using dest clamping to determine whether to build naval factories for CPU players

This commit is contained in:
devZoGok
2026-04-30 18:56:44 +03:00
parent a86b9a9101
commit 3c1caa5f95
5 changed files with 112 additions and 110 deletions
+33 -23
View File
@@ -126,33 +126,41 @@ function Player:landRouteToSpawnpoint_(mapPoint)
source = map:getCellId(map:getSpawnPoint(self:getSpawnPointId()), false)
pf = Pathfinder.getSingleton()
cells = map:getCells()
heurs = pf:calcHeuristics(cells, dest)
path = pf:findPath(cells, heurs, source, dest, UnitType.HOVER)
forwClampedDest = pf:clampDestToSourceRegion(source, dest)
embarkCellId = nil
disembarkCellId = nil
navalSupportCellId = nil
navalRallyCellId = nil
if dest ~= forwClampedDest then
cells = map:getCells()
for i = 1, #path do
if map:getCell(path[i]).type == 1 then
navalRallyCellId = path[i]
embarkCellId = path[i - 1]
if not self.navalFactoryCellId then self.navalFactoryCellId = path[i] end
break;
embarkCellId = nil
navalRallyCellId = nil
embarkCellId = forwClampedDest
for i = 1, #cells[embarkCellId + 1].edges do
destCellId = cells[embarkCellId + 1].edges[i].destCellId
if cells[destCellId + 1].type == 1 then
if not self.navalFactoryCellId then self.navalFactoryCellId = destCellId end
navalRallyCellId = destCellId
break
end
end
end
for i = #path, 1, -1 do
if map:getCell(path[i]).type == 1 then
navalSupportCellId = path[i]
disembarkCellId = path[i + 1]
break;
disembarkCellId = nil
navalSupportCellId = nil
backwClampedDest = pf:clampDestToSourceRegion(dest, source)
disembarkCellId = backwClampedDest
for i = 1, #cells[disembarkCellId + 1].edges do
destCellId = cells[disembarkCellId + 1].edges[i].destCellId
if cells[destCellId + 1].type == 1 then
navalSupportCellId = destCellId
break
end
end
end
if embarkCellId or disembarkCellId then
return {
reachable = false,
embarkCellId = embarkCellId,
@@ -160,7 +168,9 @@ function Player:landRouteToSpawnpoint_(mapPoint)
navalSupportCellId = navalSupportCellId,
disembarkCellId = disembarkCellId
}
else return {reachable = true} end
else
return {reachable = true}
end
end
function Player:landRouteToSpawnpoint(arguments)
+8 -1
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@@ -201,10 +201,16 @@ namespace battleship{
"multVec", [](Quaternion q, Vector3 v){return q * v;}
);
SOL_LUA_STATE.new_usertype<Map::Edge>(
"Edge",
"destCellId", &Map::Edge::destCellId
);
SOL_LUA_STATE.new_usertype<Map::Cell>(
"Cell",
"pos", &Map::Cell::pos,
"type", &Map::Cell::type
"type", &Map::Cell::type,
"edges", &Map::Cell::edges
);
SOL_LUA_STATE.new_usertype<Map>(
@@ -221,6 +227,7 @@ namespace battleship{
SOL_LUA_STATE.new_usertype<Pathfinder>(
"Pathfinder",
"getSingleton", &Pathfinder::getSingleton,
"clampDestToSourceRegion", &Pathfinder::clampDestToSourceRegion,
"calcHeuristics", &Pathfinder::calcHeuristics,
"findPath", &Pathfinder::findPath
);
+30
View File
@@ -16,6 +16,36 @@ namespace battleship{
return pathfinder;
}
int Pathfinder::clampDestToSourceRegion(int source, int dest){
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells();
pair<Map::Cell::Type, vector<Map::Cell*>> srcRegion;
for(int i = 0; i < map->getNumRegions(); i++){
pair<Map::Cell::Type, vector<Map::Cell*>> region = map->getRegion(i);
if(find(region.second.begin(), region.second.end(), &cells[source]) != region.second.end()){
srcRegion = map->getRegion(i);
break;
}
}
if(find(srcRegion.second.begin(), srcRegion.second.end(), &cells[dest]) == srcRegion.second.end()){
int minDistId = 0;
for(int i = 0; i < srcRegion.second.size(); i++){
float currDist = cells[dest].pos.getDistanceFrom(srcRegion.second[i]->pos);
float minDist = cells[dest].pos.getDistanceFrom(srcRegion.second[minDistId]->pos);
if(currDist < minDist) minDistId = i;
}
dest = map->getCellId(srcRegion.second[minDistId]->pos);
}
return dest;
}
vector<float> Pathfinder::calcHeuristics(vector<Map::Cell> &cells, int dest){
vector<float> heuristics;
+1
View File
@@ -13,6 +13,7 @@ namespace battleship{
class Pathfinder{
public:
static Pathfinder* getSingleton();
int clampDestToSourceRegion(int, int);
std::vector<float> calcHeuristics(std::vector<Map::Cell>&, int);
std::vector<int> findPath(std::vector<Map::Cell>&, std::vector<float>&, int, int, int = -1);
inline vb01::u32 getImpassibleNodeVal(){return impassibleNodeVal;}
+40 -86
View File
@@ -317,100 +317,66 @@ namespace battleship{
debugPathPoints.push_back(n);
}
//TODO allow ships to attack land targets and vice versa
