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https://github.com/vcmi/vcmi.git
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Use the same cost value in Pathfinder and fuzzy evaluations.
This commit is contained in:
parent
4b5910c2f4
commit
da20aa2388
@ -191,15 +191,7 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
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const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
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const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
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if(ln->turns != rn->turns)
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return ln->turns < rn->turns;
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return (ln->moveRemains > rn->moveRemains);
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}
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bool compareMovement(HeroPtr lhs, HeroPtr rhs)
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{
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return lhs->movement > rhs->movement;
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return ln->cost < rn->cost;
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}
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ui64 evaluateDanger(crint3 tile)
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@ -410,6 +402,7 @@ bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should
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auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
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return !gate->passableFor(ai->playerID);
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}
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bool isBlockVisitObj(const int3 & pos)
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{
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if(auto obj = cb->getTopObj(pos))
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@ -439,7 +432,6 @@ creInfo infoFromDC(const dwellingContent & dc)
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return ci;
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}
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
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{
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ui64 aivalue = 0;
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@ -529,14 +521,3 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
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else
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return false;
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}
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
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{
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auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
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uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
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if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
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return 0;
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return totalMovementPoints - pathInfo->moveRemains;
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}
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@ -172,13 +172,11 @@ bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
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ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
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ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
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class CDistanceSorter
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{
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@ -89,14 +89,15 @@ armyStructure evaluateArmyStructure(const CArmedInstance * army)
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float HeroMovementGoalEngineBase::calculateTurnDistanceInputValue(const Goals::AbstractGoal & goal) const
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{
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const float maxMovePoints = (float)goal.hero->maxMovePoints(true);
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if(goal.evaluationContext.movementCost != 0)
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if(goal.evaluationContext.movementCost > 0)
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{
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return goal.evaluationContext.movementCost / maxMovePoints;
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return goal.evaluationContext.movementCost;
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}
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else
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{
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auto pathInfo = ai->myCb->getPathsInfo(goal.hero.h)->getPathInfo(goal.tile);
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return pathInfo->cost;
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}
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return distanceToTile(goal.hero.h, goal.tile) / maxMovePoints;
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}
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TacticalAdvantageEngine::TacticalAdvantageEngine()
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@ -91,12 +91,14 @@ namespace Goals
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struct DLL_EXPORT EvaluationContext
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{
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uint64_t movementCost;
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float movementCost;
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int manaCost;
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uint64_t danger;
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EvaluationContext()
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:movementCost(0), danger(0), manaCost(0)
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: movementCost(0.0),
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manaCost(0),
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danger(0)
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{
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}
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};
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@ -253,11 +253,12 @@ TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) con
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if(dstToRevealedTiles.empty()) //yes, it DID happen!
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return sptr(Invalid());
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auto paths = cb->getPathsInfo(h.get());
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auto best = dstToRevealedTiles.begin();
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for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
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{
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const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
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//const TerrainTile *t = cb->getTile(i->first);
