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synced 2025-11-06 09:09:40 +02:00
Remove hardcoded checks for town portal from AI code
This commit is contained in:
@@ -10,6 +10,8 @@
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#include "StdInc.h"
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#include "AdventureSpellCast.h"
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#include "../AIGateway.h"
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#include "../../../lib/spells/ISpellMechanics.h"
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#include "../../../lib/spells/adventure/TownPortalEffect.h"
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namespace NKAI
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{
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@@ -39,8 +41,9 @@ void AdventureSpellCast::accept(AIGateway * ai)
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if(hero->mana < hero->getSpellCost(spell))
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throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
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auto townPortalEffect = spell->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero);
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if(town && spellID == SpellID::TOWN_PORTAL)
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if(town && townPortalEffect)
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{
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ai->selectedObject = town->id;
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@@ -61,7 +64,7 @@ void AdventureSpellCast::accept(AIGateway * ai)
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cb->waitTillRealize = true;
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cb->castSpell(hero, spellID, tile);
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if(town && spellID == SpellID::TOWN_PORTAL)
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if(town && townPortalEffect)
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{
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// visit town
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ai->moveHeroToTile(town->visitablePos(), hero);
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@@ -17,6 +17,8 @@
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#include "../../../lib/pathfinder/CPathfinder.h"
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#include "../../../lib/pathfinder/PathfinderUtil.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../lib/spells/ISpellMechanics.h"
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#include "../../../lib/spells/adventure/TownPortalEffect.h"
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#include "../../../lib/IGameSettings.h"
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#include "../../../lib/CPlayerState.h"
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@@ -1069,22 +1071,17 @@ struct TownPortalFinder
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SpellID spellID;
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const CSpell * townPortal;
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TownPortalFinder(
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const ChainActor * actor,
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const std::vector<CGPathNode *> & initialNodes,
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std::vector<const CGTownInstance *> targetTowns,
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AINodeStorage * nodeStorage)
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:actor(actor), initialNodes(initialNodes), hero(actor->hero),
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targetTowns(targetTowns), nodeStorage(nodeStorage)
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TownPortalFinder(const ChainActor * actor, const std::vector<CGPathNode *> & initialNodes, std::vector<const CGTownInstance *> targetTowns, AINodeStorage * nodeStorage, SpellID spellID)
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: actor(actor)
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, initialNodes(initialNodes)
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, hero(actor->hero)
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, targetTowns(targetTowns)
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, nodeStorage(nodeStorage)
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, spellID(spellID)
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, townPortal(spellID.toSpell())
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{
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spellID = SpellID::TOWN_PORTAL;
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townPortal = spellID.toSpell();
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// TODO: Copy/Paste from TownPortalMechanics
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townPortalSkillLevel = MasteryLevel::Type(hero->getSpellSchoolLevel(townPortal));
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int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
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movementNeeded = baseCost * (townPortalSkillLevel >= MasteryLevel::EXPERT ? 2 : 3);
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auto townPortalEffect = townPortal->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero);
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movementNeeded = townPortalEffect->getMovementPointsRequired();
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}
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bool actorCanCastTownPortal()
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@@ -1151,7 +1148,7 @@ struct TownPortalFinder
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DO_NOT_SAVE_TO_COMMITTED_TILES);
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node->theNodeBefore = bestNode;
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node->addSpecialAction(std::make_shared<AIPathfinding::TownPortalAction>(targetTown));
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node->addSpecialAction(std::make_shared<AIPathfinding::TownPortalAction>(targetTown, spellID));
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}
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return nodeOptional;
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@@ -1177,10 +1174,21 @@ void AINodeStorage::calculateTownPortal(
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return; // no towns no need to run loop further
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}
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TownPortalFinder townPortalFinder(actor, initialNodes, towns, this);
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if(townPortalFinder.actorCanCastTownPortal())
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for (const auto & spell : LIBRARY->spellh->objects)
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{
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if (!spell || !spell->isAdventure())
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continue;
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auto townPortalEffect = spell->getAdventureMechanics().getEffectAs<TownPortalEffect>(actor->hero);
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if (!townPortalEffect)
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continue;
