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NKAI: water and air walking
This commit is contained in:
parent
f54a3c4e6c
commit
2dd0d76412
@ -72,7 +72,13 @@ void DangerHitMapAnalyzer::updateHitMap()
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if(ai->cb->getPlayerRelations(ai->playerID, pair.first) != PlayerRelations::ENEMIES)
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continue;
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ai->pathfinder->updatePaths(pair.second, PathfinderSettings());
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PathfinderSettings ps;
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ps.mainTurnDistanceLimit = 10;
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ps.scoutTurnDistanceLimit = 10;
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ps.useHeroChain = false;
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ai->pathfinder->updatePaths(pair.second, ps);
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boost::this_thread::interruption_point();
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@ -9,6 +9,7 @@ set(Nullkiller_SRCS
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Pathfinding/Actions/BuyArmyAction.cpp
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Pathfinding/Actions/BoatActions.cpp
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Pathfinding/Actions/TownPortalAction.cpp
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Pathfinding/Actions/AdventureSpellCastMovementActions.cpp
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Pathfinding/Rules/AILayerTransitionRule.cpp
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Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
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Pathfinding/Rules/AIMovementToDestinationRule.cpp
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@ -69,6 +70,7 @@ set(Nullkiller_HEADERS
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Pathfinding/Actions/BuyArmyAction.h
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Pathfinding/Actions/BoatActions.h
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Pathfinding/Actions/TownPortalAction.h
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Pathfinding/Actions/AdventureSpellCastMovementActions.h
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Pathfinding/Rules/AILayerTransitionRule.h
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Pathfinding/Rules/AIMovementAfterDestinationRule.h
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Pathfinding/Rules/AIMovementToDestinationRule.h
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@ -45,7 +45,7 @@ struct AIPathNode : public CGPathNode
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{
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uint64_t danger;
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uint64_t armyLoss;
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uint32_t manaCost;
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int32_t manaCost;
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const AIPathNode * chainOther;
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std::shared_ptr<const SpecialAction> specialAction;
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const ChainActor * actor;
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@ -44,6 +44,7 @@ namespace AIPathfinding
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std::shared_ptr<AINodeStorage> nodeStorage)
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:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage)), aiNodeStorage(nodeStorage)
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{
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options.canUseCast = true;
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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@ -0,0 +1,82 @@
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/*
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* AdventureSpellCastMovementActions.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 "../../AIGateway.h"
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#include "../../Goals/AdventureSpellCast.h"
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#include "../../Goals/CaptureObject.h"
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#include "../../Goals/Invalid.h"
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#include "../../Goals/BuildBoat.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "AdventureSpellCastMovementActions.h"
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namespace NKAI
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{
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namespace AIPathfinding
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{
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AdventureCastAction::AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero)
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:spellToCast(spellToCast), hero(hero)
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{
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manaCost = hero->getSpellCost(spellToCast.toSpell());
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}
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WaterWalkingAction::WaterWalkingAction(const CGHeroInstance * hero)
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:AdventureCastAction(SpellID::WATER_WALK, hero)
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{ }
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AirWalkingAction::AirWalkingAction(const CGHeroInstance * hero)
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: AdventureCastAction(SpellID::FLY, hero)
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{
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}
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void AdventureCastAction::applyOnDestination(
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const CGHeroInstance * hero,
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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AIPathNode * dstMode,
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const AIPathNode * srcNode) const
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{
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dstMode->manaCost = srcNode->manaCost + manaCost;
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dstMode->theNodeBefore = source.node;
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}
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void AdventureCastAction::execute(const CGHeroInstance * hero) const
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{
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assert(hero == this->hero);
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Goals::AdventureSpellCast(hero, spellToCast).accept(ai);
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}
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bool AdventureCastAction::canAct(const AIPathNode * source) const
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{
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assert(hero == this->hero);
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auto hero = source->actor->hero;
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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"Hero %s has %d mana and needed %d and already spent %d",
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hero->name,
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hero->mana,
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getManaCost(hero),
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source->manaCost);
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#endif
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return hero->mana >= source->manaCost + manaCost;
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}
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std::string AdventureCastAction::toString() const
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{
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return "Cast " + spellToCast.toSpell()->getNameTranslated() + " by " + hero->getNameTranslated();
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}
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}
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}
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@ -0,0 +1,58 @@
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/*
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* AdventureSpellCastMovementActions.h, 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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#pragma once
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#include "SpecialAction.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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namespace NKAI
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{
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namespace AIPathfinding
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{
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class AdventureCastAction : public SpecialAction
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{
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private:
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SpellID spellToCast;
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const CGHeroInstance * hero;
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int manaCost;
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public:
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AdventureCastAction(SpellID spellToCast, const CGHeroInstance * hero);
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virtual void execute(const CGHeroInstance * hero) const override;
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virtual void applyOnDestination(
