2
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Эх сурвалжийг харах

Fix AI to use hillFort all available upgrades. UpgradeInfo refactor.

MichalZr6 11 сар өмнө
parent
commit
d8d3948ac3

+ 21 - 6
AI/Nullkiller/AIGateway.cpp

@@ -788,14 +788,29 @@ bool AIGateway::makePossibleUpgrades(const CArmedInstance * obj)
 	{
 		if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
 		{
-			UpgradeInfo ui;
-			myCb->fillUpgradeInfo(obj, SlotID(i), ui);
-			if(ui.oldID != CreatureID::NONE && nullkiller->getFreeResources().canAfford(ui.cost[0] * s->count))
+			UpgradeInfo ui(s->getId());
+			do
 			{
-				myCb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
-				upgraded = true;
-				logAi->debug("Upgraded %d %s to %s", s->count, ui.oldID.toCreature()->getNamePluralTranslated(), ui.newID[0].toCreature()->getNamePluralTranslated());
+				myCb->fillUpgradeInfo(obj, SlotID(i), ui);
+
+				if(ui.hasUpgrades())
+				{
+					// creature at given slot might have alternative upgrades, pick best one
+					CreatureID upgID = *vstd::maxElementByFun(ui.getAvailableUpgrades(), [](const CreatureID & id)
+						{
+							return id.toCreature()->getAIValue();
+						});
+					if(nullkiller->getFreeResources().canAfford(ui.getUpgradeCostsFor(upgID) * s->count))
+					{
+						myCb->upgradeCreature(obj, SlotID(i), upgID);
+						upgraded = true;
+						logAi->debug("Upgraded %d %s to %s", s->count, ui.oldID.toCreature()->getNamePluralTranslated(), ui.getNextUpgrade().toCreature()->getNamePluralTranslated());
+					}
+					else
+						break;
+				}
 			}
+			while(ui.hasUpgrades());
 		}
 	}
 

+ 20 - 4
AI/VCAI/VCAI.cpp

@@ -754,12 +754,28 @@ void makePossibleUpgrades(const CArmedInstance * obj)
 	{
 		if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
 		{
-			UpgradeInfo ui;
-			cb->fillUpgradeInfo(obj, SlotID(i), ui);
-			if(ui.oldID != CreatureID::NONE && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
+			UpgradeInfo ui(s->getId());
+			do
 			{
-				cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
+				cb->fillUpgradeInfo(obj, SlotID(i), ui);
+
+				if(ui.hasUpgrades())
+				{
+					// creature at given slot might have alternative upgrades, pick best one
+					CreatureID upgID = *vstd::maxElementByFun(ui.getAvailableUpgrades(), [](const CreatureID & id)
+						{
+							return id.toCreature()->getAIValue();
+						});
+					if(cb->getResourceAmount().canAfford(ui.getUpgradeCostsFor(upgID) * s->count))
+					{
+						cb->upgradeCreature(obj, SlotID(i), upgID);
+						logAi->debug("Upgraded %d %s to %s", s->count, ui.oldID.toCreature()->getNamePluralTranslated(), ui.getNextUpgrade().toCreature()->getNamePluralTranslated());
+					}
+					else
+						break;
+				}
 			}
+			while(ui.hasUpgrades());
 		}
 	}
 }

+ 1 - 1
client/CPlayerInterface.h

@@ -24,7 +24,7 @@ class CCreature;
 struct CGPath;
 class CCreatureSet;
 class CGObjectInstance;
-struct UpgradeInfo;
+class UpgradeInfo;
 class ConditionalWait;
 struct CPathsInfo;
 

+ 3 - 3
client/widgets/CGarrisonInt.cpp

@@ -162,10 +162,10 @@ std::function<void()> CGarrisonSlot::getDismiss() const
 /// @return Whether the view should be refreshed
 bool CGarrisonSlot::viewInfo()
 {
-	UpgradeInfo pom;
+	UpgradeInfo pom(ID.getNum());
 	LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
 
