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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"
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#include "../../Goals/Invalid.h"
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namespace AIPathfinding
{
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class QuestAction : public ISpecialAction
{
public:
QuestAction(QuestInfo questInfo)
{
}
virtual bool canAct(const CGHeroInstance * hero) const override
{
return false;
}
virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
{
return Goals::sptr(Goals::Invalid());
}
};
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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
{
if(nodeStorage->hasBetterChain(source, destination))
{
destination.blocked = true;
return;
}
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
return;
if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
{
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auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
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if(!enemyHero && !isObjectRemovable(destination.nodeObject))
{
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if(nodeStorage->getHero(destination.node) == destination.nodeHero)
return;
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destination.blocked = true;
}
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if(destination.nodeObject->ID == Obj::QUEST_GUARD || destination.nodeObject->ID == Obj::BORDERGUARD)
{
auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
auto nodeHero = pathfinderHelper->hero;
if(!destination.nodeObject->wasVisited(nodeHero->tempOwner)
|| !questObj->checkQuest(nodeHero))
{
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
node->specialAction.reset(new QuestAction(questInfo));
});
}
}
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return;
}
if(blocker == BlockingReason::DESTINATION_VISIT)
{
return;
}
if(blocker == BlockingReason::DESTINATION_GUARDED)
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
auto destGuardians = cb->getGuardingCreatures(destination.coord);
if(destGuardians.empty())
{
destination.blocked = true;
return;
}
vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
{
return vstd::contains(srcGuardians, destGuard);
});
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
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auto srcNode = nodeStorage->getAINode(source.node);
if(guardsAlreadyBypassed && srcNode->actor->allowBattle)
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{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
return;
}
const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
auto battleNodeOptional = nodeStorage->getOrCreateNode(
destination.coord,
destination.node->layer,
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destNode->actor->battleActor);
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if(!battleNodeOptional)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Can not allocate battle node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
destination.blocked = true;
return;
}
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AIPathNode * battleNode = battleNodeOptional.get();
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if(battleNode->locked)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Block bypass guard at destination while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
destination.blocked = true;
return;
}
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auto hero = nodeStorage->getHero(source.node);
auto danger = nodeStorage->evaluateDanger(destination.coord, hero);
double actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
double ratio = (double)danger / (actualArmyValue * hero->getFightingStrength());
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uint64_t loss = (uint64_t)(actualArmyValue * ratio * ratio * ratio);
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if(loss < actualArmyValue)
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{
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destination.node = battleNode;
nodeStorage->commit(destination, source);
battleNode->armyLoss += loss;
vstd::amax(battleNode->danger, danger);
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battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
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if(source.nodeObject && isObjectRemovable(source.nodeObject))
{
battleNode->theNodeBefore = source.node;
}
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#ifdef VCMI_TRACE_PATHFINDER
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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
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return;
}
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}
destination.blocked = true;
}
}