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@@ -28,7 +28,7 @@ using namespace Goals;
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bool Explore::operator==(const Explore & other) const
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{
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- return other.hero.h == hero.h;
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+ return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
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}
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std::string Explore::completeMessage() const
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@@ -127,20 +127,33 @@ TGoalVec Explore::getAllPossibleSubgoals()
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{
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for(auto obj : objs) //double loop, performance risk?
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{
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- auto waysToVisitObj = ai->ah->howToVisitObj(h, obj);
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+ auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
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vstd::concatenate(ret, waysToVisitObj);
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}
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- TSubgoal goal = howToExplore(h);
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+ TSubgoal goal = exploreNearestNeighbour(h);
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- if(goal->invalid())
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+ if(!goal->invalid())
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{
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- ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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+ ret.push_back(goal);
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}
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- else
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+ }
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+
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+ if(ret.empty())
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+ {
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+ for(auto h : heroes)
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{
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- ret.push_back(goal);
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+ TSubgoal goal = explorationNewPoint(h);
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+
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+ if(goal->invalid())
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+ {
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+ ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
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+ }
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+ else
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+ {
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+ ret.push_back(goal);
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+ }
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}
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}
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@@ -152,7 +165,6 @@ TGoalVec Explore::getAllPossibleSubgoals()
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{
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throw goalFulfilledException(sptr(Explore().sethero(hero)));
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}
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- //throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
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return ret;
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}
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@@ -263,65 +275,98 @@ TSubgoal Explore::explorationNewPoint(HeroPtr h) const
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VCAI *aip = ai.get();
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const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
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- std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
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- tiles.resize(radius);
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+ int3 mapSize = cbp->getMapSize();
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+ int perimiter = 2 * radius * (mapSize.x + mapSize.y);
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+
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+ std::vector<int3> from;
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+ std::vector<int3> to;
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+
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+ from.reserve(perimiter);
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+ to.reserve(perimiter);
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foreach_tile_pos([&](const int3 & pos)
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{
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- if(!cbp->isVisible(pos))
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- tiles[0].push_back(pos);
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+ if(ts->fogOfWarMap[pos.x][pos.y][pos.z])
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+ {
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+ bool hasInvisibleNeighbor = false;
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+
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+ foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
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+ {
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+ if(!ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
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+ {
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+ hasInvisibleNeighbor = true;
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+ }
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+ });
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+
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+ if(hasInvisibleNeighbor)
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+ from.push_back(pos);
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+ }
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});
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+ for(int i = 0; i < radius; i++)
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+ {
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+ getVisibleNeighbours(from, to, cbp, ts);
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+ vstd::concatenate(from, to);
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+ vstd::removeDuplicates(from);
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+ }
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+
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+ return explorationScanRange(h, from);
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+}
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+
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+TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) const
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+{
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+ int radius = h->getSightRadius();
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+ CCallback * cbp = cb.get();
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+ VCAI *aip = ai.get();
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+ const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
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+
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float bestValue = 0; //discovered tile to node distance ratio
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TSubgoal bestWay = sptr(Invalid());
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int3 ourPos = h->convertPosition(h->pos, false);
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- for(int i = 1; i < radius; i++)
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+ for(const int3 & tile : range)
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{
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- getVisibleNeighbours(tiles[i - 1], tiles[i], cbp, ts);
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- vstd::removeDuplicates(tiles[i]);
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+ if(tile == ourPos) //shouldn't happen, but it does
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+ continue;
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+
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+ int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
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+ if(!tilesDiscovered)
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+ continue;
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- for(const int3 & tile : tiles[i])
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+ auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
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+ for(auto goal : waysToVisit)
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{
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- if(tile == ourPos) //shouldn't happen, but it does
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+ if(goal->evaluationContext.movementCost == 0) // should not happen
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continue;
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-
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- auto waysToVisit = aip->ah->howToVisitTile(h, tile);
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- for(auto goal : waysToVisit)
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+
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+ float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
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+
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+ if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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{
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- if(goal->evaluationContext.movementCost == 0) // should not happen
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+ auto obj = cb->getTopObj(tile);
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+ if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
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+ {
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continue;
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-
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- int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
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- float ourValue = (float) tilesDiscovered / goal->evaluationContext.movementCost; //+1 prevents erratic jumps
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+ }
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- if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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+ if(isSafeToVisit(h, tile))
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{
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- auto obj = cb->getTopObj(tile);
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- if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
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- {
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- continue;
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- }
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-
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- if(isSafeToVisit(h, tile))
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- {
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- bestWay = goal;
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- bestValue = ourValue;
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- }
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+ bestWay = goal;
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+ bestValue = ourValue;
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}
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}
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}
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+ }
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- if(!bestWay->invalid())
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- {
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- return bestWay;
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- }
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+ if(!bestWay->invalid())
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+ {
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+ return bestWay;
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}
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return bestWay;
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}
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-TSubgoal Explore::howToExplore(HeroPtr h) const
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+TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
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{
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TimeCheck tc("where to explore");
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int radius = h->getSightRadius();
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@@ -346,11 +391,11 @@ TSubgoal Explore::howToExplore(HeroPtr h) const
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}
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}
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- vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
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- boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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-
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if(nearbyVisitableObjs.size())
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{
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+ vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
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+ boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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+
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TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
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if(!pickupNearestObj->invalid())
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@@ -360,15 +405,7 @@ TSubgoal Explore::howToExplore(HeroPtr h) const
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}
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//check if nearby tiles allow us to reveal anything - this is quick
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- TSubgoal result = explorationBestNeighbour(hpos, radius, h);
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-
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- if(result->invalid())
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- {
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- //perform exhaustive search
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- result = explorationNewPoint(h);
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- }
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-
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- return result;
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+ return explorationBestNeighbour(hpos, radius, h);
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}
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void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp, const TeamState * ts) const
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@@ -379,10 +416,7 @@ void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<
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{
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if(ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
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{
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- //auto tile = cbp->getTile(neighbour);
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-
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- //if(tile && !tile->blocked)
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- out.push_back(neighbour);
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+ out.push_back(neighbour);
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}
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});
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}
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