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const CGHeroInstance * hero,
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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AIPathNode * dstMode,
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const AIPathNode * srcNode) const override;
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virtual bool canAct(const AIPathNode * source) const override;
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virtual std::string toString() const override;
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};
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class WaterWalkingAction : public AdventureCastAction
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{
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public:
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WaterWalkingAction(const CGHeroInstance * hero);
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};
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class AirWalkingAction : public AdventureCastAction
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{
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public:
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AirWalkingAction(const CGHeroInstance * hero);
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};
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}
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}
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@ -114,7 +114,7 @@ namespace AIPathfinding
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source->manaCost);
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#endif
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return hero->mana >= (si32)(source->manaCost + getManaCost(hero));
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return hero->mana >= source->manaCost + getManaCost(hero);
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}
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std::string SummonBoatAction::toString() const
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@ -122,7 +122,7 @@ namespace AIPathfinding
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return "Summon Boat";
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}
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uint32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
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int32_t SummonBoatAction::getManaCost(const CGHeroInstance * hero) const
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{
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SpellID summonBoat = SpellID::SUMMON_BOAT;
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@ -20,8 +20,6 @@ namespace AIPathfinding
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{
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class VirtualBoatAction : public SpecialAction
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{
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public:
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virtual const ChainActor * getActor(const ChainActor * sourceActor) const = 0;
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};
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class SummonBoatAction : public VirtualBoatAction
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@ -43,7 +41,7 @@ namespace AIPathfinding
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virtual std::string toString() const override;
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private:
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uint32_t getManaCost(const CGHeroInstance * hero) const;
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int32_t getManaCost(const CGHeroInstance * hero) const;
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};
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class BuildBoatAction : public VirtualBoatAction
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@ -22,6 +22,7 @@ namespace NKAI
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{
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struct AIPathNode;
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class ChainActor;
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class SpecialAction
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{
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@ -54,6 +55,11 @@ public:
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{
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return {};
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}
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virtual const ChainActor * getActor(const ChainActor * sourceActor) const
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{
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return sourceActor;
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}
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};
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class CompositeAction : public SpecialAction
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@ -10,6 +10,8 @@
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#include "StdInc.h"
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#include "AILayerTransitionRule.h"
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#include "../../Engine/Nullkiller.h"
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#include "../../../../lib/pathfinder/CPathfinder.h"
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#include "../../../../lib/pathfinder/TurnInfo.h"
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namespace NKAI
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{
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@ -31,23 +33,79 @@ namespace AIPathfinding
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if(!destination.blocked)
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{
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return;
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if(source.node->layer == EPathfindingLayer::LAND
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&& (destination.node->layer == EPathfindingLayer::AIR || destination.node->layer == EPathfindingLayer::WATER))
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{
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if(pathfinderHelper->getTurnInfo()->isLayerAvailable(destination.node->layer))
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return;
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else
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destination.blocked = true;
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}
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else
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{
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return;
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
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{
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std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
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if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
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if(virtualBoat && tryUseSpecialAction(destination, source, virtualBoat, EPathNodeAction::EMBARK))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::WATER)
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{
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auto action = waterWalkingActions.find(nodeStorage->getHero(source.node));
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if(action != waterWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Casting water walk while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::AIR)
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{
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auto action = airWalkingActions.find(nodeStorage->getHero(source.node));
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if(action != airWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Casting fly while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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}
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void AILayerTransitionRule::setup()
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{
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SpellID waterWalk = SpellID::WATER_WALK;
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SpellID airWalk = SpellID::FLY;
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for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
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{
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if(hero->canCastThisSpell(waterWalk.toSpell()))
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{
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waterWalkingActions[hero] = std::make_shared<WaterWalkingAction>(hero);
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}
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if(hero->canCastThisSpell(airWalk.toSpell()))
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{
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airWalkingActions[hero] = std::make_shared<AirWalkingAction>(hero);
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}
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}
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collectVirtualBoats();
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}
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void AILayerTransitionRule::collectVirtualBoats()
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{
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std::vector<const IShipyard *> shipyards;
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@ -113,50 +171,56 @@ namespace AIPathfinding