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TownPortalFinder townPortalFinder(actor, initialNodes, towns, this, spell->id);
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if(!townPortalFinder.actorCanCastTownPortal())
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continue;
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for(const CGTownInstance * targetTown : towns)
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{
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if(targetTown->getVisitingHero()
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@@ -20,7 +20,7 @@ using namespace AIPathfinding;
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void TownPortalAction::execute(AIGateway * ai, const CGHeroInstance * hero) const
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{
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auto goal = Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL);
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auto goal = Goals::AdventureSpellCast(hero, usedSpell);
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goal.town = target;
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goal.tile = target->visitablePos();
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@@ -22,10 +22,12 @@ namespace AIPathfinding
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{
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private:
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const CGTownInstance * target;
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SpellID usedSpell;
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public:
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TownPortalAction(const CGTownInstance * target)
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TownPortalAction(const CGTownInstance * target, SpellID usedSpell)
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:target(target)
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,usedSpell(usedSpell)
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{
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}
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@@ -13,6 +13,8 @@
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#include "../FuzzyHelper.h"
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#include "../AIhelper.h"
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#include "../../../lib/mapObjects/CGTownInstance.h"
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#include "../../../lib/spells/ISpellMechanics.h"
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#include "../../../lib/spells/adventure/TownPortalEffect.h"
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using namespace Goals;
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@@ -39,7 +41,9 @@ TSubgoal AdventureSpellCast::whatToDoToAchieve()
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if(hero->mana < hero->getSpellCost(spell))
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throw cannotFulfillGoalException("Hero has not enough mana to cast " + spell->getNameTranslated());
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if(spellID == SpellID::TOWN_PORTAL && town && town->getVisitingHero())
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auto townPortalEffect = spell->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero.h);
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if(townPortalEffect && town && town->getVisitingHero())
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throw cannotFulfillGoalException("The town is already occupied by " + town->getVisitingHero()->getNameTranslated());
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return iAmElementar();
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@@ -47,7 +51,9 @@ TSubgoal AdventureSpellCast::whatToDoToAchieve()
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void AdventureSpellCast::accept(VCAI * ai)
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{
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if(town && spellID == SpellID::TOWN_PORTAL)
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auto townPortalEffect = spellID.toSpell()->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero.h);
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if(town && townPortalEffect)
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{
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ai->selectedObject = town->id;
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}
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@@ -57,7 +63,7 @@ void AdventureSpellCast::accept(VCAI * ai)
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cb->waitTillRealize = true;
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cb->castSpell(hero.h, spellID, tile);
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if(town && spellID == SpellID::TOWN_PORTAL)
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if(town && townPortalEffect)
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{
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// visit town
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ai->moveHeroToTile(town->visitablePos(), hero);
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@@ -15,6 +15,8 @@
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#include "../../../lib/pathfinder/CPathfinder.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../lib/pathfinder/PathfinderUtil.h"
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#include "../../../lib/spells/ISpellMechanics.h"
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#include "../../../lib/spells/adventure/TownPortalEffect.h"
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#include "../../../lib/IGameSettings.h"
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#include "../../../lib/CPlayerState.h"
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@@ -225,12 +227,21 @@ void AINodeStorage::calculateTownPortalTeleportations(
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const PathNodeInfo & source,
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std::vector<CGPathNode *> & neighbours)
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{
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SpellID spellID = SpellID::TOWN_PORTAL;
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const CSpell * townPortal = spellID.toSpell();
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auto srcNode = getAINode(source.node);
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if(hero->canCastThisSpell(townPortal) && hero->mana >= hero->getSpellCost(townPortal))
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for (const auto & spell : LIBRARY->spellh->objects)
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{
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if (!spell || !spell->isAdventure())
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continue;
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auto townPortalEffect = spell->getAdventureMechanics().getEffectAs<TownPortalEffect>(hero);
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if (!townPortalEffect)
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continue;
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if(!hero->canCastThisSpell(spell.get()) || hero->mana < hero->getSpellCost(spell.get()))
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continue;
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auto towns = cb->getTownsInfo(false);
