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Merge pull request #3700 from vcmi/object-graph

NKAI: parallel capture objects
This commit is contained in:
Andrii Danylchenko 2024-04-01 12:59:08 +03:00 committed by GitHub
commit fd0dd7441a
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GPG Key ID: B5690EEEBB952194
63 changed files with 434 additions and 415 deletions

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@ -566,7 +566,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
nullkiller->init(CB, playerID);
nullkiller->init(CB, this);
retrieveVisitableObjs();
}
@ -828,7 +828,7 @@ void AIGateway::makeTurn()
{
for(const CGObjectInstance * obj : nullkiller->memory->visitableObjs)
{
if(isWeeklyRevisitable(obj))
if(isWeeklyRevisitable(nullkiller.get(), obj))
{
nullkiller->memory->markObjectUnvisited(obj);
}
@ -1152,6 +1152,11 @@ void AIGateway::retrieveVisitableObjs()
{
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
{
if(!obj->appearance)
{
logAi->error("Bad!");
}
addVisitableObj(obj);
}
});

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@ -163,15 +163,7 @@ bool HeroPtr::operator==(const HeroPtr & rhs) const
return h == rhs.get(true);
}
bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
return ln->getCost() < rn->getCost();
}
bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
{
const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
@ -183,9 +175,9 @@ bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStre
return true; //there's no danger
}
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength)
{
return isSafeToVisit(h, h.get(), dangerStrength);
return isSafeToVisit(h, h, dangerStrength);
}
bool isObjectRemovable(const CGObjectInstance * obj)
@ -235,11 +227,6 @@ bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
bool isObjectPassable(const CGObjectInstance * obj)
{
return isObjectPassable(obj, ai->playerID, ai->myCb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
// Pathfinder internal helper
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
{
@ -285,7 +272,7 @@ creInfo infoFromDC(const dwellingContent & dc)
return ci;
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
@ -306,7 +293,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
return art1->getPrice() > art2->getPrice();
}
bool isWeeklyRevisitable(const CGObjectInstance * obj)
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj)
{
if(!obj)
return false;

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@ -70,7 +70,6 @@ extern const float SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
extern thread_local CCallback * cb;
extern thread_local AIGateway * ai;
enum HeroRole
{
@ -114,11 +113,11 @@ public:
bool validAndSet() const;
template<typename Handler> void serialize(Handler & h)
template<typename Handler> void serialize(Handler & handler)
{
h & this->h;
h & hid;
h & name;
handler & h;
handler & hid;
handler & name;
}
};
@ -224,18 +223,17 @@ void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // a
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
bool isObjectPassable(const CGObjectInstance * obj);
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj);
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property!
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength);
bool isSafeToVisit(HeroPtr h, const CCreatureSet *, uint64_t dangerStrength);
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength);
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet *, uint64_t dangerStrength);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2);
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
bool townHasFreeTavern(const CGTownInstance * town);
@ -245,18 +243,6 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero)
: hero(hero)
{
}
bool operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const;
};
template <class T>
class SharedPool
{

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@ -180,7 +180,7 @@ bool ObjectClusterizer::shouldVisitObject(const CGObjectInstance * obj) const
auto playerRelations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(ai, obj))
{
return false;
}

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@ -27,14 +27,14 @@ std::string BuildingBehavior::toString() const
return "Build";
}
Goals::TGoalVec BuildingBehavior::decompose() const
Goals::TGoalVec BuildingBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
TResources resourcesRequired = ai->nullkiller->buildAnalyzer->getResourcesRequiredNow();
TResources totalDevelopmentCost = ai->nullkiller->buildAnalyzer->getTotalResourcesRequired();
TResources availableResources = ai->nullkiller->getFreeResources();
TResources dailyIncome = ai->nullkiller->buildAnalyzer->getDailyIncome();
TResources resourcesRequired = ai->buildAnalyzer->getResourcesRequiredNow();
TResources totalDevelopmentCost = ai->buildAnalyzer->getTotalResourcesRequired();
TResources availableResources = ai->getFreeResources();
TResources dailyIncome = ai->buildAnalyzer->getDailyIncome();
logAi->trace("Free resources amount: %s", availableResources.toString());
@ -46,8 +46,8 @@ Goals::TGoalVec BuildingBehavior::decompose() const
resourcesRequired.toString(),
totalDevelopmentCost.toString());
auto & developmentInfos = ai->nullkiller->buildAnalyzer->getDevelopmentInfo();
auto isGoldPreasureLow = !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh();
auto & developmentInfos = ai->buildAnalyzer->getDevelopmentInfo();
auto isGoldPreasureLow = !ai->buildAnalyzer->isGoldPreasureHigh();
for(auto & developmentInfo : developmentInfos)
{
@ -57,7 +57,7 @@ Goals::TGoalVec BuildingBehavior::decompose() const
{
if(buildingInfo.notEnoughRes)
{
if(ai->nullkiller->getLockedResources().canAfford(buildingInfo.buildCost))
if(ai->getLockedResources().canAfford(buildingInfo.buildCost))
continue;
Composition composition;

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@ -25,7 +25,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const BuildingBehavior & other) const override
{

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@ -24,11 +24,11 @@ std::string BuyArmyBehavior::toString() const
return "Buy army";
}
Goals::TGoalVec BuyArmyBehavior::decompose() const
Goals::TGoalVec BuyArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
if(cb->getDate(Date::DAY) == 1)
if(ai->cb->getDate(Date::DAY) == 1)
return tasks;
auto heroes = cb->getHeroesInfo();
@ -40,26 +40,26 @@ Goals::TGoalVec BuyArmyBehavior::decompose() const
for(auto town : cb->getTownsInfo())
{
auto townArmyAvailableToBuy = ai->nullkiller->armyManager->getArmyAvailableToBuyAsCCreatureSet(
auto townArmyAvailableToBuy = ai->armyManager->getArmyAvailableToBuyAsCCreatureSet(
town,
ai->nullkiller->getFreeResources());
ai->getFreeResources());
for(const CGHeroInstance * targetHero : heroes)
{
if(ai->nullkiller->buildAnalyzer->isGoldPreasureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
if(ai->buildAnalyzer->isGoldPreasureHigh() && !town->hasBuilt(BuildingID::CITY_HALL))
{
continue;
}
if(ai->nullkiller->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
if(ai->heroManager->getHeroRole(targetHero) == HeroRole::MAIN)
{
auto reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanGet(
auto reinforcement = ai->armyManager->howManyReinforcementsCanGet(
targetHero,
targetHero,
&*townArmyAvailableToBuy);
if(reinforcement)
vstd::amin(reinforcement, ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
vstd::amin(reinforcement, ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town));
if(reinforcement)
{

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@ -20,11 +20,7 @@ namespace Goals
class BuyArmyBehavior : public CGoal<BuyArmyBehavior>
{
public:
BuyArmyBehavior()
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const BuyArmyBehavior & other) const override
{

