RecruitHero & other) const override
|
||||
|
68
AI/Nullkiller/Helpers/ArmyFormation.cpp
Normal file
68
AI/Nullkiller/Helpers/ArmyFormation.cpp
Normal file
@ -0,0 +1,68 @@
|
||||
/*
|
||||
* ArmyFormation.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "ArmyFormation.h"
|
||||
#include "../../../lib/mapObjects/CGTownInstance.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
|
||||
{
|
||||
auto freeSlots = attacker->getFreeSlotsQueue();
|
||||
|
||||
while(!freeSlots.empty())
|
||||
{
|
||||
auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
|
||||
{
|
||||
return slot.second->getCount() == 1
|
||||
? std::numeric_limits<int>::max()
|
||||
: slot.second->getCreatureID().toCreature()->getAIValue();
|
||||
});
|
||||
|
||||
if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
|
||||
freeSlots.pop();
|
||||
}
|
||||
|
||||
if(town->fortLevel() > CGTownInstance::FORT)
|
||||
{
|
||||
std::vector<CStackInstance *> stacks;
|
||||
|
||||
for(auto slot : attacker->Slots())
|
||||
stacks.push_back(slot.second);
|
||||
|
||||
boost::sort(
|
||||
stacks,
|
||||
[](CStackInstance * slot1, CStackInstance * slot2) -> bool
|
||||
{
|
||||
auto cre1 = slot1->getCreatureID().toCreature();
|
||||
auto cre2 = slot2->getCreatureID().toCreature();
|
||||
auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
|
||||
|
||||
if(flying != 0) return flying < 0;
|
||||
else return cre1->getAIValue() < cre2->getAIValue();
|
||||
});
|
||||
|
||||
for(int i = 0; i < stacks.size(); i++)
|
||||
{
|
||||
auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
|
||||
|
||||
if(pos.getNum() != i)
|
||||
cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
38
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
38
AI/Nullkiller/Helpers/ArmyFormation.h
Normal file
@ -0,0 +1,38 @@
|
||||
/*
|
||||
* ArmyFormation.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../AIUtility.h"
|
||||
|
||||
#include "../../../lib/GameConstants.h"
|
||||
#include "../../../lib/VCMI_Lib.h"
|
||||
#include "../../../lib/CTownHandler.h"
|
||||
#include "../../../lib/CBuildingHandler.h"
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
|
||||
struct HeroPtr;
|
||||
class AIGateway;
|
||||
class FuzzyHelper;
|
||||
class Nullkiller;
|
||||
|
||||
class DLL_EXPORT ArmyFormation
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
|
||||
|
||||
public:
|
||||
ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB) {}
|
||||
|
||||
void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
|
||||
};
|
||||
|
||||
}
|
@ -28,6 +28,13 @@ ArmyUpgrade::ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * up
|
||||
sethero(upgradePath.targetHero);
|
||||
}
|
||||
|
||||
ArmyUpgrade::ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade)
|
||||
: CGoal(Goals::ARMY_UPGRADE), upgrader(upgrader), upgradeValue(upgrade.upgradeValue),
|
||||
initialValue(targetMain->getArmyStrength()), goldCost(upgrade.upgradeCost[EGameResID::GOLD])
|
||||
{
|
||||
sethero(targetMain);
|
||||
}
|
||||
|
||||
bool ArmyUpgrade::operator==(const ArmyUpgrade & other) const
|
||||
{
|
||||
return false;
|
||||
|
@ -27,6 +27,7 @@ namespace Goals
|
||||
|
||||
public:
|
||||
ArmyUpgrade(const AIPath & upgradePath, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||
ArmyUpgrade(const CGHeroInstance * targetMain, const CGObjectInstance * upgrader, const ArmyUpgradeInfo & upgrade);
|
||||
|
||||
virtual bool operator==(const ArmyUpgrade & other) const override;
|
||||
virtual std::string toString() const override;
|
||||
|
@ -18,8 +18,8 @@ namespace NKAI
|
||||
|
||||
using namespace Goals;
|
||||
|
||||
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
|
||||
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
|
||||
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack)
|
||||
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn()), counterattack(isCounterAttack)
|
||||
{
|
||||
settown(town);
|
||||
sethero(defencePath.targetHero);
|
||||
|
@ -24,9 +24,10 @@ namespace Goals
|
||||
uint64_t defenceArmyStrength;
|
||||
HitMapInfo treat;
|
||||
uint8_t turn;
|
||||
bool counterattack;
|
||||
|
||||
public:
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath, bool isCounterAttack = false);
|
||||
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
|
||||
|
||||
virtual bool operator==(const DefendTown & other) const override;
|
||||
@ -37,6 +38,8 @@ namespace Goals
|
||||
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
|
||||
|
||||
uint8_t getTurn() const { return turn; }
|
||||
|
||||
bool isCounterAttack() { return counterattack; }
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
|
||||
|
||||
std::string HeroExchange::toString() const
|
||||
{
|
||||
return "Hero exchange " + exchangePath.toString();
|
||||
return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
|
||||
}
|
||||
|
||||
uint64_t HeroExchange::getReinforcementArmyStrength() const
|
||||
|
@ -879,8 +879,12 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
|
||||
for(auto & hero : heroes)
|
||||
{
|
||||
// do not allow our own heroes in garrison to act on map
|
||||
if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
|
||||
if(hero.first->getOwner() == ai->playerID
|
||||
&& hero.first->inTownGarrison
|
||||
&& (ai->isHeroLocked(hero.first) || ai->heroManager->heroCapReached()))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
uint64_t mask = FirstActorMask << actors.size();
|
||||
auto actor = std::make_shared<HeroActor>(hero.first, hero.second, mask, ai);
|
||||
|
@ -24,8 +24,8 @@
|
||||
|
||||
namespace NKAI
|
||||
{
|
||||
const int SCOUT_TURN_DISTANCE_LIMIT = 3;
|
||||
const int MAIN_TURN_DISTANCE_LIMIT = 5;
|
||||
const int SCOUT_TURN_DISTANCE_LIMIT = 5;
|
||||
const int MAIN_TURN_DISTANCE_LIMIT = 10;
|
||||
|
||||
namespace AIPathfinding
|
||||
{
|
||||
@ -258,7 +258,7 @@ public:
|
||||
{
|
||||
double ratio = (double)danger / (armyValue * hero->getFightingStrength());
|
||||
|
||||
return (uint64_t)(armyValue * ratio * ratio * ratio);
|
||||
return (uint64_t)(armyValue * ratio * ratio);
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
|
@ -61,6 +61,11 @@ void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes
|
||||
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
|
||||
storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
|
||||
|
||||
logAi->trace(
|
||||
"Scout turn distance: %s, main %s",
|
||||
std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
|
||||
std::to_string(pathfinderSettings.mainTurnDistanceLimit));
|
||||
|
||||
if(pathfinderSettings.useHeroChain)
|
||||
{
|
||||
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
|
||||
|
@ -134,6 +134,7 @@ void ChainActor::setBaseActor(HeroActor * base)
|
||||
armyCost = base->armyCost;
|
||||
actorAction = base->actorAction;
|
||||
tiCache = base->tiCache;
|
||||
actorExchangeCount = base->actorExchangeCount;
|
||||
}
|
||||
|
||||
void HeroActor::setupSpecialActors()
|
||||
|
@ -18,14 +18,21 @@ static std::shared_ptr<CBattleCallback> cbc;
|
||||
|
||||
CStupidAI::CStupidAI()
|
||||
: side(-1)
|
||||
, wasWaitingForRealize(false)
|
||||
, wasUnlockingGs(false)
|
||||
{
|
||||
print("created");
|
||||
}
|
||||
|
||||
|
||||
CStupidAI::~CStupidAI()
|
||||
{
|
||||
print("destroyed");
|
||||
if(cb)
|
||||
{
|
||||
//Restore previous state of CB - it may be shared with the main AI (like VCAI)
|
||||
cb->waitTillRealize = wasWaitingForRealize;
|
||||
cb->unlockGsWhenWaiting = wasUnlockingGs;
|
||||
}
|
||||
}
|
||||
|
||||
void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
||||
@ -33,6 +40,11 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
|
||||
print("init called, saving ptr to IBattleCallback");
|
||||
env = ENV;
|
||||
cbc = cb = CB;
|
||||
|
||||
wasWaitingForRealize = CB->waitTillRealize;
|
||||
wasUnlockingGs = CB->unlockGsWhenWaiting;
|
||||
CB->waitTillRealize = false;
|
||||
CB->unlockGsWhenWaiting = false;
|
||||
}
|
||||
|
||||
void CStupidAI::actionFinished(const BattleAction &action)
|
||||
@ -90,7 +102,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
|
||||
|
||||
void CStupidAI::yourTacticPhase(int distance)
|
||||
{
|
||||
cb->battleMakeUnitAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
||||
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
||||
}
|
||||
|
||||
void CStupidAI::activeStack( const CStack * stack )
|
||||
@ -230,7 +242,7 @@ void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
|
||||
print("battleStacksEffectsSet called");
|
||||
}
|
||||
|
||||
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
||||
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
||||
{
|
||||
print("battleStart called");
|
||||
side = Side;
|
||||
|
@ -20,6 +20,9 @@ class CStupidAI : public CBattleGameInterface
|
||||
std::shared_ptr<CBattleCallback> cb;
|
||||
std::shared_ptr<Environment> env;
|
||||
|
||||
bool wasWaitingForRealize;
|
||||
bool wasUnlockingGs;
|
||||
|
||||
void print(const std::string &text) const;
|
||||
public:
|
||||
CStupidAI();
|
||||
@ -41,7 +44,7 @@ public:
|
||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
|
||||
private:
|
||||
|
@ -819,7 +819,7 @@ void VCAI::makeTurn()
|
||||
for (auto h : cb->getHeroesInfo())
|
||||
{
|
||||
if (h->movementPointsRemaining())
|
||||
logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
|
||||
logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
|
||||
}
|
||||
}
|
||||
catch (boost::thread_interrupted & e)
|
||||
@ -1359,7 +1359,7 @@ void VCAI::wander(HeroPtr h)
|
||||
|
||||
TimeCheck tc("looking for wander destination");
|
||||
|
||||
while(h->movementPointsRemaining())
|
||||
for(int k = 0; k < 10 && h->movementPointsRemaining(); k++)
|
||||
{
|
||||
validateVisitableObjs();
|
||||
ah->updatePaths(getMyHeroes());
|
||||
@ -1575,14 +1575,14 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
|
||||
|
||||
}
|
||||
|
||||
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
|
||||
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||
{
|
||||
NET_EVENT_HANDLER;
|
||||
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
||||
status.setBattle(ONGOING_BATTLE);
|
||||
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
