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Merge pull request #4292 from vcmi/nkai-reduce-double-army-losses
NKAI: reduce double army loss cases
This commit is contained in:
commit
e227fa1691
@ -26,7 +26,12 @@ ExecuteHeroChain::ExecuteHeroChain(const AIPath & path, const CGObjectInstance *
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if(obj)
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{
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objid = obj->id.getNum();
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#if NKAI_TRACE_LEVEL >= 1
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targetName = obj->getObjectName() + tile.toString();
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#else
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targetName = obj->typeName + tile.toString();
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#endif
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}
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else
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{
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@ -260,7 +265,11 @@ void ExecuteHeroChain::accept(AIGateway * ai)
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std::string ExecuteHeroChain::toString() const
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{
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#if NKAI_TRACE_LEVEL >= 1
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return "ExecuteHeroChain " + targetName + " by " + chainPath.toString();
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#else
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return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
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#endif
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}
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bool ExecuteHeroChain::moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile)
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@ -1385,6 +1385,28 @@ void AINodeStorage::calculateChainInfo(std::vector<AIPath> & paths, const int3 &
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path.armyLoss = node.armyLoss;
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path.targetObjectDanger = evaluateDanger(pos, path.targetHero, !node.actor->allowBattle);
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if(path.targetObjectDanger > 0)
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{
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if(node.theNodeBefore)
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{
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auto prevNode = getAINode(node.theNodeBefore);
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if(node.coord == prevNode->coord && node.actor->hero == prevNode->actor->hero)
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{
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paths.pop_back();
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continue;
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}
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else
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{
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path.armyLoss = prevNode->armyLoss;
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}
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}
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else
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{
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path.armyLoss = 0;
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}
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}
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path.targetObjectArmyLoss = evaluateArmyLoss(
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path.targetHero,
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getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy),
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@ -160,7 +160,7 @@ void GraphPaths::dumpToLog() const
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node.previous.coord.toString(),
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tile.first.toString(),
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node.cost,
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node.danger);
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node.linkDanger);
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}
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logBuilder.addLine(node.previous.coord, tile.first);
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@ -169,14 +169,17 @@ void GraphPaths::dumpToLog() const
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});
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}
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bool GraphPathNode::tryUpdate(const GraphPathNodePointer & pos, const GraphPathNode & prev, const ObjectLink & link)
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bool GraphPathNode::tryUpdate(
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const GraphPathNodePointer & pos,
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const GraphPathNode & prev,
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const ObjectLink & link)
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{
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auto newCost = prev.cost + link.cost;
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if(newCost < cost)
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{
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previous = pos;
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danger = prev.danger + link.danger;
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linkDanger = link.danger;
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cost = newCost;
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return true;
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@ -199,7 +202,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = node.danger;
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uint64_t danger = node.linkDanger;
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float cost = node.cost;
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bool allowBattle = false;
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@ -212,13 +215,13 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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if(currentTile == pathNodes.end())
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break;
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auto currentNode = currentTile->second[current.nodeType];
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auto & currentNode = currentTile->second[current.nodeType];
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if(!currentNode.previous.valid())
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break;
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allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.danger);
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
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tilesToPass.push_back(current);
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@ -239,9 +242,13 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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if(path.targetHero != hero)
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continue;
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for(auto graphTile = tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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uint64_t loss = 0;
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uint64_t strength = getHeroArmyStrengthWithCommander(path.targetHero, path.heroArmy);
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for(auto graphTile = ++tilesToPass.rbegin(); graphTile != tilesToPass.rend(); graphTile++)
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{
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AIPathNodeInfo n;
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auto & node = getNode(*graphTile);
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n.coord = graphTile->coord;
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n.cost = cost;
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@ -249,7 +256,21 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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n.danger = danger;
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n.targetHero = hero;
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n.parentIndex = -1;
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n.specialAction = getNode(*graphTile).specialAction;
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n.specialAction = node.specialAction;
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if(node.linkDanger > 0)
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{
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auto additionalLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, strength, node.linkDanger);
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loss += additionalLoss;
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if(strength > additionalLoss)
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strength -= additionalLoss;
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else
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{
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strength = 0;
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break;
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}
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}
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if(n.specialAction)
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{
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@ -264,7 +285,12 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
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path.nodes.insert(path.nodes.begin(), n);
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}
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path.armyLoss += ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), danger);
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if(strength == 0)
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{
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continue;
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}
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path.armyLoss += loss;
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path.targetObjectDanger = ai->pathfinder->getStorage()->evaluateDanger(tile, path.targetHero, !allowBattle);
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path.targetObjectArmyLoss = ai->pathfinder->getStorage()->evaluateArmyLoss(path.targetHero, path.heroArmy->getArmyStrength(), path.targetObjectDanger);
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@ -287,7 +313,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
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std::vector<GraphPathNodePointer> tilesToPass;
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uint64_t danger = targetNode.danger;
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uint64_t danger = targetNode.linkDanger;
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float cost = targetNode.cost;
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bool allowBattle = false;
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@ -303,7 +329,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
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auto currentNode = currentTile->second[current.nodeType];
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allowBattle = allowBattle || currentNode.nodeType == GrapthPathNodeType::BATTLE;
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vstd::amax(danger, currentNode.danger);
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vstd::amax(danger, currentNode.linkDanger);
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vstd::amax(cost, currentNode.cost);
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tilesToPass.push_back(current);
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@ -341,7 +367,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
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// final node
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n.coord = tile;
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n.cost = targetNode.cost;
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n.danger = targetNode.danger;
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n.danger = danger;
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n.parentIndex = path.nodes.size();
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path.nodes.push_back(n);
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@ -368,7 +394,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
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n.coord = graphTile->coord;
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n.cost = node.cost;
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n.turns = static_cast<ui8>(node.cost);
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n.danger = node.danger;
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n.danger = danger;
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n.specialAction = node.specialAction;
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n.parentIndex = path.nodes.size();
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@ -67,7 +67,7 @@ struct GraphPathNode
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GrapthPathNodeType nodeType = GrapthPathNodeType::NORMAL;
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GraphPathNodePointer previous;
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float cost = BAD_COST;
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uint64_t danger = 0;
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uint64_t linkDanger = 0;
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const CGObjectInstance * obj = nullptr;
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std::shared_ptr<SpecialAction> specialAction;
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@ -89,7 +89,7 @@ void ClientCommandManager::handleGoSoloCommand()
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// unlikely it will work but just in case to be consistent
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for(auto & color : CSH->getAllClientPlayers(CSH->logicConnection->connectionID))
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{
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if(CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())
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if(color.isValidPlayer() && CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())
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{
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CSH->client->installNewPlayerInterface(std::make_shared<CPlayerInterface>(color), color);
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}
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@ -102,7 +102,7 @@ void ClientCommandManager::handleGoSoloCommand()
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for(auto & color : CSH->getAllClientPlayers(CSH->logicConnection->connectionID))
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{
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if(CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())
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if(color.isValidPlayer() && CSH->client->getStartInfo()->playerInfos.at(color).isControlledByHuman())
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{
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auto AiToGive = CSH->client->aiNameForPlayer(*CSH->client->getPlayerSettings(color), false, false);
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printCommandMessage("Player " + color.toString() + " will be lead by " + AiToGive, ELogLevel::INFO);
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