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@ -47,7 +47,7 @@ bool CaptureObjectsBehavior::operator==(const CaptureObjectsBehavior & other) co
&& vectorEquals(objectSubTypes, other.objectSubTypes);
}
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit)
Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit)
{
Goals::TGoalVec tasks;
@ -64,7 +64,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
logAi->trace("Path found %s", path.toString());
#endif
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
if(nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.getHeroStrength());
@ -72,7 +72,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
continue;
}
if(objToVisit && !shouldVisit(ai->nullkiller.get(), path.targetHero, objToVisit))
if(objToVisit && !shouldVisit(nullkiller, path.targetHero, objToVisit))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Hero %s should not visit obj %s", path.targetHero->getNameTranslated(), objToVisit->getObjectName());
@ -83,7 +83,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
auto hero = path.targetHero;
auto danger = path.getTotalDanger();
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
if(nullkiller->heroManager->getHeroRole(hero) == HeroRole::SCOUT
&& (path.getTotalDanger() == 0 || path.turn() > 0)
&& path.exchangeCount > 1)
{
@ -96,7 +96,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
auto subGoal = firstBlockedAction->decompose(nullkiller, path.targetHero);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
@ -135,7 +135,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
sharedPtr.reset(newWay);
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = nullkiller->heroManager->getHeroRole(path.targetHero);
auto & closestWay = closestWaysByRole[heroRole];
@ -144,7 +144,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
closestWay = &path;
}
if(!ai->nullkiller->arePathHeroesLocked(path))
if(!nullkiller->arePathHeroesLocked(path))
{
waysToVisitObj.push_back(newWay);
tasks[tasks.size() - 1] = sharedPtr;
@ -154,7 +154,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
for(auto way : waysToVisitObj)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto heroRole = nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
auto closestWay = closestWaysByRole[heroRole];
if(closestWay)
@ -167,68 +167,80 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
return tasks;
}
Goals::TGoalVec CaptureObjectsBehavior::decompose() const
void CaptureObjectsBehavior::decomposeObjects(
Goals::TGoalVec & result,
const std::vector<const CGObjectInstance *> & objs,
const Nullkiller * nullkiller) const
{
if(objs.empty())
{
return;
}
std::mutex sync;
logAi->debug("Scanning objects, count %d", objs.size());
// tbb::blocked_range<size_t> r(0, objs.size());
tbb::parallel_for(
tbb::blocked_range<size_t>(0, objs.size()),
[this, &objs, &sync, &result, nullkiller](const tbb::blocked_range<size_t> & r)
{
std::vector<AIPath> paths;
Goals::TGoalVec tasksLocal;
for(auto i = r.begin(); i != r.end(); i++)
{
auto objToVisit = objs[i];
if(!objectMatchesFilter(objToVisit))
continue;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
nullkiller->pathfinder->calculatePathInfo(paths, objToVisit->visitablePos(), nullkiller->settings->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit));
}
std::lock_guard<std::mutex> lock(sync);
vstd::concatenate(result, tasksLocal);
});
}
Goals::TGoalVec CaptureObjectsBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
if(objs.empty())
{
return;
}
logAi->debug("Scanning objects, count %d", objs.size());
std::vector<AIPath> paths;
for(auto objToVisit : objs)
{
if(!objectMatchesFilter(objToVisit))
continue;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
const int3 pos = objToVisit->visitablePos();
bool useObjectGraph = ai->nullkiller->settings->isObjectGraphAllowed()
&& ai->nullkiller->getScanDepth() != ScanDepth::SMALL;
ai->nullkiller->pathfinder->calculatePathInfo(paths, pos, useObjectGraph);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
std::shared_ptr<ExecuteHeroChain> closestWay;
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
#endif
vstd::concatenate(tasks, getVisitGoals(paths, objToVisit));
}
vstd::erase_if(tasks, [](TSubgoal task) -> bool
{
return task->invalid();
});
};
return task->invalid();
});
if(specificObjects)
{
captureObjects(objectsToCapture);
decomposeObjects(tasks, objectsToCapture, ai);
}
else if(objectTypes.size())
{
captureObjects(
decomposeObjects(
tasks,
std::vector<const CGObjectInstance *>(
ai->nullkiller->memory->visitableObjs.begin(),
ai->nullkiller->memory->visitableObjs.end()));
ai->memory->visitableObjs.begin(),
ai->memory->visitableObjs.end()),
ai);
}
else
{
captureObjects(ai->nullkiller->objectClusterizer->getNearbyObjects());
decomposeObjects(tasks, ai->objectClusterizer->getNearbyObjects(), ai);
if(tasks.empty() || ai->nullkiller->getScanDepth() != ScanDepth::SMALL)
captureObjects(ai->nullkiller->objectClusterizer->getFarObjects());
if(tasks.empty() || ai->getScanDepth() != ScanDepth::SMALL)
decomposeObjects(tasks, ai->objectClusterizer->getFarObjects(), ai);
}
return tasks;

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@ -25,6 +25,7 @@ namespace Goals
std::vector<int> objectSubTypes;
std::vector<const CGObjectInstance *> objectsToCapture;
bool specificObjects;
public:
CaptureObjectsBehavior()
:CGoal(CAPTURE_OBJECTS)
@ -48,7 +49,7 @@ namespace Goals
specificObjects = true;
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
CaptureObjectsBehavior & ofType(int type)
@ -67,10 +68,14 @@ namespace Goals
bool operator==(const CaptureObjectsBehavior & other) const override;
static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const CGObjectInstance * objToVisit = nullptr);
static Goals::TGoalVec getVisitGoals(const std::vector<AIPath> & paths, const Nullkiller * nullkiller, const CGObjectInstance * objToVisit = nullptr);
private:
bool objectMatchesFilter(const CGObjectInstance * obj) const;
void decomposeObjects(
Goals::TGoalVec & result,
const std::vector<const CGObjectInstance *> & objs,
const Nullkiller * nullkiller) const;
};
}

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@ -26,23 +26,23 @@ std::string ClusterBehavior::toString() const
return "Unlock Clusters";
}
Goals::TGoalVec ClusterBehavior::decompose() const
Goals::TGoalVec ClusterBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto clusters = ai->nullkiller->objectClusterizer->getLockedClusters();
auto clusters = ai->objectClusterizer->getLockedClusters();
for(auto cluster : clusters)
{
vstd::concatenate(tasks, decomposeCluster(cluster));
vstd::concatenate(tasks, decomposeCluster(ai, cluster));
}
return tasks;
}
Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster> cluster) const
Goals::TGoalVec ClusterBehavior::decomposeCluster(const Nullkiller * ai, std::shared_ptr<ObjectCluster> cluster) const
{
auto center = cluster->calculateCenter();
auto paths = ai->nullkiller->pathfinder->getPathInfo(center->visitablePos(), ai->nullkiller->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(center->visitablePos(), ai->settings->isObjectGraphAllowed());
auto blockerPos = cluster->blocker->visitablePos();
std::vector<AIPath> blockerPaths;
@ -65,7 +65,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
logAi->trace("Checking path %s", path->toString());
#endif
auto blocker = ai->nullkiller->objectClusterizer->getBlocker(*path);
auto blocker = ai->objectClusterizer->getBlocker(*path);
if(blocker != cluster->blocker)
{
@ -83,7 +83,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
{
clonedPath.nodes.insert(clonedPath.nodes.begin(), *node);
if(node->coord == blockerPos || cb->getGuardingCreaturePosition(node->coord) == blockerPos)
if(node->coord == blockerPos || ai->cb->getGuardingCreaturePosition(node->coord) == blockerPos)
break;
}
@ -100,7 +100,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(std::shared_ptr<ObjectCluster>
logAi->trace("Decompose unlock paths");
#endif
auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths);
auto unlockTasks = CaptureObjectsBehavior::getVisitGoals(blockerPaths, ai);
for(int i = 0; i < paths.size(); i++)
{

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@ -28,7 +28,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const ClusterBehavior & other) const override
@ -37,7 +37,7 @@ namespace Goals
}
private:
Goals::TGoalVec decomposeCluster(std::shared_ptr<ObjectCluster> cluster) const;
Goals::TGoalVec decomposeCluster(const Nullkiller * ai, std::shared_ptr<ObjectCluster> cluster) const;
};
}

