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vcmi/AI/Nullkiller/Pathfinding/Rules/AIMovementAfterDestinationRule.cpp

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/*
* AIMovementAfterDestinationRule.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AIMovementAfterDestinationRule.h"
#include "../Actions/BattleAction.h"
#include "../Actions/QuestAction.h"
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#include "../../Goals/Invalid.h"
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#include "AIPreviousNodeRule.h"
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namespace AIPathfinding
{
AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
CPlayerSpecificInfoCallback * cb,
std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
void AIMovementAfterDestinationRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
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if(nodeStorage->isMovementIneficient(source, destination))
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{
destination.node->locked = true;
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destination.blocked = true;
return;
}
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
{
destination.blocked = nodeStorage->isDistanceLimitReached(source, destination);
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return;
}
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#if PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Movement from tile %s is blocked. Try to bypass. Action: %d, blocker: %d",
destination.coord.toString(),
(int)destination.action,
(int)blocker);
#endif
auto destGuardians = cb->getGuardingCreatures(destination.coord);
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bool allowBypass = false;
switch(blocker)
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{
case BlockingReason::DESTINATION_GUARDED:
allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
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break;
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case BlockingReason::DESTINATION_BLOCKVIS:
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if(destination.nodeHero && destination.heroRelations != PlayerRelations::ENEMIES)
{
allowBypass = destination.heroRelations == PlayerRelations::SAME_PLAYER
&& destination.nodeHero == nodeStorage->getHero(destination.node);
}
else
{
allowBypass = destination.nodeObject && bypassRemovableObject(source, destination, pathfinderConfig, pathfinderHelper);
}
if(allowBypass && destGuardians.size())
allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
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break;
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case BlockingReason::DESTINATION_VISIT:
allowBypass = true;
break;
case BlockingReason::DESTINATION_BLOCKED:
allowBypass = bypassBlocker(source, destination, pathfinderConfig, pathfinderHelper);
break;
}
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destination.blocked = !allowBypass || nodeStorage->isDistanceLimitReached(source, destination);
destination.node->locked = !allowBypass;
}
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bool AIMovementAfterDestinationRule::bypassBlocker(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
if(enemyHero)
{
return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
}
if(destination.nodeObject
&& (destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
&& destination.objectRelations == PlayerRelations::ENEMIES)
{
return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
}
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return false;
}
bool AIMovementAfterDestinationRule::bypassQuest(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node);
auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
auto nodeHero = pathfinderHelper->hero;
QuestAction questAction(questInfo);
if(destination.nodeObject->ID == Obj::QUEST_GUARD && questObj->quest->missionType == CQuest::MISSION_NONE)
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{
return false;
}
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if(!questAction.canAct(destinationNode))
{
if(!destinationNode->actor->allowUseResources)
{
boost::optional<AIPathNode *> questNode = nodeStorage->getOrCreateNode(
destination.coord,
destination.node->layer,
destinationNode->actor->resourceActor);
if(!questNode || questNode.get()->getCost() < destination.cost)
{
return false;
}
destinationNode = questNode.get();
destination.node = questNode.get();
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nodeStorage->commit(destination, source);
AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
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}
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
node->specialAction.reset(new QuestAction(questAction));
});
}
return true;
}
bool AIMovementAfterDestinationRule::bypassRemovableObject(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
if(destination.nodeObject->ID == Obj::QUEST_GUARD
|| destination.nodeObject->ID == Obj::BORDERGUARD
|| destination.nodeObject->ID == Obj::BORDER_GATE)
{
return bypassQuest(source, destination, pathfinderConfig, pathfinderHelper);
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}
auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
if(!enemyHero && !isObjectRemovable(destination.nodeObject))
{
if(nodeStorage->getHero(destination.node) == destination.nodeHero)
return true;
return false;
}
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auto danger = nodeStorage->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true);
if(danger)
{
return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
}
return true;
}
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bool AIMovementAfterDestinationRule::bypassDestinationGuards(
std::vector<const CGObjectInstance *> destGuardians,
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
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if(destGuardians.empty())
{
return false;
}
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auto srcNode = nodeStorage->getAINode(source.node);
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vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
{
return vstd::contains(srcGuardians, destGuard);
});
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
if(guardsAlreadyBypassed && srcNode->actor->allowBattle)
{
#if PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
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#endif
return true;
}
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return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
}
bool AIMovementAfterDestinationRule::bypassBattle(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
const AIPathNode * srcNode = nodeStorage->getAINode(source.node);
const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
auto battleNodeOptional = nodeStorage->getOrCreateNode(
destination.coord,
destination.node->layer,
destNode->actor->battleActor);
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if(!battleNodeOptional)
{
#if PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Can not allocate battle node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
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#endif
return false;
}
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AIPathNode * battleNode = battleNodeOptional.get();
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if(battleNode->locked)
{
#if PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Block bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
return false;
}
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auto hero = nodeStorage->getHero(source.node);
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uint64_t danger = nodeStorage->evaluateDanger(destination.coord, hero, true);
uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
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if(loss < actualArmyValue)
{
destination.node = battleNode;
nodeStorage->commit(destination, source);
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battleNode->armyLoss += loss;
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vstd::amax(battleNode->danger, danger);
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AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
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battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
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#if PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Begin bypass guard at destination with danger %s while moving %s -> %s",
std::to_string(danger),
source.coord.toString(),
destination.coord.toString());
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#endif
return true;
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}
return false;
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}
}