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Merge pull request #2884 from vcmi/nkai-air-water-walking

NKAI: water and air walking
This commit is contained in:
Andrii Danylchenko 2023-10-03 21:46:35 +03:00 committed by GitHub
commit 20a944c551
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GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 571 additions and 50 deletions

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@ -72,7 +72,13 @@ void DangerHitMapAnalyzer::updateHitMap()
if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
continue;
ai->pathfinder->updatePaths(pair.second, PathfinderSettings());
PathfinderSettings ps;
ps.mainTurnDistanceLimit = 10;
ps.scoutTurnDistanceLimit = 10;
ps.useHeroChain = false;
ai->pathfinder->updatePaths(pair.second, ps);
boost::this_thread::interruption_point();

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@ -190,6 +190,41 @@ bool HeroManager::heroCapReached() const
|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
}
float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
{
auto hasFly = hero->spellbookContainsSpell(SpellID::FLY);
auto hasTownPortal = hero->spellbookContainsSpell(SpellID::TOWN_PORTAL);
auto manaLimit = hero->manaLimit();
auto spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
auto hasEarth = hero->getSpellSchoolLevel(SpellID(SpellID::TOWN_PORTAL).toSpell()) > 0;
auto score = 0.0f;
for(auto spellId : hero->getSpellsInSpellbook())
{
auto spell = spellId.toSpell();
auto schoolLevel = hero->getSpellSchoolLevel(spell);
score += (spell->getLevel() + 1) * (schoolLevel + 1) * 0.05f;
}
vstd::amin(score, 1);
score *= std::min(1.0f, spellPower / 10.0f);
if(hasFly)
score += 0.3f;
if(hasTownPortal && hasEarth)
score += 0.6f;
vstd::amin(score, 1);
score *= std::min(1.0f, manaLimit / 100.0f);
return std::min(score, 1.0f);
}
bool HeroManager::canRecruitHero(const CGTownInstance * town) const
{
if(!town)

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@ -34,6 +34,7 @@ public:
virtual bool heroCapReached() const = 0;
virtual const CGHeroInstance * findHeroWithGrail() const = 0;
virtual const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const = 0;
virtual float getMagicStrength(const CGHeroInstance * hero) const = 0;
};
class DLL_EXPORT ISecondarySkillRule
@ -76,6 +77,7 @@ public:
bool heroCapReached() const override;
const CGHeroInstance * findHeroWithGrail() const override;
const CGHeroInstance * findWeakHeroToDismiss(uint64_t armyLimit) const override;
float getMagicStrength(const CGHeroInstance * hero) const override;
private:
float evaluateFightingStrength(const CGHeroInstance * hero) const;

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@ -94,16 +94,22 @@ const CGObjectInstance * ObjectClusterizer::getBlocker(const AIPath & path) cons
{
for(auto node = path.nodes.rbegin(); node != path.nodes.rend(); node++)
{
auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
auto blockers = ai->cb->getVisitableObjs(node->coord);
std::vector<const CGObjectInstance *> blockers = {};
if(guardPos.valid())
if(node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
{
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
auto guardPos = ai->cb->getGuardingCreaturePosition(node->coord);
if(guard)
blockers = ai->cb->getVisitableObjs(node->coord);
if(guardPos.valid())
{
blockers.insert(blockers.begin(), guard);
auto guard = ai->cb->getTopObj(ai->cb->getGuardingCreaturePosition(node->coord));
if(guard)
{
blockers.insert(blockers.begin(), guard);
}
}
}

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@ -0,0 +1,70 @@
/*
* StartupBehavior.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 "StayAtTownBehavior.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/Composition.h"
#include "../Goals/ExecuteHeroChain.h"
#include "lib/mapObjects/MapObjects.h" //for victory conditions
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
std::string StayAtTownBehavior::toString() const
{
return "StayAtTownBehavior";
}
Goals::TGoalVec StayAtTownBehavior::decompose() const
{
Goals::TGoalVec tasks;
auto towns = cb->getTownsInfo();
if(!towns.size())
return tasks;
for(auto town : towns)
{
if(!town->hasBuilt(BuildingID::MAGES_GUILD_1))
continue;
auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
for(auto & path : paths)
{
if(town->visitingHero && town->visitingHero.get() != path.targetHero)
continue;
if(path.turn() == 0 && !path.getFirstBlockedAction() && path.exchangeCount <= 1)
{
if(path.targetHero->mana == path.targetHero->manaLimit())
continue;
Composition stayAtTown;
stayAtTown.addNextSequence({
sptr(ExecuteHeroChain(path)),
sptr(StayAtTown(town, path))
});
tasks.push_back(sptr(stayAtTown));
}
}
}
return tasks;
}
}