-	bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID != CreatureID::NONE; //upgrade is possible
+	bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.canUpgrade(); //upgrade is possible
 	std::function<void(CreatureID)> upgr = nullptr;
 	auto dism = getDismiss();
 	if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
@@ -177,7 +177,7 @@ bool CGarrisonSlot::viewInfo()
 		elem->block(true);
 
 	redraw();
-	GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
+	GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, std::move(pom), upgr);
 	return true;
 }
 

+ 10 - 7
client/windows/CCreatureWindow.cpp

@@ -57,6 +57,10 @@ public:
 	};
 	struct StackUpgradeInfo
 	{
+		StackUpgradeInfo() = delete;
+		StackUpgradeInfo(UpgradeInfo && upgradeInfo)
+			: info(std::move(upgradeInfo))
+		{ }
 		UpgradeInfo info;
 		std::function<void(CreatureID)> callback;
 	};
@@ -355,15 +359,15 @@ CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
 		// besides - should commander really be upgradeable?
 
 		auto & upgradeInfo = parent->info->upgradeInfo.value();
-		const size_t buttonsToCreate = std::min<size_t>(upgradeInfo.info.newID.size(), upgrade.size());
+		const size_t buttonsToCreate = std::min<size_t>(upgradeInfo.info.size(), upgrade.size());
 
 		for(size_t buttonIndex = 0; buttonIndex < buttonsToCreate; buttonIndex++)
 		{
-			TResources totalCost = upgradeInfo.info.cost[buttonIndex] * parent->info->creatureCount;
+			TResources totalCost = upgradeInfo.info.getUpgradeCosts().at(buttonIndex) * parent->info->creatureCount;
 
 			auto onUpgrade = [=]()
 			{
-				upgradeInfo.callback(upgradeInfo.info.newID[buttonIndex]);
+				upgradeInfo.callback(upgradeInfo.info.getAvailableUpgrades().at(buttonIndex));
 				parent->close();
 			};
 			auto onClick = [=]()
@@ -385,7 +389,7 @@ CStackWindow::ButtonsSection::ButtonsSection(CStackWindow * owner, int yOffset)
 			};
 			auto upgradeBtn = std::make_shared<CButton>(Point(221 + (int)buttonIndex * 40, 5), AnimationPath::builtin("stackWindow/upgradeButton"), CGI->generaltexth->zelp[446], onClick);
 
-			upgradeBtn->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), VLC->creh->objects[upgradeInfo.info.newID[buttonIndex]]->getIconIndex()));
+			upgradeBtn->setOverlay(std::make_shared<CAnimImage>(AnimationPath::builtin("CPRSMALL"), VLC->creh->objects[upgradeInfo.info.getAvailableUpgrades()[buttonIndex]]->getIconIndex()));
 
 			if(buttonsToCreate == 1) // single upgrade available
 				upgradeBtn->assignedKey = EShortcut::RECRUITMENT_UPGRADE;
@@ -755,7 +759,7 @@ CStackWindow::CStackWindow(const CStackInstance * stack, bool popup)
 	init();
 }
 
-CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & upgradeInfo, std::function<void(CreatureID)> callback)
+CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, UpgradeInfo && upgradeInfo, std::function<void(CreatureID)> callback)
 	: CWindowObject(BORDERED),
 	info(new UnitView())
 {
@@ -763,9 +767,8 @@ CStackWindow::CStackWindow(const CStackInstance * stack, std::function<void()> d
 	info->creature = stack->getCreature();
 	info->creatureCount = stack->count;
 
-	info->upgradeInfo = std::make_optional(UnitView::StackUpgradeInfo());
+	info->upgradeInfo = std::make_optional(UnitView::StackUpgradeInfo(std::move(upgradeInfo)));
 	info->dismissInfo = std::make_optional(UnitView::StackDismissInfo());
-	info->upgradeInfo->info = upgradeInfo;
 	info->upgradeInfo->callback = callback;
 	info->dismissInfo->callback = dismiss;
 	info->owner = dynamic_cast<const CGHeroInstance *> (stack->armyObj);

