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Nullkiller: calibration and small behavior fixes
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37f49f2ac5
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@ -92,7 +92,9 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
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}
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auto basicCount = cb->getTownsInfo().size() + 2;
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auto boost = (int)std::floor(std::pow(treasureSourcesCount / 3.0, 2));
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auto boost = (int)std::floor(std::pow(treasureSourcesCount / 2.0, 2));
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logAi->trace("Startup allows %d+%d heroes", basicCount, boost);
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return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
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}
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@ -106,21 +108,24 @@ Goals::TGoalVec StartupBehavior::decompose() const
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return tasks;
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const CGTownInstance * startupTown = towns.front();
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bool canRecruitHero = needToRecruitHero(startupTown);
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if(towns.size() > 1)
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{
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startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
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{
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if(town->garrisonHero)
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return ai->ah->evaluateHero(town->garrisonHero.get());
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auto closestHero = getNearestHero(town);
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if(!closestHero)
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return 0;
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if(closestHero)
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return ai->ah->evaluateHero(closestHero);
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return ai->ah->evaluateHero(closestHero);
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return 0;
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});
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}
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bool canRecruitHero = needToRecruitHero(startupTown);
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auto closestHero = getNearestHero(startupTown);
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if(closestHero)
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@ -174,6 +179,19 @@ Goals::TGoalVec StartupBehavior::decompose() const
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tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
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}
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if(tasks.empty() && !startupTown->visitingHero)
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{
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for(auto town : towns)
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{
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if(!town->visitingHero && needToRecruitHero(town))
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{
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tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
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break;
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}
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}
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}
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if(tasks.empty() && towns.size())
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{
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for(const CGTownInstance * town : towns)
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@ -310,10 +310,10 @@ float getStrategicalValue(const CGObjectInstance * target)
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switch(target->ID)
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{
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case Obj::MINE:
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return target->subID == Res::GOLD ? 0.5f : 0.05f * getTotalResourceRequirementStrength(target->subID) + 0.05f * getResourceRequirementStrength(target->subID);
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return target->subID == Res::GOLD ? 0.5f : 0.02f * getTotalResourceRequirementStrength(target->subID) + 0.02f * getResourceRequirementStrength(target->subID);
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case Obj::RESOURCE:
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return target->subID == Res::GOLD ? 0 : 0.3f * getResourceRequirementStrength(target->subID);
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return target->subID == Res::GOLD ? 0 : 0.1f * getResourceRequirementStrength(target->subID);
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case Obj::TOWN:
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return dynamic_cast<const CGTownInstance *>(target)->hasFort()
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@ -95,7 +95,7 @@ void ExecuteHeroChain::accept(VCAI * ai)
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}
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}
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if(node.turns == 0 && node.coord != hero->visitablePos())
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if(node.turns == 0 && node.coord != hero->visitablePos())
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{
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auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node.coord);
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@ -11,7 +11,7 @@
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#pragma once
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#define PATHFINDER_TRACE_LEVEL 0
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#define AI_TRACE_LEVEL 1
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#define AI_TRACE_LEVEL 1
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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@ -43,13 +43,14 @@ namespace AIPathfinding
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
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{
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if(!pathfindingHelper)
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{
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auto hero = aiNodeStorage->getHero(source.node);
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auto hero = aiNodeStorage->getHero(source.node);
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auto & helper = pathfindingHelpers[hero];
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pathfindingHelper.reset(new CPathfinderHelper(gs, hero, options));
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if(!helper)
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{
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helper.reset(new CPathfinderHelper(gs, hero, options));
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}
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return pathfindingHelper.get();
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return helper.get();
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}
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}
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@ -18,7 +18,7 @@ namespace AIPathfinding
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class AIPathfinderConfig : public PathfinderConfig
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{
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private:
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std::unique_ptr<CPathfinderHelper> pathfindingHelper;
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std::map<const CGHeroInstance *, std::unique_ptr<CPathfinderHelper>> pathfindingHelpers;
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std::shared_ptr<AINodeStorage> aiNodeStorage;
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public:
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