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vstd::erase_if(towns, [&](const CGTownInstance * t) -> bool
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@@ -238,22 +249,15 @@ void AINodeStorage::calculateTownPortalTeleportations(
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return cb->getPlayerRelations(hero->tempOwner, t->tempOwner) == PlayerRelations::ENEMIES;
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});
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if(!towns.size())
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if(towns.empty())
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return;
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if(hero->movementPointsRemaining() < townPortalEffect->getMovementPointsRequired())
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{
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return;
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}
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// TODO: Copy/Paste from TownPortalMechanics
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auto skillLevel = hero->getSpellSchoolLevel(townPortal);
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int baseCost = hero->cb->getSettings().getInteger(EGameSettings::HEROES_MOVEMENT_COST_BASE);
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auto movementCost = baseCost * (skillLevel >= 3 ? 2 : 3);
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if(hero->movementPointsRemaining() < movementCost)
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{
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return;
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}
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if(skillLevel < MasteryLevel::ADVANCED)
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if(!townPortalEffect->townSelectionAllowed())
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{
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const CGTownInstance * nearestTown = *vstd::minElementByFun(towns, [&](const CGTownInstance * t) -> int
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{
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@@ -279,7 +283,7 @@ void AINodeStorage::calculateTownPortalTeleportations(
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AIPathNode * node = nodeOptional.value();
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node->theNodeBefore = source.node;
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node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown));
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node->specialAction.reset(new AIPathfinding::TownPortalAction(targetTown, spell->id));
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node->moveRemains = source.node->moveRemains;
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neighbours.push_back(node);
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@@ -19,5 +19,5 @@ Goals::TSubgoal TownPortalAction::whatToDo(const HeroPtr & hero) const
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{
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const CGTownInstance * targetTown = target; // const pointer is not allowed in settown
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return Goals::sptr(Goals::AdventureSpellCast(hero, SpellID::TOWN_PORTAL).settown(targetTown).settile(targetTown->visitablePos()));
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return Goals::sptr(Goals::AdventureSpellCast(hero, spellToUse).settown(targetTown).settile(targetTown->visitablePos()));
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}
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@@ -20,10 +20,12 @@ namespace AIPathfinding
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{
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private:
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const CGTownInstance * target;
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SpellID spellToUse;
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public:
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TownPortalAction(const CGTownInstance * target)
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TownPortalAction(const CGTownInstance * target, SpellID spellToUse)
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:target(target)
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,spellToUse(spellToUse)
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{
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}
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@@ -856,16 +856,16 @@ public:
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NONE = -1,
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// Adventure map spells
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SUMMON_BOAT = 0,
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SCUTTLE_BOAT = 1,
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VISIONS = 2,
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VIEW_EARTH = 3,
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DISGUISE = 4,
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VIEW_AIR = 5,
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FLY = 6,
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WATER_WALK = 7,
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DIMENSION_DOOR = 8,
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TOWN_PORTAL = 9,
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SUMMON_BOAT [[deprecated]] = 0,
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SCUTTLE_BOAT [[deprecated]] = 1,
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VISIONS [[deprecated]] = 2,
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VIEW_EARTH [[deprecated]] = 3,
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DISGUISE [[deprecated]] = 4,
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VIEW_AIR [[deprecated]] = 5,
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FLY [[deprecated]] = 6,
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WATER_WALK [[deprecated]] = 7,
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DIMENSION_DOOR [[deprecated]] = 8,
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TOWN_PORTAL [[deprecated]] = 9,
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// Combat spells
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QUICKSAND = 10,
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@@ -27,6 +27,9 @@ class TownPortalEffect final : public IAdventureSpellEffect
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public:
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TownPortalEffect(const CSpell * s, const JsonNode & config);
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bool getMovementPointsRequired() const { return movementPointsRequired; }
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bool townSelectionAllowed() const { return allowTownSelection; }
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protected:
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ESpellCastResult applyAdventureEffects(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const override;
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ESpellCastResult beginCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters, const AdventureSpellMechanics & mechanics) const override;
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