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@ -34,21 +34,21 @@ std::string DefenceBehavior::toString() const
return "Defend towns";
}
Goals::TGoalVec DefenceBehavior::decompose() const
Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
for(auto town : cb->getTownsInfo())
for(auto town : ai->cb->getTownsInfo())
{
evaluateDefence(tasks, town);
evaluateDefence(tasks, town, ai);
}
return tasks;
}
bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const std::vector<AIPath> & paths)
bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
{
int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
for(const AIPath & path : paths)
{
@ -81,14 +81,15 @@ void handleCounterAttack(
const CGTownInstance * town,
const HitMapInfo & threat,
const HitMapInfo & maximumDanger,
const Nullkiller * ai,
Goals::TGoalVec & tasks)
{
if(threat.hero.validAndSet()
&& threat.turn <= 1
&& (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
{
auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(threat.hero->visitablePos());
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, threat.hero.get());
auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
for(int i = 0; i < heroCapturingPaths.size(); i++)
{
@ -106,9 +107,9 @@ void handleCounterAttack(
}
}
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
{
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
if(ai->isHeroLocked(town->garrisonHero.get()))
{
logAi->trace(
"Hero %s in garrison of town %s is supposed to defend the town",
@ -120,7 +121,7 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
if(!town->visitingHero)
{
if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
if(ai->cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
{
logAi->trace(
"Extracting hero %s from garrison of town %s",
@ -131,10 +132,10 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
return true;
}
else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
{
auto armyDismissLimit = 1000;
auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
if(heroToDismiss)
{
@ -148,16 +149,16 @@ bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoa
return false;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
{
logAi->trace("Evaluating defence for %s", town->getNameTranslated());
auto threatNode = ai->nullkiller->dangerHitMap->getObjectThreat(town);
std::vector<HitMapInfo> threats = ai->nullkiller->dangerHitMap->getTownThreats(town);
auto threatNode = ai->dangerHitMap->getObjectThreat(town);
std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
{
return;
}
@ -169,7 +170,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
return;
}
uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
if(reinforcement)
{
@ -177,7 +178,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
}
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
for(auto & threat : threats)
{
@ -188,14 +189,14 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
std::to_string(threat.turn),
threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
handleCounterAttack(town, threat, threatNode.maximumDanger, tasks);
handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
if(isThreatUnderControl(town, threat, paths))
if(isThreatUnderControl(town, threat, ai, paths))
{
continue;
}
evaluateRecruitingHero(tasks, threat, town);
evaluateRecruitingHero(tasks, threat, town, ai);
if(paths.empty())
{
@ -274,7 +275,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
// main without army and visiting scout with army, very specific case
if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
&& ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
&& ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
{
path.heroArmy = town->visitingHero.get();
@ -293,7 +294,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= threat.danger))
{
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s. Path is locked.",
@ -344,7 +345,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
{
if(town->garrisonHero)
{
if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
if(ai->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
{
if(path.turn() == 0)
@ -378,7 +379,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
@ -402,19 +403,19 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->debug("Found %d tasks", tasks.size());
}
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town) const
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
{
if(town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
&& ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
auto heroesInTavern = ai->cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() < threat.danger)
continue;
auto myHeroes = cb->getHeroesInfo();
auto myHeroes = ai->cb->getHeroesInfo();
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
@ -448,9 +449,9 @@ void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitM
if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
continue;
}
else if(ai->nullkiller->heroManager->heroCapReached())
else if(ai->heroManager->heroCapReached())
{
heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
if(!heroToDismiss)
continue;

View File

@ -20,7 +20,6 @@ struct HitMapInfo;
namespace Goals
{
class DefenceBehavior : public CGoal<DefenceBehavior>
{
public:
@ -29,7 +28,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const DefenceBehavior & other) const override
@ -38,8 +37,8 @@ namespace Goals
}
private:
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town) const;
void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const;
void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const;
};
}

View File

@ -30,11 +30,11 @@ std::string GatherArmyBehavior::toString() const
return "Gather army";
}
Goals::TGoalVec GatherArmyBehavior::decompose() const
Goals::TGoalVec GatherArmyBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
auto heroes = ai->cb->getHeroesInfo();
if(heroes.empty())
{
@ -43,33 +43,33 @@ Goals::TGoalVec GatherArmyBehavior::decompose() const
for(const CGHeroInstance * hero : heroes)
{
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN)
if(ai->heroManager->getHeroRole(hero) == HeroRole::MAIN)
{
vstd::concatenate(tasks, deliverArmyToHero(hero));
vstd::concatenate(tasks, deliverArmyToHero(ai, hero));
}
}
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
for(const CGTownInstance * town : towns)
{
vstd::concatenate(tasks, upgradeArmy(town));
vstd::concatenate(tasks, upgradeArmy(ai, town));
}
return tasks;
}
Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const
Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const
{
Goals::TGoalVec tasks;
const int3 pos = hero->visitablePos();
auto targetHeroScore = ai->nullkiller->heroManager->evaluateHero(hero);
auto targetHeroScore = ai->heroManager->evaluateHero(hero);
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
#endif
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, ai->nullkiller->settings->isObjectGraphAllowed());
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Gather army found %d paths", paths.size());
@ -89,7 +89,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
continue;
}
if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
if(path.turn() > 0 && ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@ -97,7 +97,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
continue;
}
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
@ -107,7 +107,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
HeroExchange heroExchange(hero, path);
uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
uint64_t armyValue = heroExchange.getReinforcementArmyStrength(ai);
float armyRatio = (float)armyValue / hero->getArmyStrength();
// avoid transferring very small amount of army
@ -126,11 +126,11 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
{
if(!node.targetHero) continue;
auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero);
auto heroRole = ai->heroManager->getHeroRole(node.targetHero);
if(heroRole == HeroRole::MAIN)
{
auto score = ai->nullkiller->heroManager->evaluateHero(node.targetHero);
auto score = ai->heroManager->evaluateHero(node.targetHero);
if(score >= targetHeroScore)
{
@ -174,7 +174,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
if(hero->inTownGarrison && path.turn() == 0)
{
auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
auto lockReason = ai->getHeroLockedReason(hero);
if(path.targetHero->visitedTown == hero->visitedTown)
{
@ -201,7 +201,7 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Action is blocked. Considering decomposition.");
#endif
auto subGoal = blockedAction->decompose(path.targetHero);
auto subGoal = blockedAction->decompose(ai, path.targetHero);
if(subGoal->invalid())
{
@ -221,18 +221,18 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
return tasks;
}
Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const
Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const
{
Goals::TGoalVec tasks;
const int3 pos = upgrader->visitablePos();
TResources availableResources = ai->nullkiller->getFreeResources();
TResources availableResources = ai->getFreeResources();
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
#endif
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos, ai->nullkiller->settings->isObjectGraphAllowed());
auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
auto paths = ai->pathfinder->getPathInfo(pos, ai->settings->isObjectGraphAllowed());
auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
@ -244,9 +244,9 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
for(const AIPath & path : paths)
{
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::MAIN && path.turn() < ai->nullkiller->settings->getScoutHeroTurnDistanceLimit())
if(heroRole == HeroRole::MAIN && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
hasMainAround = true;
}
@ -275,7 +275,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
if(ai->nullkiller->arePathHeroesLocked(path))
if(ai->arePathHeroesLocked(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
@ -292,10 +292,10 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
if(heroRole == HeroRole::SCOUT
&& ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
&& ai->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if NKAI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@ -303,17 +303,17 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
continue;
}
auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
auto upgrade = ai->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
if(!upgrader->garrisonHero
&& (
hasMainAround
|| ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
|| ai->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
{
ArmyUpgradeInfo armyToGetOrBuy;
armyToGetOrBuy.addArmyToGet(
ai->nullkiller->armyManager->getBestArmy(
ai->armyManager->getBestArmy(
path.targetHero,
path.heroArmy,
upgrader->getUpperArmy()));
@ -321,11 +321,11 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
armyToGetOrBuy.addArmyToBuy(
ai->nullkiller->armyManager->toSlotInfo(
ai->nullkiller->armyManager->getArmyAvailableToBuy(
ai->armyManager->toSlotInfo(
ai->armyManager->getArmyAvailableToBuy(
path.heroArmy,
upgrader,
ai->nullkiller->getFreeResources(),
ai->getFreeResources(),
path.turn())));
upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
@ -334,17 +334,17 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
if(!upgrade.upgradeValue
&& armyToGetOrBuy.upgradeValue > 20000
&& ai->nullkiller->heroManager->canRecruitHero(town)
&& path.turn() < ai->nullkiller->settings->getScoutHeroTurnDistanceLimit())
&& ai->heroManager->canRecruitHero(town)
&& path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
{
for(auto hero : cb->getAvailableHeroes(town))
{
auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
+ ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
auto scoutReinforcement = ai->armyManager->howManyReinforcementsCanBuy(hero, town)
+ ai->armyManager->howManyReinforcementsCanGet(hero, town);
if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
&& ai->nullkiller->getFreeGold() >20000
&& !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh())
&& ai->getFreeGold() >20000
&& !ai->buildAnalyzer->isGoldPreasureHigh())
{
Composition recruitHero;

