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mirror of 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.
This commit is contained in:
ArseniyShestakov 2015-12-11 09:42:30 +03:00
parent a430769b44
commit ab92123da3
5 changed files with 98 additions and 20 deletions

View File

@ -1879,6 +1879,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
}
int i = path.nodes.size()-1;
auto getObj = [&](int3 coord, bool ignoreHero)
{
@ -1888,6 +1889,31 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
//return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
};
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
{
if(action != CGPathNode::TELEPORT_NORMAL &&
action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
action != CGPathNode::TELEPORT_BATTLE)
{
return false;
}
return true;
};
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
{
if(CGTeleport::isConnected(currentObject, nextObjectTop))
return nextObjectTop;
if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
CGTeleport::isConnected(currentObject, nextObject))
{
return nextObject;
}
return nullptr;
};
auto doMovement = [&](int3 dst, bool transit)
{
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
@ -1918,17 +1944,18 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
doTeleportMovement(currentExit, currentPos);
};
int i=path.nodes.size()-1;
for(; i>0; i--)
{
int3 currentCoord = path.nodes[i].coord;
int3 nextCoord = path.nodes[i-1].coord;
auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
auto nextObject = getObj(nextCoord, false);
if(CGTeleport::isConnected(currentObject, nextObject))
auto nextObjectTop = getObj(nextCoord, false);
auto nextObject = getObj(nextCoord, true);
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
{ //we use special login if hero standing on teleporter it's mean we need
doTeleportMovement(nextObject->id, nextCoord);
doTeleportMovement(destTeleportObj->id, nextCoord);
if(teleportChannelProbingList.size())
doChannelProbing();
@ -1947,8 +1974,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
continue;
if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObject)))
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObjectTop)))
{ // Hero should be able to go through object if it's allow transit
doMovement(endpos, true);
}

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@ -2629,6 +2629,31 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
};
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
{
if(action != CGPathNode::TELEPORT_NORMAL &&
action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
action != CGPathNode::TELEPORT_BATTLE)
{
return false;
}
return true;
};
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
{
if(CGTeleport::isConnected(currentObject, nextObjectTop))
return nextObjectTop;
if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
CGTeleport::isConnected(currentObject, nextObject))
{
return nextObject;
}
return nullptr;
};
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
stillMoveHero.data = CONTINUE_MOVE;
auto doMovement = [&](int3 dst, bool transit)
@ -2661,13 +2686,21 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
int3 currentCoord = path.nodes[i].coord;
int3 nextCoord = path.nodes[i-1].coord;
auto nextObject = getObj(nextCoord, nextCoord == h->pos);
if(CGTeleport::isConnected(getObj(currentCoord, currentCoord == h->pos), nextObject))
auto currentObject = getObj(currentCoord, currentCoord == h->pos);
auto nextObjectTop = getObj(nextCoord, false);
auto nextObject = getObj(nextCoord, true);
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
{
CCS->soundh->stopSound(sh);
destinationTeleport = nextObject->id;
destinationTeleport = destTeleportObj->id;
destinationTeleportPos = nextCoord;
doMovement(h->pos, false);
if(path.nodes[i-1].action == CGPathNode::TELEPORT_BLOCKING_VISIT)
{
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
}
sh = CCS->soundh->playSound(CCS->soundh->horseSounds[currentTerrain], -1);
continue;
}
@ -2700,8 +2733,8 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
bool useTransit = false;
if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObject)))
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObjectTop)))
{ // Hero should be able to go through object if it's allow transit
useTransit = true;
}

View File

@ -1544,6 +1544,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
switch(pnode->action)
{
case CGPathNode::NORMAL:
case CGPathNode::TELEPORT_NORMAL:
if(pnode->layer == EPathfindingLayer::LAND)
CCS->curh->changeGraphic(ECursor::ADVENTURE, 4 + turns*6);
else
@ -1552,6 +1553,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
case CGPathNode::VISIT:
case CGPathNode::BLOCKING_VISIT:
case CGPathNode::TELEPORT_BLOCKING_VISIT:
if(objAtTile && objAtTile->ID == Obj::HERO)
{
if(selection == objAtTile)
@ -1566,6 +1568,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
break;
case CGPathNode::BATTLE:
case CGPathNode::TELEPORT_BATTLE:
CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
break;

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@ -199,18 +199,14 @@ void CPathfinder::calculatePaths()
if(isBetterWay(movement, turn))
{
dtObj = gs->map->getTile(neighbour).topVisitableObj();
dp->moveRemains = movement;
dp->turns = turn;
dp->theNodeBefore = cp;
dtObj = gs->map->getTile(neighbour).topVisitableObj();
if(CGTeleport::isTeleport(dtObj))
{
dp->action = CGPathNode::NORMAL;
dp->action = getTeleportDestAction();
if(dp->action == CGPathNode::TELEPORT_NORMAL)
pq.push(dp);
}
else
dp->action = getDestAction(); // TODO: We only need to check for hero on other side, but not for guards.
}
}
} //queue loop
@ -555,6 +551,21 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
return action;
}
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
{
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
{
auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::TELEPORT_BATTLE;
else
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
}
return action;
}
bool CPathfinder::isSourceInitialPosition() const
{
return cp->coord == out.hpos;

View File

@ -36,7 +36,10 @@ struct DLL_LINKAGE CGPathNode
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
enum EAccessibility : ui8
@ -202,6 +205,7 @@ private:
bool isMovementToDestPossible() const;
bool isMovementAfterDestPossible() const;
CGPathNode::ENodeAction getDestAction() const;
CGPathNode::ENodeAction getTeleportDestAction() const;
bool isSourceInitialPosition() const;
bool isSourceVisitableObj() const;