||||
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
||||
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
|
||||
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||
}
|
||||
|
||||
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
||||
@ -1593,12 +1593,16 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
||||
bool won = br->winner == myCb->battleGetMySide();
|
||||
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
|
||||
battlename.clear();
|
||||
status.addQuery(queryID, "Combat result dialog");
|
||||
const int confirmAction = 0;
|
||||
requestActionASAP([=]()
|
||||
|
||||
if (queryID != -1)
|
||||
{
|
||||
answerQuery(queryID, confirmAction);
|
||||
});
|
||||
status.addQuery(queryID, "Combat result dialog");
|
||||
const int confirmAction = 0;
|
||||
requestActionASAP([=]()
|
||||
{
|
||||
answerQuery(queryID, confirmAction);
|
||||
});
|
||||
}
|
||||
CAdventureAI::battleEnd(br, queryID);
|
||||
}
|
||||
|
||||
|
@ -201,7 +201,7 @@ public:
|
||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
||||
|
||||
void makeTurn();
|
||||
|
@ -279,6 +279,10 @@ if(MINGW OR MSVC)
|
||||
endif(MSVC)
|
||||
|
||||
if(MINGW)
|
||||
|
||||
# Temporary (?) workaround for failing builds on MinGW CI due to bug in TBB
|
||||
set(CMAKE_CXX_EXTENSIONS ON)
|
||||
|
||||
set(SYSTEM_LIBS ${SYSTEM_LIBS} ole32 oleaut32 ws2_32 mswsock dbghelp bcrypt)
|
||||
|
||||
# Check for iconv (may be needed for Boost.Locale)
|
||||
|
@ -240,7 +240,7 @@
|
||||
"default-release"
|
||||
],
|
||||
"cacheVariables": {
|
||||
"CMAKE_BUILD_TYPE": "Release"
|
||||
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
19
ChangeLog.md
19
ChangeLog.md
@ -1,6 +1,13 @@
|
||||
# 1.2.1 -> 1.3.0
|
||||
# 1.3.0 -> 1.3.1
|
||||
(unreleased)
|
||||
|
||||
* Fixed crash on starting game with outdated mods
|
||||
* Fixed Android mod manager crash
|
||||
* Fixed framerate drops on hero movement with active hota mod
|
||||
* Reverted FPS limit on mobile systems back to 60 fps
|
||||
|
||||
# 1.2.1 -> 1.3.0
|
||||
|
||||
### GENERAL:
|
||||
* Implemented automatic interface scaling to any resolution supported by monitor
|
||||
* Implemented UI scaling option to scale game interface
|
||||
@ -17,6 +24,7 @@
|
||||
* Added H3:SOD cheat codes as alternative to vcmi cheats
|
||||
* Fixed several possible crashes caused by autocombat activation
|
||||
* Fixed artifact lock icon in localized versions of the game
|
||||
* Fixed possible crash on changing hardware cursor
|
||||
|
||||
### TOUCHSCREEN SUPPORT:
|
||||
* VCMI will now properly recognizes touch screen input
|
||||
@ -47,6 +55,10 @@
|
||||
### AI PLAYER:
|
||||
* Fixed potential crash on accessing market (VCAI)
|
||||
* Fixed potentially infinite turns (VCAI)
|
||||
* Reworked object prioritizing
|
||||
* Improved town defense against enemy heroes
|
||||
* Improved town building (mage guild and horde)
|
||||
* Various behavior fixes
|
||||
|
||||
### GAME MECHANICS
|
||||
* Hero retreating after end of 7th turn will now correctly appear in tavern
|
||||
@ -72,6 +84,7 @@
|
||||
* Game will now play correct music track on scenario selection window
|
||||
* Dracon woll now correctly start without spellbook in Dragon Slayer campaign
|
||||
* Fixed frequent crash on moving to next scenario during campaign
|
||||
* Fixed inability to dismiss heroes on maps with "capture town" victory condition
|
||||
|
||||
### RANDOM MAP GENERATOR:
|
||||
* Improved zone placement, shape and connections
|
||||
@ -86,6 +99,7 @@
|
||||
* Support for "wide" connections
|
||||
* Support for new "fictive" and "repulsive" connections
|
||||
* RMG will now run faster, utilizing many CPU cores
|
||||
* Removed random seed number from random map description
|
||||
|
||||
### INTERFACE:
|
||||
* Adventure map is now scalable and can be used with any resolution without mods
|
||||
@ -105,6 +119,8 @@
|
||||
* Last symbol of entered cheat/chat message will no longer trigger hotkey
|
||||
* Right-clicking map name in scenario selection will now show file name
|
||||
* Right-clicking save game in save/load screen will now show file name and creation date
|
||||
* Right-clicking in town fort window will now show creature information popup
|
||||
* Implemented pasting from clipboard (Ctrl+V) for text input
|
||||
|
||||
### BATTLES:
|
||||
* Implemented Tower moat (Land Mines)
|
||||
@ -139,6 +155,7 @@
|
||||
* Removed DIRECT_DAMAGE_IMMUNITY bonus - replaced by 100% spell damage resistance
|
||||
* MAGIC_SCHOOL_SKILL subtype has been changed for consistency with other spell school bonuses
|
||||
* Configurable objects can now be translated
|
||||
* Fixed loading of custom battlefield identifiers for map objects
|
||||
|
||||
# 1.2.0 -> 1.2.1
|
||||
|
||||
|
20
Global.h
20
Global.h
@ -253,26 +253,6 @@ using TLockGuardRec = std::lock_guard<std::recursive_mutex>;
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
void inline handleException()
|
||||
{
|
||||
try
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch(const std::exception & ex)
|
||||
{
|
||||
logGlobal->error(ex.what());
|
||||
}
|
||||
catch(const std::string & ex)
|
||||
{
|
||||
logGlobal->error(ex);
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
logGlobal->error("Sorry, caught unknown exception type. No more info available.");
|
||||
}
|
||||
}
|
||||
|
||||
namespace vstd
|
||||
{
|
||||
// combine hashes. Present in boost but not in std
|
||||
|
@ -145,7 +145,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "隐藏完成任务",
|
||||
"vcmi.questLog.hideComplete.help" : "隐藏所有完成的任务",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "默认",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(随机)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "模板",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "设定...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "同盟关系",
|
||||
|
@ -186,7 +186,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Hide complete quests",
|
||||
"vcmi.questLog.hideComplete.help" : "Hide all completed quests",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(default)",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(Random)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Template",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Setup...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Team Alignments",
|
||||
|
@ -168,7 +168,6 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Masquer les quêtes terminées",
|
||||
"vcmi.questLog.hideComplete.help" : "Masquer toutes les quêtes terminées",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(par défaut)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Modèle",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Configuration...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Alignements d'équipe",
|
||||
|
@ -29,6 +29,13 @@
|
||||
"vcmi.capitalColors.5" : "Violett",
|
||||
"vcmi.capitalColors.6" : "Türkis",
|
||||
"vcmi.capitalColors.7" : "Rosa",
|
||||
|
||||
"vcmi.radialWheel.mergeSameUnit" : "Gleiche Kreaturen zusammenführen",
|
||||
"vcmi.radialWheel.showUnitInformation" : "Informationen zur Kreatur anzeigen",
|
||||
"vcmi.radialWheel.splitSingleUnit" : "Wegtrennen einzelner Kreaturen",
|
||||
"vcmi.radialWheel.splitUnitEqually" : "Gleichmäßiges trennen der Kreaturen",
|
||||
"vcmi.radialWheel.moveUnit" : "Verschieben der Kreatur in andere Armee",
|
||||
"vcmi.radialWheel.splitUnit" : "Aufsplitten der Kreatur in anderen Slot",
|
||||
|
||||
"vcmi.mainMenu.tutorialNotImplemented" : "Das Tutorial ist aktuell noch nicht implementiert\n",
|
||||
"vcmi.mainMenu.highscoresNotImplemented" : "Die Highscores sind aktuell noch nicht implementiert\n",
|
||||
@ -38,6 +45,9 @@
|
||||
"vcmi.mainMenu.hostTCP" : "Hoste TCP/IP Spiel",
|
||||
"vcmi.mainMenu.joinTCP" : "Trete TCP/IP Spiel bei",
|
||||
"vcmi.mainMenu.playerName" : "Spieler",
|
||||
|
||||
"vcmi.lobby.filename" : "Dateiname",
|
||||
"vcmi.lobby.creationDate" : "Erstellungsdatum",
|
||||
|
||||
"vcmi.server.errors.existingProcess" : "Es läuft ein weiterer vcmiserver-Prozess, bitte beendet diesen zuerst",
|
||||
"vcmi.server.errors.modsIncompatibility" : "Erforderliche Mods um das Spiel zu laden:",
|
||||
@ -87,6 +97,10 @@
|
||||
"vcmi.adventureOptions.showGrid.help" : "{Raster anzeigen}\n\n Zeigt eine Rasterüberlagerung, die die Grenzen zwischen den Kacheln der Abenteuerkarte anzeigt.",
|
||||
"vcmi.adventureOptions.borderScroll.hover" : "Scrollen am Rand",
|
||||
"vcmi.adventureOptions.borderScroll.help" : "{Scrollen am Rand}\n\nScrollt die Abenteuerkarte, wenn sich der Cursor neben dem Fensterrand befindet. Kann mit gedrückter STRG-Taste deaktiviert werden.",
|
||||
"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Info-Panel Kreaturenmanagement",
|
||||
"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Info-Panel Kreaturenmanagement}\n\nErmöglicht die Neuanordnung von Kreaturen im Info-Panel, anstatt zwischen den Standardkomponenten zu wechseln",
|
||||
"vcmi.adventureOptions.leftButtonDrag.hover" : "Ziehen der Karte mit Links",
|
||||
"vcmi.adventureOptions.leftButtonDrag.help" : "{Ziehen der Karte mit Links}\n\nWenn aktiviert, wird die Maus bei gedrückter linker Taste in die Kartenansicht gezogen",
|
||||
"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
|
||||
"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
|
||||
"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
|
||||
@ -113,10 +127,12 @@
|
||||
"vcmi.battleOptions.movementHighlightOnHover.help": "{Hervorhebung der Bewegung bei Hover}\n\nHebt die Bewegungsreichweite der Einheit hervor, wenn man mit dem Mauszeiger über sie fährt.",
|
||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Bereichsgrenzen für Schützen anzeigen",
|
||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Bereichsgrenzen für Schützen anzeigen}\n\nZeigt die Entfernungsgrenzen des Schützen an, wenn man mit dem Mauszeiger über ihn fährt.",
|
||||
"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Statistikfenster für Helden anzeigen",
|
||||
"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Statistikfenster für Helden anzeigen}\n\nDauerhaftes Einschalten des Statistikfenster für Helden, das die primären Werte und Zauberpunkte anzeigt.",