+ 2 - 2
client/windows/CCreatureWindow.h

@@ -19,7 +19,7 @@ VCMI_LIB_NAMESPACE_BEGIN
 class CCommanderInstance;
 class CStackInstance;
 class CStack;
-struct UpgradeInfo;
+class UpgradeInfo;
 
 VCMI_LIB_NAMESPACE_END
 
@@ -204,7 +204,7 @@ public:
 
 	// for normal stacks in armies
 	CStackWindow(const CStackInstance * stack, bool popup);
-	CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, const UpgradeInfo & info, std::function<void(CreatureID)> callback);
+	CStackWindow(const CStackInstance * stack, std::function<void()> dismiss, UpgradeInfo && info, std::function<void(CreatureID)> callback);
 
 	// for commanders & commander level-up dialog
 	CStackWindow(const CCommanderInstance * commander, bool popup);

+ 19 - 16
client/windows/GUIClasses.cpp

@@ -1153,12 +1153,15 @@ void CHillFortWindow::updateGarrisons()
 		State newState = getState(SlotID(i));
 		if(newState != State::EMPTY)
 		{
-			UpgradeInfo info;
-			LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
-			if(info.newID.size())//we have upgrades here - update costs
+			if(const CStackInstance * s = hero->getStackPtr(SlotID(i)))
 			{
-				costs[i] = info.cost.back() * hero->getStackCount(SlotID(i));
-				totalSum += costs[i];
+				UpgradeInfo info(s->getCreature()->getId());
+				LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
+				if(info.canUpgrade())	//we have upgrades here - update costs
+				{
+					costs[i] = info.getNextUpgradeCosts() * hero->getStackCount(SlotID(i));
+					totalSum += costs[i];
+				}
 			}
 		}
 
@@ -1264,9 +1267,12 @@ void CHillFortWindow::makeDeal(SlotID slot)
 			{
 				if(slot.getNum() == i || ( slot.getNum() == slotsCount && currState[i] == State::MAKE_UPGRADE ))//this is activated slot or "upgrade all"
 				{
-					UpgradeInfo info;
-					LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
-					LOCPLINT->cb->upgradeCreature(hero, SlotID(i), info.newID.back());
+					if(const CStackInstance * s = hero->getStackPtr(SlotID(i)))
+					{
+						UpgradeInfo info(s->getCreatureID());
+						LOCPLINT->cb->fillUpgradeInfo(hero, SlotID(i), info);
+						LOCPLINT->cb->upgradeCreature(hero, SlotID(i), info.getNextUpgrade());
+					}
 				}
 			}
 			break;
@@ -1295,18 +1301,15 @@ CHillFortWindow::State CHillFortWindow::getState(SlotID slot)
 	if(hero->slotEmpty(slot))
 		return State::EMPTY;
 
-	UpgradeInfo info;
+	UpgradeInfo info(hero->getStackPtr(slot)->getCreatureID());
 	LOCPLINT->cb->fillUpgradeInfo(hero, slot, info);
-	if (info.newID.empty())
-	{
-		// Hill Fort may limit level of upgradeable creatures, e.g. mini Hill Fort from HOTA
-		if (hero->getCreature(slot)->hasUpgrades())
-			return State::UNAVAILABLE;
+	if(info.hasUpgrades() && !info.canUpgrade())
+		return State::UNAVAILABLE;  // Hill Fort may limit level of upgradeable creatures, e.g. mini Hill Fort from HOTA
 
+	if(!info.hasUpgrades())
 		return State::ALREADY_UPGRADED;
-	}
 
-	if(!(info.cost.back() * hero->getStackCount(slot)).canBeAfforded(myRes))
+	if(!(info.getNextUpgradeCosts() * hero->getStackCount(slot)).canBeAfforded(myRes))
 		return State::UNAFFORDABLE;
 
 	return State::MAKE_UPGRADE;

+ 1 - 1
lib/CGameInfoCallback.cpp

@@ -183,7 +183,7 @@ const IMarket * CGameInfoCallback::getMarket(ObjectInstanceID objid) const
 		return nullptr;
 }
 
