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- Improved AI logging messages
- Cut wandering time of AI
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8eafb9f951
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@ -108,7 +108,7 @@ struct TimeCheck
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~TimeCheck()
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{
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logAi->debugStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
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logAi->traceStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
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}
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};
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@ -650,7 +650,7 @@ void VCAI::makeTurn()
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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setThreadName("VCAI::makeTurn");
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logAi->debugStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
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logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
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switch(cb->getDate(Date::DAY_OF_WEEK))
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{
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@ -1239,7 +1239,8 @@ bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
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void VCAI::wander(HeroPtr h)
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{
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TimeCheck tc("looking for wander destination");
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while(1)
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while (h->movement)
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{
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validateVisitableObjs();
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std::vector <ObjectIdRef> dests, tmp;
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@ -1260,24 +1261,24 @@ void VCAI::wander(HeroPtr h)
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moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
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auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
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{
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{
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return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
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};
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};
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std::vector<const CGTownInstance *> townsReachable;
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std::vector<const CGTownInstance *> townsNotReachable;
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for(const CGTownInstance *t : cb->getTownsInfo())
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{
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if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
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{
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if (isAccessibleForHero (t->visitablePos(), h))
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std::vector<const CGTownInstance *> townsReachable;
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std::vector<const CGTownInstance *> townsNotReachable;
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for(const CGTownInstance *t : cb->getTownsInfo())
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{
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if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
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{
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if (isAccessibleForHero (t->visitablePos(), h))
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townsReachable.push_back(t);
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else
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else
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townsNotReachable.push_back(t);
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}
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}
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}
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if(townsReachable.size())
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{
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if(townsReachable.size())
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{
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boost::sort(townsReachable, compareReinforcements);
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dests.emplace_back(townsReachable.back());
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}
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@ -1310,7 +1311,7 @@ void VCAI::wander(HeroPtr h)
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});
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boost::sort(towns, compareArmyStrength);
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if(towns.size())
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recruitHero(towns.back());
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recruitHero(towns.back());
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break;
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}
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else
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@ -1319,26 +1320,52 @@ void VCAI::wander(HeroPtr h)
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break;
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}
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}
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const ObjectIdRef&dest = dests.front();
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logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
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if(!goVisitObj(dest, h))
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//end of objs empty
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while (dests.size()) //performance improvement
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{
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if(!dest)
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//wander should not cause heroes to be reserved - they are always considered free
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const ObjectIdRef&dest = dests.front();
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logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
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if(!goVisitObj(dest, h))
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{
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logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
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if(!dest)
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{
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logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
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}
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else
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{
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logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
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break;
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}
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}
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else
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{
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logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
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//if (dest)
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erase_if_present(dests, dest);
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////TODO: refactor removing deleted objects from the list
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//std::vector<const CGObjectInstance *> hlp;
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//retreiveVisitableObjs(hlp, true);
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//auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
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//{
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// if(!vstd::contains(hlp, obj))
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// {
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// return true;
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// }
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// return false;
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//};
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//erase_if(dests, shouldBeErased);
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boost::sort(dests, isCloser); //find next closest one
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}
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break;
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}
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if(h->visitedTown)
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if (h->visitedTown)
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{
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townVisitsThisWeek[h].insert(h->visitedTown);
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buildArmyIn(h->visitedTown);
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break;
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}
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}
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}
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@ -1356,7 +1383,7 @@ void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
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void VCAI::completeGoal (Goals::TSubgoal goal)
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{
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logAi->debugStream() << boost::format("Completing goal: %s") % goal->name();
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logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
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if (const CGHeroInstance * h = goal->hero.get(true))
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{
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auto it = lockedHeroes.find(h);
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@ -1844,18 +1871,19 @@ HeroPtr VCAI::primaryHero() const
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void VCAI::endTurn()
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{
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logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
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logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
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if(!status.haveTurn())
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{
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logAi->errorStream() << "Not having turn at the end of turn???";
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}
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logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
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do
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{
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cb->endTurn();
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} while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
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logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
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logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
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}
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void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
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@ -1931,7 +1959,10 @@ Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool on
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break;
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}
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else
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{
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logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
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goal->accept(this);
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}
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boost::this_thread::interruption_point();
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}
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