|
||||
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Intro-Musik überspringen",
|
||||
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Intro-Musik überspringen}\n\n Überspringe die kurze Musik, die zu Beginn eines jeden Kampfes gespielt wird, bevor die Action beginnt. Kann auch durch Drücken der ESC-Taste übersprungen werden.",
|
||||
"vcmi.battleWindow.pressKeyToSkipIntro" : "Beliebige Taste drücken, um das Kampf-Intro zu überspringen",
|
||||
|
||||
"vcmi.battleWindow.pressKeyToSkipIntro" : "Beliebige Taste drücken, um das Kampf-Intro zu überspringen",
|
||||
"vcmi.battleWindow.damageEstimation.melee" : "Angriff auf %CREATURE (%DAMAGE).",
|
||||
"vcmi.battleWindow.damageEstimation.meleeKills" : "Angriff auf %CREATURE (%DAMAGE, %KILLS).",
|
||||
"vcmi.battleWindow.damageEstimation.ranged" : "Schuss auf %CREATURE (%SHOTS, %DAMAGE).",
|
||||
@ -170,7 +186,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Verstecke abgeschlossene Quests",
|
||||
"vcmi.questLog.hideComplete.help" : "Verstecke alle Quests die bereits abgeschlossen sind",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(Standard)",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(Zufällig)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Template",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Einrichtung...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Team-Zuordnungen",
|
||||
|
@ -30,6 +30,13 @@
|
||||
"vcmi.capitalColors.6" : "Jasnoniebieski",
|
||||
"vcmi.capitalColors.7" : "Różowy",
|
||||
|
||||
"vcmi.radialWheel.mergeSameUnit" : "Złącz takie same stworzenia",
|
||||
"vcmi.radialWheel.showUnitInformation" : "Pokaż informacje o stworzeniu",
|
||||
"vcmi.radialWheel.splitSingleUnit" : "Wydziel pojedyncze stworzenie",
|
||||
"vcmi.radialWheel.splitUnitEqually" : "Podziel stworzenia równo",
|
||||
"vcmi.radialWheel.moveUnit" : "Przenieś stworzenia do innej armii",
|
||||
"vcmi.radialWheel.splitUnit" : "Podziel jednostkę do wybranego miejsca",
|
||||
|
||||
"vcmi.mainMenu.tutorialNotImplemented" : "Przepraszamy, trening nie został jeszcze zaimplementowany\n",
|
||||
"vcmi.mainMenu.highscoresNotImplemented" : "Przepraszamy, najlepsze wyniki nie zostały jeszcze zaimplementowane\n",
|
||||
"vcmi.mainMenu.serverConnecting" : "Łączenie...",
|
||||
@ -39,6 +46,9 @@
|
||||
"vcmi.mainMenu.joinTCP" : "Dołącz do gry TCP/IP",
|
||||
"vcmi.mainMenu.playerName" : "Gracz",
|
||||
|
||||
"vcmi.lobby.filename" : "Nazwa pliku",
|
||||
"vcmi.lobby.creationDate" : "Data utworzenia",
|
||||
|
||||
"vcmi.server.errors.existingProcess" : "Inny proces 'vcmiserver' został już uruchomiony, zakończ go nim przejdziesz dalej",
|
||||
"vcmi.server.errors.modsIncompatibility" : "Następujące mody są wymagane do wczytania gry:",
|
||||
"vcmi.server.confirmReconnect" : "Połączyć ponownie z ostatnią sesją?",
|
||||
@ -74,6 +84,8 @@
|
||||
"vcmi.systemOptions.longTouchMenu.entry" : "%d milisekund",
|
||||
"vcmi.systemOptions.framerateButton.hover" : "Pokaż FPS",
|
||||
"vcmi.systemOptions.framerateButton.help" : "{Pokaż FPS}\n\n Przełącza widoczność licznika klatek na sekundę (FPS) w rogu okna gry.",
|
||||
"vcmi.systemOptions.hapticFeedbackButton.hover" : "Wibracje urządzenia",
|
||||
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Wibracje urządzenia}\n\nWłącz wibracje na urządzeniu dotykowym",
|
||||
|
||||
"vcmi.adventureOptions.infoBarPick.hover" : "Pokaż komunikaty w panelu informacyjnym",
|
||||
"vcmi.adventureOptions.infoBarPick.help" : "{Pokaż komunikaty w panelu informacyjnym}\n\nGdy to możliwe, wiadomości z odwiedzania obiektów będą pokazywane w panelu informacyjnym zamiast w osobnym okienku.",
|
||||
@ -85,6 +97,10 @@
|
||||
"vcmi.adventureOptions.showGrid.help" : "{Pokaż siatkę}\n\n Włącza siatkę pokazującą brzegi pól mapy przygody.",
|
||||
"vcmi.adventureOptions.borderScroll.hover" : "Przewijanie na brzegu mapy",
|
||||
"vcmi.adventureOptions.borderScroll.help" : "{Przewijanie na brzegu mapy}\n\nPrzewijanie mapy przygody gdy kursor najeżdża na brzeg okna gry. Może być wyłączone poprzez przytrzymanie klawisza CTRL.",
|
||||
"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Zarządzanie armią w panelu informacyjnym",
|
||||
"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Zarządzanie armią w panelu informacyjnym}\n\nPozwala zarządzać jednostkami w panelu informacyjnym, zamiast przełączać między domyślnymi informacjami.",
|
||||
"vcmi.adventureOptions.leftButtonDrag.hover" : "Przeciąganie mapy lewym kliknięciem",
|
||||
"vcmi.adventureOptions.leftButtonDrag.help" : "{Przeciąganie mapy lewym kliknięciem}\n\nGdy włączone, umożliwia przesuwanie mapy przygody poprzez przeciąganie myszy z wciśniętym lewym przyciskiem.",
|
||||
"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
|
||||
"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
|
||||
"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
|
||||
@ -111,10 +127,12 @@
|
||||
"vcmi.battleOptions.movementHighlightOnHover.help": "{Pokaż możliwości ruchu po najechaniu}\n\nPodświetla zasięg ruchu jednostki gdy najedziesz na nią myszą.",
|
||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Pokaż limit zasięgu dla strzelców",
|
||||
"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Pokaż limit zasięgu dla strzelców po najechaniu}\n\nPokazuje limity zasięgu jednostki strzeleckiej gdy najedziesz na nią myszą.",
|
||||
"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Pokaż trwale statystyki bohaterów",
|
||||
"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Pokaż trwale statystyki bohaterów}\n\nWłącza trwałe okna statystyk bohaterów pokazujące umiejętności pierwszorzędne i punkty magii.",
|
||||
"vcmi.battleOptions.skipBattleIntroMusic.hover": "Pomiń czekanie startowe",
|
||||
"vcmi.battleOptions.skipBattleIntroMusic.help": "{Pomiń czekanie startowe}\n\n Pomija konieczność czekania podczas muzyki startowej, która jest odtwarzana na początku każdej bitwy przed rozpoczęciem akcji.",
|
||||
"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
|
||||
|
||||
"vcmi.battleWindow.pressKeyToSkipIntro" : "Naciśnij dowolny klawisz by rozpocząć bitwę natychmiastowo",
|
||||
"vcmi.battleWindow.damageEstimation.melee" : "Atakuj %CREATURE (%DAMAGE).",
|
||||
"vcmi.battleWindow.damageEstimation.meleeKills" : "Atakuj %CREATURE (%DAMAGE, %KILLS).",
|
||||
"vcmi.battleWindow.damageEstimation.ranged" : "Strzelaj do %CREATURE (%SHOTS, %DAMAGE).",
|
||||
@ -168,7 +186,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Ukryj ukończone misje",
|
||||
"vcmi.questLog.hideComplete.help" : "Ukrywa wszystkie misje, które zostały zakończone",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "domyślny",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(Losowy)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Szablon",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Ustaw...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Sojusze",
|
||||
|
@ -119,7 +119,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Скрыть завершенное",
|
||||
"vcmi.questLog.hideComplete.help" : "Скрыть все завершенные квесты",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(по умолчанию)",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(Случайный)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Шаблон",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Настройка...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Распределение команд",
|
||||
|
@ -142,7 +142,6 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Ocultar misiones completas",
|
||||
"vcmi.questLog.hideComplete.help" : "Ocultar todas las misiones que ya han sido completadas",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(predeterminado)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Plantilla",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Configurar...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Alineaciones de equipos",
|
||||
|
@ -85,7 +85,7 @@
|
||||
"vcmi.systemOptions.framerateButton.hover" : "Лічильник кадрів",
|
||||
"vcmi.systemOptions.framerateButton.help" : "{Лічильник кадрів}\n\n Перемикає видимість лічильника кадрів на секунду у кутку ігрового вікна",
|
||||
"vcmi.systemOptions.hapticFeedbackButton.hover" : "Тактильний відгук",
|
||||
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Тактильний відгук}\n\Використовувати вібрацію при використанні сенсорного екрану",
|
||||
"vcmi.systemOptions.hapticFeedbackButton.help" : "{Тактильний відгук}\n\nВикористовувати вібрацію при використанні сенсорного екрану",
|
||||
|
||||
"vcmi.adventureOptions.infoBarPick.help" : "{Повідомлення у панелі статусу}\n\nЗа можливості, повідомлення про відвідування об'єктів карти пригод будуть відображені у панелі статусу замість окремого вікна",
|
||||
"vcmi.adventureOptions.infoBarPick.hover" : "Повідомлення у панелі статусу",
|
||||
@ -186,7 +186,7 @@
|
||||
"vcmi.questLog.hideComplete.hover" : "Приховати завершені квести",
|
||||
"vcmi.questLog.hideComplete.help" : "Приховує всі квести, які вже мають стан виконаних",
|
||||
|
||||
"vcmi.randomMapTab.widgets.defaultTemplate" : "(за замовчуванням)",
|
||||
"vcmi.randomMapTab.widgets.randomTemplate" : "(Випадковий)",
|
||||
"vcmi.randomMapTab.widgets.templateLabel" : "Шаблон",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Налаштувати...",
|
||||
"vcmi.randomMapTab.widgets.teamAlignmentsLabel" : "Розподіл команд",
|
||||
|
@ -78,7 +78,7 @@
|
||||
]
|
||||
},
|
||||
|
||||
"version" : "1.2",
|
||||
"version" : "1.3",
|
||||
"author" : "VCMI Team",
|
||||
"contact" : "http://forum.vcmi.eu/index.php",
|
||||
"modType" : "Graphical",
|
||||
|
@ -1,7 +1,6 @@
|
||||
[](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
|
||||
[](https://scan.coverity.com/projects/vcmi)
|
||||
[](https://github.com/vcmi/vcmi/releases/tag/1.2.1)
|
||||
[](https://github.com/vcmi/vcmi/releases/tag/1.2.0)
|
||||
[](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
|
||||
[](https://github.com/vcmi/vcmi/releases)
|
||||
# VCMI Project
|
||||
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.
