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Merge pull request #455 from nullkiller/deadend-exploration-improvement
After actually checking this branch, I absolutely approve it. AI advances quickly and steadily, and that's the point.
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commit
f8a9a0af2b
@ -18,7 +18,6 @@
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CQuest.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/mapping/CMapDefines.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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@ -431,9 +430,22 @@ bool isBlockVisitObj(const int3 & pos)
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return false;
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}
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int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp)
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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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//TODO: do not explore dead-end boundaries
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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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@ -442,7 +454,7 @@ int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp)
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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(!boundaryBetweenTwoPoints(pos, npos, cbp))
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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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@ -451,33 +463,6 @@ int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp)
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return ret;
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}
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bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
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{
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int xMin = std::min(pos1.x, pos2.x);
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int xMax = std::max(pos1.x, pos2.x);
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int yMin = std::min(pos1.y, pos2.y);
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int yMax = std::max(pos1.y, pos2.y);
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for(int x = xMin; x <= xMax; ++x)
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{
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for(int y = yMin; y <= yMax; ++y)
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{
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int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
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if(std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
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{
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if(!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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return false;
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}
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}
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}
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return true; //if all are visible and blocked, we're at dead end
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}
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
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{
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return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
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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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@ -17,6 +17,7 @@
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#include "../../lib/CStopWatch.h"
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#include "../../lib/mapObjects/CObjectHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/CPathfinder.h"
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class CCallback;
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@ -141,8 +142,7 @@ 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);
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
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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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@ -155,7 +155,6 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj);
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ui64 evaluateDanger(const CGObjectInstance * obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool boundaryBetweenTwoPoints(int3 pos1, int3 pos2, CCallback * cbp);
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bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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@ -2625,22 +2625,20 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
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int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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{
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int3 ourPos = h->convertPosition(h->pos, false);
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std::map<int3, int> dstToRevealedTiles;
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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(ourPos != dir) //don't stand in place
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if(isBlockVisitObj(tile))
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continue;
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if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
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{
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if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
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{
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if(isBlockVisitObj(tile))
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continue;
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else
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dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
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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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dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
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}
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}
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}
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@ -2696,7 +2694,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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CGPath path;
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cb->getPathsInfo(hero)->getPath(path, tile);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+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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@ -2741,7 +2739,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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{
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if(cbp->getTile(tile)->blocked) //does it shorten the time?
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continue;
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if(!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
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if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
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continue;
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auto t = sm->firstTileToGet(h, tile);
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