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@@ -93,14 +93,55 @@ void CGeniusAI::HypotheticalGameState::update(CGeniusAI & AI)
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for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
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}
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-CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object)
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+CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object)
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{
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+ AI = ai;
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pos = object->pos;
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type = t;
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whoCanAchieve.push_back(h);
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- _value = 100 + rand()%30;
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+ _value = -1;
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}
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+float CGeniusAI::HeroObjective::getValue() const
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+{
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+ if(_value>0)
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+ return _value;
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+
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+ vector<int> resourceCosts;
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+ for(int i = 0; i < 8;i++)
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+ resourceCosts.push_back(0);
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+
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+ float bestCost = 9e9;
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+ if(type !=AIObjective::finishTurn)
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+ for(int i = 0; i < whoCanAchieve.size();i++)
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+ {
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+ int distOutOfTheWay = 0;
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+ CPath path;
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+ //from hero to object
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+ if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path))
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+ distOutOfTheWay+=path.nodes[0].dist;
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+ //from object to goal
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+ if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
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+ {
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+ distOutOfTheWay+=path.nodes[0].dist;
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+ //from hero directly to goal
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+ if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
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+ distOutOfTheWay-=path.nodes[0].dist;
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+ }
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+
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+
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+
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+
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+ float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
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+ if(cost < bestCost)
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+ bestCost = cost;
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+
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+ }
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+ if(bestCost < 10000)
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+ cout << "best cost = " << bestCost << endl;
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+ _value = rand()%1000+100-bestCost;
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+ return _value;
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+}
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bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
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{
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if(type != other.type)
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@@ -109,16 +150,55 @@ bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
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return pos < other.pos;
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if(object->id!=other.object->id)
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return object->id < other.object->id;
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+ if(dynamic_cast<const CGVisitableOPH *> (object))
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+ if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
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+ return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
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return false;
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}
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-CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which)
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+void CGeniusAI::HeroObjective::print() const
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+{
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+ switch(type)
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+ {
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+ case visit:
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+ cout << "visit " << object->hoverName;
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+ break;
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+ case attack:
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+ cout << "attack " << object->hoverName;
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+ case finishTurn:
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+ cout << "finish turn";
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+ }
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+}
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+
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+CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
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:whichTown(tn),which(Which)
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{
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+ AI=ai;
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type = t;
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- _value = 100 + rand()%30 + (t==upgradeCreatures)*200;
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+ _value = -1;
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}
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+float CGeniusAI::TownObjective::getValue() const
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+{
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+ if(_value>0)
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+ return _value;
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+ _value = rand()%1000+100;
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+ return _value;
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+}
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+
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+
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+CGeniusAI::CostModel::CostModel(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
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+:resourceCosts(resourceCosts),moved(moved),distOutOfTheWay(distOutOfTheWay)
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+{}
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+
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+float CGeniusAI::CostModel::getCost()
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+{
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+ if(resourceCosts.size()==0||moved == NULL)return -1;
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+ //TODO: replace with ann
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+ return resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0+distOutOfTheWay/10000.0;
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+}
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+
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+
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bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
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{
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if(type != other.type)
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@@ -130,6 +210,60 @@ bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
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return false;
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}
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+void CGeniusAI::TownObjective::print() const
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+{
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+ CBuilding * b;
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+ const CCreature *creature;
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+ HypotheticalGameState::HeroModel hm;
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+ int ID, howMany, newID, hSlot;
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+ switch(type)
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+ {
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+ case recruitHero:
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+ cout << "recruit hero.";break;
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+ case buildBuilding:
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+ b = VLC->buildh->buildings[whichTown->t->subID][which];
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+ cout << "build " << b->Name() << " cost = ";
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+ if(b->resources.size()!=0)
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+ {
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+ if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
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+ if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
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+ if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
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+ if(b->resources[3]!=0)cout << b->resources[3] << " sulfer. ";
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+ if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
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+ if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
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+ if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
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+ }
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+ break;
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+ case recruitCreatures:
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+ ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
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+ creature = &VLC->creh->creatures[ID];
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+ howMany = whichTown->creaturesToRecruit[which].first;
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+ for(int i = 0; i < creature->cost.size();i++)
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+ howMany = min(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
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+ cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
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+
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+ if(creature->cost.size()!=0)
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+ {
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+ if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
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+ if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
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+ if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
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+ if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfer. ";
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+ if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
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+ if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
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+ if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
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+ }
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+ break;
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+ case upgradeCreatures:
