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AI: tweak explore to work with new pathfinding.
This commit is contained in:
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a1ff355927
commit
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@ -403,46 +403,6 @@ bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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return false;
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}
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int3 whereToExplore(HeroPtr h)
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{
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TimeCheck tc("where to explore");
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int radius = h->getSightRadius();
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int3 hpos = h->visitablePos();
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
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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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{
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for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
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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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{
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nearbyVisitableObjs.push_back(obj);
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}
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}
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}
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}
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vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
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boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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if(nearbyVisitableObjs.size())
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return nearbyVisitableObjs.back()->visitablePos();
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try //check if nearby tiles allow us to reveal anything - this is quick
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{
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return ai->explorationBestNeighbour(hpos, radius, h);
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}
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catch(cannotFulfillGoalException & e)
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{
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//perform exhaustive search
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return ai->explorationNewPoint(h);
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}
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}
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bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
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{
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if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
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@ -461,51 +421,6 @@ bool isBlockVisitObj(const int3 & pos)
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return false;
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}
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bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp)
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{
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = pos + dir;
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if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable())
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{
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return true;
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}
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}
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero)
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{
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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{
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if(hasReachableNeighbor(npos, hero, cbp))
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ret++;
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}
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}
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}
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return ret;
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}
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out)
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{
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for(const int3 & tile : tiles)
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{
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foreach_neighbour(tile, [&](int3 neighbour)
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{
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if(cb->isVisible(neighbour))
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out.push_back(neighbour);
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});
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}
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}
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creInfo infoFromDC(const dwellingContent & dc)
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{
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creInfo ci;
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@ -159,9 +159,6 @@ void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const
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void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo);
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void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo); // avoid costly retrieval of thread-specific pointer
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero);
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out);
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isBlockVisitObj(const int3 & pos);
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@ -181,7 +178,6 @@ 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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int3 whereToExplore(HeroPtr h);
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
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class CDistanceSorter
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@ -318,8 +318,15 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g
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{
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float turns = calculateTurnDistanceInputValue(goal);
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float missionImportanceData = 0;
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if(vstd::contains(ai->lockedHeroes, goal.hero))
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{
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missionImportanceData = ai->lockedHeroes[goal.hero]->priority;
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}
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else if(goal.parent)
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{
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missionImportanceData = goal.parent->priority;
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}
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float strengthRatioData = 10.0f; //we are much stronger than enemy
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ui64 danger = evaluateDanger(goal.tile, goal.hero.h);
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@ -410,6 +417,9 @@ VisitTileEngine::VisitTileEngine() //so far no VisitTile-specific variables that
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float VisitTileEngine::evaluate(Goals::VisitTile & goal)
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{
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// for now any visit tile is usually much more in priority then visit obj so lets reduce it
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const int scale = 2;
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//we assume that hero is already set and we want to choose most suitable one for the mission
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if(!goal.hero)
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return 0;
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@ -421,7 +431,8 @@ float VisitTileEngine::evaluate(Goals::VisitTile & goal)
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try
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{
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engine.process();
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goal.priority = value->getValue();
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goal.priority = value->getValue() / scale;
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}
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catch(fl::Exception & fe)
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{
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@ -78,6 +78,11 @@ ui64 FuzzyHelper::estimateBankDanger(const CBank * bank)
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float FuzzyHelper::evaluate(Goals::VisitTile & g)
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{
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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitTileEngine.evaluate(g);
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}
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@ -108,6 +113,11 @@ float FuzzyHelper::evaluate(Goals::CompleteQuest & g)
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float FuzzyHelper::evaluate(Goals::VisitObj & g)
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{
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if(g.parent)
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{
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g.parent->accept(this);