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const CGPathNode * pn = paths->getPathInfo(i->first);
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if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
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best = i;
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}
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@ -336,7 +337,7 @@ TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) con
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auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
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for(auto goal : waysToVisit)
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{
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if(goal->evaluationContext.movementCost == 0) // should not happen
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if(goal->evaluationContext.movementCost <= 0.0) // should not happen
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continue;
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float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
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@ -374,7 +375,7 @@ TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
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//look for nearby objs -> visit them if they're close enough
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const int DIST_LIMIT = 3;
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const int MP_LIMIT = DIST_LIMIT * 150; // approximate cost of diagonal movement
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const float COST_LIMIT = .2; //todo: fine tune
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std::vector<const CGObjectInstance *> nearbyVisitableObjs;
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for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
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@ -383,7 +384,7 @@ TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
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{
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for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
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{
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if(ai->isGoodForVisit(obj, h, MP_LIMIT))
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if(ai->isGoodForVisit(obj, h, COST_LIMIT))
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{
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nearbyVisitableObjs.push_back(obj);
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}
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@ -120,6 +120,7 @@ CGPathNode * AINodeStorage::getInitialNode()
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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initialNode->danger = 0;
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initialNode->cost = 0.0;
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return initialNode;
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}
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@ -146,6 +147,7 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
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{
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dstNode->moveRemains = destination.movementLeft;
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dstNode->turns = destination.turn;
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dstNode->cost = destination.cost;
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dstNode->danger = srcNode->danger;
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dstNode->action = destination.action;
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dstNode->theNodeBefore = srcNode->theNodeBefore;
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@ -322,8 +324,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
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{
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if(node.turns < destinationNode->turns
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|| (node.turns == destinationNode->turns && node.moveRemains >= destinationNode->moveRemains))
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if(node.cost < destinationNode->cost)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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@ -343,7 +344,6 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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bool AINodeStorage::isTileAccessible(int3 pos, const EPathfindingLayer layer) const
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{
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std::vector<AIPath> paths;
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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for(const AIPathNode & node : chains)
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@ -376,9 +376,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const
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while(current != nullptr && current->coord != initialPos)
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{
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AIPathNodeInfo pathNode;
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pathNode.movementPointsLeft = current->moveRemains;
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pathNode.movementPointsUsed = (int)(current->turns * hero->maxMovePoints(true) + hero->movement) - (int)current->moveRemains;
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pathNode.cost = current->cost;
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pathNode.turns = current->turns;
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pathNode.danger = current->danger;
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pathNode.coord = current->coord;
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@ -420,15 +418,15 @@ uint64_t AIPath::getPathDanger() const
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return 0;
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}
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uint32_t AIPath::movementCost() const
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float AIPath::movementCost() const
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{
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if(nodes.size())
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{
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return nodes.front().movementPointsUsed;
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return nodes.front().cost;
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}
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// TODO: boost:optional?
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return 0;
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return 0.0;
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}
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uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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@ -42,8 +42,7 @@ struct AIPathNode : public CGPathNode
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struct AIPathNodeInfo
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{
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uint32_t movementPointsLeft;