|
||||
|
@ -10,8 +10,8 @@ android {
|
||||
applicationId "is.xyz.vcmi"
|
||||
minSdk 19
|
||||
targetSdk 31
|
||||
versionCode 1201
|
||||
versionName "1.2.1"
|
||||
versionCode 1310
|
||||
versionName "1.3.1"
|
||||
setProperty("archivesBaseName", "vcmi")
|
||||
}
|
||||
|
||||
@ -42,7 +42,7 @@ android {
|
||||
applicationLabel: '@string/app_name',
|
||||
]
|
||||
ndk {
|
||||
debugSymbolLevel 'symbol_table'
|
||||
debugSymbolLevel 'full'
|
||||
}
|
||||
}
|
||||
daily {
|
||||
|
@ -182,9 +182,16 @@ public class ActivityMods extends ActivityWithToolbar
|
||||
public void onSuccess(ServerResponse<List<VCMIMod>> response)
|
||||
{
|
||||
Log.i(this, "Initialized mods repo");
|
||||
mModContainer.updateFromRepo(response.mContent);
|
||||
mModsAdapter.updateModsList(mModContainer.submods());
|
||||
mProgress.setVisibility(View.GONE);
|
||||
if (mModContainer == null)
|
||||
{
|
||||
handleNoData();
|
||||
}
|
||||
else
|
||||
{
|
||||
mModContainer.updateFromRepo(response.mContent);
|
||||
mModsAdapter.updateModsList(mModContainer.submods());
|
||||
mProgress.setVisibility(View.GONE);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
@ -146,7 +146,7 @@ public class NativeMethods
|
||||
public static void hapticFeedback()
|
||||
{
|
||||
final Context ctx = SDL.getContext();
|
||||
if (Build.VERSION.SDK_INT >= 26) {
|
||||
if (Build.VERSION.SDK_INT >= 29) {
|
||||
((Vibrator) ctx.getSystemService(ctx.VIBRATOR_SERVICE)).vibrate(VibrationEffect.createPredefined(VibrationEffect.EFFECT_TICK));
|
||||
} else {
|
||||
((Vibrator) ctx.getSystemService(ctx.VIBRATOR_SERVICE)).vibrate(30);
|
||||
|
@ -133,6 +133,12 @@ public class ExportDataController extends LauncherSettingController<Void, Void>
|
||||
}
|
||||
}
|
||||
|
||||
if (exported == null)
|
||||
{
|
||||
publishProgress("Failed to copy file " + child.getName());
|
||||
return false;
|
||||
}
|
||||
|
||||
try(
|
||||
final OutputStream targetStream = owner.getContentResolver()
|
||||
.openOutputStream(exported.getUri());
|
||||
|
@ -30,6 +30,7 @@ public class LanguageSettingDialog extends LauncherSettingDialog<String>
|
||||
AVAILABLE_LANGUAGES.add("swedish");
|
||||
AVAILABLE_LANGUAGES.add("turkish");
|
||||
AVAILABLE_LANGUAGES.add("ukrainian");
|
||||
AVAILABLE_LANGUAGES.add("vietnamese");
|
||||
AVAILABLE_LANGUAGES.add("other_cp1250");
|
||||
AVAILABLE_LANGUAGES.add("other_cp1251");
|
||||
AVAILABLE_LANGUAGES.add("other_cp1252");
|
||||
|
@ -81,7 +81,7 @@ public class FileUtil
|
||||
{
|
||||
if (file == null)
|
||||
{
|
||||
Log.e("Broken path given to fileutil");
|
||||
Log.e("Broken path given to fileutil::ensureWriteable");
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -99,6 +99,12 @@ public class FileUtil
|
||||
|
||||
public static boolean clearDirectory(final File dir)
|
||||
{
|
||||
if (dir == null || dir.listFiles() == null)
|
||||
{
|
||||
Log.e("Broken path given to fileutil::clearDirectory");
|
||||
return false;
|
||||
}
|
||||
|
||||
for (final File f : dir.listFiles())
|
||||
{
|
||||
if (f.isDirectory() && !clearDirectory(f))
|
||||
|
@ -38,6 +38,7 @@
|
||||
#include <vstd/StringUtils.h>
|
||||
|
||||
#include <SDL_main.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#ifdef VCMI_ANDROID
|
||||
#include "../lib/CAndroidVMHelper.h"
|
||||
@ -255,24 +256,17 @@ int main(int argc, char * argv[])
|
||||
logGlobal->debug("settings = %s", settings.toJsonNode().toJson());
|
||||
|
||||
// Some basic data validation to produce better error messages in cases of incorrect install
|
||||
auto testFile = [](std::string filename, std::string message) -> bool
|
||||
auto testFile = [](std::string filename, std::string message)
|
||||
{
|
||||
if (CResourceHandler::get()->existsResource(ResourceID(filename)))
|
||||
return true;
|
||||
|
||||
logGlobal->error("Error: %s was not found!", message);
|
||||
return false;
|
||||
if (!CResourceHandler::get()->existsResource(ResourceID(filename)))
|
||||
handleFatalError(message, false);
|
||||
};
|
||||
|
||||
if (!testFile("DATA/HELP.TXT", "Heroes III data") ||
|
||||
!testFile("MODS/VCMI/MOD.JSON", "VCMI data"))
|
||||
{
|
||||
exit(1); // These are unrecoverable errors
|
||||
}
|
||||
|
||||
// these two are optional + some installs have them on CD and not in data directory
|
||||
testFile("VIDEO/GOOD1A.SMK", "campaign movies");
|
||||
testFile("SOUNDS/G1A.WAV", "campaign music"); //technically not a music but voiced intro sounds
|
||||
testFile("DATA/HELP.TXT", "VCMI requires Heroes III: Shadow of Death or Heroes III: Complete data files to run!");
|
||||
testFile("MODS/VCMI/MOD.JSON", "VCMI installation is corrupted! Built-in mod was not found!");
|
||||
testFile("DATA/PLAYERS.PAL", "Heroes III data files are missing or corruped! Please reinstall them.");
|
||||
testFile("SPRITES/DEFAULT.DEF", "Heroes III data files are missing or corruped! Please reinstall them.");
|
||||
testFile("DATA/TENTCOLR.TXT", "Heroes III: Restoration of Erathia (including HD Edition) data files are not supported!");
|
||||
|
||||
srand ( (unsigned int)time(nullptr) );
|
||||
|
||||
@ -510,3 +504,18 @@ void handleQuit(bool ask)
|
||||
quitApplication();
|
||||
}
|
||||
}
|
||||
|
||||
void handleFatalError(const std::string & message, bool terminate)
|
||||
{
|
||||
logGlobal->error("FATAL ERROR ENCOUTERED, VCMI WILL NOW TERMINATE");
|
||||
logGlobal->error("Reason: %s", message);
|
||||
|
||||
std::string messageToShow = "Fatal error! " + message;
|
||||
|
||||
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error!", messageToShow.c_str(), nullptr);
|
||||
|
||||
if (terminate)
|
||||
throw std::runtime_error(message);
|
||||
else
|
||||
exit(1);
|
||||
}
|
||||
|
@ -21,3 +21,7 @@ extern SDL_Surface *screen2; // and hlp surface (used to store not-active in
|
||||
extern SDL_Surface *screenBuf; // points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
|
||||
|
||||
void handleQuit(bool ask = true);
|
||||
|
||||
/// Notify user about encoutered fatal error and terminate the game
|
||||
/// TODO: decide on better location for this method
|
||||
[[noreturn]] void handleFatalError(const std::string & message, bool terminate);
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "CMusicHandler.h"
|
||||
#include "CGameInfo.h"
|
||||
#include "renderSDL/SDLRWwrapper.h"
|
||||
#include "gui/CGuiHandler.h"
|
||||
|
||||
#include "../lib/JsonNode.h"
|
||||
#include "../lib/GameConstants.h"
|
||||
@ -185,9 +186,9 @@ int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
|
||||
Mix_FreeChunk(chunk);
|
||||
}
|
||||
else if (cache)
|
||||
callbacks[channel];
|
||||
initCallback(channel);
|
||||
else
|
||||
callbacks[channel] = [chunk](){ Mix_FreeChunk(chunk);};
|
||||
initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);});
|
||||
}
|
||||
else
|
||||
channel = -1;
|
||||
@ -237,28 +238,50 @@ void CSoundHandler::setChannelVolume(int channel, ui32 percent)
|
||||
|
||||
void CSoundHandler::setCallback(int channel, std::function<void()> function)
|
||||
{
|
||||
std::map<int, std::function<void()> >::iterator iter;
|
||||
iter = callbacks.find(channel);
|
||||
boost::unique_lock lockGuard(mutexCallbacks);
|
||||
|
||||
auto iter = callbacks.find(channel);
|
||||
|
||||
//channel not found. It may have finished so fire callback now
|
||||
if(iter == callbacks.end())
|
||||
function();
|
||||
else
|
||||
iter->second = function;
|
||||
iter->second.push_back(function);
|
||||
}
|
||||
|
||||
void CSoundHandler::soundFinishedCallback(int channel)
|
||||
{
|
||||
std::map<int, std::function<void()> >::iterator iter;
|
||||
iter = callbacks.find(channel);
|
||||
if (iter == callbacks.end())
|
||||
boost::unique_lock lockGuard(mutexCallbacks);
|
||||
|
||||
if (callbacks.count(channel) == 0)
|
||||
return;
|
||||
|
||||
auto callback = std::move(iter->second);
|
||||
callbacks.erase(iter);
|
||||
// store callbacks from container locally - SDL might reuse this channel for another sound
|
||||
// but do actualy execution in separate thread, to avoid potential deadlocks in case if callback requires locks of its own
|
||||
auto callback = callbacks.at(channel);
|
||||
callbacks.erase(channel);
|
||||
|
||||
if (callback)
|
||||
callback();
|
||||
if (!callback.empty())
|
||||
{
|
||||
GH.dispatchMainThread([callback](){
|
||||
for (auto entry : callback)
|
||||
entry();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void CSoundHandler::initCallback(int channel)
|
||||
{
|
||||
boost::unique_lock lockGuard(mutexCallbacks);
|
||||
assert(callbacks.count(channel) == 0);
|
||||
callbacks[channel] = {};
|
||||
}
|
||||
|
||||
void CSoundHandler::initCallback(int channel, const std::function<void()> & function)
|
||||
{
|
||||
boost::unique_lock lockGuard(mutexCallbacks);
|