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@ -0,0 +1,39 @@
/*
* StayAtTownBehavior.h, 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
*
*/
#pragma once
#include "lib/VCMI_Lib.h"
#include "../Goals/CGoal.h"
#include "../AIUtility.h"
namespace NKAI
{
namespace Goals
{
class StayAtTownBehavior : public CGoal<StayAtTownBehavior>
{
public:
StayAtTownBehavior()
:CGoal(STAY_AT_TOWN_BEHAVIOR)
{
}
virtual TGoalVec decompose() const override;
virtual std::string toString() const override;
virtual bool operator==(const StayAtTownBehavior & other) const override
{
return true;
}
};
}
}

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@ -9,6 +9,7 @@ set(Nullkiller_SRCS
Pathfinding/Actions/BuyArmyAction.cpp
Pathfinding/Actions/BoatActions.cpp
Pathfinding/Actions/TownPortalAction.cpp
Pathfinding/Actions/AdventureSpellCastMovementActions.cpp
Pathfinding/Rules/AILayerTransitionRule.cpp
Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
Pathfinding/Rules/AIMovementToDestinationRule.cpp
@ -34,6 +35,7 @@ set(Nullkiller_SRCS
Goals/ExecuteHeroChain.cpp
Goals/ExchangeSwapTownHeroes.cpp
Goals/CompleteQuest.cpp
Goals/StayAtTown.cpp
Markers/ArmyUpgrade.cpp
Markers/HeroExchange.cpp
Markers/UnlockCluster.cpp
@ -52,6 +54,7 @@ set(Nullkiller_SRCS
Behaviors/BuildingBehavior.cpp
Behaviors/GatherArmyBehavior.cpp
Behaviors/ClusterBehavior.cpp
Behaviors/StayAtTownBehavior.cpp
Helpers/ArmyFormation.cpp
AIGateway.cpp
)
@ -69,6 +72,7 @@ set(Nullkiller_HEADERS
Pathfinding/Actions/BuyArmyAction.h
Pathfinding/Actions/BoatActions.h
Pathfinding/Actions/TownPortalAction.h
Pathfinding/Actions/AdventureSpellCastMovementActions.h
Pathfinding/Rules/AILayerTransitionRule.h
Pathfinding/Rules/AIMovementAfterDestinationRule.h
Pathfinding/Rules/AIMovementToDestinationRule.h
@ -97,6 +101,7 @@ set(Nullkiller_HEADERS
Goals/ExchangeSwapTownHeroes.h
Goals/CompleteQuest.h
Goals/Goals.h
Goals/StayAtTown.h
Markers/ArmyUpgrade.h
Markers/HeroExchange.h
Markers/UnlockCluster.h
@ -115,6 +120,7 @@ set(Nullkiller_HEADERS
Behaviors/BuildingBehavior.h
Behaviors/GatherArmyBehavior.h
Behaviors/ClusterBehavior.h
Behaviors/StayAtTownBehavior.h
Helpers/ArmyFormation.h
AIGateway.h
)

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@ -18,6 +18,7 @@
#include "../Behaviors/BuildingBehavior.h"
#include "../Behaviors/GatherArmyBehavior.h"
#include "../Behaviors/ClusterBehavior.h"
#include "../Behaviors/StayAtTownBehavior.h"
#include "../Goals/Invalid.h"
#include "../Goals/Composition.h"
@ -262,7 +263,8 @@ void Nullkiller::makeTurn()
choseBestTask(sptr(CaptureObjectsBehavior()), 1),
choseBestTask(sptr(ClusterBehavior()), MAX_DEPTH),
choseBestTask(sptr(DefenceBehavior()), MAX_DEPTH),
choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH)
choseBestTask(sptr(GatherArmyBehavior()), MAX_DEPTH),
choseBestTask(sptr(StayAtTownBehavior()), MAX_DEPTH)
};
if(cb->getDate(Date::DAY) == 1)