-void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
+void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo & out) const
 {
 	//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
 	ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");

+ 2 - 2
lib/CGameInfoCallback.h

@@ -33,7 +33,7 @@ struct CPathsInfo;
 struct InfoAboutHero;
 struct InfoAboutTown;
 
-struct UpgradeInfo;
+class UpgradeInfo;
 struct SThievesGuildInfo;
 class CMapHeader;
 struct TeamState;
@@ -172,7 +172,7 @@ public:
 
 
 	//armed object
-	virtual void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
+	virtual void fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const;
 
 	//hero
 	const CGHeroInstance * getHero(ObjectInstanceID objid) const override;

+ 21 - 8
lib/gameState/CGameState.cpp

@@ -1088,10 +1088,11 @@ void CGameState::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, Upg
 	out = fillUpgradeInfo(obj->getStack(stackPos));
 }
 
-UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
+UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance & stack) const
 {
-	UpgradeInfo ret;
 	const CCreature *base = stack.getCreature();
+	
+	UpgradeInfo ret(base->getId());
 
 	if (stack.armyObj->ID == Obj::HERO)
 	{
@@ -1117,12 +1118,6 @@ UpgradeInfo CGameState::fillUpgradeInfo(const CStackInstance &stack) const
 		town->fillUpgradeInfo(ret, stack);
 	}
 
-	if(!ret.newID.empty())
-		ret.oldID = base->getId();
-
-	for (ResourceSet &cost : ret.cost)
-		cost.positive(); //upgrade cost can't be negative, ignore missing resources
-
 	return ret;
 }
 
@@ -1784,4 +1779,22 @@ ArtifactID CGameState::pickRandomArtifact(vstd::RNG & rand, int flags)
 	return pickRandomArtifact(rand, flags, [](const ArtifactID &) { return true; });
 }
 
+void UpgradeInfo::addUpgrade(const CreatureID & upgradeID, ResourceSet && upgradeCost, bool available)
+{
+	isAvailable = available;
+	upgradesIDs.push_back(upgradeID);
+	
+	upgradeCost.positive(); //upgrade cost can't be negative, ignore missing resources
+	upgradesCosts.push_back(std::move(upgradeCost));
+
+	// sort from highest ID to smallest
+	size_t pos = upgradesIDs.size() - 1;
+	while(pos > 0 && upgradesIDs[pos] > upgradesIDs[pos - 1])
+	{
+		std::swap(upgradesIDs[pos], upgradesIDs[pos - 1]);
+		std::swap(upgradesCosts[pos], upgradesCosts[pos - 1]);
+		--pos;
+	}
+}
+
 VCMI_LIB_NAMESPACE_END

+ 59 - 4
lib/gameState/CGameState.h

@@ -39,12 +39,67 @@ struct SThievesGuildInfo;
 class CRandomGenerator;
 class GameSettings;
 
-struct UpgradeInfo
+class UpgradeInfo
 {
+public:
+	UpgradeInfo() = delete;
+	UpgradeInfo(CreatureID base)
+		: oldID(base), isAvailable(true)
+	{ }
+
 	CreatureID oldID; //creature to be upgraded
-	std::vector<CreatureID> newID; //possible upgrades
-	std::vector<ResourceSet> cost; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
-	UpgradeInfo(){oldID = CreatureID::NONE;};
+
+	const auto & getAvailableUpgrades() const
+	{
+		return upgradesIDs;
+	}
+
+	const CreatureID & getNextUpgrade() const
+	{
+		return upgradesIDs.back();
+	}
+
+	const auto & getUpgradeCostsFor(CreatureID id) const
+	{
+		auto idIt = std::find(upgradesIDs.begin(), upgradesIDs.end(), id);
+
+		assert(idIt != upgradesIDs.end());
+
+		return upgradesCosts[std::distance(upgradesIDs.begin(), idIt)];
+	}
+
+	const auto & getUpgradeCosts() const
+	{
+		return upgradesCosts;
+	}
+
+	const auto & getNextUpgradeCosts() const
+	{
+		return upgradesCosts.back();
+	}
+
+	bool canUpgrade() const
+	{
+		return !upgradesIDs.empty() && isAvailable;
+	}
+
+	bool hasUpgrades() const
+	{
+		return !upgradesIDs.empty();
+	}
+
+	// Adds a new upgrade and ensures alignment and sorted order
+	void addUpgrade(const CreatureID & upgradeID, ResourceSet && upgradeCost, bool available = true);
+
+	auto size() const
+	{
+		return upgradesIDs.size();
+	}
+
+private:
+	std::vector<CreatureID> upgradesIDs; //possible upgrades
+	std::vector<ResourceSet> upgradesCosts; // cost[upgrade_serial] -> set of pairs<resource_ID,resource_amount>; cost is for single unit (not entire stack)
+	bool isAvailable;		// flag for unavailableUpgrades like in miniHillFort from HoTA
 };
 