||||
assert(callbacks.count(channel) == 0);
|
||||
callbacks[channel].push_back(function);
|
||||
}
|
||||
|
||||
int CSoundHandler::ambientGetRange() const
|
||||
@ -471,44 +494,32 @@ void CMusicHandler::setVolume(ui32 percent)
|
||||
|
||||
void CMusicHandler::musicFinishedCallback()
|
||||
{
|
||||
// boost::mutex::scoped_lock guard(mutex);
|
||||
// FIXME: WORKAROUND FOR A POTENTIAL DEADLOCK
|
||||
// call music restart in separate thread to avoid deadlock in some cases
|
||||
// It is possible for:
|
||||
// 1) SDL thread to call this method on end of playback
|
||||
// 2) VCMI code to call queueNext() method to queue new file
|
||||
// this leads to:
|
||||
// 1) SDL thread waiting to acquire music lock in this method (while keeping internal SDL mutex locked)
|
||||
// 2) VCMI thread waiting to acquire internal SDL mutex (while keeping music mutex locked)
|
||||
// Because of that (and lack of clear way to fix that)
|
||||
// We will try to acquire lock here and if failed - do nothing
|
||||
// This may break music playback till next song is enqued but won't deadlock the game
|
||||
|
||||
if (!mutex.try_lock())
|
||||
GH.dispatchMainThread([this]()
|
||||
{
|
||||
logGlobal->error("Failed to acquire mutex! Unable to restart music!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (current.get() != nullptr)
|
||||
{
|
||||
// if music is looped, play it again
|
||||
if (current->play())
|
||||
boost::unique_lock lockGuard(mutex);
|
||||
if (current.get() != nullptr)
|
||||
{
|
||||
mutex.unlock();
|
||||
return;
|
||||
// if music is looped, play it again
|
||||
if (current->play())
|
||||
return;
|
||||
else
|
||||
current.reset();
|
||||
}
|
||||
else
|
||||
{
|
||||
current.reset();
|
||||
}
|
||||
}
|
||||
|
||||
if (current.get() == nullptr && next.get() != nullptr)
|
||||
{
|
||||
current.reset(next.release());
|
||||
current->play();
|
||||
}
|
||||
mutex.unlock();
|
||||
if (current.get() == nullptr && next.get() != nullptr)
|
||||
{
|
||||
current.reset(next.release());
|
||||
current->play();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart):
|
||||
|
@ -45,9 +45,13 @@ private:
|
||||
|
||||
Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
|
||||
|
||||
//have entry for every currently active channel
|
||||
//std::function will be nullptr if callback was not set
|
||||
std::map<int, std::function<void()> > callbacks;
|
||||
/// have entry for every currently active channel
|
||||
/// vector will be empty if callback was not set
|
||||
std::map<int, std::vector<std::function<void()>> > callbacks;
|
||||
|
||||
/// Protects access to callbacks member to avoid data races:
|
||||
/// SDL calls sound finished callbacks from audio thread
|
||||
boost::mutex mutexCallbacks;
|
||||
|
||||
int ambientDistToVolume(int distance) const;
|
||||
void ambientStopSound(std::string soundId);
|
||||
@ -58,6 +62,9 @@ private:
|
||||
std::map<std::string, int> ambientChannels;
|
||||
std::map<int, int> channelVolumes;
|
||||
|
||||
void initCallback(int channel, const std::function<void()> & function);
|
||||
void initCallback(int channel);
|
||||
|
||||
public:
|
||||
CSoundHandler();
|
||||
|
||||
|
@ -476,6 +476,9 @@ void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
|
||||
adventureInt->onHeroChanged(hero);
|
||||
if (makingTurn && hero->tempOwner == playerID)
|
||||
adventureInt->onHeroChanged(hero);
|
||||
|
||||
for (auto window : GH.windows().findWindows<BattleWindow>())
|
||||
window->heroManaPointsChanged(hero);
|
||||
}
|
||||
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
|
||||
{
|
||||
@ -649,26 +652,20 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
|
||||
waitForAllDialogs();
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
||||
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
|
||||
lastBattleArmies.first = army1;
|
||||
lastBattleArmies.second = army2;
|
||||
//quick combat with neutral creatures only
|
||||
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
|
||||
if((!autoBattleResultRefused && !allowBattleReplay && army2_object
|
||||
&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
|
||||
&& settings["adventure"]["quickCombat"].Bool())
|
||||
|| settings["adventure"]["alwaysSkipCombat"].Bool())
|
||||
|
||||
bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
|
||||
bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
|
||||
|
||||
if ((replayAllowed && useQuickCombat) || forceQuickCombat)
|
||||
{
|
||||
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
autofightingAI->initBattleInterface(env, cb);
|
||||
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
|
||||
autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
|
||||
isAutoFightOn = true;
|
||||
cb->registerBattleInterface(autofightingAI);
|
||||
// Player shouldn't be able to move on adventure map if quick combat is going
|
||||
allowBattleReplay = true;
|
||||
}
|
||||
|
||||
//Don't wait for dialogs when we are non-active hot-seat player
|
||||
@ -840,13 +837,17 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
|
||||
|
||||
if(!battleInt)
|
||||
{
|
||||
bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
|
||||
allowBattleReplay = false;
|
||||
bool allowManualReplay = queryID != -1;
|
||||
|
||||
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
|
||||
wnd->resultCallback = [=](ui32 selection)
|
||||
|
||||
if (allowManualReplay)
|
||||
{
|
||||
cb->selectionMade(selection, queryID);
|
||||
};
|
||||
wnd->resultCallback = [=](ui32 selection)
|
||||
{
|
||||
cb->selectionMade(selection, queryID);
|
||||
};
|
||||
}
|
||||
GH.windows().pushWindow(wnd);
|
||||
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
|
||||
// Otherwise NewTurn causes freeze.
|
||||
@ -1904,8 +1905,9 @@ bool CPlayerInterface::capturedAllEvents()
|
||||
}
|
||||
|
||||
bool needToLockAdventureMap = adventureInt && adventureInt->isActive() && CGI->mh->hasOngoingAnimations();
|
||||
bool quickCombatOngoing = isAutoFightOn && !battleInt;
|
||||
|
||||
if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
|
||||
if (ignoreEvents || needToLockAdventureMap || quickCombatOngoing )
|
||||
{
|
||||
GH.input().ignoreEventsUntilInput();
|
||||
return true;
|
||||
|
@ -65,8 +65,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
|
||||
int firstCall;
|
||||
int autosaveCount;
|
||||
|
||||
std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
|
||||
bool allowBattleReplay = false;
|
||||
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
||||
const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
|
||||
|
||||
@ -169,7 +167,7 @@ protected: // Call-ins from server, should not be called directly, but only via
|
||||
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
|
@ -88,6 +88,8 @@ template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
|
||||
public:
|
||||
bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
|
||||
T * ptr = static_cast<T *>(pack);
|
||||
ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);
|
||||
|
||||
@ -572,7 +574,16 @@ void CServerHandler::sendRestartGame() const
|
||||
|
||||
void CServerHandler::sendStartGame(bool allowOnlyAI) const
|
||||
{
|
||||
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
|
||||
try
|
||||
{
|
||||
verifyStateBeforeStart(allowOnlyAI ? true : settings["session"]["onlyai"].Bool());
|
||||
}
|
||||
catch (const std::exception & e)
|
||||
{
|
||||
showServerError( std::string("Unable to start map! Reason: ") + e.what());
|
||||
return;
|
||||
}
|
||||
|
||||
LobbyStartGame lsg;
|
||||
if(client)
|
||||
{
|
||||
@ -696,7 +707,7 @@ void CServerHandler::startCampaignScenario(std::shared_ptr<CampaignState> cs)
|
||||
});
|
||||
}
|
||||
|
||||
void CServerHandler::showServerError(std::string txt)
|
||||
void CServerHandler::showServerError(std::string txt) const
|
||||
{
|
||||
CInfoWindow::showInfoDialog(txt, {});
|
||||
}
|
||||
@ -865,8 +876,11 @@ void CServerHandler::threadHandleConnection()
|
||||
}
|
||||
else
|
||||
{
|
||||
logNetwork->error("Lost connection to server, ending listening thread!");
|
||||
logNetwork->error(e.what());
|
||||
if (e.code() == boost::asio::error::eof)
|
||||
logNetwork->error("Lost connection to server, ending listening thread! Connection has been closed");
|
||||
else
|
||||
logNetwork->error("Lost connection to server, ending listening thread! Reason: %s", e.what());
|
||||
|
||||
if(client)
|
||||
{
|
||||
state = EClientState::DISCONNECTING;
|
||||
|
@ -151,7 +151,7 @@ public:
|
||||
void startGameplay(VCMI_LIB_WRAP_NAMESPACE(CGameState) * gameState = nullptr);
|
||||
void endGameplay(bool closeConnection = true, bool restart = false);
|
||||
void startCampaignScenario(std::shared_ptr<CampaignState> cs = {});
|
||||
