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@@ -9,12 +9,13 @@
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*/
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#include "StdInc.h"
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#include "Actors.h"
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+#include "../Goals/VisitHero.h"
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+#include "../VCAI.h"
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+#include "../AIhelper.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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-#include "../Goals/VisitHero.h"
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-
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class ExchangeAction : public ISpecialAction
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{
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private:
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@@ -32,44 +33,49 @@ public:
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}
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};
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-ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
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- :hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
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+ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
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+ :hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
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+ baseActor(this), carrierParent(nullptr), otherParent(nullptr)
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{
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- baseActor = static_cast<HeroActor *>(this);
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initialPosition = hero->visitablePos();
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layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
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initialMovement = hero->movement;
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initialTurn = 0;
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- armyValue = hero->getTotalStrength();
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+ armyValue = hero->getArmyStrength();
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}
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ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
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- :hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
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- carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
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+ :hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
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+ baseActor(this), carrierParent(carrier), otherParent(other)
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{
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- baseActor = static_cast<HeroActor *>(this);
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- armyValue = hero->getFightingStrength() * heroArmy->getArmyStrength();
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+ armyValue = heroArmy->getArmyStrength();
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}
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-HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
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- :ChainActor(hero, chainMask)
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+ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
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+ :hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
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+ baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
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{
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- setupSpecialActors();
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+ initialPosition = obj->visitablePos();
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+ layer = EPathfindingLayer::LAND;
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+ armyValue = creatureSet->getArmyStrength();
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}
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-HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
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- :ChainActor(
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- carrier,
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- other,
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- pickBestCreatures(carrier->creatureSet, other->creatureSet))
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+HeroActor::HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai)
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+ :ChainActor(hero, chainMask)
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{
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+ exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
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- exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
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}
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-std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
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-{
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- return baseActor->exchangeAction;
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+HeroActor::HeroActor(
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+ const ChainActor * carrier,
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+ const ChainActor * other,
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+ const CCreatureSet * army,
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+ const VCAI * ai)
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+ :ChainActor(carrier, other, army)
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+{
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+ exchangeMap = new HeroExchangeMap(this, ai);
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+ setupSpecialActors();
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}
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void ChainActor::setBaseActor(HeroActor * base)
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@@ -108,14 +114,14 @@ void HeroActor::setupSpecialActors()
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}
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}
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-ChainActor * ChainActor::exchange(const ChainActor * other) const
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+ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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- return baseActor->exchange(this, other);
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+ return baseActor->exchange(specialActor, other);
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}
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bool ChainActor::canExchange(const ChainActor * other) const
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{
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- return baseActor->canExchange(other->baseActor);
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+ return isMovable && baseActor->canExchange(other);
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}
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namespace vstd
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@@ -135,68 +141,124 @@ namespace vstd
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}
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}
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-bool HeroActor::canExchange(const HeroActor * other)
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+bool HeroActor::canExchange(const ChainActor * other) const
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+{
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+ return exchangeMap->canExchange(other);
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+}
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+
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+bool HeroExchangeMap::canExchange(const ChainActor * other)
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{
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return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
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- result = (chainMask & other->chainMask) == 0
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- && howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
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+ result = (actor->chainMask & other->chainMask) == 0;
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+
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+ if(result)
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+ {
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+ uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
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+
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+ result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
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+ }
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});
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}
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-ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
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+ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
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- HeroActor * result;
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- const HeroActor * otherBase = other->getBaseActor();
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-
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- if(vstd::contains(exchangeMap, otherBase))
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- result = exchangeMap.at(otherBase);
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- else
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- {
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- // TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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- result = new HeroActor(specialActor, other);
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- exchangeMap[otherBase] = result;
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- }
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+ const ChainActor * otherBase = other->baseActor;
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+ HeroActor * result = exchangeMap->exchange(otherBase);
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if(specialActor == this)
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return result;
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- int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool {
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+ int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
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+ {
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return &actor == specialActor;
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});
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return &result->specialActors[index];
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}
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-CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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+HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
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+{
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+ HeroActor * result;
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+
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+ if(vstd::contains(exchangeMap, other))
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+ result = exchangeMap.at(other);
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+ else
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+ {
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+ // TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
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+ CCreatureSet * newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
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+ result = new HeroActor(actor, other, newArmy, ai);
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+ exchangeMap[other] = result;
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+ }
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+
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+ return result;
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+}
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+
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+CCreatureSet * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
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CCreatureSet * target = new CCreatureSet();
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- const CCreatureSet * armies[] = { army1, army2 };
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+ auto bestArmy = ai->ah->getBestArmy(army1, army2);
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- //we calculate total strength for each creature type available in armies
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- std::map<const CCreature *, int> creToPower;
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- for(auto armyPtr : armies)
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+ for(auto & slotInfo : bestArmy)
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{
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- for(auto & i : armyPtr->Slots())
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- {
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- creToPower[i.second->type] += i.second->count;
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- }
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+ auto targetSlot = target->getFreeSlot();
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+
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+ target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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}
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- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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- int armySize = creToPower.size();
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- vstd::amin(armySize, GameConstants::ARMY_SIZE);
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+ return target;
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+}
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- for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
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+DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
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+ :ChainActor(
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+ dwelling,
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+ getDwellingCreatures(dwelling, waitForGrowth),
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+ chainMask,
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+ getInitialTurn(waitForGrowth, dayOfWeek))
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+{
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+}
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+
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+DwellingActor::~DwellingActor()
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+{
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+ delete creatureSet;
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+}
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+
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+int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
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+{
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+ if(!waitForGrowth)
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+ return 0;
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+
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+ return 8 - dayOfWeek;
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+}
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+
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+CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
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+{
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+ CCreatureSet * dwellingCreatures = new CCreatureSet();
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+
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+ for(auto & creatureInfo : dwelling->creatures)
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{
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- typedef const std::pair<const CCreature *, int> & CrePowerPair;
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- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
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+ if(!creatureInfo.second.size())
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+ continue;
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+
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+ auto creature = creatureInfo.second.back().toCreature();
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+ auto count = creatureInfo.first;
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+
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+ if(waitForGrowth)
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{
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- return lhs.first->AIValue * lhs.second < rhs.first->AIValue * rhs.second;
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- });
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+ const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
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+
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+ count += town ? town->creatureGrowth(creature->level) : creature->growth;
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+ }
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- target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
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- creToPower.erase(creIt);
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+ dwellingCreatures->addToSlot(
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+ dwellingCreatures->getSlotFor(creature),
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+ creature->idNumber,
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+ TQuantity(creatureInfo.first));
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}
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- return target;
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+ return dwellingCreatures;
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+}
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+
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+TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
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+ :ChainActor(town, town->getUpperArmy(), chainMask, 0)
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+{
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}
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