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}
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return visitObjEngine.evaluate(g);
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}
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float FuzzyHelper::evaluate(Goals::VisitHero & g)
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@ -19,7 +19,6 @@
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/StringConstants.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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@ -132,29 +131,18 @@ TGoalVec Explore::getAllPossibleSubgoals()
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vstd::concatenate(ret, waysToVisitObj);
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}
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int3 t = whereToExplore(h);
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if(t.valid())
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TSubgoal goal = howToExplore(h);
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if(goal->invalid())
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{
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ret.push_back(sptr(VisitTile(t).sethero(h)));
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ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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}
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else
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{
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//FIXME: possible issues when gathering army to break
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if(hero.h == h || //exporation is assigned to this hero
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(!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job
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{
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t = ai->explorationDesperate(h); //check this only ONCE, high cost
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if (t.valid()) //don't waste time if we are completely blocked
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{
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auto waysToVisitTile = ai->ah->howToVisitTile(h, t);
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vstd::concatenate(ret, waysToVisitTile);
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continue;
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}
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}
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ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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ret.push_back(goal);
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}
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}
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//we either don't have hero yet or none of heroes can explore
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if((!hero || ret.empty()) && ai->canRecruitAnyHero())
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ret.push_back(sptr(RecruitHero()));
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@ -179,3 +167,220 @@ bool Explore::fulfillsMe(TSubgoal goal)
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}
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return false;
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}
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bool Explore::hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const
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{
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = pos + dir;
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if(cbp->isInTheMap(tile))
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{
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auto paths = vcai->ah->getPathsToTile(hero, tile);
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return paths.size();
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}
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}
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return false;
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}
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int Explore::howManyTilesWillBeDiscovered(
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const int3 & pos,
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int radious,
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CCallback * cbp,
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HeroPtr hero,
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std::function<bool (const int3 &)> filter) const
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{
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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{
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x, y, pos.z);
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if(cbp->isInTheMap(npos)
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&& pos.dist2d(npos) - 0.5 < radious
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&& !cbp->isVisible(npos)
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&& filter(npos))
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{
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ret++;
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}
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}
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}
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return ret;
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}
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TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const
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{
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std::map<int3, int> dstToRevealedTiles;
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VCAI * aip = ai.get();
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CCallback * cbp = cb.get();
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for(crint3 dir : int3::getDirs())
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{
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int3 tile = hpos + dir;
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if(cb->isInTheMap(tile))
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{
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if(isBlockVisitObj(tile))
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continue;
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if(isSafeToVisit(h, tile) && ai->isAccessibleForHero(tile, h))
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{
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auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
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int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, h, [&](int3 neighbor) -> bool {
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return hasReachableNeighbor(neighbor, h, cbp, aip);
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});
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dstToRevealedTiles[tile] = tilesDiscovered / distance;
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}
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}
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}
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if(dstToRevealedTiles.empty()) //yes, it DID happen!
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return sptr(Invalid());
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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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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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if(best->second)
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return sptr(VisitTile(best->first).sethero(h));
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return sptr(Invalid());
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}
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TSubgoal Explore::explorationNewPoint(HeroPtr h) const
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{
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int radius = h->getSightRadius();
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CCallback * cbp = cb.get();
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VCAI *aip = ai.get();
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std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
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tiles.resize(radius);
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foreach_tile_pos([&](const int3 & pos)
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{
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if(!cbp->isVisible(pos))
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tiles[0].push_back(pos);
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});
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float bestValue = 0; //discovered tile to node distance ratio
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TSubgoal bestWay = sptr(Invalid());
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int3 ourPos = h->convertPosition(h->pos, false);
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for(int i = 1; i < radius; i++)
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{
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getVisibleNeighbours(tiles[i - 1], tiles[i], cbp);
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vstd::removeDuplicates(tiles[i]);
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for(const int3 & tile : tiles[i])
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{
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if(tile == ourPos) //shouldn't happen, but it does
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continue;
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auto waysToVisit = aip->ah->howToVisitTile(h, tile);
