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fix: monthly monsters aren't linked with other map objects at creation, leaving Nullkiller unable to see the next danger after killing a monthly monster;
2 minor log trace renaming to make them easier to spot in logs when debugging

Mircea TheHonestCTO 2 luni în urmă
părinte
comite
77a8b0f8e6

+ 1 - 1
AI/Nullkiller/Analyzers/ObjectClusterizer.cpp

@@ -425,7 +425,7 @@ void ObjectClusterizer::clusterizeObject(
 	for(auto & path : pathCache)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Checking path %s", path.toString());
+		logAi->trace("ObjectClusterizer Checking path %s", path.toString());
 #endif
 
 		if(ai->heroManager->getHeroRole(path.targetHero) == HeroRole::SCOUT)

+ 1 - 1
AI/Nullkiller/Behaviors/ClusterBehavior.cpp

@@ -62,7 +62,7 @@ Goals::TGoalVec ClusterBehavior::decomposeCluster(const Nullkiller * ai, std::sh
 	for(auto path = paths.begin(); path != paths.end();)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Checking path %s", path->toString());
+		logAi->trace("ClusterBehavior Checking path %s", path->toString());
 #endif
 
 		auto blocker = ai->objectClusterizer->getBlocker(*path);

+ 33 - 2
lib/callback/CGameInfoCallback.cpp

@@ -791,7 +791,7 @@ bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, Playe
 	return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
 }
 
-void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
+void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyBlocked) const
 {
 	std::vector<int> floors;
 	floors.reserve(gameState().getMap().levels());
@@ -808,7 +808,38 @@ void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
 			{
 				tinfo = getTile(int3 (xd,yd,zd));
 				if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
-					tiles.emplace_back(xd, yd, zd);
+				{
+					bool nearbyMonsterOrBlocked = false;
+					if (skipIfNearbyBlocked)
+					{
+						FowTilesType nearbyTiles;
+						getTilesInRange( nearbyTiles, int3 (xd,yd,zd), 1, ETileVisibility::REVEALED);
+
+						for (auto & nearbyTile : nearbyTiles)
+						{
+							auto nearbyTileInfo = getTile(nearbyTile);
+							if (nearbyTileInfo->isLand() && nearbyTileInfo->getTerrain()->isPassable() && !nearbyTileInfo->blocked())
+								continue;
+							else
+							{
+								std::ostringstream tPos;
+								tPos << "(" << xd << "," << yd << "," << zd << ")";
+								std::ostringstream nearbyTPos;
+								nearbyTPos << "(" << nearbyTile.x << "," << nearbyTile.y << "," << nearbyTile.z << ")";
+
+								logGlobal->trace("Skipping free tile %d because nearby tile %s is blocked", tPos.str(),  nearbyTPos.str());
+								nearbyMonsterOrBlocked = true;
+								break;
+							}
+						}
+					}
+
+					// Ensure that CGameHandler::spawnWanderingMonsters won't set a random monster next to another monster
+					// because Nullkiller AI is not able to go to one monster without falling into the attack range of the nearby one
+					// See GraphPaths::addChainInfo if(node.linkDanger > 0) (no link between random monsters and map monsters)
+					if (!nearbyMonsterOrBlocked)
+						tiles.emplace_back(xd, yd, zd);
+				}
 			}
 		}
 	}

+ 1 - 1
lib/callback/CGameInfoCallback.h

@@ -102,7 +102,7 @@ public:
 	bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const override;
 
 	//used for random spawns
-	void getFreeTiles(std::vector<int3> &tiles) const;
+	void getFreeTiles(std::vector<int3> &tiles, bool skipIfNearbyBlocked) const;
 	void getTilesInRange(FowTilesType & tiles, const int3 & pos, int radius, ETileVisibility mode, std::optional<PlayerColor> player = std::optional<PlayerColor>(), int3::EDistanceFormula formula = int3::DIST_2D) const override;
 	void getAllTiles(FowTilesType &tiles, std::optional<PlayerColor> player, int level, const std::function<bool(const TerrainTile *)> & filter) const override;
 

+ 2 - 2
server/CGameHandler.cpp

@@ -3995,8 +3995,8 @@ void CGameHandler::spawnWanderingMonsters(CreatureID creatureID)
 {
 	std::vector<int3>::iterator tile;
 	std::vector<int3> tiles;
-	gameState().getFreeTiles(tiles);
-	ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
+	gameState().getFreeTiles(tiles, true);
+	ui32 amount = tiles.size() / 10; //Chance is 10% for each free tile. Higher than 0.5% because there are way fewer with nearby unblocked
 
 	RandomGeneratorUtil::randomShuffle(tiles, getRandomGenerator());
 	logGlobal->trace("Spawning wandering monsters. Found %d free tiles. Creature type: %d", tiles.size(), creatureID.num);