2021-05-15 18:22:44 +02:00
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/*
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* AIPreviousNodeRule.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AIPreviousNodeRule.h"
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namespace AIPathfinding
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{
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AIPreviousNodeRule::AIPreviousNodeRule(std::shared_ptr<AINodeStorage> nodeStorage)
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: nodeStorage(nodeStorage)
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{
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}
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void AIPreviousNodeRule::process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const
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{
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2021-05-16 13:45:17 +02:00
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if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT
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|| source.node->action == CGPathNode::ENodeAction::VISIT)
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2021-05-15 18:22:44 +02:00
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{
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2021-05-16 13:45:30 +02:00
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if(source.nodeObject
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&& isObjectPassable(source.nodeObject, pathfinderHelper->hero->tempOwner, source.objectRelations))
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2021-05-16 13:45:17 +02:00
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{
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2021-05-16 13:45:30 +02:00
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return;
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2021-05-16 13:45:17 +02:00
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}
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2021-05-16 13:45:30 +02:00
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2021-05-15 18:22:44 +02:00
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// we can not directly bypass objects, we need to interact with them first
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destination.node->theNodeBefore = source.node;
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2021-05-16 13:39:47 +02:00
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#if PATHFINDER_TRACE_LEVEL >= 1
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2021-05-15 18:22:44 +02:00
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logAi->trace(
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"Link src node %s to destination node %s while bypassing visitable obj",
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source.coord.toString(),
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destination.coord.toString());
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#endif
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return;
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}
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}
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}
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