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return virtualBoat;
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}
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bool AILayerTransitionRule::tryEmbarkVirtualBoat(
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bool AILayerTransitionRule::tryUseSpecialAction(
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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std::shared_ptr<const VirtualBoatAction> virtualBoat) const
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std::shared_ptr<const SpecialAction> specialAction,
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EPathNodeAction targetAction) const
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{
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bool result = false;
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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if(!specialAction->canAct(nodeStorage->getAINode(source.node)))
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{
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auto boatNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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virtualBoat->getActor(node->actor));
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return false;
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}
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if(boatNodeOptional)
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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{
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AIPathNode * boatNode = boatNodeOptional.value();
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auto castNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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specialAction->getActor(node->actor));
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if(boatNode->action == EPathNodeAction::UNKNOWN)
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if(castNodeOptional)
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{
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boatNode->addSpecialAction(virtualBoat);
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destination.blocked = false;
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destination.action = EPathNodeAction::EMBARK;
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destination.node = boatNode;
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result = true;
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AIPathNode * castNode = castNodeOptional.value();
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if(castNode->action == EPathNodeAction::UNKNOWN)
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{
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castNode->addSpecialAction(specialAction);
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destination.blocked = false;
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destination.action = targetAction;
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destination.node = castNode;
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result = true;
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}
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else
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace(
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"Special transition node already allocated. Blocked moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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#endif
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}
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}
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else
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace(
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"Special transition node already allocated. Blocked moving %s -> %s",
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logAi->debug(
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"Can not allocate special transition node while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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#endif
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}
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}
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else
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{
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logAi->debug(
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"Can not allocate special transition node while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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}
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});
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});
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return result;
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}
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@ -13,6 +13,7 @@
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#include "../AINodeStorage.h"
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#include "../../AIGateway.h"
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#include "../Actions/BoatActions.h"
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#include "../Actions/AdventureSpellCastMovementActions.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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@ -29,6 +30,8 @@ namespace AIPathfinding
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std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
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std::shared_ptr<AINodeStorage> nodeStorage;
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std::map<const CGHeroInstance *, std::shared_ptr<const SummonBoatAction>> summonableVirtualBoats;
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std::map<const CGHeroInstance *, std::shared_ptr<const WaterWalkingAction>> waterWalkingActions;
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std::map<const CGHeroInstance *, std::shared_ptr<const AirWalkingAction>> airWalkingActions;
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public:
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AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr<AINodeStorage> nodeStorage);
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@ -41,15 +44,17 @@ namespace AIPathfinding
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private:
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void setup();
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void collectVirtualBoats();
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std::shared_ptr<const VirtualBoatAction> findVirtualBoat(
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source) const;
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bool tryEmbarkVirtualBoat(
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bool tryUseSpecialAction(
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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std::shared_ptr<const VirtualBoatAction> virtualBoat) const;
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std::shared_ptr<const SpecialAction> specialAction,
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EPathNodeAction targetAction) const;
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};
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}
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@ -20,6 +20,7 @@
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#include "../TerrainHandler.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapping/CMap.h"
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#include "spells/CSpellHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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@ -472,6 +473,12 @@ CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Her
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turnsInfo.reserve(16);
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updateTurnInfo();
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initializePatrol();
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SpellID flySpell = SpellID::FLY;
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canCastFly = Hero->canCastThisSpell(flySpell.toSpell());
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SpellID waterWalk = SpellID::WATER_WALK;
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canCastWaterWalk = Hero->canCastThisSpell(waterWalk.toSpell());
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}
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CPathfinderHelper::~CPathfinderHelper()
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@ -501,12 +508,18 @@ bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
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if(!options.useFlying)
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return false;
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if(canCastFly && options.canUseCast)
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return true;
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break;
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case EPathfindingLayer::WATER:
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if(!options.useWaterWalking)
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return false;
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if(canCastWaterWalk && options.canUseCast)
|
||||
return true;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
@ -31,6 +31,7 @@ PathfinderOptions::PathfinderOptions()
|
||||
, oneTurnSpecialLayersLimit(true)
|
||||
, originalMovementRules(false)
|
||||
, turnLimit(std::numeric_limits<uint8_t>::max())
|
||||
, canUseCast(false)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user