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const GatherArmyBehavior & other) const override
@ -34,8 +34,8 @@ namespace Goals
}
private:
TGoalVec deliverArmyToHero(const CGHeroInstance * hero) const;
TGoalVec upgradeArmy(const CGTownInstance * upgrader) const;
TGoalVec deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const;
TGoalVec upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const;
};
}

View File

@ -24,12 +24,12 @@ std::string RecruitHeroBehavior::toString() const
return "Recruit hero";
}
Goals::TGoalVec RecruitHeroBehavior::decompose() const
Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
auto ourHeroes = ai->nullkiller->heroManager->getHeroRoles();
auto ourHeroes = ai->heroManager->getHeroRoles();
auto minScoreToHireMain = std::numeric_limits<float>::max();
for(auto hero : ourHeroes)
@ -37,7 +37,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
if(hero.second != HeroRole::MAIN)
continue;
auto newScore = ai->nullkiller->heroManager->evaluateHero(hero.first.get());
auto newScore = ai->heroManager->evaluateHero(hero.first.get());
if(minScoreToHireMain > newScore)
{
@ -48,13 +48,13 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
for(auto town : towns)
{
if(ai->nullkiller->heroManager->canRecruitHero(town))
if(ai->heroManager->canRecruitHero(town))
{
auto availableHeroes = cb->getAvailableHeroes(town);
auto availableHeroes = ai->cb->getAvailableHeroes(town);
for(auto hero : availableHeroes)
{
auto score = ai->nullkiller->heroManager->evaluateHero(hero);
auto score = ai->heroManager->evaluateHero(hero);
if(score > minScoreToHireMain)
{
@ -65,16 +65,16 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
int treasureSourcesCount = 0;
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
for(auto obj : ai->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE)
|| obj->ID == Obj::TREASURE_CHEST
|| obj->ID == Obj::CAMPFIRE
|| isWeeklyRevisitable(obj)
|| isWeeklyRevisitable(ai, obj)
|| obj->ID ==Obj::ARTIFACT)
{
auto tile = obj->visitablePos();
auto closestTown = ai->nullkiller->dangerHitMap->getClosestTown(tile);
auto closestTown = ai->dangerHitMap->getClosestTown(tile);
if(town == closestTown)
treasureSourcesCount++;
@ -84,8 +84,8 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000))
continue;
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1
|| (ai->nullkiller->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->nullkiller->buildAnalyzer->isGoldPreasureHigh()))
if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1
|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPreasureHigh()))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town).setpriority(3)));
}

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const RecruitHeroBehavior & other) const override

View File

@ -41,9 +41,9 @@ const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPa
return shortestPath;
}
const CGHeroInstance * getNearestHero(const CGTownInstance * town)
const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstance * town)
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
if(paths.empty())
return nullptr;
@ -59,9 +59,9 @@ const CGHeroInstance * getNearestHero(const CGTownInstance * town)
return shortestPath.targetHero;
}
bool needToRecruitHero(const CGTownInstance * startupTown)
bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown)
{
if(!ai->nullkiller->heroManager->canRecruitHero(startupTown))
if(!ai->heroManager->canRecruitHero(startupTown))
return false;
if(!startupTown->garrisonHero && !startupTown->visitingHero)
@ -69,7 +69,7 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
int treasureSourcesCount = 0;
for(auto obj : ai->nullkiller->objectClusterizer->getNearbyObjects())
for(auto obj : ai->objectClusterizer->getNearbyObjects())
{
if((obj->ID == Obj::RESOURCE && dynamic_cast<const CGResource *>(obj)->resourceID() == EGameResID::GOLD)
|| obj->ID == Obj::TREASURE_CHEST
@ -91,10 +91,10 @@ bool needToRecruitHero(const CGTownInstance * startupTown)
return cb->getHeroCount(ai->playerID, true) < basicCount + boost;
}
Goals::TGoalVec StartupBehavior::decompose() const
Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
if(!towns.size())
return tasks;
@ -103,38 +103,38 @@ Goals::TGoalVec StartupBehavior::decompose() const
if(towns.size() > 1)
{
startupTown = *vstd::maxElementByFun(towns, [](const CGTownInstance * town) -> float
startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
{
if(town->garrisonHero)
return ai->nullkiller->heroManager->evaluateHero(town->garrisonHero.get());
return ai->heroManager->evaluateHero(town->garrisonHero.get());
auto closestHero = getNearestHero(town);
auto closestHero = getNearestHero(ai, town);
if(closestHero)
return ai->nullkiller->heroManager->evaluateHero(closestHero);
return ai->heroManager->evaluateHero(closestHero);
return 0;
});
}
if(!startupTown->hasBuilt(BuildingID::TAVERN)
&& cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
&& ai->cb->canBuildStructure(startupTown, BuildingID::TAVERN) == EBuildingState::ALLOWED)
{
tasks.push_back(Goals::sptr(Goals::BuildThis(BuildingID::TAVERN, startupTown).setpriority(100)));
return tasks;
}
bool canRecruitHero = needToRecruitHero(startupTown);
auto closestHero = getNearestHero(startupTown);
bool canRecruitHero = needToRecruitHero(ai, startupTown);
auto closestHero = getNearestHero(ai, startupTown);
if(closestHero)
{
if(!startupTown->visitingHero)
{
if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero) > 200)
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(startupTown->visitablePos());
auto paths = ai->pathfinder->getPathInfo(startupTown->visitablePos());
if(paths.size())
{
@ -147,22 +147,22 @@ Goals::TGoalVec StartupBehavior::decompose() const
else
{
auto visitingHero = startupTown->visitingHero.get();
auto visitingHeroScore = ai->nullkiller->heroManager->evaluateHero(visitingHero);
auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
if(startupTown->garrisonHero)
{
auto garrisonHero = startupTown->garrisonHero.get();
auto garrisonHeroScore = ai->nullkiller->heroManager->evaluateHero(garrisonHero);
auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
if(visitingHeroScore > garrisonHeroScore
|| (ai->nullkiller->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->nullkiller->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
|| (ai->heroManager->getHeroRole(garrisonHero) == HeroRole::SCOUT && ai->heroManager->getHeroRole(visitingHero) == HeroRole::MAIN))
{
if(canRecruitHero || ai->nullkiller->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
if(canRecruitHero || ai->armyManager->howManyReinforcementsCanGet(visitingHero, garrisonHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
else if(ai->nullkiller->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
else if(ai->armyManager->howManyReinforcementsCanGet(garrisonHero, visitingHero) > 200)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, garrisonHero, HeroLockedReason::STARTUP).setpriority(100)));
}
@ -170,7 +170,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
else if(canRecruitHero)
{
auto canPickTownArmy = startupTown->stacksCount() == 0
|| ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
|| ai->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
if(canPickTownArmy)
{
@ -189,7 +189,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
{
for(auto town : towns)
{
if(!town->visitingHero && needToRecruitHero(town))
if(!town->visitingHero && needToRecruitHero(ai, town))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
@ -205,7 +205,7 @@ Goals::TGoalVec StartupBehavior::decompose() const
if(town->garrisonHero
&& town->garrisonHero->movementPointsRemaining()
&& !town->visitingHero
&& ai->nullkiller->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
&& ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
}

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const StartupBehavior & other) const override

