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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Added option to ignore guards in pathfinder

Used for simturns contact detection, by default disabled for player
pathfinding
This commit is contained in:
Ivan Savenko 2024-01-13 19:44:37 +02:00
parent f6e0f46040
commit 8303ce5d13
8 changed files with 16 additions and 1 deletions

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@ -41,6 +41,7 @@ namespace AIPathfinding
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage)), hero(nodeStorage->getHero())
{
options.ignoreGuards = false;
options.useEmbarkAndDisembark = true;
options.useTeleportTwoWay = true;
options.useTeleportOneWay = true;

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@ -371,6 +371,8 @@
"pathfinder" :
{
// if enabled, pathfinder will build path through locations guarded by wandering monsters
"ignoreGuards" : false,
// if enabled, pathfinder will take use of any available boats
"useBoat" : true,
// if enabled, pathfinder will take use of any bidirectional monoliths

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@ -95,6 +95,7 @@ void GameSettings::load(const JsonNode & input)
{EGameSettings::TEXTS_ROAD, "textData", "road" },
{EGameSettings::TEXTS_SPELL, "textData", "spell" },
{EGameSettings::TEXTS_TERRAIN, "textData", "terrain" },
{EGameSettings::PATHFINDER_IGNORE_GUARDS, "pathfinder", "ignoreGuards" },
{EGameSettings::PATHFINDER_USE_BOAT, "pathfinder", "useBoat" },
{EGameSettings::PATHFINDER_USE_MONOLITH_TWO_WAY, "pathfinder", "useMonolithTwoWay" },
{EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE, "pathfinder", "useMonolithOneWayUnique" },

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@ -60,6 +60,7 @@ enum class EGameSettings
MAP_FORMAT_JSON_VCMI,
MAP_FORMAT_IN_THE_WAKE_OF_GODS,
PATHFINDER_USE_BOAT,
PATHFINDER_IGNORE_GUARDS,
PATHFINDER_USE_MONOLITH_TWO_WAY,
PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE,
PATHFINDER_USE_MONOLITH_ONE_WAY_RANDOM,

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@ -21,6 +21,7 @@ VCMI_LIB_NAMESPACE_BEGIN
PathfinderOptions::PathfinderOptions()
: useFlying(true)
, useWaterWalking(true)
, ignoreGuards(VLC->settings()->getBoolean(EGameSettings::PATHFINDER_IGNORE_GUARDS))
, useEmbarkAndDisembark(VLC->settings()->getBoolean(EGameSettings::PATHFINDER_USE_BOAT))
, useTeleportTwoWay(VLC->settings()->getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_TWO_WAY))
, useTeleportOneWay(VLC->settings()->getBoolean(EGameSettings::PATHFINDER_USE_MONOLITH_ONE_WAY_UNIQUE))

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@ -25,6 +25,7 @@ struct DLL_LINKAGE PathfinderOptions
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool ignoreGuards;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit

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@ -271,7 +271,12 @@ PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlocking
case EPathNodeAction::BATTLE:
/// Movement after BATTLE action only possible from guarded tile to guardian tile
if(destination.guarded)
return BlockingReason::DESTINATION_GUARDED;
{
if (pathfinderHelper->options.ignoreGuards)
return BlockingReason::DESTINATION_GUARDED;
else
return BlockingReason::NONE;
}
break;
}
@ -299,6 +304,7 @@ PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingRea
if(source.guarded)
{
if(!(pathfinderConfig->options.originalMovementRules && source.node->layer == EPathfindingLayer::AIR)
&& !pathfinderConfig->options.ignoreGuards
&& (!destination.isGuardianTile || pathfinderHelper->getGuardiansCount(source.coord) > 1)) // Can step into tile of guard
{
return BlockingReason::SOURCE_GUARDED;

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@ -106,6 +106,7 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
{
CPathsInfo out(mapSize, hero);
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
config->options.ignoreGuards = true;
CPathfinder pathfinder(gameHandler->gameState(), config);
pathfinder.calculatePaths();
@ -120,6 +121,7 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
{
CPathsInfo out(mapSize, hero);
auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
config->options.ignoreGuards = true;
CPathfinder pathfinder(gameHandler->gameState(), config);
pathfinder.calculatePaths();