 class BattleInfo;

+ 1 - 2
lib/mapObjects/CGHeroInstance.cpp

@@ -1855,8 +1855,7 @@ void CGHeroInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &s
 		auto nid = CreatureID(it->additionalInfo[0]);
 		if (nid != stack.getId()) //in very specific case the upgrade is available by default (?)
 		{
-			info.newID.push_back(nid);
-			info.cost.push_back(nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
+			info.addUpgrade(std::move(nid), nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
 		}
 	}
 }

+ 1 - 2
lib/mapObjects/CGTownInstance.cpp

@@ -1234,8 +1234,7 @@ void CGTownInstance::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &s
 			{
 				if(vstd::contains(stack.getCreature()->upgrades, upgrID)) //possible upgrade
 				{
-					info.newID.push_back(upgrID);
-					info.cost.push_back(upgrID.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
+					info.addUpgrade(upgrID, upgrID.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost());
 				}
 			}
 		}

+ 1 - 1
lib/mapObjects/IObjectInterface.h

@@ -23,7 +23,7 @@ class RNG;
 }
 
 struct BattleResult;
-struct UpgradeInfo;
+class UpgradeInfo;
 class BoatId;
 class CGObjectInstance;
 class CStackInstance;

+ 3 - 4
lib/mapObjects/MiscObjects.cpp

@@ -1323,13 +1323,12 @@ void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack)
 
 	int costModifier = upgradeCostPercentage[index];
 
-	if (costModifier < 0)
-		return; // upgrade not allowed
+	if(costModifier < 0)
+		return;
 
 	for(const auto & nid : stack.getCreature()->upgrades)
 	{
-		info.newID.push_back(nid);
-		info.cost.push_back((nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost()) * costModifier / 100);
+		info.addUpgrade(nid, (nid, (nid.toCreature()->getFullRecruitCost() - stack.getType()->getFullRecruitCost()) * costModifier / 100), costModifier >= 0);
 	}
 }
 

+ 4 - 4
server/CGameHandler.cpp

@@ -2414,19 +2414,19 @@ bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureI
 	{
 		COMPLAIN_RET("Cannot upgrade, no stack at slot " + std::to_string(pos));
 	}
-	UpgradeInfo ui;
+	UpgradeInfo ui(obj->getStackPtr(pos)->getId());
 	fillUpgradeInfo(obj, pos, ui);
 	PlayerColor player = obj->tempOwner;
 	const PlayerState *p = getPlayerState(player);
 	int crQuantity = obj->stacks.at(pos)->count;
-	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
+	int newIDpos= vstd::find_pos(ui.getAvailableUpgrades(), upgID);//get position of new id in UpgradeInfo
 
 	//check if upgrade is possible
-	if ((ui.oldID == CreatureID::NONE || newIDpos == -1) && complain("That upgrade is not possible!"))
+	if (!ui.hasUpgrades() && complain("That upgrade is not possible!"))
 	{
 		return false;
 	}
-	TResources totalCost = ui.cost.at(newIDpos) * crQuantity;
+	TResources totalCost = ui.getUpgradeCostsFor(upgID) * crQuantity;
 
 	//check if player has enough resources
 	if (!p->resources.canAfford(totalCost))