View File

@ -27,10 +27,10 @@ std::string StayAtTownBehavior::toString() const
return "StayAtTownBehavior";
}
Goals::TGoalVec StayAtTownBehavior::decompose() const
Goals::TGoalVec StayAtTownBehavior::decompose(const Nullkiller * ai) const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
auto towns = ai->cb->getTownsInfo();
if(!towns.size())
return tasks;
@ -42,7 +42,7 @@ Goals::TGoalVec StayAtTownBehavior::decompose() const
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
ai->nullkiller->pathfinder->calculatePathInfo(paths, town->visitablePos());
ai->pathfinder->calculatePathInfo(paths, town->visitablePos());
for(auto & path : paths)
{

View File

@ -25,7 +25,7 @@ namespace Goals
{
}
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool operator==(const StayAtTownBehavior & other) const override

View File

@ -26,6 +26,11 @@ namespace NKAI
using namespace Goals;
DeepDecomposer::DeepDecomposer(const Nullkiller * ai)
:ai(ai), depth(0)
{
}
void DeepDecomposer::reset()
{
decompositionCache.clear();
@ -136,7 +141,7 @@ Goals::TSubgoal DeepDecomposer::aggregateGoals(int startDepth, TSubgoal last)
Goals::TSubgoal DeepDecomposer::unwrapComposition(Goals::TSubgoal goal)
{
return goal->goalType == Goals::COMPOSITION ? goal->decompose().back() : goal;
return goal->goalType == Goals::COMPOSITION ? goal->decompose(ai).back() : goal;
}
bool isEquivalentGoals(TSubgoal goal1, TSubgoal goal2)
@ -156,7 +161,7 @@ bool isEquivalentGoals(TSubgoal goal1, TSubgoal goal2)
bool DeepDecomposer::isCompositionLoop(TSubgoal goal)
{
auto goalsToTest = goal->goalType == Goals::COMPOSITION ? goal->decompose() : TGoalVec{goal};
auto goalsToTest = goal->goalType == Goals::COMPOSITION ? goal->decompose(ai) : TGoalVec{goal};
for(auto goalToTest : goalsToTest)
{
@ -206,7 +211,7 @@ TGoalVec DeepDecomposer::decomposeCached(TSubgoal goal, bool & fromCache)
fromCache = false;
return goal->decompose();
return goal->decompose(ai);
}
void DeepDecomposer::addToCache(TSubgoal goal)

View File

@ -30,8 +30,10 @@ private:
std::vector<Goals::TGoalVec> goals;
std::vector<TGoalHashSet> decompositionCache;
int depth;
const Nullkiller * ai;
public:
DeepDecomposer(const Nullkiller * ai);
void reset();
Goals::TGoalVec decompose(Goals::TSubgoal behavior, int depthLimit);

View File

@ -37,10 +37,11 @@ Nullkiller::Nullkiller()
settings = std::make_unique<Settings>();
}
void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
void Nullkiller::init(std::shared_ptr<CCallback> cb, AIGateway * gateway)
{
this->cb = cb;
this->playerID = playerID;
this->gateway = gateway;
this->playerID = gateway->playerID;
baseGraph.reset();
@ -59,7 +60,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
pathfinder.reset(new AIPathfinder(cb.get(), this));
armyManager.reset(new ArmyManager(cb.get(), this));
heroManager.reset(new HeroManager(cb.get(), this));
decomposer.reset(new DeepDecomposer());
decomposer.reset(new DeepDecomposer(this));
armyFormation.reset(new ArmyFormation(cb, this));
}
@ -120,12 +121,11 @@ void Nullkiller::resetAiState()
lockedResources = TResources();
scanDepth = ScanDepth::MAIN_FULL;
playerID = ai->playerID;
lockedHeroes.clear();
dangerHitMap->reset();
useHeroChain = true;
if(!baseGraph && ai->nullkiller->settings->isObjectGraphAllowed())
if(!baseGraph && settings->isObjectGraphAllowed())
{
baseGraph = std::make_unique<ObjectGraph>();
baseGraph->updateGraph(this);
@ -188,7 +188,10 @@ void Nullkiller::updateAiState(int pass, bool fast)
if(settings->isObjectGraphAllowed())
{
pathfinder->updateGraphs(activeHeroes);
pathfinder->updateGraphs(
activeHeroes,
scanDepth == ScanDepth::SMALL ? 255 : 10,
scanDepth == ScanDepth::ALL_FULL ? 255 : 3);
}
boost::this_thread::interruption_point();
@ -250,6 +253,7 @@ void Nullkiller::makeTurn()
for(int i = 1; i <= settings->getMaxPass(); i++)
{
auto start = std::chrono::high_resolution_clock::now();
updateAiState(i);
Goals::TTask bestTask = taskptr(Goals::Invalid());
@ -303,8 +307,7 @@ void Nullkiller::makeTurn()
// TODO: better to check turn distance here instead of priority
if((heroRole != HeroRole::MAIN || bestTask->priority < SMALL_SCAN_MIN_PRIORITY)
&& scanDepth == ScanDepth::MAIN_FULL
&& !settings->isObjectGraphAllowed())
&& scanDepth == ScanDepth::MAIN_FULL)
{
useHeroChain = false;
scanDepth = ScanDepth::SMALL;
@ -317,25 +320,22 @@ void Nullkiller::makeTurn()
if(bestTask->priority < MIN_PRIORITY)
{
if(!settings->isObjectGraphAllowed())
{
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
return h->movementPointsRemaining() > 100;
});
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
auto heroes = cb->getHeroesInfo();
auto hasMp = vstd::contains_if(heroes, [](const CGHeroInstance * h) -> bool
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
return h->movementPointsRemaining() > 100;
});
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
if(hasMp && scanDepth != ScanDepth::ALL_FULL)
{
logAi->trace(
"Goal %s has too low priority %f so increasing scan depth to full.",
taskDescription,
bestTask->priority);
scanDepth = ScanDepth::ALL_FULL;
useHeroChain = false;
continue;
}
logAi->trace("Goal %s has too low priority. It is not worth doing it. Ending turn.", taskDescription);
@ -343,6 +343,8 @@ void Nullkiller::makeTurn()
return;
}
logAi->debug("Decission madel in %ld", timeElapsed(start));
executeTask(bestTask);
if(i == settings->getMaxPass())
@ -362,7 +364,7 @@ void Nullkiller::executeTask(Goals::TTask task)
try
{
task->accept(ai);
task->accept(gateway);
logAi->trace("Task %s completed in %lld", taskDescr, timeElapsed(start));
}
catch(goalFulfilledException &)

View File

@ -57,6 +57,7 @@ private:
ScanDepth scanDepth;
TResources lockedResources;
bool useHeroChain;
AIGateway * gateway;
public:
static std::unique_ptr<ObjectGraph> baseGraph;
@ -79,7 +80,7 @@ public:
std::mutex aiStateMutex;
Nullkiller();
void init(std::shared_ptr<CCallback> cb, PlayerColor playerID);
void init(std::shared_ptr<CCallback> cb, AIGateway * gateway);
void makeTurn();
bool isActive(const CGHeroInstance * hero) const { return activeHero == hero; }
bool isHeroLocked(const CGHeroInstance * hero) const;

View File

@ -709,7 +709,7 @@ public:
Goals::HeroExchange & heroExchange = dynamic_cast<Goals::HeroExchange &>(*task);
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
uint64_t armyStrength = heroExchange.getReinforcementArmyStrength(evaluationContext.evaluator.ai);
evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
@ -1064,7 +1064,7 @@ EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal
if(goal->goalType == Goals::COMPOSITION)
{
parts = goal->decompose();
parts = goal->decompose(ai);
}
else
{

View File

@ -21,6 +21,7 @@ namespace NKAI
struct HeroPtr;
class AIGateway;
class FuzzyHelper;
class Nullkiller;
namespace Goals
{
@ -128,7 +129,7 @@ namespace Goals
return const_cast<AbstractGoal *>(this);
}
virtual TGoalVec decompose() const
virtual TGoalVec decompose(const Nullkiller * ai) const
{
return TGoalVec();
}