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uint32_t movementPointsUsed;
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float cost;
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int turns;
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int3 coord;
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uint64_t danger;
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@ -64,7 +63,7 @@ struct AIPath
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int3 firstTileToGet() const;
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uint32_t movementCost() const;
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float movementCost() const;
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};
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class AINodeStorage : public INodeStorage
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@ -65,31 +65,6 @@ struct SetGlobalState
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#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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#define MAKING_TURN SET_GLOBAL_STATE(this)
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void foreach_tile(std::vector<std::vector<std::vector<unsigned char>>> & vectors, std::function<void(unsigned char & in)> foo)
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{
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for(auto & vector : vectors)
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{
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for(auto j = vector.begin(); j != vector.end(); j++)
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{
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for(auto & elem : *j)
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foo(elem);
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}
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}
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}
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struct ObjInfo
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{
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int3 pos;
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std::string name;
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ObjInfo(){}
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ObjInfo(const CGObjectInstance * obj)
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: pos(obj->pos), name(obj->getObjectName())
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{
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}
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};
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std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
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VCAI::VCAI()
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{
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LOG_TRACE(logAi);
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@ -1014,13 +989,13 @@ void VCAI::mainLoop()
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//remove goals we couldn't decompose
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for (auto goal : goalsToRemove)
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vstd::erase_if_present(basicGoals, goal);
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//add abstract goals
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boost::sort(goalsToAdd, [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
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{
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return lhs->priority > rhs->priority; //highest priority at the beginning
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});
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//max number of goals = 10
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int i = 0;
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while (basicGoals.size() < 10 && goalsToAdd.size() > i)
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@ -1303,12 +1278,12 @@ void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruit
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}
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}
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bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit)
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bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<float> movementCostLimit)
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{
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int3 op = obj->visitablePos();
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auto paths = ah->getPathsToTile(h, op);
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for(auto path : paths)
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for(const auto & path : paths)
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{
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if(movementCostLimit && movementCostLimit.get() < path.movementCost())
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return false;
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@ -1424,17 +1399,18 @@ void VCAI::wander(HeroPtr h)
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});
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int pass = 0;
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std::vector<boost::optional<ui32>> distanceLimits = {
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h->movement,
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h->movement + h->maxMovePoints(true),
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std::vector<boost::optional<float>> distanceLimits =
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{
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1.0,
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2.0,
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boost::none
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};
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while(!dests.size() && pass < distanceLimits.size())
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{
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boost::optional<ui32> distanceLimit = distanceLimits[pass];
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auto & distanceLimit = distanceLimits[pass];
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logAi->debug("Looking for wander destination pass=%i, distance limit=%i", pass, distanceLimit.get_value_or(-1));
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logAi->debug("Looking for wander destination pass=%i, cost limit=%f", pass, distanceLimit.get_value_or(-1.0));
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vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
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{
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@ -1773,7 +1749,6 @@ std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
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void VCAI::addVisitableObj(const CGObjectInstance * obj)
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{
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visitableObjs.insert(obj);
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helperObjInfo[obj] = ObjInfo(obj);