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@ -22,6 +22,7 @@
#include "../../../lib/filesystem/Filesystem.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/BuildThis.h"
#include "../Goals/StayAtTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "../Goals/DismissHero.h"
#include "../Markers/UnlockCluster.h"
@ -309,6 +310,9 @@ uint64_t RewardEvaluator::getArmyReward(
: 0;
case Obj::PANDORAS_BOX:
return 5000;
case Obj::MAGIC_WELL:
case Obj::MAGIC_SPRING:
return getManaRecoveryArmyReward(hero);
default:
return 0;
}
@ -450,6 +454,11 @@ uint64_t RewardEvaluator::townArmyGrowth(const CGTownInstance * town) const
return result;
}
uint64_t RewardEvaluator::getManaRecoveryArmyReward(const CGHeroInstance * hero) const
{
return ai->heroManager->getMagicStrength(hero) * 10000 * (1.0f - std::sqrt(static_cast<float>(hero->mana) / hero->manaLimit()));
}
float RewardEvaluator::getStrategicalValue(const CGObjectInstance * target) const
{
if(!target)
@ -693,6 +702,22 @@ public:
}
};
class StayAtTownManaRecoveryEvaluator : public IEvaluationContextBuilder
{
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::STAY_AT_TOWN)
return;
Goals::StayAtTown & stayAtTown = dynamic_cast<Goals::StayAtTown &>(*task);
evaluationContext.armyReward += evaluationContext.evaluator.getManaRecoveryArmyReward(stayAtTown.getHero().get());
evaluationContext.movementCostByRole[evaluationContext.heroRole] += stayAtTown.getMovementWasted();
evaluationContext.movementCost += stayAtTown.getMovementWasted();
}
};
void addTileDanger(EvaluationContext & evaluationContext, const int3 & tile, uint8_t turn, uint64_t ourStrength)
{
HitMapInfo enemyDanger = evaluationContext.evaluator.getEnemyHeroDanger(tile, turn);
@ -998,6 +1023,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
evaluationContextBuilders.push_back(std::make_shared<StayAtTownManaRecoveryEvaluator>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -49,6 +49,7 @@ public:
uint64_t getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const;
const HitMapInfo & getEnemyHeroDanger(const int3 & tile, uint8_t turn) const;
uint64_t townArmyGrowth(const CGTownInstance * town) const;
uint64_t getManaRecoveryArmyReward(const CGHeroInstance * hero) const;
};
struct DLL_EXPORT EvaluationContext

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@ -71,7 +71,9 @@ namespace Goals
ARMY_UPGRADE,
DEFEND_TOWN,
CAPTURE_OBJECT,
SAVE_RESOURCES
SAVE_RESOURCES,
STAY_AT_TOWN_BEHAVIOR,
STAY_AT_TOWN
};
class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>

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@ -0,0 +1,52 @@
/*
* ArmyUpgrade.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 "StayAtTown.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
#include "../AIUtility.h"
namespace NKAI
{
using namespace Goals;
StayAtTown::StayAtTown(const CGTownInstance * town, AIPath & path)
: ElementarGoal(Goals::STAY_AT_TOWN)
{
sethero(path.targetHero);
settown(town);
movementWasted = static_cast<float>(hero->movementPointsRemaining()) / hero->movementPointsLimit(!hero->boat) - path.movementCost();
vstd::amax(movementWasted, 0);
}
bool StayAtTown::operator==(const StayAtTown & other) const
{
return hero == other.hero && town == other.town;
}
std::string StayAtTown::toString() const
{
return "Stay at town " + town->getNameTranslated()
+ " hero " + hero->getNameTranslated()
+ ", mana: " + std::to_string(hero->mana);
}
void StayAtTown::accept(AIGateway * ai)
{
if(hero->visitedTown != town)
{
logAi->error("Hero %s expected visiting town %s", hero->getNameTranslated(), town->getNameTranslated());
}
ai->nullkiller->lockHero(hero.get(), HeroLockedReason::DEFENCE);
}
}