View File

@ -54,9 +54,9 @@ namespace Goals
virtual bool operator==(const T & other) const = 0;
TGoalVec decompose() const override
TGoalVec decompose(const Nullkiller * ai) const override
{
TSubgoal single = decomposeSingle();
TSubgoal single = decomposeSingle(ai);
if(!single || single->invalid())
return {};
@ -65,7 +65,7 @@ namespace Goals
}
protected:
virtual TSubgoal decomposeSingle() const
virtual TSubgoal decomposeSingle(const Nullkiller * ai) const
{
return TSubgoal();
}

View File

@ -35,9 +35,9 @@ std::string CaptureObject::toString() const
return "Capture " + name + " at " + tile.toString();
}
TGoalVec CaptureObject::decompose() const
TGoalVec CaptureObject::decompose(const Nullkiller * ai) const
{
return CaptureObjectsBehavior(cb->getObj(ObjectInstanceID(objid))).decompose();
return CaptureObjectsBehavior(ai->cb->getObj(ObjectInstanceID(objid))).decompose(ai);
}
}

View File

@ -35,7 +35,7 @@ namespace Goals
}
bool operator==(const CaptureObject & other) const override;
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool hasHash() const override { return true; }
uint64_t getHash() const override;

View File

@ -29,36 +29,36 @@ std::string CompleteQuest::toString() const
return "Complete quest " + questToString();
}
TGoalVec CompleteQuest::decompose() const
TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const
{
if(isKeyMaster(q))
{
return missionKeymaster();
return missionKeymaster(ai);
}
logAi->debug("Trying to realize quest: %s", questToString());
if(!q.quest->mission.artifacts.empty())
return missionArt();
return missionArt(ai);
if(!q.quest->mission.heroes.empty())
return missionHero();
return missionHero(ai);
if(!q.quest->mission.creatures.empty())
return missionArmy();
return missionArmy(ai);
if(q.quest->mission.resources.nonZero())
return missionResources();
return missionResources(ai);
if(q.quest->killTarget != ObjectInstanceID::NONE)
return missionDestroyObj();
return missionDestroyObj(ai);
for(auto & s : q.quest->mission.primary)
if(s)
return missionIncreasePrimaryStat();
return missionIncreasePrimaryStat(ai);
if(q.quest->mission.heroLevel > 0)
return missionLevel();
return missionLevel(ai);
return TGoalVec();
}
@ -103,21 +103,21 @@ std::string CompleteQuest::questToString() const
return ms.toString();
}
TGoalVec CompleteQuest::tryCompleteQuest() const
TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !q.quest->checkQuest(path.targetHero);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionArt() const
TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
if(!solutions.empty())
return solutions;
@ -132,9 +132,9 @@ TGoalVec CompleteQuest::missionArt() const
return solutions;
}
TGoalVec CompleteQuest::missionHero() const
TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
if(solutions.empty())
{
@ -145,43 +145,43 @@ TGoalVec CompleteQuest::missionHero() const
return solutions;
}
TGoalVec CompleteQuest::missionArmy() const
TGoalVec CompleteQuest::missionArmy(const Nullkiller * ai) const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
{
return tryCompleteQuest();
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionLevel() const
TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
{
return tryCompleteQuest();
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionKeymaster() const
TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
{
if(isObjectPassable(q.obj))
if(isObjectPassable(ai, q.obj))
{
return CaptureObjectsBehavior(q.obj).decompose();
return CaptureObjectsBehavior(q.obj).decompose(ai);
}
else
{
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose();
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose(ai);
}
}
TGoalVec CompleteQuest::missionResources() const
TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest();
TGoalVec solutions = tryCompleteQuest(ai);
/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
@ -208,14 +208,14 @@ TGoalVec CompleteQuest::missionResources() const
return solutions;
}
TGoalVec CompleteQuest::missionDestroyObj() const
TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * ai) const
{
auto obj = cb->getObj(q.quest->killTarget);
auto obj = ai->cb->getObj(q.quest->killTarget);
if(!obj)
return CaptureObjectsBehavior(q.obj).decompose();
return CaptureObjectsBehavior(q.obj).decompose(ai);
auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
auto relations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
//if(relations == PlayerRelations::SAME_PLAYER)
//{
@ -226,7 +226,7 @@ TGoalVec CompleteQuest::missionDestroyObj() const
//else
if(relations == PlayerRelations::ENEMIES)
{
return CaptureObjectsBehavior(obj).decompose();
return CaptureObjectsBehavior(obj).decompose(ai);
}
return TGoalVec();

View File

@ -29,7 +29,7 @@ namespace Goals
{
}
Goals::TGoalVec decompose() const override;
Goals::TGoalVec decompose(const Nullkiller * ai) const override;
std::string toString() const override;
bool hasHash() const override { return true; }
uint64_t getHash() const override;
@ -37,15 +37,15 @@ namespace Goals
bool operator==(const CompleteQuest & other) const override;
private:
TGoalVec tryCompleteQuest() const;
TGoalVec missionArt() const;
TGoalVec missionHero() const;
TGoalVec missionArmy() const;
TGoalVec missionResources() const;
TGoalVec missionDestroyObj() const;
TGoalVec missionIncreasePrimaryStat() const;
TGoalVec missionLevel() const;
TGoalVec missionKeymaster() const;
TGoalVec tryCompleteQuest(const Nullkiller * ai) const;
TGoalVec missionArt(const Nullkiller * ai) const;
TGoalVec missionHero(const Nullkiller * ai) const;
TGoalVec missionArmy(const Nullkiller * ai) const;
TGoalVec missionResources(const Nullkiller * ai) const;
TGoalVec missionDestroyObj(const Nullkiller * ai) const;
TGoalVec missionIncreasePrimaryStat(const Nullkiller * ai) const;
TGoalVec missionLevel(const Nullkiller * ai) const;
TGoalVec missionKeymaster(const Nullkiller * ai) const;
std::string questToString() const;
};
}

View File

@ -59,7 +59,7 @@ void Composition::accept(AIGateway * ai)
}
}
TGoalVec Composition::decompose() const
TGoalVec Composition::decompose(const Nullkiller * ai) const
{
TGoalVec result;

View File

@ -32,7 +32,7 @@ namespace Goals
Composition & addNext(const AbstractGoal & goal);
Composition & addNext(TSubgoal goal);
Composition & addNextSequence(const TGoalVec & taskSequence);
TGoalVec decompose() const override;
TGoalVec decompose(const Nullkiller * ai) const override;
bool isElementar() const override;
int getHeroExchangeCount() const override;
};

View File

@ -100,7 +100,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
throw cannotFulfillGoalException("Path is nondeterministic.");
}
node->specialAction->execute(hero);
node->specialAction->execute(ai, hero);
if(!heroPtr.validAndSet())
{
@ -156,7 +156,7 @@ void ExecuteHeroChain::accept(AIGateway * ai)
{
try
{
if(moveHeroToTile(hero, node->coord))
if(moveHeroToTile(ai, hero, node->coord))
{
continue;
}
@ -224,9 +224,9 @@ std::string ExecuteHeroChain::toString() const
return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
}
bool ExecuteHeroChain::moveHeroToTile(const CGHeroInstance * hero, const int3 & tile)
bool ExecuteHeroChain::moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile)
{
if(tile == hero->visitablePos() && cb->getVisitableObjs(hero->visitablePos()).size() < 2)
if(tile == hero->visitablePos() && ai->myCb->getVisitableObjs(hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", hero->getNameTranslated(), tile.toString());

View File

@ -27,7 +27,6 @@ namespace Goals
ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj = nullptr);
void accept(AIGateway * ai) override;
std::string toString() const override;
bool operator==(const ExecuteHeroChain & other) const override;
@ -36,7 +35,7 @@ namespace Goals
int getHeroExchangeCount() const override { return chainPath.exchangeCount; }
private:
bool moveHeroToTile(const CGHeroInstance * hero, const int3 & tile);
bool moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile);
};
}

