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https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
CPathfinder: improve support for visits and battles in teleports
Related movement code for client and AI is plumbed as well. Though at moment code still not finished because it's not teleport hero to the exit tile if he won battle.
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a430769b44
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@ -1879,6 +1879,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
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throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
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}
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int i = path.nodes.size()-1;
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auto getObj = [&](int3 coord, bool ignoreHero)
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{
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@ -1888,6 +1889,31 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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//return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
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};
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auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
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{
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if(action != CGPathNode::TELEPORT_NORMAL &&
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action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
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action != CGPathNode::TELEPORT_BATTLE)
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{
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return false;
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}
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return true;
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};
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auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
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{
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if(CGTeleport::isConnected(currentObject, nextObjectTop))
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return nextObjectTop;
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if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
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CGTeleport::isConnected(currentObject, nextObject))
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{
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return nextObject;
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}
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return nullptr;
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};
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auto doMovement = [&](int3 dst, bool transit)
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{
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cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
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@ -1918,17 +1944,18 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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doTeleportMovement(currentExit, currentPos);
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};
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int i=path.nodes.size()-1;
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for(; i>0; i--)
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{
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int3 currentCoord = path.nodes[i].coord;
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int3 nextCoord = path.nodes[i-1].coord;
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auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
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auto nextObject = getObj(nextCoord, false);
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if(CGTeleport::isConnected(currentObject, nextObject))
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auto nextObjectTop = getObj(nextCoord, false);
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auto nextObject = getObj(nextCoord, true);
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auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
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if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
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{ //we use special login if hero standing on teleporter it's mean we need
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doTeleportMovement(nextObject->id, nextCoord);
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doTeleportMovement(destTeleportObj->id, nextCoord);
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if(teleportChannelProbingList.size())
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doChannelProbing();
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@ -1947,8 +1974,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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continue;
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if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
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&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
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|| CGTeleport::isTeleport(nextObject)))
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&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
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|| CGTeleport::isTeleport(nextObjectTop)))
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{ // Hero should be able to go through object if it's allow transit
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doMovement(endpos, true);
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}
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@ -2629,6 +2629,31 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
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};
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auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
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{
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if(action != CGPathNode::TELEPORT_NORMAL &&
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action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
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action != CGPathNode::TELEPORT_BATTLE)
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{
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return false;
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}
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return true;
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};
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auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
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{
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if(CGTeleport::isConnected(currentObject, nextObjectTop))
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return nextObjectTop;
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if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
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CGTeleport::isConnected(currentObject, nextObject))
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{
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return nextObject;
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}
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return nullptr;
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};
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boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
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stillMoveHero.data = CONTINUE_MOVE;
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auto doMovement = [&](int3 dst, bool transit)
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@ -2661,13 +2686,21 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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int3 currentCoord = path.nodes[i].coord;
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int3 nextCoord = path.nodes[i-1].coord;
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auto nextObject = getObj(nextCoord, nextCoord == h->pos);
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if(CGTeleport::isConnected(getObj(currentCoord, currentCoord == h->pos), nextObject))
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auto currentObject = getObj(currentCoord, currentCoord == h->pos);
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auto nextObjectTop = getObj(nextCoord, false);
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auto nextObject = getObj(nextCoord, true);
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auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
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if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
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{
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CCS->soundh->stopSound(sh);
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destinationTeleport = nextObject->id;
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destinationTeleport = destTeleportObj->id;
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destinationTeleportPos = nextCoord;
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doMovement(h->pos, false);
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if(path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
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{
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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}
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sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
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continue;
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}
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@ -2700,8 +2733,8 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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bool useTransit = false;
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if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
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&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
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|| CGTeleport::isTeleport(nextObject)))
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&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
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|| CGTeleport::isTeleport(nextObjectTop)))
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{ // Hero should be able to go through object if it's allow transit
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useTransit = true;
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}
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@ -1544,6 +1544,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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switch(pnode->action)
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{
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case CGPathNode::NORMAL:
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case CGPathNode::TELEPORT_NORMAL:
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if(pnode->layer == EPathfindingLayer::LAND)
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
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else
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@ -1552,6 +1553,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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case CGPathNode::VISIT:
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case CGPathNode::BLOCKING_VISIT:
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case CGPathNode::TELEPORT_BLOCKING_VISIT:
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if(objAtTile && objAtTile->ID == Obj::HERO)
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{
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if(selection == objAtTile)
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@ -1566,6 +1568,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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break;
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case CGPathNode::BATTLE:
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case CGPathNode::TELEPORT_BATTLE:
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
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break;
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@ -199,18 +199,14 @@ void CPathfinder::calculatePaths()
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if(isBetterWay(movement, turn))
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{
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dtObj = gs->map->getTile(neighbour).topVisitableObj();
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dp->moveRemains = movement;
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dp->turns = turn;
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dp->theNodeBefore = cp;
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dtObj = gs->map->getTile(neighbour).topVisitableObj();
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if(CGTeleport::isTeleport(dtObj))
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{
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dp->action = CGPathNode::NORMAL;
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dp->action = getTeleportDestAction();
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if(dp->action == CGPathNode::TELEPORT_NORMAL)
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pq.push(dp);
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}
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else
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dp->action = getDestAction(); // TODO: We only need to check for hero on other side, but not for guards.
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}
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}
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} //queue loop
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@ -555,6 +551,21 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
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return action;
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}
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CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
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{
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CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
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if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
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{
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auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
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if(objRel == PlayerRelations::ENEMIES)
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action = CGPathNode::TELEPORT_BATTLE;
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else
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action = CGPathNode::TELEPORT_BLOCKING_VISIT;
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}
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return action;
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}
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bool CPathfinder::isSourceInitialPosition() const
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{
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return cp->coord == out.hpos;
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@ -36,7 +36,10 @@ struct DLL_LINKAGE CGPathNode
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NORMAL,
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BATTLE,
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VISIT,
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BLOCKING_VISIT
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BLOCKING_VISIT,
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TELEPORT_NORMAL,
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TELEPORT_BLOCKING_VISIT,
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TELEPORT_BATTLE
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};
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enum EAccessibility : ui8
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@ -202,6 +205,7 @@ private:
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bool isMovementToDestPossible() const;
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bool isMovementAfterDestPossible() const;
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CGPathNode::ENodeAction getDestAction() const;
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CGPathNode::ENodeAction getTeleportDestAction() const;
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bool isSourceInitialPosition() const;
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bool isSourceVisitableObj() const;
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