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@ -0,0 +1,36 @@
/*
* ArmyUpgrade.h, 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
*
*/
#pragma once
#include "../Goals/CGoal.h"
#include "../Pathfinding/AINodeStorage.h"
#include "../Analyzers/ArmyManager.h"
#include "../Analyzers/DangerHitMapAnalyzer.h"
namespace NKAI
{
namespace Goals
{
class DLL_EXPORT StayAtTown : public ElementarGoal<StayAtTown>
{
private:
float movementWasted;
public:
StayAtTown(const CGTownInstance * town, AIPath & path);
virtual bool operator==(const StayAtTown & other) const override;
virtual std::string toString() const override;
void accept(AIGateway * ai) override;
float getMovementWasted() const { return movementWasted; }
};
}
}

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@ -279,9 +279,10 @@ void AINodeStorage::commit(
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Commited %s -> %s, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
"Commited %s -> %s, layer: %d, cost: %f, turn: %s, mp: %d, hero: %s, mask: %x, army: %lld",
source->coord.toString(),
destination->coord.toString(),
destination->layer,
destination->getCost(),
std::to_string(destination->turns),
destination->moveRemains,
@ -1343,6 +1344,7 @@ void AINodeStorage::fillChainInfo(const AIPathNode * node, AIPath & path, int pa
pathNode.coord = node->coord;
pathNode.parentIndex = parentIndex;
pathNode.actionIsBlocked = false;
pathNode.layer = node->layer;
if(pathNode.specialAction)
{

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@ -45,7 +45,7 @@ struct AIPathNode : public CGPathNode
{
uint64_t danger;
uint64_t armyLoss;
uint32_t manaCost;
int32_t manaCost;
const AIPathNode * chainOther;
std::shared_ptr<const SpecialAction> specialAction;
const ChainActor * actor;
@ -65,6 +65,7 @@ struct AIPathNodeInfo
float cost;
uint8_t turns;
int3 coord;
EPathfindingLayer layer;
uint64_t danger;
const CGHeroInstance * targetHero;
int parentIndex;

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@ -44,6 +44,7 @@ namespace AIPathfinding
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage)), aiNodeStorage(nodeStorage)
{
options.canUseCast = true;
}
AIPathfinderConfig::~AIPathfinderConfig() = default;

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@ -0,0 +1,82 @@
/*
* AdventureSpellCastMovementActions.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 "../../AIGateway.h"
#include "../../Goals/AdventureSpellCast.h"
#include "../../Goals/CaptureObject.h"
#include "../../Goals/Invalid.h"
#include "../../Goals/BuildBoat.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "AdventureSpellCastMovementActions.h"
namespace NKAI
{
namespace AIPathfinding
{
AdventureCastAction::AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero)
:spellToCast(spellToCast), hero(hero)
{
manaCost = hero->getSpellCost(spellToCast.toSpell());
}
WaterWalkingAction::WaterWalkingAction(const CGHeroInstance * hero)
:AdventureCastAction(SpellID::WATER_WALK, hero)
{ }
AirWalkingAction::AirWalkingAction(const CGHeroInstance * hero)
: AdventureCastAction(SpellID::FLY, hero)
{
}
void AdventureCastAction::applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const
{
dstMode->manaCost = srcNode->manaCost + manaCost;
dstMode->theNodeBefore = source.node;
}
void AdventureCastAction::execute(const CGHeroInstance * hero) const
{
assert(hero == this->hero);
Goals::AdventureSpellCast(hero, spellToCast).accept(ai);
}
bool AdventureCastAction::canAct(const AIPathNode * source) const
{
assert(hero == this->hero);
auto hero = source->actor->hero;
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace(
"Hero %s has %d mana and needed %d and already spent %d",
hero->name,
hero->mana,
getManaCost(hero),
source->manaCost);
#endif
return hero->mana >= source->manaCost + manaCost;
}
std::string AdventureCastAction::toString() const
{
return "Cast " + spellToCast.toSpell()->getNameTranslated() + " by " + hero->getNameTranslated();
}
}
}