View File

@ -27,7 +27,7 @@ namespace Goals
{
priority = -1;
}
TGoalVec decompose() const override
TGoalVec decompose(const Nullkiller * ai) const override
{
return TGoalVec();
}

View File

@ -29,9 +29,9 @@ std::string HeroExchange::toString() const
return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
}
uint64_t HeroExchange::getReinforcementArmyStrength() const
uint64_t HeroExchange::getReinforcementArmyStrength(const Nullkiller * ai) const
{
uint64_t armyValue = ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero.get(), exchangePath.heroArmy);
uint64_t armyValue = ai->armyManager->howManyReinforcementsCanGet(hero.get(), exchangePath.heroArmy);
return armyValue;
}

View File

@ -31,7 +31,7 @@ namespace Goals
bool operator==(const HeroExchange & other) const override;
std::string toString() const override;
uint64_t getReinforcementArmyStrength() const;
uint64_t getReinforcementArmyStrength(const Nullkiller * ai) const;
};
}

View File

@ -1389,7 +1389,7 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
{
auto targetNode =node->theNodeBefore ? getAINode(node->theNodeBefore) : node;
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(targetNode);
pathNode.actionIsBlocked = !pathNode.specialAction->canAct(ai, targetNode);
}
parentIndex = path.nodes.size();

View File

@ -17,6 +17,8 @@
namespace NKAI
{
std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> AIPathfinder::heroGraphs;
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
:cb(cb), ai(ai)
{
@ -138,7 +140,10 @@ void AIPathfinder::updatePaths(const std::map<const CGHeroInstance *, HeroRole>
logAi->trace("Recalculated paths in %ld", timeElapsed(start));
}
void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes)
void AIPathfinder::updateGraphs(
const std::map<const CGHeroInstance *, HeroRole> & heroes,
uint8_t mainScanDepth,
uint8_t scoutScanDepth)
{
auto start = std::chrono::high_resolution_clock::now();
std::vector<const CGHeroInstance *> heroesVector;
@ -154,10 +159,15 @@ void AIPathfinder::updateGraphs(const std::map<const CGHeroInstance *, HeroRole>
}
}
tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector](const tbb::blocked_range<size_t> & r)
tbb::parallel_for(tbb::blocked_range<size_t>(0, heroesVector.size()), [this, &heroesVector, &heroes, mainScanDepth, scoutScanDepth](const tbb::blocked_range<size_t> & r)
{
for(auto i = r.begin(); i != r.end(); i++)
heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai);
{
auto role = heroes.at(heroesVector[i]);
auto scanLimit = role == HeroRole::MAIN ? mainScanDepth : scoutScanDepth;
heroGraphs.at(heroesVector[i]->id)->calculatePaths(heroesVector[i], ai, scanLimit);
}
});
if(NKAI_GRAPH_TRACE_LEVEL >= 1)

View File

@ -40,14 +40,14 @@ private:
std::shared_ptr<AINodeStorage> storage;
CPlayerSpecificInfoCallback * cb;
Nullkiller * ai;
std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> heroGraphs;
static std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> heroGraphs;
public:
AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai);
void calculatePathInfo(std::vector<AIPath> & paths, const int3 & tile, bool includeGraph = false) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
void updatePaths(const std::map<const CGHeroInstance *, HeroRole> & heroes, PathfinderSettings pathfinderSettings);
void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes);
void updateGraphs(const std::map<const CGHeroInstance *, HeroRole> & heroes, uint8_t mainScanDepth, uint8_t scoutScanDepth);
void calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile);
void init();

View File

@ -33,7 +33,7 @@ namespace AIPathfinding
std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage, allowBypassObjects)
std::make_shared<AIMovementAfterDestinationRule>(ai, cb, nodeStorage, allowBypassObjects)
};
return rules;

View File

@ -49,14 +49,14 @@ namespace AIPathfinding
dstNode->dayFlags = static_cast<DayFlags>(dstNode->dayFlags | flagsToAdd);
}
void AdventureCastAction::execute(const CGHeroInstance * hero) const
void AdventureCastAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
assert(hero == this->hero);
Goals::AdventureSpellCast(hero, spellToCast).accept(ai);
}
bool AdventureCastAction::canAct(const AIPathNode * source) const
bool AdventureCastAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
assert(hero == this->hero);

View File

@ -29,7 +29,7 @@ namespace AIPathfinding
public:
AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero, DayFlags flagsToAdd = DayFlags::NONE);
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -38,7 +38,7 @@ namespace AIPathfinding
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
std::string toString() const override;
};

View File

@ -18,7 +18,7 @@ namespace NKAI
namespace AIPathfinding
{
void BattleAction::execute(const CGHeroInstance * hero) const
void BattleAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(targetTile, hero);
}

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@ -28,7 +28,7 @@ namespace AIPathfinding
{
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

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@ -22,12 +22,12 @@ namespace NKAI
namespace AIPathfinding
{
void BuildBoatAction::execute(const CGHeroInstance * hero) const
void BuildBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
return Goals::BuildBoat(shipyard).accept(ai);
}
Goals::TSubgoal BuildBoatAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal BuildBoatAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(cb->getPlayerRelations(ai->playerID, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
@ -37,7 +37,7 @@ namespace AIPathfinding
return Goals::sptr(Goals::Invalid());
}
bool BuildBoatAction::canAct(const CGHeroInstance * hero, const TResources & reservedResources) const
bool BuildBoatAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const
{
if(cb->getPlayerRelations(hero->tempOwner, shipyard->getObject()->getOwner()) == PlayerRelations::ENEMIES)
{
@ -63,16 +63,16 @@ namespace AIPathfinding
return true;
}
bool BuildBoatAction::canAct(const AIPathNode * source) const
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
return canAct(source->actor->hero, source->actor->armyCost);
return canAct(ai, source->actor->hero, source->actor->armyCost);
}
bool BuildBoatAction::canAct(const AIPathNodeInfo & source) const
bool BuildBoatAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
{
TResources res;
return canAct(source.targetHero, res);
return canAct(ai, source.targetHero, res);
}
const CGObjectInstance * BuildBoatAction::targetObject() const
@ -90,7 +90,7 @@ namespace AIPathfinding
return std::make_shared<BuildBoatAction>(ai->cb.get(), dynamic_cast<const IShipyard * >(ai->cb->getObj(shipyard)));
}
void SummonBoatAction::execute(const CGHeroInstance * hero) const
void SummonBoatAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT).accept(ai);
}
@ -116,7 +116,7 @@ namespace AIPathfinding
return "Build Boat at " + shipyard->getObject()->visitablePos().toString();
}
bool SummonBoatAction::canAct(const AIPathNode * source) const
bool SummonBoatAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
auto hero = source->actor->hero;

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@ -25,7 +25,7 @@ namespace AIPathfinding
class SummonBoatAction : public VirtualBoatAction
{
public:
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -34,7 +34,7 @@ namespace AIPathfinding
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
bool canAct(const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;
@ -56,13 +56,13 @@ namespace AIPathfinding
{
}
bool canAct(const AIPathNode * source) const override;
bool canAct(const AIPathNodeInfo & source) const override;
bool canAct(const CGHeroInstance * hero, const TResources & reservedResources) const;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero, const TResources & reservedResources) const;
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
const ChainActor * getActor(const ChainActor * sourceActor) const override;

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@ -18,7 +18,7 @@ namespace NKAI
namespace AIPathfinding
{
void BuyArmyAction::execute(const CGHeroInstance * hero) const
void BuyArmyAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
if(!hero->visitedTown)
{

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@ -21,12 +21,12 @@ namespace AIPathfinding
private:
public:
bool canAct(const AIPathNode * source) const override
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override
{
return true;
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};
}