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// All teleport objects seen automatically assigned to appropriate channels
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auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
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@ -2218,8 +2193,8 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
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{
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auto ci = infoFromDC(t->creatures[i]);
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if(!ci.count
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|| ci.creID == -1
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if(!ci.count
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|| ci.creID == -1
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|| (g.objid != -1 && ci.creID != g.objid)
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|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
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continue;
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@ -210,7 +210,7 @@ public:
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void completeGoal(Goals::TSubgoal goal); //safely removes goal from reserved hero
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void recruitHero(const CGTownInstance * t, bool throwing = false);
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bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<uint32_t> movementCostLimit = boost::none);
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bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, boost::optional<float> movementCostLimit = boost::none);
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bool isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, const AIPath & path) const;
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//void recruitCreatures(const CGTownInstance * t);
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void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
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@ -161,6 +161,7 @@ CGPathNode * NodeStorage::getInitialNode()
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initialNode->turns = 0;
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initialNode->moveRemains = out.hero->movement;
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initialNode->cost = 0.0;
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return initialNode;
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}
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@ -168,6 +169,7 @@ CGPathNode * NodeStorage::getInitialNode()
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void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
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{
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assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
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destination.node->cost = destination.cost;
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destination.node->moveRemains = destination.movementLeft;
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destination.node->turns = destination.turn;
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destination.node->theNodeBefore = source.node;
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@ -197,24 +199,36 @@ void MovementCostRule::process(
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const
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{
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int turnAtNextTile = destination.turn, moveAtNextTile = destination.movementLeft;
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float costAtNextTile = destination.cost;
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int turnAtNextTile = destination.turn;
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int moveAtNextTile = destination.movementLeft;
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int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
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int remains = moveAtNextTile - cost;
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int maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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costAtNextTile += static_cast<float>(moveAtNextTile) / maxMovePoints;//we spent all points of current turn
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pathfinderHelper->updateTurnInfo(++turnAtNextTile);
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moveAtNextTile = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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moveAtNextTile = maxMovePoints;
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cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1);
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remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == CGPathNode::DISEMBARK));
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cost = moveAtNextTile - remains;
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}
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costAtNextTile += static_cast<float>(cost) / maxMovePoints;
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destination.cost = costAtNextTile;
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destination.turn = turnAtNextTile;
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destination.movementLeft = remains;
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@ -301,7 +315,10 @@ void CPathfinder::calculatePaths()
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pq.pop();
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source.node->locked = true;
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int movement = source.node->moveRemains, turn = source.node->turns;
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int movement = source.node->moveRemains;
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uint8_t turn = source.node->turns;
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float cost = source.node->cost;
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hlp->updateTurnInfo(turn);
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if(!movement)
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{
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@ -336,7 +353,7 @@ void CPathfinder::calculatePaths()
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destination.turn = turn;
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destination.movementLeft = movement;
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destination.cost = cost;
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destination.guarded = isDestinationGuarded();
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destination.isGuardianTile = destination.guarded && isDestinationGuardian();
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if(destination.nodeObject)
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@ -378,6 +395,7 @@ void CPathfinder::calculatePaths()
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destination.setNode(gs, teleportNode);
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destination.turn = turn;
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destination.movementLeft = movement;