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@ -0,0 +1,58 @@
/*
* AdventureSpellCastMovementActions.h, 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
*
*/
#pragma once
#include "SpecialAction.h"
#include "../../../../lib/mapObjects/MapObjects.h"
namespace NKAI
{
namespace AIPathfinding
{
class AdventureCastAction : public SpecialAction
{
private:
SpellID spellToCast;
const CGHeroInstance * hero;
int manaCost;
public:
AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero);
virtual void execute(const CGHeroInstance * hero) const override;
virtual void applyOnDestination(
const CGHeroInstance * hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const override;
virtual bool canAct(const AIPathNode * source) const override;
virtual std::string toString() const override;
};
class WaterWalkingAction : public AdventureCastAction
{
public:
WaterWalkingAction(const CGHeroInstance * hero);
};
class AirWalkingAction : public AdventureCastAction
{
public:
AirWalkingAction(const CGHeroInstance * hero);
};
}
}

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@ -114,7 +114,7 @@ namespace AIPathfinding
source->manaCost);
#endif
return hero->mana >= (si32)(source->manaCost + getManaCost(hero));
return hero->mana >= source->manaCost + getManaCost(hero);
}
std::string SummonBoatAction::toString() const
@ -122,7 +122,7 @@ namespace AIPathfinding
return "Summon Boat";
}
uint32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
int32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
{
SpellID summonBoat = SpellID::SUMMON_BOAT;

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@ -20,8 +20,6 @@ namespace AIPathfinding
{
class VirtualBoatAction : public SpecialAction
{
public:
virtual const ChainActor * getActor(const ChainActor * sourceActor) const = 0;
};
class SummonBoatAction : public VirtualBoatAction
@ -43,7 +41,7 @@ namespace AIPathfinding
virtual std::string toString() const override;
private:
uint32_t getManaCost(const CGHeroInstance * hero) const;
int32_t getManaCost(const CGHeroInstance * hero) const;
};
class BuildBoatAction : public VirtualBoatAction

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@ -22,6 +22,7 @@ namespace NKAI
{
struct AIPathNode;
class ChainActor;
class SpecialAction
{
@ -54,6 +55,11 @@ public:
{
return {};
}
virtual const ChainActor * getActor(const ChainActor * sourceActor) const
{
return sourceActor;
}
};
class CompositeAction : public SpecialAction

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@ -10,6 +10,8 @@
#include "StdInc.h"
#include "AILayerTransitionRule.h"
#include "../../Engine/Nullkiller.h"
#include "../../../../lib/pathfinder/CPathfinder.h"
#include "../../../../lib/pathfinder/TurnInfo.h"
namespace NKAI
{
@ -31,23 +33,79 @@ namespace AIPathfinding
if(!destination.blocked)
{
return;
if(source.node->layer == EPathfindingLayer::LAND
&& (destination.node->layer == EPathfindingLayer::AIR || destination.node->layer == EPathfindingLayer::WATER))
{
if(pathfinderHelper->getTurnInfo()->isLayerAvailable(destination.node->layer))
return;
else
destination.blocked = true;
}
else
{
return;
}
}
if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
{
std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
if(virtualBoat && tryUseSpecialAction(destination, source, virtualBoat, EPathNodeAction::EMBARK))
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
#endif
}
}
if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::WATER)
{
auto action = waterWalkingActions.find(nodeStorage->getHero(source.node));
if(action != waterWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace("Casting water walk while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
#endif
}
}
if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::AIR)
{
auto action = airWalkingActions.find(nodeStorage->getHero(source.node));
if(action != airWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace("Casting fly while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
#endif
}
}
}
void AILayerTransitionRule::setup()
{
SpellID waterWalk = SpellID::WATER_WALK;
SpellID airWalk = SpellID::FLY;
for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
{
if(hero->canCastThisSpell(waterWalk.toSpell()))
{
waterWalkingActions[hero] = std::make_shared<WaterWalkingAction>(hero);
}
if(hero->canCastThisSpell(airWalk.toSpell()))
{
airWalkingActions[hero] = std::make_shared<AirWalkingAction>(hero);
}
}
collectVirtualBoats();
}
void AILayerTransitionRule::collectVirtualBoats()
{
std::vector<const IShipyard *> shipyards;
@ -113,50 +171,56 @@ namespace AIPathfinding
return virtualBoat;
}
bool AILayerTransitionRule::tryEmbarkVirtualBoat(
bool AILayerTransitionRule::tryUseSpecialAction(
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
std::shared_ptr<const VirtualBoatAction> virtualBoat) const
std::shared_ptr<const SpecialAction> specialAction,
EPathNodeAction targetAction) const
{
bool result = false;
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
if(!specialAction->canAct(nodeStorage->getAINode(source.node)))
{
auto boatNodeOptional = nodeStorage->getOrCreateNode(
node->coord,
node->layer,
virtualBoat->getActor(node->actor));
return false;
}
if(boatNodeOptional)
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
AIPathNode * boatNode = boatNodeOptional.value();
auto castNodeOptional = nodeStorage->getOrCreateNode(
node->coord,
node->layer,
specialAction->getActor(node->actor));
if(boatNode->action == EPathNodeAction::UNKNOWN)
if(castNodeOptional)
{
boatNode->addSpecialAction(virtualBoat);
destination.blocked = false;
destination.action = EPathNodeAction::EMBARK;
destination.node = boatNode;
result = true;
AIPathNode * castNode = castNodeOptional.value();
if(castNode->action == EPathNodeAction::UNKNOWN)
{
castNode->addSpecialAction(specialAction);
destination.blocked = false;
destination.action = targetAction;
destination.node = castNode;
result = true;
}
else
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Special transition node already allocated. Blocked moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
}
}
else
{
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Special transition node already allocated. Blocked moving %s -> %s",
logAi->debug(
"Can not allocate special transition node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
#endif
}
}
else
{
logAi->debug(
"Can not allocate special transition node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
}
});
});
return result;
}

