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mirror of https://github.com/vcmi/vcmi.git synced 2025-09-16 09:26:28 +02:00

refactoring with guardingCreaturePosition

This commit is contained in:
Mircea TheHonestCTO
2025-08-15 00:19:51 +02:00
parent 423eb70e2e
commit 39bd4a2d20
3 changed files with 13 additions and 30 deletions

View File

@@ -791,7 +791,7 @@ bool CGameInfoCallback::isTeleportEntrancePassable(const CGTeleport * obj, Playe
return obj && obj->isEntrance() && !isTeleportChannelImpassable(obj->channel, player);
}
void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyBlocked) const
void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearbyGuarded) const
{
std::vector<int> floors;
floors.reserve(gameState().getMap().levels());
@@ -809,36 +809,19 @@ void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles, bool skipIfNearb
tinfo = getTile(int3 (xd,yd,zd));
if (tinfo->isLand() && tinfo->getTerrain()->isPassable() && !tinfo->blocked()) //land and free
{
bool nearbyMonsterOrBlocked = false;
if (skipIfNearbyBlocked)
{
FowTilesType nearbyTiles;
getTilesInRange( nearbyTiles, int3 (xd,yd,zd), 1, ETileVisibility::REVEALED);
for (auto & nearbyTile : nearbyTiles)
{
auto nearbyTileInfo = getTile(nearbyTile);
if (nearbyTileInfo->isLand() && nearbyTileInfo->getTerrain()->isPassable() && !nearbyTileInfo->blocked())
continue;
#if NKAI_TRACE_LEVEL >= 2
std::ostringstream tPos;
tPos << "(" << xd << "," << yd << "," << zd << ")";
std::ostringstream nearbyTPos;
nearbyTPos << "(" << nearbyTile.x << "," << nearbyTile.y << "," << nearbyTile.z << ")";
logGlobal->trace("Skipping free tile %d because nearby tile %s is blocked", tPos.str(), nearbyTPos.str());
#endif
nearbyMonsterOrBlocked = true;
break;
}
}
// Ensure that CGameHandler::spawnWanderingMonsters won't set a random monster next to another monster
// because Nullkiller AI is not able to go to one monster without falling into the attack range of the nearby one
// See GraphPaths::addChainInfo if(node.linkDanger > 0) (no link between random monsters and map monsters)
if (!nearbyMonsterOrBlocked)
tiles.emplace_back(xd, yd, zd);
// Ivan: When new monster spawns, AI should receive AIGateway::newObject call for each object visible to AI. Probably you need to invalidate
// that data for AI & force recalculation on next turn. New queries to gamestate, like getGuardingCreaturePosition that are done either
// from AIGateway::newObject method or at any point later should correctly include newly spawned monsters
// TODO: Ensure this linking issue is properly fixed, not just with the workaround below
if (skipIfNearbyGuarded && guardingCreaturePosition(int3 (xd,yd,zd)).isValid())
{
continue;
}
tiles.emplace_back(xd, yd, zd);
}
}
}

View File

@@ -102,7 +102,7 @@ public:
bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const override;
//used for random spawns
void getFreeTiles(std::vector<int3> &tiles, bool skipIfNearbyBlocked) const;
void getFreeTiles(std::vector<int3> &tiles, bool skipIfNearbyGuarded) const;
void getTilesInRange(FowTilesType & tiles, const int3 & pos, int radius, ETileVisibility mode, std::optional<PlayerColor> player = std::optional<PlayerColor>(), int3::EDistanceFormula formula = int3::DIST_2D) const override;
void getAllTiles(FowTilesType &tiles, std::optional<PlayerColor> player, int level, const std::function<bool(const TerrainTile *)> & filter) const override;