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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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continue;
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int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, h, [](int3 neighbor) -> bool { return true; });
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float ourValue = (float) tilesDiscovered / goal->evaluationContext.movementCost; //+1 prevents erratic jumps
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if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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{
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auto obj = cb->getTopObj(tile);
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if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
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{
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continue;
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}
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if(isSafeToVisit(h, tile))
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{
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bestWay = goal;
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bestValue = ourValue;
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}
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}
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}
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}
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if(!bestWay->invalid())
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{
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return bestWay;
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}
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}
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return bestWay;
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}
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TSubgoal Explore::howToExplore(HeroPtr h) const
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{
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TimeCheck tc("where to explore");
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int radius = h->getSightRadius();
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int3 hpos = h->visitablePos();
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement
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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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{
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for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
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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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{
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nearbyVisitableObjs.push_back(obj);
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}
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}
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}
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}
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vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
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boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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if(nearbyVisitableObjs.size())
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{
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TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
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if(!pickupNearestObj->invalid())
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{
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return pickupNearestObj;
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}
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}
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//check if nearby tiles allow us to reveal anything - this is quick
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TSubgoal result = explorationBestNeighbour(hpos, radius, h);
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if(result->invalid())
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{
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//perform exhaustive search
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result = explorationNewPoint(h);
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}
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return result;
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}
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void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp) const
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{
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for(const int3 & tile : tiles)
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{
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foreach_neighbour(tile, [&](int3 neighbour)
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{
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if(cbp->isVisible(neighbour))
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{
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auto tile = cbp->getTile(neighbour);
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if(tile && !tile->blocked)
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out.push_back(neighbour);
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}
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});
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}
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}
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@ -36,5 +36,18 @@ namespace Goals
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std::string completeMessage() const override;
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bool fulfillsMe(TSubgoal goal) override;
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virtual bool operator==(const Explore & other) const override;
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private:
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TSubgoal howToExplore(HeroPtr h) const;
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TSubgoal explorationNewPoint(HeroPtr h) const;
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TSubgoal explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const;
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bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const;
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void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp) const;
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int howManyTilesWillBeDiscovered(
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const int3 & pos,
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int radious,
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CCallback * cbp,
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HeroPtr hero,
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std::function<bool(const int3 &)> filter) const;
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};
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}
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193
AI/VCAI/VCAI.cpp
193
AI/VCAI/VCAI.cpp
@ -1531,33 +1531,42 @@ void VCAI::wander(HeroPtr h)
|
||||
vstd::concatenate(targetObjectGoals, ah->howToVisitObj(h, destination, false));
|
||||
}
|
||||
|
||||
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
|
||||
|
||||
//wander should not cause heroes to be reserved - they are always considered free
|
||||
if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
|
||||
if(targetObjectGoals.size())
|
||||
{
|
||||
auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
|
||||
if(chosenObject != nullptr)
|
||||
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
|
||||
auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
|
||||
|
||||
//wander should not cause heroes to be reserved - they are always considered free
|
||||
if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
|
||||
{
|
||||
auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
|
||||
if(chosenObject != nullptr)
|
||||
logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
|
||||
}
|
||||
else
|
||||
logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
|
||||
|
||||
try
|
||||
{
|
||||
decomposeGoal(bestObjectGoal)->accept(this);
|
||||
}
|
||||
catch(const goalFulfilledException & e)
|
||||
{
|
||||
if(e.goal->goalType == Goals::EGoals::VISIT_TILE || e.goal->goalType == Goals::EGoals::VISIT_OBJ)
|
||||
continue;
|
||||
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
else
|
||||
logAi->debug("Trying to realize goal of type %s as part of wandering.", bestObjectGoal->name());
|
||||
|
||||
try
|
||||
{
|
||||
decomposeGoal(bestObjectGoal)->accept(this);
|
||||
}
|
||||
catch(const goalFulfilledException & e)
|
||||
{
|
||||
if(e.goal->goalType == Goals::EGoals::VISIT_TILE || e.goal->goalType == Goals::EGoals::VISIT_OBJ)
|
||||
continue;
|
||||
|
||||
throw e;
|
||||
logAi->debug("Nowhere more to go...");
|
||||
break;
|
||||
}
|
||||
|
||||
visitTownIfAny(h);
|
||||
}
|
||||
}
|
||||
|
||||
visitTownIfAny(h); //in case hero is just sitting in town
|
||||
}
|
||||
|
||||
@ -2472,154 +2481,6 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
|
||||
moveCreaturesToHero(t);
|
||||
}
|
||||
|
||||
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
|
||||
{
|
||||
std::map<int3, int> dstToRevealedTiles;
|
||||
|
||||
for(crint3 dir : int3::getDirs())
|
||||
{
|
||||
int3 tile = hpos + dir;
|
||||
if(cb->isInTheMap(tile))
|
||||
{
|
||||
if(isBlockVisitObj(tile))
|
||||
continue;
|
||||
|
||||
if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
|
||||
{
|
||||
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
|
||||
dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(dstToRevealedTiles.empty()) //yes, it DID happen!