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+ UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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+ ID = whichTown->creaturesInGarrison.slots[which].first;
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+ cout << "upgrade " << VLC->creh->creatures[ID].namePl << endl;
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+ //ui.cost
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+
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+ break;
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+
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+ }
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+}
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+
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CGeniusAI::CGeniusAI()
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: m_generalAI(), m_state(NO_BATTLE)
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{
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@@ -182,7 +316,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
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{
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//TODO: what would the hero actually visit if he went to that spot
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// IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
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-
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+ //if(i->o->)
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if(i->o->ID!=34) //unless you are trying to visit a hero
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{
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bool heroThere = false;
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@@ -210,7 +344,13 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
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if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
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continue;
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-
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+ if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
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+ continue;
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+ if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
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+ continue;
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+ if(i->o->id==h.h->id) //don't visit yourself
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+ continue;
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+
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destination = i->o->getSightCenter();
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if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
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@@ -221,7 +361,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
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if(path.nodes[0].dist<movement)
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{
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- HeroObjective ho(tp,i->o,&h);
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+ HeroObjective ho(tp,i->o,&h,this);
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std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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if(found==currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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@@ -244,7 +384,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
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h.interestingPos = interestingPos;
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if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
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- currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
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+ currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h,this));
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}
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@@ -307,8 +447,40 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
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break;
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case visit:case attack:
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- //std::cout << "trying to visit " << object->hoverName << std::endl;
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- h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
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+
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+ float bestCost = 9e9;
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+ int bestHero = 0;
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+ vector<int> resourceCosts;
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+ for(int i = 0; i < 8;i++)
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+ resourceCosts.push_back(0);
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+ for(int i = 0; i < whoCanAchieve.size();i++)
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+ {
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+ int distOutOfTheWay = 0;
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+ CPath path;
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+ //from hero to object
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+ if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist;
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+ //from object to goal
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+ if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
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+ {
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+ distOutOfTheWay+=path.nodes[0].dist;
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+ //from hero directly to goal
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+ if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist;
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+ }
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+
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+
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+
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+ float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
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+ if(cost < bestCost)
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+ {
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+ bestCost = cost;
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+ bestHero = i;
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+ }
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+
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+ }
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+
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+ h = whoCanAchieve[bestHero];//TODO:replace with best hero for the job
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+ //if(dynamic_cast<const CGVisitableOPH *> (object))
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+ // std::cout << h->h->name << " is visiting " << object->hoverName << std::endl;
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hpos = h->pos;
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destination = object->getSightCenter();
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@@ -371,6 +543,14 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
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//give town's units to hero
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CCreatureSet tcreatures = town->army;
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+ int weakestCreatureStack;
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+ int weakestCreatureAIValue=99999;
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+ for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++)
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+ if(VLC->creh->creatures[i->second.first].AIValue<weakestCreatureAIValue)
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+ {
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+ weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
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+ weakestCreatureStack = i->first;
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+ }
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
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{
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hcreatures = h->h->army;
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@@ -379,7 +559,10 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
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cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
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if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
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{
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- cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
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+ if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
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+ cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1);
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+ else
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+ cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
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}
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else
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{
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@@ -409,7 +592,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
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if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
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{
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- TownObjective to(AIObjective::recruitHero,&t,0);
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+ TownObjective to(AIObjective::recruitHero,&t,0,this);
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currentTownObjectives.insert(to);
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}
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}
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@@ -422,7 +605,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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{
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if(m_cb->canBuildStructure(t.t,i->first)==7)
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{
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- TownObjective to(AIObjective::buildBuilding,&t,i->first);
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+ TownObjective to(AIObjective::buildBuilding,&t,i->first,this);
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currentTownObjectives.insert(to);
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//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
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}
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@@ -433,7 +616,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
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{
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- if(t.creaturesToRecruit[i].first==0) continue;
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+ if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
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int ID = t.creaturesToRecruit[i].second.back();
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const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
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@@ -444,7 +627,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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if(!canAfford) continue;
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//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
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- TownObjective to(AIObjective::recruitCreatures,&t,i);
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+ TownObjective to(AIObjective::recruitCreatures,&t,i,this);
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currentTownObjectives.insert(to);
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}
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@@ -456,10 +639,6 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first);
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if(ui.newID.size()!=0)
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{
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- //int newID = ui.newID.back();
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- //we have some. Can we afford to upgrade them?
