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vcmi/AI/Nullkiller/Pathfinding/Actors.cpp

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/*
* AINodeStorage.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 "Actors.h"
#include "../Goals/VisitHero.h"
#include "../VCAI.h"
#include "../AIhelper.h"
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#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
class ExchangeAction : public ISpecialAction
{
private:
const CGHeroInstance * target;
const CGHeroInstance * source;
public:
ExchangeAction(const CGHeroInstance * target, const CGHeroInstance * source)
:target(target), source(source)
{ }
virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
{
return Goals::sptr(Goals::VisitHero(target->id.getNum()).sethero(hero));
}
};
ChainActor::ChainActor(const CGHeroInstance * hero, uint64_t chainMask)
:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero),
baseActor(this), carrierParent(nullptr), otherParent(nullptr)
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{
initialPosition = hero->visitablePos();
layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
initialMovement = hero->movement;
initialTurn = 0;
armyValue = hero->getArmyStrength();
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}
ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
baseActor(this), carrierParent(carrier), otherParent(other)
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{
armyValue = heroArmy->getArmyStrength();
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}
ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
:hero(nullptr), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0)
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{
initialPosition = obj->visitablePos();
layer = EPathfindingLayer::LAND;
armyValue = creatureSet->getArmyStrength();
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}
HeroActor::HeroActor(const CGHeroInstance * hero, uint64_t chainMask, const VCAI * ai)
:ChainActor(hero, chainMask)
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{
exchangeMap = new HeroExchangeMap(this, ai);
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setupSpecialActors();
}
HeroActor::HeroActor(
const ChainActor * carrier,
const ChainActor * other,
const CCreatureSet * army,
const VCAI * ai)
:ChainActor(carrier, other, army)
{
exchangeMap = new HeroExchangeMap(this, ai);
setupSpecialActors();
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}
void ChainActor::setBaseActor(HeroActor * base)
{
baseActor = base;
hero = base->hero;
layer = base->layer;
initialMovement = base->initialMovement;
initialTurn = base->initialTurn;
armyValue = base->armyValue;
chainMask = base->chainMask;
creatureSet = base->creatureSet;
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isMovable = base->isMovable;
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}
void HeroActor::setupSpecialActors()
{
auto allActors = std::vector<ChainActor *>{ this };
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for(ChainActor & specialActor : specialActors)
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{
specialActor.setBaseActor(this);
allActors.push_back(&specialActor);
}
for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
{
ChainActor * actor = allActors[i];
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actor->allowBattle = (i & 1) > 0;
actor->allowSpellCast = (i & 2) > 0;
actor->allowUseResources = (i & 4) > 0;
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actor->battleActor = allActors[i | 1];
actor->castActor = allActors[i | 2];
actor->resourceActor = allActors[i | 4];
}
}
ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
return baseActor->exchange(specialActor, other);
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}
bool ChainActor::canExchange(const ChainActor * other) const
{
return isMovable && baseActor->canExchange(other);
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}
namespace vstd
{
template <class M, class Key, class F>
typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
{
typedef typename M::mapped_type V;
std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
V &v = r.first->second;
if(r.second)
f(v);
return v;
}
}
bool HeroActor::canExchange(const ChainActor * other) const
{
return exchangeMap->canExchange(other);
}
bool HeroExchangeMap::canExchange(const ChainActor * other)
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{
return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
result = (actor->chainMask & other->chainMask) == 0;
if(result)
{
uint64_t reinforcment = ai->ah->howManyReinforcementsCanGet(actor->creatureSet, other->creatureSet);
result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
}
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});
}
ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
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{
const ChainActor * otherBase = other->baseActor;
HeroActor * result = exchangeMap->exchange(otherBase);
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if(specialActor == this)
return result;
int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
{
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return &actor == specialActor;
});
return &result->specialActors[index];
}
HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
{
HeroActor * result;
if(vstd::contains(exchangeMap, other))
result = exchangeMap.at(other);
else
{
// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
CCreatureSet * newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
result = new HeroActor(actor, other, newArmy, ai);
exchangeMap[other] = result;
}
return result;
}
CCreatureSet * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
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{
CCreatureSet * target = new CCreatureSet();
auto bestArmy = ai->ah->getBestArmy(army1, army2);
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for(auto & slotInfo : bestArmy)
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{
auto targetSlot = target->getFreeSlot();
target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
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}
return target;
}
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DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
:ChainActor(
dwelling,
getDwellingCreatures(dwelling, waitForGrowth),
chainMask,
getInitialTurn(waitForGrowth, dayOfWeek))
{
}
DwellingActor::~DwellingActor()
{
delete creatureSet;
}
int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
{
if(!waitForGrowth)
return 0;
return 8 - dayOfWeek;
}
CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
{
CCreatureSet * dwellingCreatures = new CCreatureSet();
for(auto & creatureInfo : dwelling->creatures)
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{
if(!creatureInfo.second.size())
continue;
auto creature = creatureInfo.second.back().toCreature();
auto count = creatureInfo.first;
if(waitForGrowth)
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{
const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
count += town ? town->creatureGrowth(creature->level) : creature->growth;
}
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dwellingCreatures->addToSlot(
dwellingCreatures->getSlotFor(creature),
creature->idNumber,
TQuantity(creatureInfo.first));
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}
return dwellingCreatures;
}
TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
:ChainActor(town, town->getUpperArmy(), chainMask, 0)
{
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}