|
||||
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
||||
|
||||
auto best = dstToRevealedTiles.begin();
|
||||
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
||||
{
|
||||
const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
|
||||
//const TerrainTile *t = cb->getTile(i->first);
|
||||
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
|
||||
best = i;
|
||||
}
|
||||
|
||||
if(best->second)
|
||||
return best->first;
|
||||
|
||||
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
||||
}
|
||||
|
||||
int3 VCAI::explorationNewPoint(HeroPtr h)
|
||||
{
|
||||
int radius = h->getSightRadius();
|
||||
CCallback * cbp = cb.get();
|
||||
const CGHeroInstance * hero = h.get();
|
||||
|
||||
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
||||
tiles.resize(radius);
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos)
|
||||
{
|
||||
if(!cbp->isVisible(pos))
|
||||
tiles[0].push_back(pos);
|
||||
});
|
||||
|
||||
float bestValue = 0; //discovered tile to node distance ratio
|
||||
int3 bestTile(-1, -1, -1);
|
||||
int3 ourPos = h->convertPosition(h->pos, false);
|
||||
|
||||
for(int i = 1; i < radius; i++)
|
||||
{
|
||||
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
||||
vstd::removeDuplicates(tiles[i]);
|
||||
|
||||
for(const int3 & tile : tiles[i])
|
||||
{
|
||||
if(tile == ourPos) //shouldn't happen, but it does
|
||||
continue;
|
||||
if(!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
|
||||
continue;
|
||||
|
||||
CGPath path;
|
||||
cb->getPathsInfo(hero)->getPath(path, tile);
|
||||
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
|
||||
|
||||
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
||||
{
|
||||
auto obj = cb->getTopObj(tile);
|
||||
if (obj)
|
||||
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
|
||||
continue;
|
||||
if(isSafeToVisit(h, tile))
|
||||
{
|
||||
bestTile = tile;
|
||||
bestValue = ourValue;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestTile;
|
||||
}
|
||||
|
||||
int3 VCAI::explorationDesperate(HeroPtr h)
|
||||
{
|
||||
int radius = h->getSightRadius();
|
||||
|
||||
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
||||
tiles.resize(radius);
|
||||
|
||||
CCallback * cbp = cb.get();
|
||||
|
||||
foreach_tile_pos([&](const int3 & pos)
|
||||
{
|
||||
if(!cbp->isVisible(pos))
|
||||
tiles[0].push_back(pos);
|
||||
});
|
||||
|
||||
ui64 lowestDanger = -1;
|
||||
int3 bestTile(-1, -1, -1);
|
||||
|
||||
for(int i = 1; i < radius; i++)
|
||||
{
|
||||
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
||||
vstd::removeDuplicates(tiles[i]);
|
||||
|
||||
for(const int3 & tile : tiles[i])
|
||||
{
|
||||
if(cbp->getTile(tile)->blocked) //does it shorten the time?
|
||||
continue;
|
||||
if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
|
||||
continue;
|
||||
|
||||
auto paths = ah->getPathsToTile(h, tile);
|
||||
for(auto path : paths)
|
||||
{
|
||||
auto t = path.firstTileToGet();
|
||||
|
||||
if(t == bestTile)
|
||||
continue;
|
||||
|
||||
auto obj = cb->getTopObj(t);
|
||||
if (obj)
|
||||
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it
|
||||
continue;
|
||||
|
||||
ui64 ourDanger = path.getTotalDanger(h);
|
||||
if(ourDanger < lowestDanger)
|
||||
{
|
||||
if(!ourDanger) //at least one safe place found
|
||||
return t;
|
||||
|
||||
bestTile = t;
|
||||
lowestDanger = ourDanger;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestTile;
|
||||
}
|
||||
|
||||
void VCAI::checkHeroArmy(HeroPtr h)
|
||||
{
|
||||
auto it = lockedHeroes.find(h);
|
||||
|
@ -131,9 +131,6 @@ public:
|
||||
void tryRealize(Goals::Invalid & g);
|
||||
void tryRealize(Goals::AbstractGoal & g);
|
||||
|
||||
int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
|
||||
int3 explorationNewPoint(HeroPtr h);
|
||||
int3 explorationDesperate(HeroPtr h);
|
||||
bool isTileNotReserved(const CGHeroInstance * h, int3 t) const; //the tile is not occupied by allied hero and the object is not reserved
|
||||
|
||||
std::string getBattleAIName() const override;
|
||||
|
Loading…
Reference in New Issue
Block a user