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- // const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
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- // const CCreature *upgrade = &VLC->creh->creatures[newID];//m_cb->getCCreatureByID(ID);
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bool canAfford = true;
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for(int ii=0;ii<ui.cost.size();ii++)
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for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
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@@ -467,7 +646,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
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canAfford = false;
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if(canAfford)
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{
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- TownObjective to(AIObjective::upgradeCreatures,&t,i->first);
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+ TownObjective to(AIObjective::upgradeCreatures,&t,i->first,this);
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currentTownObjectives.insert(to);
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}
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}
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@@ -554,9 +733,20 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
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fillObjectiveQueue(trueGameState);
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- if(!objectiveQueue.empty())
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- return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
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- return NULL;
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+// if(!objectiveQueue.empty())
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+// return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
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+
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+ if(objectiveQueue.empty()) return NULL;
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+ sort(objectiveQueue.begin(),objectiveQueue.end());
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+ int num= 1;
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+ for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
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+ {
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+ cout << num++ << ": ";
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+ i->obj->print();
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+ cout << endl;
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+ }
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+
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+ return objectiveQueue.front().obj;
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}
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void CGeniusAI::yourTurn()
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@@ -568,10 +758,10 @@ void CGeniusAI::yourTurn()
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srand(seed);
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if(m_cb->getDate()==1)
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{
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- startFirstTurn();
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+ // startFirstTurn();
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- //m_cb->endTurn();
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-
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+ // m_cb->endTurn();
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+ // return;
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}
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//////////////TODO: replace with updates. Also add suspected objects list./////////
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knownVisitableObjects.clear();
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@@ -598,13 +788,13 @@ void CGeniusAI::yourTurn()
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void CGeniusAI::startFirstTurn()
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{
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- /*
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+
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HypotheticalGameState hgs(*this);
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const CGTownInstance * town = m_cb->getTownInfo(0,0);
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const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
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- TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0).fulfill(*this,hgs);
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+ TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs);
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m_cb->swapGarrisonHero(town);
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hgs.update(*this);
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@@ -618,22 +808,22 @@ void CGeniusAI::startFirstTurn()
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if(creature->cost[ii]>hgs.resourceAmounts[ii])
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canAfford = false; // can we afford at least one creature?
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if(!canAfford) continue;
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- TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i).fulfill(*this,hgs);
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+ TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
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}
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hgs.update(*this);
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HypotheticalGameState::HeroModel *hero;
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for(int i = 0; i < hgs.heroModels.size();i++)
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if(hgs.heroModels[i].h->id==heroInst->id)
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- HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i]).fulfill(*this,hgs);
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+ HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs);
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hgs.update(*this);
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- m_cb->swapGarrisonHero(town);
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+// m_cb->swapGarrisonHero(town);
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//TODO: choose the strongest hero.
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-*/
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+
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}
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void CGeniusAI::heroKilled(const CGHeroInstance * hero)
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@@ -650,10 +840,12 @@ void CGeniusAI::tileRevealed(int3 pos)
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{
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std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
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for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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- knownVisitableObjects.insert(*o);
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+ if((*o)->id!=-1)
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+ knownVisitableObjects.insert(*o);
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objects = m_cb->getFlaggableObjects(pos);
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for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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- knownVisitableObjects.insert(*o);
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+ if((*o)->id!=-1)
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+ knownVisitableObjects.insert(*o);
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}
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void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard
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