void showServerError(std::string txt);
|
||||
void showServerError(std::string txt) const;
|
||||
|
||||
// TODO: LobbyState must be updated within game so we should always know how many player interfaces our client handle
|
||||
int howManyPlayerInterfaces();
|
||||
|
@ -26,6 +26,7 @@
|
||||
#include "../lib/gameState/CGameState.h"
|
||||
#include "../lib/CThreadHelper.h"
|
||||
#include "../lib/VCMIDirs.h"
|
||||
#include "../lib/UnlockGuard.h"
|
||||
#include "../lib/battle/BattleInfo.h"
|
||||
#include "../lib/serializer/BinaryDeserializer.h"
|
||||
#include "../lib/mapping/CMapService.h"
|
||||
@ -218,7 +219,7 @@ void CClient::loadGame(CGameState * initializedGameState)
|
||||
// try to deserialize client data including sleepingHeroes
|
||||
try
|
||||
{
|
||||
boost::filesystem::path clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
|
||||
boost::filesystem::path clientSaveName = *CResourceHandler::get()->getResourceName(ResourceID(CSH->si->mapname, EResType::CLIENT_SAVEGAME));
|
||||
|
||||
if(clientSaveName.empty())
|
||||
throw std::runtime_error("Cannot open client part of " + CSH->si->mapname);
|
||||
@ -579,7 +580,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
auto callBattleStart = [&](PlayerColor color, ui8 side)
|
||||
{
|
||||
if(vstd::contains(battleints, color))
|
||||
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
|
||||
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
|
||||
};
|
||||
|
||||
callBattleStart(leftSide.color, 0);
|
||||
@ -624,6 +625,14 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
|
||||
}
|
||||
}
|
||||
|
||||
if(info->tacticDistance)
|
||||
{
|
||||
auto tacticianColor = info->sides[info->tacticsSide].color;
|
||||
|
||||
if (vstd::contains(battleints, tacticianColor))
|
||||
battleints[tacticianColor]->yourTacticPhase(info->tacticDistance);
|
||||
}
|
||||
}
|
||||
|
||||
void CClient::battleFinished()
|
||||
@ -645,6 +654,9 @@ void CClient::startPlayerBattleAction(PlayerColor color)
|
||||
|
||||
if(vstd::contains(battleints, color))
|
||||
{
|
||||
// we want to avoid locking gamestate and causing UI to freeze while AI is making turn
|
||||
auto unlock = vstd::makeUnlockGuardIf(*CPlayerInterface::pim, !battleints[color]->human);
|
||||
|
||||
assert(vstd::contains(battleints, color));
|
||||
battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
|
||||
}
|
||||
|
@ -95,6 +95,14 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
template<typename T, typename ... Args, typename ... Args2>
|
||||
void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
{
|
||||
assert(cl.gameState()->curB);
|
||||
|
||||
if (!cl.gameState()->curB)
|
||||
{
|
||||
logGlobal->error("Attempt to call battle interface without ongoing battle!");
|
||||
return;
|
||||
}
|
||||
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
|
||||
|
@ -192,7 +192,7 @@ void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
|
||||
Point scrollDelta = scrollDirection * scrollDistance;
|
||||
|
||||
bool cursorInScrollArea = scrollDelta != Point(0,0);
|
||||
bool scrollingActive = cursorInScrollArea && isActive() && shortcuts->optionSidePanelActive() && !scrollingWasBlocked;
|
||||
bool scrollingActive = cursorInScrollArea && shortcuts->optionMapScrollingActive() && !scrollingWasBlocked;
|
||||
bool scrollingBlocked = GH.isKeyboardCtrlDown() || !settings["adventure"]["borderScroll"].Bool();
|
||||
|
||||
if (!scrollingWasActive && scrollingBlocked)
|
||||
@ -323,7 +323,7 @@ void AdventureMapInterface::onEnemyTurnStarted(PlayerColor playerID, bool isHuma
|
||||
mapAudio->onEnemyTurnStarted();
|
||||
widget->getMinimap()->setAIRadar(!isHuman);
|
||||
widget->getInfoBar()->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
|
||||
setState(EAdventureState::ENEMY_TURN);
|
||||
setState(isHuman ? EAdventureState::OTHER_HUMAN_PLAYER_TURN : EAdventureState::AI_PLAYER_TURN);
|
||||
}
|
||||
|
||||
void AdventureMapInterface::setState(EAdventureState state)
|
||||
@ -417,14 +417,14 @@ void AdventureMapInterface::hotkeyEndingTurn()
|
||||
if(settings["session"]["spectate"].Bool())
|
||||
return;
|
||||
|
||||
LOCPLINT->makingTurn = false;
|
||||
LOCPLINT->cb->endTurn();
|
||||
|
||||
if(!settings["general"]["startTurnAutosave"].Bool())
|
||||
{
|
||||
LOCPLINT->performAutosave();
|
||||
}
|
||||
|
||||
LOCPLINT->makingTurn = false;
|
||||
LOCPLINT->cb->endTurn();
|
||||
|
||||
mapAudio->onPlayerTurnEnded();
|
||||
}
|
||||
|
||||
@ -822,6 +822,15 @@ void AdventureMapInterface::hotkeyZoom(int delta)
|
||||
void AdventureMapInterface::onScreenResize()
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
|
||||
// remember our activation state and reactive after reconstruction
|
||||
// since othervice activate() calls for created elements will bypass virtual dispatch
|
||||
// and will call directly CIntObject::activate() instead of dispatching virtual function call
|
||||
bool widgetActive = isActive();
|
||||
|
||||
if (widgetActive)
|
||||
deactivate();
|
||||
|
||||
widget.reset();
|
||||
pos.x = pos.y = 0;
|
||||
pos.w = GH.screenDimensions().x;
|
||||
@ -838,4 +847,7 @@ void AdventureMapInterface::onScreenResize()
|
||||
widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
|
||||
|
||||
adjustActiveness();
|
||||
|
||||
if (widgetActive)
|
||||
activate();
|
||||
}
|
||||
|
@ -461,7 +461,13 @@ bool AdventureMapShortcuts::optionSidePanelActive()
|
||||
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW;
|
||||
}
|
||||
|
||||
bool AdventureMapShortcuts::optionMapScrollingActive()
|
||||
{
|
||||
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || (state == EAdventureState::OTHER_HUMAN_PLAYER_TURN);
|
||||
}
|
||||
|
||||
bool AdventureMapShortcuts::optionMapViewActive()
|
||||
{
|
||||
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL;
|
||||
return state == EAdventureState::MAKING_TURN || state == EAdventureState::WORLD_VIEW || state == EAdventureState::CASTING_SPELL
|
||||
|| (state == EAdventureState::OTHER_HUMAN_PLAYER_TURN);
|
||||
}
|
||||
|
@ -81,6 +81,7 @@ public:
|
||||
bool optionInMapView();
|
||||
bool optionInWorldView();
|
||||
bool optionSidePanelActive();
|
||||
bool optionMapScrollingActive();
|
||||
bool optionMapViewActive();
|
||||
|
||||
void setState(EAdventureState newState);
|
||||
|
@ -14,7 +14,8 @@ enum class EAdventureState
|
||||
NOT_INITIALIZED,
|
||||
HOTSEAT_WAIT,
|
||||
MAKING_TURN,
|
||||
ENEMY_TURN,
|
||||
AI_PLAYER_TURN,
|
||||
OTHER_HUMAN_PLAYER_TURN,
|
||||
CASTING_SPELL,
|
||||
WORLD_VIEW
|
||||
};
|
||||
|
@ -445,6 +445,8 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
|
||||
});
|
||||
}
|
||||
|
||||
// animations will be executed by spell effects
|
||||
}
|
||||
|
||||
void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
|
||||
@ -727,7 +729,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
// FIXME: unsafe
|
||||
// Run task in separate thread to avoid UI lock while AI is making turn (which might take some time)
|
||||
// HOWEVER this thread won't atttempt to lock game state, potentially leading to races
|
||||
boost::thread aiThread([&]()
|
||||
boost::thread aiThread([this, activeStack]()
|
||||
{
|
||||
curInt->autofightingAI->activeStack(activeStack);
|
||||
});
|
||||
|
@ -389,6 +389,12 @@ HeroInfoBasicPanel::HeroInfoBasicPanel(const InfoAboutHero & hero, Point * posit
|
||||
background->colorize(hero.owner);
|
||||
}
|
||||
|
||||
initializeData(hero);
|
||||
}
|
||||
|
||||
void HeroInfoBasicPanel::initializeData(const InfoAboutHero & hero)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
auto attack = hero.details->primskills[0];
|
||||
auto defense = hero.details->primskills[1];
|
||||
auto power = hero.details->primskills[2];
|
||||
@ -423,6 +429,14 @@ HeroInfoBasicPanel::HeroInfoBasicPanel(const InfoAboutHero & hero, Point * posit
|
||||
labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
|
||||
}
|
||||
|
||||
void HeroInfoBasicPanel::update(const InfoAboutHero & updatedInfo)
|
||||
{
|
||||
icons.clear();
|
||||
labels.clear();
|
||||
|
||||
initializeData(updatedInfo);
|
||||
}
|
||||
|
||||
void HeroInfoBasicPanel::show(Canvas & to)
|
||||
{
|
||||
showAll(to);
|
||||
@ -622,7 +636,9 @@ void BattleResultWindow::show(Canvas & to)
|
||||
|
||||
void BattleResultWindow::buttonPressed(int button)
|
||||
{
|
||||
resultCallback(button);
|
||||
if (resultCallback)
|
||||
resultCallback(button);
|
||||
|
||||
CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
|
||||
|
||||
close();
|
||||
|
@ -137,6 +137,9 @@ public:
|
||||
HeroInfoBasicPanel(const InfoAboutHero & hero, Point * position, bool initializeBackground = true);
|
||||
|
||||
void show(Canvas & to) override;
|
||||
|
||||
void initializeData(const InfoAboutHero & hero);
|
||||