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destination.cost = cost;
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if(destination.isBetterWay())
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{
|
||||
@ -951,14 +969,9 @@ bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
||||
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
|
||||
}
|
||||
|
||||
int CPathfinderHelper::getHeroMaxMovementPoints(EPathfindingLayer layer) const
|
||||
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
|
||||
{
|
||||
return hero->maxMovePoints(layer);
|
||||
}
|
||||
|
||||
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int turn, int action) const
|
||||
{
|
||||
return hero->movementPointsAfterEmbark(movement, turn, action, getTurnInfo());
|
||||
return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
|
||||
}
|
||||
|
||||
bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
|
||||
@ -1058,9 +1071,9 @@ int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
|
||||
int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
|
||||
{
|
||||
if(maxMovePointsLand == -1)
|
||||
maxMovePointsLand = hero->maxMovePoints(true, this);
|
||||
maxMovePointsLand = hero->maxMovePointsCached(true, this);
|
||||
if(maxMovePointsWater == -1)
|
||||
maxMovePointsWater = hero->maxMovePoints(false, this);
|
||||
maxMovePointsWater = hero->maxMovePointsCached(false, this);
|
||||
|
||||
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
|
||||
}
|
||||
@ -1304,15 +1317,6 @@ bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
|
||||
return true;
|
||||
}
|
||||
|
||||
int CPathsInfo::getDistance(const int3 & tile) const
|
||||
{
|
||||
CGPath ret;
|
||||
if(getPath(ret, tile))
|
||||
return ret.nodes.size();
|
||||
else
|
||||
return 255;
|
||||
}
|
||||
|
||||
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
|
||||
{
|
||||
auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
|
||||
@ -1344,7 +1348,9 @@ void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObjec
|
||||
}
|
||||
|
||||
CDestinationNodeInfo::CDestinationNodeInfo()
|
||||
: PathNodeInfo(), blocked(false), action(CGPathNode::ENodeAction::UNKNOWN)
|
||||
: PathNodeInfo(),
|
||||
blocked(false),
|
||||
action(CGPathNode::ENodeAction::UNKNOWN)
|
||||
{
|
||||
}
|
||||
|
||||
@ -1360,13 +1366,8 @@ bool CDestinationNodeInfo::isBetterWay() const
|
||||
{
|
||||
if(node->turns == 0xff) //we haven't been here before
|
||||
return true;
|
||||
else if(node->turns > turn)
|
||||
return true;
|
||||
else if(node->turns >= turn && node->moveRemains < movementLeft) //this route is faster
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
||||
else
|
||||
return cost < node->cost; //this route is faster
|
||||
}
|
||||
|
||||
bool PathNodeInfo::isNodeObjectVisitable() const
|
||||
|
@ -49,22 +49,24 @@ struct DLL_LINKAGE CGPathNode
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKVIS, //visitable from neighboring tile but not passable
|
||||
FLYABLE, //can only be accessed in air layer
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ELayer layer;
|
||||
ui32 moveRemains; //remaining movement points after hero reaches the tile
|
||||
float cost; //total cost of the path to this tile measured in turns with fractions
|
||||
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
|
||||
|
||||
EAccessibility accessible;
|
||||
ENodeAction action;
|
||||
bool locked;
|
||||
|
||||
CGPathNode()
|
||||
: coord(int3(-1, -1, -1)),
|
||||
: coord(-1),
|
||||
layer(ELayer::WRONG)
|
||||
{
|
||||
reset();
|
||||
@ -76,6 +78,7 @@ struct DLL_LINKAGE CGPathNode
|
||||
locked = false;
|
||||
accessible = NOT_SET;
|
||||
moveRemains = 0;
|
||||
cost = std::numeric_limits<float>::max();
|
||||
turns = 255;
|
||||
theNodeBefore = nullptr;
|
||||
action = UNKNOWN;
|
||||
@ -126,7 +129,6 @@ struct DLL_LINKAGE CPathsInfo
|
||||
~CPathsInfo();
|
||||
const CGPathNode * getPathInfo(const int3 & tile) const;
|
||||
bool getPath(CGPath & out, const int3 & dst) const;
|
||||
int getDistance(const int3 & tile) const;
|
||||
const CGPathNode * getNode(const int3 & coord) const;
|
||||
|
||||
STRONG_INLINE
|
||||
@ -157,6 +159,7 @@ struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
|
||||
CGPathNode::ENodeAction action;
|
||||
int turn;
|
||||
int movementLeft;
|
||||
float cost; //same as CGPathNode::cost
|
||||
bool blocked;
|
||||
bool isGuardianTile;
|
||||
|
||||
@ -414,14 +417,10 @@ private:
|
||||
|
||||
struct NodeComparer
|
||||
{
|
||||
STRONG_INLINE
|
||||
bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
|
||||
{
|
||||
if(rhs->turns > lhs->turns)
|
||||
return false;
|
||||
else if(rhs->turns == lhs->turns && rhs->moveRemains <= lhs->moveRemains)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return lhs->cost > rhs->cost;
|
||||
}
|
||||
};
|
||||
boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
|
||||
@ -532,7 +531,6 @@ public:
|
||||
);
|
||||
}
|
||||
|
||||
int getHeroMaxMovementPoints(EPathfindingLayer layer) const;
|
||||
int movementPointsAfterEmbark(int movement, int cost, int action) const;
|
||||
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
|
||||
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
|
||||
};
|
||||
|
@ -193,15 +193,14 @@ bool CGHeroInstance::canLearnSkill() const
|
||||
return secSkills.size() < GameConstants::SKILL_PER_HERO;
|
||||
}
|
||||
|
||||
int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
|
||||
int CGHeroInstance::maxMovePoints(bool onLand) const
|
||||
{
|
||||
bool localTi = false;
|
||||
if(!ti)
|
||||
{
|
||||
localTi = true;
|
||||
ti = new TurnInfo(this);
|
||||
}
|
||||
TurnInfo ti(this);
|
||||
return maxMovePointsCached(onLand, &ti);
|
||||
}
|
||||
|
||||
int CGHeroInstance::maxMovePointsCached(bool onLand, const TurnInfo * ti) const
|
||||
{
|
||||
int base;
|
||||
|
||||
if(onLand)
|
||||
@ -225,10 +224,7 @@ int CGHeroInstance::maxMovePoints(bool onLand, const TurnInfo * ti) const
|
||||
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
|
||||
const double modifier = ti->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
|
||||
|
||||
if(localTi)
|
||||
delete ti;
|
||||
|
||||
return int(base* (1+modifier)) + bonus;
|
||||
return int(base * (1 + modifier)) + bonus;
|
||||
}
|
||||
|
||||
CGHeroInstance::CGHeroInstance()
|
||||
|
@ -195,7 +195,10 @@ public:
|
||||
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
|
||||
void levelUp(std::vector<SecondarySkill> skills);
|
||||
|
||||
int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
|
||||
int maxMovePoints(bool onLand) const;
|
||||
//cached version is much faster, TurnInfo construction is costly
|
||||
int maxMovePointsCached(bool onLand, const TurnInfo * ti) const;
|
||||
|
||||
int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
|
||||
|
||||
static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
|
||||
|
@ -1750,7 +1750,7 @@ void CGameHandler::newTurn()
|
||||
hth.id = h->id;
|
||||
auto ti = make_unique<TurnInfo>(h, 1);
|
||||
// TODO: this code executed when bonuses of previous day not yet updated (this happen in NewTurn::applyGs). See issue 2356
|
||||
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
|
||||
hth.move = h->maxMovePointsCached(gs->map->getTile(h->getPosition(false)).terType != ETerrainType::WATER, ti.get());
|
||||
hth.mana = h->getManaNewTurn();
|
||||
|
||||
n.heroes.insert(hth);
|
||||
|
Loading…
x
Reference in New Issue
Block a user