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Merge pull request #667 from nullkiller/improve-battle-ai-fort-capturing

Improve battle ai fort capturing
This commit is contained in:
Alexander Shishkin 2020-12-03 04:11:37 +03:00 committed by GitHub
commit e3c6483365
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 156 additions and 40 deletions

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@ -16,6 +16,7 @@
#include "EnemyInfo.h"
#include "../../lib/CStopWatch.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/CStack.h" // TODO: remove
@ -61,6 +62,26 @@ SpellTypes spellType(const CSpell * spell)
return SpellTypes::OTHER;
}
std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
{
std::vector<BattleHex> result;
for(int wallPart = EWallPart::BOTTOM_WALL; wallPart < EWallPart::UPPER_WALL; wallPart++)
{
auto state = cb->battleGetWallState(wallPart);
if(state != EWallState::DESTROYED)
continue;
auto wallHex = cb->wallPartToBattleHex((EWallPart::EWallPart)wallPart);
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
result.push_back(moatHex);
}
return result;
}
CBattleAI::CBattleAI()
: side(-1), wasWaitingForRealize(false), wasUnlockingGs(false)
{
@ -199,7 +220,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
if(dists.distToNearestNeighbour(stack, *closestEnemy) < GameConstants::BFIELD_SIZE)
{
return goTowards(stack, *closestEnemy);
return goTowardsNearest(stack, (*closestEnemy)->getAttackableHexes(stack));
}
}
}
@ -208,6 +229,21 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
return BattleAction::makeWait(stack);
}
}
if(!stack->hasBonusOfType(Bonus::FLYING)
&& stack->unitSide() == BattleSide::ATTACKER
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
{
auto brokenWallMoat = getBrokenWallMoatHexes();
if(brokenWallMoat.size())
{
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
else
return goTowardsNearest(stack, brokenWallMoat);
}
}
}
catch(boost::thread_interrupted &)
{
@ -217,33 +253,41 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
{
logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
}
return BattleAction::makeDefend(stack);
}
BattleAction CBattleAI::goTowards(const CStack * stack, const battle::Unit * enemy) const
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
auto destination = enemy->getPosition();
if(vstd::contains(avHexes, destination))
return BattleAction::makeMove(stack, destination);
auto destNeighbours = destination.neighbouringTiles();
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
{
logAi->warn("Warning: already standing on neighbouring tile!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
if(!avHexes.size()) //we are blocked or dest is blocked
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{
return BattleAction::makeDefend(stack);
}
BattleHex bestNeighbor = destination;
if(reachability.distToNearestNeighbour(stack, enemy, &bestNeighbor) > GameConstants::BFIELD_SIZE)
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
{
return reachability.distances[h1] < reachability.distances[h2];
});
for(auto hex : hexes)
{
if(vstd::contains(avHexes, hex))
return BattleAction::makeMove(stack, hex);
if(stack->coversPos(hex))
{
logAi->warn("Warning: already standing on neighbouring tile!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
}
BattleHex bestNeighbor = hexes.front();
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
{
return BattleAction::makeDefend(stack);
}
@ -280,7 +324,49 @@ BattleAction CBattleAI::goTowards(const CStack * stack, const battle::Unit * ene
BattleAction CBattleAI::useCatapult(const CStack * stack)
{
throw std::runtime_error("CBattleAI::useCatapult is not implemented.");
BattleAction attack;
BattleHex targetHex = BattleHex::INVALID;
if(cb->battleGetGateState() == EGateState::CLOSED)
{
targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
}
else
{
EWallPart::EWallPart wallParts[] = {
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::UPPER_TOWER,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::BOTTOM_WALL,
EWallPart::UPPER_WALL
};
for(auto wallPart : wallParts)
{
auto wallState = cb->battleGetWallState(wallPart);
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
targetHex = cb->wallPartToBattleHex(wallPart);
break;
}
}
}
if(!targetHex.isValid())
{
return BattleAction::makeDefend(stack);
}
attack.aimToHex(targetHex);
attack.actionType = EActionType::CATAPULT;
attack.side = side;
attack.stackNumber = stack->ID;
return attack;
}
void CBattleAI::attemptCastingSpell()

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@ -87,5 +87,6 @@ public:
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
private:
BattleAction goTowards(const CStack * stack, const battle::Unit * enemy) const;
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const;
std::vector<BattleHex> getBrokenWallMoatHexes() const;
};

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@ -42,31 +42,14 @@ bool ReachabilityInfo::isReachable(BattleHex hex) const
}
int ReachabilityInfo::distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex) const
{
int ret = 1000000;
auto defenderHexes = battle::Unit::getHexes(
defender->getPosition(),
defender->doubleWide(),
defender->unitSide());
std::vector<BattleHex> targetableHexes;
for(auto defenderHex : defenderHexes)
for(auto targetHex : targetHexes)
{
vstd::concatenate(targetableHexes, battle::Unit::getHexes(
defenderHex,
attacker->doubleWide(),
defender->unitSide()));
}
vstd::removeDuplicates(targetableHexes);
for(auto targetableHex : targetableHexes)
{
for(auto & n : targetableHex.neighbouringTiles())
for(auto & n : targetHex.neighbouringTiles())
{
if(distances[n] >= 0 && distances[n] < ret)
{
@ -79,3 +62,13 @@ int ReachabilityInfo::distToNearestNeighbour(
return ret;
}
int ReachabilityInfo::distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex) const
{
auto attackableHexes = defender->getAttackableHexes(attacker);
return distToNearestNeighbour(attackableHexes, chosenHex);
}

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@ -44,6 +44,10 @@ struct DLL_LINKAGE ReachabilityInfo
bool isReachable(BattleHex hex) const;
int distToNearestNeighbour(
const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex = nullptr) const;
int distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,

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@ -82,6 +82,34 @@ std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex position, bool twoHex
}
}
std::vector<BattleHex> Unit::getAttackableHexes(const Unit * attacker) const
{
auto defenderHexes = battle::Unit::getHexes(
getPosition(),
doubleWide(),
unitSide());
std::vector<BattleHex> targetableHexes;
for(auto defenderHex : defenderHexes)
{
auto hexes = battle::Unit::getHexes(
defenderHex,
attacker->doubleWide(),
unitSide());
if(hexes.size() == 2 && BattleHex::getDistance(hexes.front(), hexes.back()) != 1)
hexes.pop_back();
for(auto hex : hexes)
vstd::concatenate(targetableHexes, hex.neighbouringTiles());
}
vstd::removeDuplicates(targetableHexes);
return targetableHexes;
}
bool Unit::coversPos(BattleHex pos) const
{
return getPosition() == pos || (doubleWide() && (occupiedHex() == pos));

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@ -80,6 +80,7 @@ public:
virtual std::string getDescription() const;
std::vector<BattleHex> getSurroundingHexes(BattleHex assumedPosition = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
std::vector<BattleHex> getAttackableHexes(const Unit * attacker) const;
static std::vector<BattleHex> getSurroundingHexes(BattleHex position, bool twoHex, ui8 side);
bool coversPos(BattleHex position) const; //checks also if unit is double-wide

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@ -6117,7 +6117,10 @@ void CGameHandler::runBattle()
for(auto & elem : gs->curB->stacks)
{
if(elem->owner != next->owner && elem->isValidTarget())
if(elem->getCreature()->idNumber != CreatureID::CATAPULT
&& elem->owner != next->owner
&& elem->isValidTarget()
&& gs->curB->battleCanShoot(next, elem->getPosition()))
{
target = elem;
break;