void update(const InfoAboutHero & updatedInfo);
|
||||
};
|
||||
|
||||
class HeroInfoWindow : public CWindowObject
|
||||
|
@ -127,13 +127,26 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
|
||||
{
|
||||
//Blit absolute obstacles
|
||||
for(auto & oi : owner.curInt->cb->battleGetAllObstacles())
|
||||
for(auto & obstacle : owner.curInt->cb->battleGetAllObstacles())
|
||||
{
|
||||
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
{
|
||||
auto img = getObstacleImage(*oi);
|
||||
auto img = getObstacleImage(*obstacle);
|
||||
if(img)
|
||||
canvas.draw(img, Point(oi->getInfo().width, oi->getInfo().height));
|
||||
canvas.draw(img, Point(obstacle->getInfo().width, obstacle->getInfo().height));
|
||||
}
|
||||
|
||||
if (obstacle->obstacleType == CObstacleInstance::USUAL)
|
||||
{
|
||||
if (obstacle->getInfo().isForegroundObstacle)
|
||||
continue;
|
||||
|
||||
auto img = getObstacleImage(*obstacle);
|
||||
if(img)
|
||||
{
|
||||
Point p = getObstaclePosition(img, *obstacle);
|
||||
canvas.draw(img, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -148,11 +161,10 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
|
||||
if (obstacle->obstacleType == CObstacleInstance::MOAT)
|
||||
continue;
|
||||
|
||||
bool isForeground = obstacle->obstacleType == CObstacleInstance::USUAL && obstacle->getInfo().isForegroundObstacle;
|
||||
if (obstacle->obstacleType == CObstacleInstance::USUAL && !obstacle->getInfo().isForegroundObstacle)
|
||||
continue;
|
||||
|
||||
auto layer = isForeground ? EBattleFieldLayer::OBSTACLES_FG : EBattleFieldLayer::OBSTACLES_BG;
|
||||
|
||||
renderer.insert(layer, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){
|
||||
renderer.insert(EBattleFieldLayer::OBSTACLES, obstacle->pos, [this, obstacle]( BattleRenderer::RendererRef canvas ){
|
||||
auto img = getObstacleImage(*obstacle);
|
||||
if(img)
|
||||
{
|
||||
|
@ -16,12 +16,11 @@ class BattleInterface;
|
||||
|
||||
enum class EBattleFieldLayer {
|
||||
// confirmed ordering requirements:
|
||||
OBSTACLES_BG = 0,
|
||||
CORPSES = 0,
|
||||
WALLS = 1,
|
||||
HEROES = 2,
|
||||
STACKS = 2, // after corpses, obstacles, walls
|
||||
OBSTACLES_FG = 3, // after stacks
|
||||
OBSTACLES = 3, // after stacks
|
||||
STACK_AMOUNTS = 3, // after stacks, obstacles, corpses
|
||||
EFFECTS = 4, // after obstacles, battlements
|
||||
};
|
||||
|
@ -307,15 +307,13 @@ void BattleSiegeController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
renderer.insert( EBattleFieldLayer::STACKS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
owner.stacksController->showStack(canvas, getTurretStack(wallPiece));
|
||||
});
|
||||
renderer.insert( EBattleFieldLayer::OBSTACLES_FG, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
renderer.insert( EBattleFieldLayer::OBSTACLES, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
showWallPiece(canvas, wallPiece);
|
||||
});
|
||||
}
|
||||
renderer.insert( EBattleFieldLayer::WALLS, getWallPiecePosition(wallPiece), [this, wallPiece](BattleRenderer::RendererRef canvas){
|
||||
showWallPiece(canvas, wallPiece);
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -330,8 +328,6 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
|
||||
|
||||
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
{
|
||||
owner.checkForAnimations();
|
||||
|
||||
if (ca.attacker != -1)
|
||||
{
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
|
||||
|
@ -154,11 +154,6 @@ void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
|
||||
void BattleStacksController::stackReset(const CStack * stack)
|
||||
{
|
||||
owner.checkForAnimations();
|
||||
|
||||
//reset orientation?
|
||||
//stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER;
|
||||
|
||||
auto iter = stackAnimation.find(stack->unitId());
|
||||
|
||||
if(iter == stackAnimation.end())
|
||||
@ -240,6 +235,9 @@ void BattleStacksController::setActiveStack(const CStack *stack)
|
||||
stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
|
||||
|
||||
owner.windowObject->blockUI(activeStack == nullptr);
|
||||
|
||||
if (activeStack)
|
||||
stackAmountBoxHidden.clear();
|
||||
}
|
||||
|
||||
bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
|
||||
@ -501,7 +499,7 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
|
||||
void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
|
||||
{
|
||||
assert(destHex.size() > 0);
|
||||
owner.checkForAnimations();
|
||||
//owner.checkForAnimations(); // NOTE: at this point spellcast animations were added, but not executed
|
||||
|
||||
owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
|
||||
addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );
|
||||
|
@ -51,7 +51,7 @@ BattleWindow::BattleWindow(BattleInterface & owner):
|
||||
|
||||
REGISTER_BUILDER("battleConsole", &BattleWindow::buildBattleConsole);
|
||||
|
||||
const JsonNode config(ResourceID("config/widgets/BattleWindow.json"));
|
||||
const JsonNode config(ResourceID("config/widgets/BattleWindow2.json"));
|
||||
|
||||
addShortcut(EShortcut::GLOBAL_OPTIONS, std::bind(&BattleWindow::bOptionsf, this));
|
||||
addShortcut(EShortcut::BATTLE_SURRENDER, std::bind(&BattleWindow::bSurrenderf, this));
|
||||
@ -237,8 +237,8 @@ void BattleWindow::showStickyHeroWindows()
|
||||
if(settings["battle"]["stickyHeroInfoWindows"].Bool() == true)
|
||||
return;
|
||||
|
||||
Settings showStickyHeroInfoWIndows = settings.write["battle"]["stickyHeroInfoWindows"];
|
||||
showStickyHeroInfoWIndows->Bool() = true;
|
||||
Settings showStickyHeroInfoWindows = settings.write["battle"]["stickyHeroInfoWindows"];
|
||||
showStickyHeroInfoWindows->Bool() = true;
|
||||
|
||||
|
||||
createStickyHeroInfoWindows();
|
||||
@ -250,6 +250,27 @@ void BattleWindow::updateQueue()
|
||||
queue->update();
|
||||
}
|
||||
|
||||
void BattleWindow::updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero)
|
||||
{
|
||||
std::shared_ptr<HeroInfoBasicPanel> panelToUpdate = side == 0 ? attackerHeroWindow : defenderHeroWindow;
|
||||
panelToUpdate->update(hero);
|
||||
}
|
||||
|
||||
void BattleWindow::heroManaPointsChanged(const CGHeroInstance * hero)
|
||||
{
|
||||
if(hero == owner.attackingHeroInstance || hero == owner.defendingHeroInstance)
|
||||
{
|
||||
InfoAboutHero heroInfo = InfoAboutHero();
|
||||
heroInfo.initFromHero(hero, InfoAboutHero::INBATTLE);
|
||||
|
||||
updateHeroInfoWindow(hero == owner.attackingHeroInstance ? 0 : 1, heroInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
logGlobal->error("BattleWindow::heroManaPointsChanged: 'Mana points changed' called for hero not belonging to current battle window");
|
||||
}
|
||||
}
|
||||
|
||||
void BattleWindow::activate()
|
||||
{
|
||||
GH.setStatusbar(console);
|
||||
@ -480,7 +501,7 @@ void BattleWindow::bAutofightf()
|
||||
|
||||
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
|
||||
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
|
||||
owner.curInt->autofightingAI = ai;
|
||||
owner.curInt->cb->registerBattleInterface(ai);
|
||||
|
||||
|
@ -79,15 +79,22 @@ public:
|
||||
void hideQueue();
|
||||
void showQueue();
|
||||
|
||||
/// Toggle permanent hero info windows visibility (HD mod feature)
|
||||
void hideStickyHeroWindows();
|
||||
void showStickyHeroWindows();
|
||||
|
||||
/// Event handler for netpack changing hero mana points
|
||||
void heroManaPointsChanged(const CGHeroInstance * hero);
|
||||
|
||||
/// block all UI elements when player is not allowed to act, e.g. during enemy turn
|
||||
void blockUI(bool on);
|
||||
|
||||
/// Refresh queue after turn order changes
|
||||
void updateQueue();
|
||||
|
||||
/// Refresh sticky variant of hero info window after spellcast, side same as in BattleSpellCast::side
|
||||
void updateHeroInfoWindow(uint8_t side, const InfoAboutHero & hero);
|
||||
|
||||
/// Get mouse-hovered battle queue unit ID if any found
|
||||
std::optional<uint32_t> getQueueHoveredUnitId();
|
||||
|
||||
|
@ -70,13 +70,22 @@ void InputHandler::handleCurrentEvent(const SDL_Event & current)
|
||||
}
|
||||
}
|
||||
|
||||
void InputHandler::processEvents()
|
||||
std::vector<SDL_Event> InputHandler::acquireEvents()
|
||||
{
|
||||
boost::unique_lock<boost::mutex> lock(eventsMutex);
|
||||
for(const auto & currentEvent : eventsQueue)
|
||||
|
||||
std::vector<SDL_Event> result;
|
||||
std::swap(result, eventsQueue);
|
||||
return result;
|
||||
}
|
||||
|
||||
void InputHandler::processEvents()
|
||||
{
|
||||
std::vector<SDL_Event> eventsToProcess = acquireEvents();
|
||||
|
||||
for(const auto & currentEvent : eventsToProcess)
|
||||
handleCurrentEvent(currentEvent);
|
||||
|
||||
eventsQueue.clear();
|
||||
fingerHandler->handleUpdate();
|
||||
}
|
||||
|
||||
@ -239,6 +248,11 @@ void InputHandler::stopTextInput()