View File

@ -13,6 +13,7 @@
#include "../AINodeStorage.h"
#include "../../AIGateway.h"
#include "../Actions/BoatActions.h"
#include "../Actions/AdventureSpellCastMovementActions.h"
#include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
@ -29,6 +30,8 @@ namespace AIPathfinding
std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
std::shared_ptr<AINodeStorage> nodeStorage;
std::map<const CGHeroInstance *, std::shared_ptr<const SummonBoatAction>> summonableVirtualBoats;
std::map<const CGHeroInstance *, std::shared_ptr<const WaterWalkingAction>> waterWalkingActions;
std::map<const CGHeroInstance *, std::shared_ptr<const AirWalkingAction>> airWalkingActions;
public:
AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr<AINodeStorage> nodeStorage);
@ -41,15 +44,17 @@ namespace AIPathfinding
private:
void setup();
void collectVirtualBoats();
std::shared_ptr<const VirtualBoatAction> findVirtualBoat(
CDestinationNodeInfo & destination,
const PathNodeInfo & source) const;
bool tryEmbarkVirtualBoat(
bool tryUseSpecialAction(
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
std::shared_ptr<const VirtualBoatAction> virtualBoat) const;
std::shared_ptr<const SpecialAction> specialAction,
EPathNodeAction targetAction) const;
};
}

View File

@ -20,6 +20,7 @@
#include "../TerrainHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMap.h"
#include "spells/CSpellHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -472,6 +473,12 @@ CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Her
turnsInfo.reserve(16);
updateTurnInfo();
initializePatrol();
SpellID flySpell = SpellID::FLY;
canCastFly = Hero->canCastThisSpell(flySpell.toSpell());
SpellID waterWalk = SpellID::WATER_WALK;
canCastWaterWalk = Hero->canCastThisSpell(waterWalk.toSpell());
}
CPathfinderHelper::~CPathfinderHelper()
@ -501,12 +508,18 @@ bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
if(!options.useFlying)
return false;
if(canCastFly && options.canUseCast)
return true;
break;
case EPathfindingLayer::WATER:
if(!options.useWaterWalking)
return false;
if(canCastWaterWalk && options.canUseCast)
return true;
break;
}

View File

@ -72,6 +72,8 @@ public:
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
bool canCastFly;
bool canCastWaterWalk;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
virtual ~CPathfinderHelper();

View File

@ -31,6 +31,7 @@ PathfinderOptions::PathfinderOptions()
, oneTurnSpecialLayersLimit(true)
, originalMovementRules(false)
, turnLimit(std::numeric_limits<uint8_t>::max())
, canUseCast(false)
{
}

View File

@ -71,6 +71,11 @@ struct DLL_LINKAGE PathfinderOptions
/// Max number of turns to compute. Default = infinite
uint8_t turnLimit;
/// <summary>
/// For AI. Allows water walk and fly layers if hero can cast appropriate spells
/// </summary>
bool canUseCast;
PathfinderOptions();
};