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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Nullkiller: stabilisation, improve gather army
This commit is contained in:
parent
9d020be63b
commit
df78e3243b
@ -40,123 +40,212 @@ Goals::TGoalVec GatherArmyBehavior::getTasks()
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{
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return tasks;
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}
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for(const CGHeroInstance * hero : heroes)
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{
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if(ai->ah->getHeroRole(hero) != HeroRole::MAIN
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|| hero->getArmyStrength() < 300)
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if(ai->ah->getHeroRole(hero) == HeroRole::MAIN
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&& hero->getArmyStrength() >= 300)
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{
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vstd::concatenate(tasks, deliverArmyToHero(hero));
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}
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}
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auto towns = cb->getTownsInfo();
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for(const CGTownInstance * town : towns)
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{
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vstd::concatenate(tasks, upgradeArmy(town));
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}
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}
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Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = hero->visitablePos();
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping hero %s", hero->name);
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logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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if(ai->nullkiller->isHeroLocked(hero))
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{
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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return tasks;
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}
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(const AIPath & path : paths)
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(path.containsHero(hero)) continue;
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if(path.getFirstBlockedAction())
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{
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#ifdef AI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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const int3 pos = hero->visitablePos();
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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if(ai->nullkiller->isHeroLocked(hero))
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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float armyValue = (float)ai->ah->howManyReinforcementsCanGet(hero, path.heroArmy) / hero->getArmyStrength();
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(auto & path : paths)
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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bool skip = path.targetHero == hero;
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for(auto node : path.nodes)
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{
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skip |= (node.targetHero == hero);
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}
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if(skip) continue;
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(path.getFirstBlockedAction())
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{
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#ifdef AI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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float armyValue = (float)ai->ah->howManyReinforcementsCanGet(hero, path.heroArmy) / hero->getArmyStrength();
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// avoid transferring very small amount of army
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if(armyValue < 0.1f)
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continue;
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// avoid trying to move bigger army to the weaker one.
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if(armyValue > 0.5f)
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continue;
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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hero->name,
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path.targetHero->name,
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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auto newWay = std::make_shared<ExecuteHeroChain>(path, hero);
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newWay->evaluationContext.strategicalValue = armyValue;
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waysToVisitObj.push_back(newWay);
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}
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}
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if(waysToVisitObj.empty())
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// avoid transferring very small amount of army
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if(armyValue < 0.1f)
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continue;
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for(auto way : waysToVisitObj)
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// avoid trying to move bigger army to the weaker one.
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if(armyValue > 0.5f)
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continue;
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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hero->name,
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path.targetHero->name,
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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if(ai->nullkiller->arePathHeroesLocked(way->getPath()))
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continue;
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auto newWay = std::make_shared<ExecuteHeroChain>(path, hero);
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if(ai->nullkiller->getHeroLockedReason(way->hero.get()) == HeroLockedReason::STARTUP)
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continue;
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way->evaluationContext.closestWayRatio = 1;
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tasks.push_back(sptr(*way));
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newWay->evaluationContext.strategicalValue = armyValue;
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waysToVisitObj.push_back(newWay);
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}
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}
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if(waysToVisitObj.empty())
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return tasks;
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for(auto way : waysToVisitObj)
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{
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if(ai->nullkiller->arePathHeroesLocked(way->getPath()))
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continue;
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if(ai->nullkiller->getHeroLockedReason(way->hero.get()) == HeroLockedReason::STARTUP)
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continue;
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way->evaluationContext.closestWayRatio = 1;
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tasks.push_back(sptr(*way));
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGObjectInstance * upgrader) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = upgrader->visitablePos();
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TResources availableResources = cb->getResourceAmount();
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
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#endif
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auto paths = ai->ah->getPathsToTile(pos);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#ifdef AI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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for(const AIPath & path : paths)
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s", path.toString());
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#endif
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if(path.getFirstBlockedAction())
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{
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#ifdef AI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
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continue;
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}
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auto upgrade = ai->ah->calculateCreateresUpgrade(path.heroArmy, upgrader, availableResources);