//TODO recursively search for vacant dest cell neibourghss
bool Vehicle::adjustDest(Vector3 destPos, int &source, int &dest){
void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
removeAllPathpoints();
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells();
source = map->getCellId(pos);
int source = map->getCellId(pos);
bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER);
bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND);
if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return false;
if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return;
dest = map->getCellId(destPos);
int dest = map->getCellId(destPos);
if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return;
if(type != UnitType::HOVER){
pair<Map::Cell::Type, vector<Map::Cell*>> srcRegion;
Pathfinder *pf = Pathfinder::getSingleton();
for(int i = 0; i < map->getNumRegions(); i++){
pair<Map::Cell::Type, vector<Map::Cell*>> region = map->getRegion(i);
if(find(region.second.begin(), region.second.end(), &cells[source]) != region.second.end()){
srcRegion = map->getRegion(i);
break;
}
}
if(find(srcRegion.second.begin(), srcRegion.second.end(), &cells[dest]) == srcRegion.second.end()){
int minDistId = 0;
for(int i = 0; i < srcRegion.second.size(); i++){
float currDist = cells[dest].pos.getDistanceFrom(srcRegion.second[i]->pos);
float minDist = cells[dest].pos.getDistanceFrom(srcRegion.second[minDistId]->pos);
if(currDist < minDist) minDistId = i;
}
dest = map->getCellId(srcRegion.second[minDistId]->pos);
}
}
if(type != UnitType::HOVER)
dest = pf->clampDestToSourceRegion(source, dest);
if(cells[dest].blockedBy){
vector<int> surrCellIds = map->getSurroundingCells(cells[dest].pos, 1);
for(int scid : surrCellIds){
int altDest = -1;
if(!cells[scid].blockedBy)
switch(type){
case UnitType::HOVER:
dest = scid;
return true;
altDest = scid;
break;
case UnitType::LAND:
if(cells[scid].type == Map::Cell::LAND){
dest = scid;
return true;
}
if(cells[scid].type == Map::Cell::LAND)
altDest = scid;
break;
case UnitType::SEA_LEVEL:
case UnitType::UNDERWATER:
if(cells[scid].type == Map::Cell::WATER){
dest = scid;
return true;
}
if(cells[scid].type == Map::Cell::WATER)
altDest = scid;
break;
}
}
return false;
if(altDest != -1){
dest = altDest;
break;
}
else return;
}
}
else return true;
}
vector<float> heurs;
vector<int> path = pf->findPath(cells, heurs, source, dest, (int)type);
Vector3 *truncPoint = nullptr;
bool Vehicle::truncatePath(Order &order, vector<int> &path, Vector3 destPos, bool appendDestPos){
bool pathTruncated = false;
bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
vector<Map::Cell> &cells = Map::getSingleton()->getCells();
for(int i = 1; i < path.size(); i++){
if((ship && cells[path[i]].type != Map::Cell::WATER) || (order.type != Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND)){
path = vector<int>(path.begin(), path.begin() + i);
order.targets[0].unit = nullptr;
order.targets[0].pos = cells[path[i - 1]].pos;
pathTruncated = true;
break;
}
else if(order.type == Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND && path.size() - 1 != i)
return false;
}
for(int p : path) addPathpoint(cells[p].pos);
if(order.targets[0].unit && !pathTruncated){
if(order.targets[0].unit){
GameObject *targObj = order.targets[0].unit;
for(int i = path.size() - 1; i >= 0; i--){
@@ -443,35 +409,23 @@ namespace battleship{
if(dirAngle <= a1) dist = (.5 * length) / cos(dirAngle);
else if(leftAngle <= a2) dist = (.5 * width) / cos(leftAngle);
addPathpoint(targPos + pointDir.norm() * dist);
pathTruncated = true;
truncPoint = new Vector3;
*truncPoint = (targPos + pointDir.norm() * dist);
break;
}
else removePathpoint(pathPoints.size() - 1);
else path.pop_back();
}
}
if(appendDestPos && !pathTruncated)
for(int p : path) addPathpoint(cells[p].pos);
if(appendDestPos && !truncPoint)
addPathpoint(destPos);
return true;
}
void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
removeAllPathpoints();
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells();
int source, dest;
if(!adjustDest(destPos, source, dest)) return;
vector<float> heurs;
Pathfinder *pf = Pathfinder::getSingleton();
vector<int> path = pf->findPath(cells, heurs, source, dest, (int)type);
if(path.empty() || !truncatePath(order, path, destPos, appendDestPos)) return;
else if(truncPoint){
addPathpoint(*truncPoint);
delete truncPoint;
}
path.erase(path.begin());
}