|
||||
textHandler->stopTextInput();
|
||||
}
|
||||
|
||||
void InputHandler::hapticFeedback()
|
||||
{
|
||||
fingerHandler->hapticFeedback();
|
||||
}
|
||||
|
||||
bool InputHandler::hasTouchInputDevice() const
|
||||
{
|
||||
return fingerHandler->hasTouchInputDevice();
|
||||
|
@ -29,6 +29,8 @@ class InputHandler
|
||||
|
||||
Point cursorPosition;
|
||||
|
||||
std::vector<SDL_Event> acquireEvents();
|
||||
|
||||
void preprocessEvent(const SDL_Event & event);
|
||||
void handleCurrentEvent(const SDL_Event & current);
|
||||
void handleUserEvent(const SDL_UserEvent & current);
|
||||
@ -63,6 +65,9 @@ public:
|
||||
/// Ends any existing text input state
|
||||
void stopTextInput();
|
||||
|
||||
/// do a haptic feedback
|
||||
void hapticFeedback();
|
||||
|
||||
/// returns true if system has active touchscreen
|
||||
bool hasTouchInputDevice() const;
|
||||
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "../gui/EventDispatcher.h"
|
||||
#include "../gui/ShortcutHandler.h"
|
||||
|
||||
#include <SDL_clipboard.h>
|
||||
#include <SDL_events.h>
|
||||
#include <SDL_hints.h>
|
||||
|
||||
@ -30,13 +31,24 @@ InputSourceKeyboard::InputSourceKeyboard()
|
||||
|
||||
void InputSourceKeyboard::handleEventKeyDown(const SDL_KeyboardEvent & key)
|
||||
{
|
||||
if(key.repeat != 0)
|
||||
return; // ignore periodic event resends
|
||||
|
||||
if (SDL_IsTextInputActive() == SDL_TRUE)
|
||||
{
|
||||
if(key.keysym.sym == SDLK_v && isKeyboardCtrlDown())
|
||||
{
|
||||
char * clipboardBuffer = SDL_GetClipboardText();
|
||||
std::string clipboardContent = clipboardBuffer;
|
||||
boost::erase_all(clipboardContent, "\r");
|
||||
boost::erase_all(clipboardContent, "\n");
|
||||
GH.events().dispatchTextInput(clipboardContent);
|
||||
SDL_free(clipboardBuffer);
|
||||
return;
|
||||
}
|
||||
|
||||
if (key.keysym.sym >= ' ' && key.keysym.sym < 0x80)
|
||||
return; // printable character - will be handled as text input
|
||||
} else {
|
||||
if(key.repeat != 0)
|
||||
return; // ignore periodic event resends
|
||||
}
|
||||
|
||||
assert(key.state == SDL_PRESSED);
|
||||
|
@ -81,7 +81,10 @@ void InputSourceTouch::handleEventFingerMotion(const SDL_TouchFingerEvent & tfin
|
||||
{
|
||||
Point distance = convertTouchToMouse(tfinger) - lastTapPosition;
|
||||
if ( std::abs(distance.x) > params.panningSensitivityThreshold || std::abs(distance.y) > params.panningSensitivityThreshold)
|
||||
{
|
||||
state = TouchState::TAP_DOWN_PANNING;
|
||||
GH.events().dispatchGesturePanningStarted(lastTapPosition);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case TouchState::TAP_DOWN_PANNING:
|
||||
@ -128,11 +131,16 @@ void InputSourceTouch::handleEventFingerDown(const SDL_TouchFingerEvent & tfinge
|
||||
{
|
||||
lastTapPosition = convertTouchToMouse(tfinger);
|
||||
GH.input().setCursorPosition(lastTapPosition);
|
||||
GH.events().dispatchGesturePanningStarted(lastTapPosition);
|
||||
state = TouchState::TAP_DOWN_SHORT;
|
||||
break;
|
||||
}
|
||||
case TouchState::TAP_DOWN_SHORT:
|
||||
{
|
||||
GH.input().setCursorPosition(convertTouchToMouse(tfinger));
|
||||
GH.events().dispatchGesturePanningStarted(lastTapPosition);
|
||||
state = TouchState::TAP_DOWN_DOUBLE;
|
||||
break;
|
||||
}
|
||||
case TouchState::TAP_DOWN_PANNING:
|
||||
{
|
||||
GH.input().setCursorPosition(convertTouchToMouse(tfinger));
|
||||
|
@ -96,8 +96,6 @@ class InputSourceTouch
|
||||
|
||||
void emitPanningEvent(const SDL_TouchFingerEvent & tfinger);
|
||||
void emitPinchEvent(const SDL_TouchFingerEvent & tfinger);
|
||||
|
||||
void hapticFeedback();
|
||||
|
||||
public:
|
||||
InputSourceTouch();
|
||||
@ -106,6 +104,8 @@ public:
|
||||
void handleEventFingerDown(const SDL_TouchFingerEvent & current);
|
||||
void handleEventFingerUp(const SDL_TouchFingerEvent & current);
|
||||
|
||||
void hapticFeedback();
|
||||
|
||||
void handleUpdate();
|
||||
|
||||
bool hasTouchInputDevice() const;
|
||||
|
@ -88,6 +88,8 @@ void CGuiHandler::handleEvents()
|
||||
void CGuiHandler::fakeMouseMove()
|
||||
{
|
||||
dispatchMainThread([](){
|
||||
assert(CPlayerInterface::pim);
|
||||
boost::unique_lock lock(*CPlayerInterface::pim);
|
||||
GH.events().dispatchMouseMoved(Point(0, 0), GH.getCursorPosition());
|
||||
});
|
||||
}
|
||||
|
@ -31,8 +31,6 @@ namespace Cursor
|
||||
};
|
||||
|
||||
enum class Combat {
|
||||
INVALID = -1,
|
||||
|
||||
BLOCKED = 0,
|
||||
MOVE = 1,
|
||||
FLY = 2,
|
||||
@ -157,12 +155,16 @@ public:
|
||||
template<typename Index>
|
||||
Index get()
|
||||
{
|
||||
assert((std::is_same<Index, Cursor::Default>::value )|| type != Cursor::Type::DEFAULT );
|
||||
assert((std::is_same<Index, Cursor::Map>::value )|| type != Cursor::Type::ADVENTURE );
|
||||
assert((std::is_same<Index, Cursor::Combat>::value )|| type != Cursor::Type::COMBAT );
|
||||
assert((std::is_same<Index, Cursor::Spellcast>::value )|| type != Cursor::Type::SPELLBOOK );
|
||||
bool typeValid = true;
|
||||
|
||||
return static_cast<Index>(frame);
|
||||
typeValid &= (std::is_same<Index, Cursor::Default>::value )|| type != Cursor::Type::DEFAULT;
|
||||
typeValid &= (std::is_same<Index, Cursor::Map>::value )|| type != Cursor::Type::ADVENTURE;
|
||||
typeValid &= (std::is_same<Index, Cursor::Combat>::value )|| type != Cursor::Type::COMBAT;
|
||||
typeValid &= (std::is_same<Index, Cursor::Spellcast>::value )|| type != Cursor::Type::SPELLBOOK;
|
||||
|
||||
if (typeValid)
|
||||
return static_cast<Index>(frame);
|
||||
return Index::POINTER;
|
||||
}
|
||||
|
||||
Point getPivotOffsetDefault(size_t index);
|
||||
|
@ -76,7 +76,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
|
||||
{SDLK_r, EShortcut::GAME_RESTART_GAME },
|
||||
{SDLK_m, EShortcut::GAME_TO_MAIN_MENU },
|
||||
{SDLK_q, EShortcut::GAME_QUIT_GAME },
|
||||
{SDLK_t, EShortcut::GAME_OPEN_MARKETPLACE },
|
||||
{SDLK_b, EShortcut::GAME_OPEN_MARKETPLACE },
|
||||
{SDLK_g, EShortcut::GAME_OPEN_THIEVES_GUILD },
|
||||
{SDLK_TAB, EShortcut::GAME_ACTIVATE_CONSOLE },
|
||||
{SDLK_o, EShortcut::ADVENTURE_GAME_OPTIONS },
|
||||
|
@ -147,7 +147,6 @@ void RandomMapTab::updateMapInfoByHost()
|
||||
mapInfo->mapHeader->twoLevel = mapGenOptions->getHasTwoLevels();
|
||||
|
||||
// Generate player information
|
||||
mapInfo->mapHeader->players.clear();
|
||||
int playersToGen = PlayerColor::PLAYER_LIMIT_I;
|
||||
if(mapGenOptions->getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
|
||||
{
|
||||
@ -157,7 +156,6 @@ void RandomMapTab::updateMapInfoByHost()
|
||||
playersToGen = mapGenOptions->getPlayerCount();
|
||||
}
|
||||
|
||||
|
||||
mapInfo->mapHeader->howManyTeams = playersToGen;
|
||||
|
||||
//FIXME: Assign all human-controlled colors in first place
|
||||
@ -165,6 +163,12 @@ void RandomMapTab::updateMapInfoByHost()
|
||||
//TODO: Get human player count
|
||||
|
||||
std::set<TeamID> occupiedTeams;
|
||||
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
|
||||
{
|
||||
mapInfo->mapHeader->players[i].canComputerPlay = false;
|
||||
mapInfo->mapHeader->players[i].canHumanPlay = false;
|
||||
}
|
||||
|
||||
for(int i = 0; i < playersToGen; ++i)
|
||||
{
|
||||
PlayerInfo player;
|
||||
@ -183,7 +187,7 @@ void RandomMapTab::updateMapInfoByHost()
|
||||
occupiedTeams.insert(team);
|
||||
player.hasMainTown = true;
|
||||
player.generateHeroAtMainTown = true;
|
||||
mapInfo->mapHeader->players.push_back(player);
|
||||
mapInfo->mapHeader->players[i] = player;
|
||||
}
|
||||
for(auto & player : mapInfo->mapHeader->players)
|
||||
{
|
||||
@ -317,7 +321,7 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
|
||||
if(tmpl)
|
||||
w->addTextOverlay(tmpl->getName(), EFonts::FONT_SMALL);
|
||||
else
|
||||
w->addTextOverlay(readText(variables["defaultTemplate"]), EFonts::FONT_SMALL);
|
||||
w->addTextOverlay(readText(variables["randomTemplate"]), EFonts::FONT_SMALL);
|
||||
}
|
||||
for(auto r : VLC->roadTypeHandler->objects)
|
||||
{
|
||||
@ -337,7 +341,7 @@ void RandomMapTab::setTemplate(const CRmgTemplate * tmpl)
|
||||
if(tmpl)
|
||||
w->addTextOverlay(tmpl->getName(), EFonts::FONT_SMALL);
|
||||
else
|
||||
w->addTextOverlay(readText(variables["defaultTemplate"]), EFonts::FONT_SMALL);
|
||||
w->addTextOverlay(readText(variables["randomTemplate"]), EFonts::FONT_SMALL);
|
||||
}
|
||||
updateMapInfoByHost();
|
||||
}
|
||||
@ -398,7 +402,7 @@ void TemplatesDropBox::ListItem::updateItem(int idx, const CRmgTemplate * _item)
|
||||
if(idx)
|
||||
w->setText("");
|
||||
else
|
||||
w->setText(readText(dropBox.variables["defaultTemplate"]));
|
||||
w->setText(readText(dropBox.variables["randomTemplate"]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
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x
Reference in New Issue
Block a user