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
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continue;
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger);
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#ifdef AI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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upgrader->getObjectName(),
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path.targetHero->name,
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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auto newWay = std::make_shared<ExecuteHeroChain>(path, upgrader);
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newWay->evaluationContext.strategicalValue = armyValue;
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newWay->evaluationContext.goldCost = upgrade.upgradeCost[Res::GOLD];
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waysToVisitObj.push_back(newWay);
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}
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}
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if(waysToVisitObj.empty())
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return tasks;
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for(auto way : waysToVisitObj)
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{
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if(ai->nullkiller->arePathHeroesLocked(way->getPath()))
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continue;
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if(ai->nullkiller->getHeroLockedReason(way->hero.get()) == HeroLockedReason::STARTUP)
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continue;
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way->evaluationContext.closestWayRatio = 1;
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tasks.push_back(sptr(*way));
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}
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return tasks;
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}
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@ -28,5 +28,9 @@ public:
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virtual Goals::TGoalVec getTasks() override;
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virtual std::string toString() const override;
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private:
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Goals::TGoalVec deliverArmyToHero(const CGHeroInstance * hero) const;
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Goals::TGoalVec upgradeArmy(const CGObjectInstance * upgrader) const;
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};
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@ -300,7 +300,7 @@ float getStrategicalValue(const CGObjectInstance * target)
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case Obj::TOWN:
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return dynamic_cast<const CGTownInstance *>(target)->hasFort()
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? (target->tempOwner == PlayerColor::NEUTRAL ? 0.8f : 1.0f)
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: 0.4f;
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: 0.5f;
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case Obj::HERO:
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return cb->getPlayerRelations(target->tempOwner, ai->playerID) == PlayerRelations::ENEMIES
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@ -96,16 +96,7 @@ void ExecuteHeroChain::accept(VCAI * ai)
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{
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auto specialGoal = node.specialAction->whatToDo(hero);
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try
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{
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specialGoal->accept(ai);
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}
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catch(cannotFulfillGoalException e)
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{
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logAi->warn("Can not complete %s because of an exception: %s", specialGoal->name(), e.what());
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throw;
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}
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specialGoal->accept(ai);
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}
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else
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{
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@ -410,6 +410,12 @@ void AINodeStorage::calculateHeroChain(
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if((node->actor->chainMask & chainMask) == 0 && (srcNode->actor->chainMask & chainMask) == 0)
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continue;
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if(node->action == CGPathNode::ENodeAction::BATTLE
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|| node->action == CGPathNode::ENodeAction::TELEPORT_BATTLE)
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{
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continue;
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}
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if(node->turns > heroChainTurn
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|| (node->action == CGPathNode::ENodeAction::UNKNOWN && node->actor->hero)
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|| (node->actor->chainMask & srcNode->actor->chainMask) != 0)
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@ -635,7 +641,9 @@ void AINodeStorage::setTownsAndDwellings(
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{
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uint64_t mask = 1 << actors.size();
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if(!town->garrisonHero || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
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// TODO: investigate logix of second condition || ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE
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// check defence imrove
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if(!town->garrisonHero)
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{
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actors.push_back(std::make_shared<TownGarrisonActor>(town, mask));
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}
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@ -1119,6 +1127,20 @@ uint64_t AIPath::getTotalDanger() const
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return danger;
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}
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bool AIPath::containsHero(const CGHeroInstance * hero) const
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{
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if(targetHero == hero)
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return true;
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for(auto node : nodes)
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{
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if(node.targetHero == hero)
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return true;
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}
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return false;
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}
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uint64_t AIPath::getTotalArmyLoss() const
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{
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return armyLoss + targetObjectArmyLoss;
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@ -82,6 +82,8 @@ struct AIPath
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std::string toString() const;
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std::shared_ptr<const ISpecialAction> AIPath::getFirstBlockedAction() const;
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bool containsHero(const CGHeroInstance * hero) const;
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};
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struct ExchangeCandidate : public AIPathNode
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@ -1840,7 +1840,10 @@ bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies)
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bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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{
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if(h->inTownGarrison && h->visitedTown)
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{
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cb->swapGarrisonHero(h->visitedTown);
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moveCreaturesToHero(h->visitedTown);
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}
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//TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
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