View File

@ -18,17 +18,17 @@ namespace NKAI
namespace AIPathfinding
{
bool QuestAction::canAct(const AIPathNode * node) const
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNode * node) const
{
return canAct(node->actor->hero);
return canAct(ai, node->actor->hero);
}
bool QuestAction::canAct(const AIPathNodeInfo & node) const
bool QuestAction::canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const
{
return canAct(node.targetHero);
return canAct(ai, node.targetHero);
}
bool QuestAction::canAct(const CGHeroInstance * hero) const
bool QuestAction::canAct(const Nullkiller * ai, const CGHeroInstance * hero) const
{
if(questInfo.obj->ID == Obj::BORDER_GATE || questInfo.obj->ID == Obj::BORDERGUARD)
{
@ -39,12 +39,12 @@ namespace AIPathfinding
|| questInfo.quest->checkQuest(hero);
}
Goals::TSubgoal QuestAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal QuestAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::CompleteQuest(questInfo));
}
void QuestAction::execute(const CGHeroInstance * hero) const
void QuestAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
ai->moveHeroToTile(questInfo.obj->visitablePos(), hero);
}

View File

@ -28,13 +28,13 @@ namespace AIPathfinding
{
}
bool canAct(const AIPathNode * node) const override;
bool canAct(const AIPathNodeInfo & node) const override;
bool canAct(const CGHeroInstance * hero) const;
bool canAct(const Nullkiller * ai, const AIPathNode * node) const override;
bool canAct(const Nullkiller * ai, const AIPathNodeInfo & node) const override;
bool canAct(const Nullkiller * ai, const CGHeroInstance * hero) const;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

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@ -17,43 +17,43 @@
namespace NKAI
{
Goals::TSubgoal SpecialAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal SpecialAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
return Goals::sptr(Goals::Invalid());
}
void SpecialAction::execute(const CGHeroInstance * hero) const
void SpecialAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
throw cannotFulfillGoalException("Can not execute " + toString());
}
bool CompositeAction::canAct(const AIPathNode * source) const
bool CompositeAction::canAct(const Nullkiller * ai, const AIPathNode * source) const
{
for(auto part : parts)
{
if(!part->canAct(source)) return false;
if(!part->canAct(ai, source)) return false;
}
return true;
}
Goals::TSubgoal CompositeAction::decompose(const CGHeroInstance * hero) const
Goals::TSubgoal CompositeAction::decompose(const Nullkiller * ai, const CGHeroInstance * hero) const
{
for(auto part : parts)
{
auto goal = part->decompose(hero);
auto goal = part->decompose(ai, hero);
if(!goal->invalid()) return goal;
}
return SpecialAction::decompose(hero);
return SpecialAction::decompose(ai, hero);
}
void CompositeAction::execute(const CGHeroInstance * hero) const
void CompositeAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
for(auto part : parts)
{
part->execute(hero);
part->execute(ai, hero);
}
}

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@ -30,19 +30,19 @@ class SpecialAction
public:
virtual ~SpecialAction() = default;
virtual bool canAct(const AIPathNode * source) const
virtual bool canAct(const Nullkiller * ai, const AIPathNode * source) const
{
return true;
}
virtual bool canAct(const AIPathNodeInfo & source) const
virtual bool canAct(const Nullkiller * ai, const AIPathNodeInfo & source) const
{
return true;
}
virtual Goals::TSubgoal decompose(const CGHeroInstance * hero) const;
virtual Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const;
virtual void execute(const CGHeroInstance * hero) const;
virtual void execute(AIGateway * ai, const CGHeroInstance * hero) const;
virtual void applyOnDestination(
const CGHeroInstance * hero,
@ -76,11 +76,11 @@ private:
public:
CompositeAction(std::vector<std::shared_ptr<const SpecialAction>> parts) : parts(parts) {}
bool canAct(const AIPathNode * source) const override;
void execute(const CGHeroInstance * hero) const override;
bool canAct(const Nullkiller * ai, const AIPathNode * source) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
const CGObjectInstance * targetObject() const override;
Goals::TSubgoal decompose(const CGHeroInstance * hero) const override;
Goals::TSubgoal decompose(const Nullkiller * ai, const CGHeroInstance * hero) const override;
std::vector<std::shared_ptr<const SpecialAction>> getParts() const override
{

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@ -18,7 +18,7 @@ namespace NKAI
using namespace AIPathfinding;
void TownPortalAction::execute(const CGHeroInstance * hero) const
void TownPortalAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
{
auto goal = Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL);

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@ -29,7 +29,7 @@ namespace AIPathfinding
{
}
void execute(const CGHeroInstance * hero) const override;
void execute(AIGateway * ai, const CGHeroInstance * hero) const override;
std::string toString() const override;
};

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@ -562,7 +562,7 @@ std::shared_ptr<SpecialAction> getCompositeAction(
return std::make_shared<CompositeAction>(actionsArray);
}
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai)
void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth)
{
graph.copyFrom(*ai->baseGraph);
graph.connectHeroes(ai);
@ -602,7 +602,7 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
auto questAction = std::make_shared<AIPathfinding::QuestAction>(questInfo);
if(!questAction->canAct(targetHero))
if(!questAction->canAct(ai, targetHero))
{
transitionAction = questAction;
}
@ -611,7 +611,7 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
node.isInQueue = false;
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq](int3 target, const ObjectLink & o)
graph.iterateConnections(pos.coord, [this, ai, &pos, &node, &transitionAction, &pq, scanDepth](int3 target, const ObjectLink & o)
{
auto compositeAction = getCompositeAction(ai, o.specialAction, transitionAction);
auto targetNodeType = o.danger || compositeAction ? GrapthPathNodeType::BATTLE : pos.nodeType;
@ -620,6 +620,11 @@ void GraphPaths::calculatePaths(const CGHeroInstance * targetHero, const Nullkil
if(targetNode.tryUpdate(pos, node, o))
{
if(targetNode.cost > scanDepth)
{
return;
}
targetNode.specialAction = compositeAction;
auto targetGraphNode = graph.getNode(target);
@ -757,7 +762,7 @@ void GraphPaths::addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHe
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(n);
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
for(auto & node : path.nodes)
@ -878,7 +883,7 @@ void GraphPaths::quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3
if(n.specialAction)
{
n.actionIsBlocked = !n.specialAction->canAct(n);
n.actionIsBlocked = !n.specialAction->canAct(ai, n);
}
auto blocker = ai->objectClusterizer->getBlocker(n);

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@ -187,7 +187,7 @@ class GraphPaths
public:
GraphPaths();
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai);
void calculatePaths(const CGHeroInstance * targetHero, const Nullkiller * ai, uint8_t scanDepth);
void addChainInfo(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void quickAddChainInfoWithBlocker(std::vector<AIPath> & paths, int3 tile, const CGHeroInstance * hero, const Nullkiller * ai) const;
void dumpToLog() const;

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@ -177,7 +177,7 @@ namespace AIPathfinding
const CGHeroInstance * hero = nodeStorage->getHero(source.node);
if(vstd::contains(summonableVirtualBoats, hero)
&& summonableVirtualBoats.at(hero)->canAct(nodeStorage->getAINode(source.node)))
&& summonableVirtualBoats.at(hero)->canAct(ai, nodeStorage->getAINode(source.node)))
{
virtualBoat = summonableVirtualBoats.at(hero);
}

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@ -20,10 +20,11 @@ namespace NKAI
namespace AIPathfinding
{
AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
const Nullkiller * ai,
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
:cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
:ai(ai), cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
{
}
@ -171,7 +172,7 @@ namespace AIPathfinding
return false;
}
if(!questAction.canAct(destinationNode))
if(!questAction.canAct(ai, destinationNode))
{
if(!destinationNode->actor->allowUseResources)
{

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@ -24,11 +24,13 @@ namespace AIPathfinding
{
private:
CPlayerSpecificInfoCallback * cb;
const Nullkiller * ai;
std::shared_ptr<AINodeStorage> nodeStorage;
bool allowBypassObjects;
public:
AIMovementAfterDestinationRule(
const Nullkiller * ai,
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects);