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https://github.com/vcmi/vcmi.git
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Merge pull request #516 from nullkiller/freeze-pathfinding
Freeze when try to bypass a few adjacent guards
This commit is contained in:
commit
ff75e5e6e8
@ -49,7 +49,7 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
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storageMap[hero] = nodeStorage;
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auto config = std::make_shared<AIPathfinderConfig>(cb, ai, nodeStorage);
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auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage);
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nodeStorage->setHero(hero.get());
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cb->calculatePaths(config, hero.get());
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@ -13,395 +13,379 @@
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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class BuildBoatAction : public ISpecialAction
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namespace AIPathfinding
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{
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private:
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const IShipyard * shipyard;
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public:
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BuildBoatAction(const IShipyard * shipyard)
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:shipyard(shipyard)
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class BuildBoatAction : public ISpecialAction
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{
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}
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private:
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const IShipyard * shipyard;
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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public:
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BuildBoatAction(const IShipyard * shipyard)
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:shipyard(shipyard)
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{
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}
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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{
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return sptr(Goals::BuildBoat(shipyard));
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}
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};
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class BattleAction : public ISpecialAction
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{
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return sptr(Goals::BuildBoat(shipyard));
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}
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};
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private:
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const int3 target;
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const HeroPtr hero;
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class AILayerTransitionRule : public LayerTransitionRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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VCAI * ai;
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std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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BattleAction(const int3 target)
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:target(target)
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{
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}
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public:
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AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), ai(ai), nodeStorage(nodeStorage)
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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{
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return sptr(Goals::VisitTile(target).sethero(hero));
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}
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};
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class AILayerTransitionRule : public LayerTransitionRule
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{
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setup();
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}
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private:
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CPlayerSpecificInfoCallback * cb;
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VCAI * ai;
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std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
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std::shared_ptr<AINodeStorage> nodeStorage;
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
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if(!destination.blocked)
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public:
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AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), ai(ai), nodeStorage(nodeStorage)
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{
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return;
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setup();
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL
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&& vstd::contains(virtualBoats, destination.coord))
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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logAi->trace("Bypassing virtual boat at %s!", destination.coord.toString());
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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{
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std::shared_ptr<const BuildBoatAction> virtualBoat = virtualBoats.at(destination.coord);
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auto boatNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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node->chainMask | AINodeStorage::RESOURCE_CHAIN);
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if(boatNodeOptional)
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{
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AIPathNode * boatNode = boatNodeOptional.get();
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boatNode->specialAction = virtualBoat;
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destination.blocked = false;
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destination.action = CGPathNode::ENodeAction::EMBARK;
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destination.node = boatNode;
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}
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else
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{
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logAi->trace(
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"Can not allocate boat node while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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}
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});
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}
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}
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private:
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void setup()
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{
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std::vector<const IShipyard *> shipyards;
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for(const CGTownInstance * t : cb->getTownsInfo())
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{
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if(t->hasBuilt(BuildingID::SHIPYARD))
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shipyards.push_back(t);
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}
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for(const CGObjectInstance * obj : ai->visitableObjs)
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{
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if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
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{
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if(const IShipyard * shipyard = IShipyard::castFrom(obj))
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shipyards.push_back(shipyard);
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}
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}
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for(const IShipyard * shipyard : shipyards)
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{
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if(shipyard->shipyardStatus() == IShipyard::GOOD)
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{
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int3 boatLocation = shipyard->bestLocation();
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virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
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logAi->debug("Virtual boat added at %s", boatLocation.toString());
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}
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}
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}
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};
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class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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if(nodeStorage->hasBetterChain(source, destination))
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{
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destination.blocked = true;
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return;
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}
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auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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if(blocker == BlockingReason::NONE)
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return;
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if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
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{
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auto objID = destination.nodeObject->ID;
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if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
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|| objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
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|| objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
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|| objID == Obj::WHIRLPOOL)
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{
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destination.blocked = true;
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}
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return;
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}
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if(blocker == BlockingReason::DESTINATION_VISIT)
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{
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return;
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}
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if(blocker == BlockingReason::DESTINATION_GUARDED)
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{
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auto srcGuardians = cb->getGuardingCreatures(source.coord);
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auto destGuardians = cb->getGuardingCreatures(destination.coord);
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if(destGuardians.empty())
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{
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destination.blocked = true;
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return;
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}
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vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
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{
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return vstd::contains(srcGuardians, destGuard);
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});
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auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
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if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
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{
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logAi->trace(
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"Bypass guard at destination while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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return;
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}
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const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
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auto battleNodeOptional = nodeStorage->getOrCreateNode(
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destination.coord,
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destination.node->layer,
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destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
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if(!battleNodeOptional)
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{
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logAi->trace(
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"Can not allocate battle node while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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destination.blocked = true;
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return;
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}
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AIPathNode * battleNode = battleNodeOptional.get();
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if(battleNode->locked)
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{
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logAi->trace(
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"Block bypass guard at destination while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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destination.blocked = true;
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return;
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}
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auto hero = nodeStorage->getHero();
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auto danger = evaluateDanger(destination.coord, hero);
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destination.node = battleNode;
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nodeStorage->commit(destination, source);
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if(battleNode->danger < danger)
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{
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battleNode->danger = danger;
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}
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logAi->trace(
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"Begin bypass guard at destination with danger %s while moving %s -> %s",
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std::to_string(danger),
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source.coord.toString(),
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destination.coord.toString());
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return;
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}
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destination.blocked = true;
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}
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};
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class AIMovementToDestinationRule : public MovementToDestinationRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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if(blocker == BlockingReason::NONE)
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return;
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if(blocker == BlockingReason::DESTINATION_BLOCKED
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&& destination.action == CGPathNode::EMBARK
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&& nodeStorage->getAINode(destination.node)->specialAction)
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{
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return;
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}
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if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
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{
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auto srcGuardians = cb->getGuardingCreatures(source.coord);
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auto destGuardians = cb->getGuardingCreatures(destination.coord);
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for(auto srcGuard : srcGuardians)
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{
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if(!vstd::contains(destGuardians, srcGuard))
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continue;
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auto guardPos = srcGuard->visitablePos();
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if(guardPos != source.coord && guardPos != destination.coord)
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{
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destination.blocked = true; // allow to pass monster only through guard tile
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}
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}
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LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
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if(!destination.blocked)
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{
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return;
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL
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&& vstd::contains(virtualBoats, destination.coord))
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{
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logAi->trace("Bypassing virtual boat at %s!", destination.coord.toString());
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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{
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std::shared_ptr<const BuildBoatAction> virtualBoat = virtualBoats.at(destination.coord);
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auto boatNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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node->chainMask | AINodeStorage::RESOURCE_CHAIN);
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if(boatNodeOptional)
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{
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AIPathNode * boatNode = boatNodeOptional.get();
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boatNode->specialAction = virtualBoat;
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destination.blocked = false;
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destination.action = CGPathNode::ENodeAction::EMBARK;
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destination.node = boatNode;
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}
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else
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{
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logAi->trace(
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"Can not allocate boat node while moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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}
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});
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}
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}
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private:
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void setup()
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{
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std::vector<const IShipyard *> shipyards;
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for(const CGTownInstance * t : cb->getTownsInfo())
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{
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if(t->hasBuilt(BuildingID::SHIPYARD))
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shipyards.push_back(t);
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}
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for(const CGObjectInstance * obj : ai->visitableObjs)
|
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{
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if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
|
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{
|
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if(const IShipyard * shipyard = IShipyard::castFrom(obj))
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shipyards.push_back(shipyard);
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}
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}
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for(const IShipyard * shipyard : shipyards)
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{
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if(shipyard->shipyardStatus() == IShipyard::GOOD)
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{
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int3 boatLocation = shipyard->bestLocation();
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virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
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logAi->debug("Virtual boat added at %s", boatLocation.toString());
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}
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}
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}
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};
|
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class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
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{
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private:
|
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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|
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virtual void process(
|
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const PathNodeInfo & source,
|
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CDestinationNodeInfo & destination,
|
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const PathfinderConfig * pathfinderConfig,
|
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CPathfinderHelper * pathfinderHelper) const override
|
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{
|
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if(nodeStorage->hasBetterChain(source, destination))
|
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{
|
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destination.blocked = true;
|
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return;
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}
|
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|
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auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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|
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if(blocker == BlockingReason::NONE)
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return;
|
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|
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if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
|
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{
|
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auto objID = destination.nodeObject->ID;
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if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
|
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|| objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
|
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|| objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
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|| objID == Obj::WHIRLPOOL)
|
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{
|
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destination.blocked = true;
|
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}
|
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|
||||
return;
|
||||
}
|
||||
|
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if(blocker == BlockingReason::DESTINATION_VISIT)
|
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{
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return;
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}
|
||||
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if(blocker == BlockingReason::DESTINATION_GUARDED)
|
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{
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auto srcGuardians = cb->getGuardingCreatures(source.coord);
|
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auto destGuardians = cb->getGuardingCreatures(destination.coord);
|
||||
|
||||
if(destGuardians.empty())
|
||||
{
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destination.blocked = true;
|
||||
|
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return;
|
||||
}
|
||||
|
||||
vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
|
||||
{
|
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return vstd::contains(srcGuardians, destGuard);
|
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});
|
||||
|
||||
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
|
||||
if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
|
||||
{
|
||||
logAi->trace(
|
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"Bypass guard at destination while moving %s -> %s",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
|
||||
auto battleNodeOptional = nodeStorage->getOrCreateNode(
|
||||
destination.coord,
|
||||
destination.node->layer,
|
||||
destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
|
||||
|
||||
if(!battleNodeOptional)
|
||||
{
|
||||
logAi->trace(
|
||||
"Can not allocate battle node while moving %s -> %s",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
destination.blocked = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
AIPathNode * battleNode = battleNodeOptional.get();
|
||||
|
||||
if(battleNode->locked)
|
||||
{
|
||||
logAi->trace(
|
||||
"Block bypass guard at destination while moving %s -> %s",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
destination.blocked = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto hero = nodeStorage->getHero();
|
||||
auto danger = evaluateDanger(destination.coord, hero);
|
||||
|
||||
destination.node = battleNode;
|
||||
nodeStorage->commit(destination, source);
|
||||
|
||||
if(battleNode->danger < danger)
|
||||
{
|
||||
battleNode->danger = danger;
|
||||
}
|
||||
|
||||
battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
|
||||
|
||||
logAi->trace(
|
||||
"Begin bypass guard at destination with danger %s while moving %s -> %s",
|
||||
std::to_string(danger),
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
destination.blocked = true;
|
||||
}
|
||||
};
|
||||
|
||||
class AIMovementToDestinationRule : public MovementToDestinationRule
|
||||
{
|
||||
private:
|
||||
CPlayerSpecificInfoCallback * cb;
|
||||
std::shared_ptr<AINodeStorage> nodeStorage;
|
||||
|
||||
public:
|
||||
AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:cb(cb), nodeStorage(nodeStorage)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void process(
|
||||
const PathNodeInfo & source,
|
||||
CDestinationNodeInfo & destination,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
CPathfinderHelper * pathfinderHelper) const override
|
||||
{
|
||||
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
|
||||
|
||||
if(blocker == BlockingReason::NONE)
|
||||
return;
|
||||
|
||||
if(blocker == BlockingReason::DESTINATION_BLOCKED
|
||||
&& destination.action == CGPathNode::EMBARK
|
||||
&& nodeStorage->getAINode(destination.node)->specialAction)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
|
||||
{
|
||||
logAi->trace(
|
||||
"Bypass src guard while moving from %s to %s",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
return;
|
||||
destination.blocked = true;
|
||||
}
|
||||
};
|
||||
|
||||
class AIPreviousNodeRule : public MovementToDestinationRule
|
||||
{
|
||||
private:
|
||||
CPlayerSpecificInfoCallback * cb;
|
||||
std::shared_ptr<AINodeStorage> nodeStorage;
|
||||
|
||||
public:
|
||||
AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:cb(cb), nodeStorage(nodeStorage)
|
||||
{
|
||||
}
|
||||
|
||||
destination.blocked = true;
|
||||
}
|
||||
};
|
||||
|
||||
class AIPreviousNodeRule : public MovementToDestinationRule
|
||||
{
|
||||
private:
|
||||
CPlayerSpecificInfoCallback * cb;
|
||||
std::shared_ptr<AINodeStorage> nodeStorage;
|
||||
|
||||
public:
|
||||
AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:cb(cb), nodeStorage(nodeStorage)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void process(
|
||||
const PathNodeInfo & source,
|
||||
CDestinationNodeInfo & destination,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
CPathfinderHelper * pathfinderHelper) const override
|
||||
{
|
||||
//FIXME: unused
|
||||
// auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
|
||||
|
||||
if(source.guarded)
|
||||
virtual void process(
|
||||
const PathNodeInfo & source,
|
||||
CDestinationNodeInfo & destination,
|
||||
const PathfinderConfig * pathfinderConfig,
|
||||
CPathfinderHelper * pathfinderHelper) const override
|
||||
{
|
||||
auto srcGuardian = cb->guardingCreaturePosition(source.node->coord);
|
||||
|
||||
if(srcGuardian == source.node->coord)
|
||||
if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
|
||||
{
|
||||
// guardian tile is used as chain junction
|
||||
// we can not directly bypass objects, we need to interact with them first
|
||||
destination.node->theNodeBefore = source.node;
|
||||
|
||||
logAi->trace(
|
||||
"Link src node %s to destination node %s while bypassing guard",
|
||||
"Link src node %s to destination node %s while bypassing visitable obj",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto aiSourceNode = nodeStorage->getAINode(source.node);
|
||||
|
||||
if(aiSourceNode->specialAction)
|
||||
{
|
||||
// there is some action on source tile which should be performed before we can bypass it
|
||||
destination.node->theNodeBefore = source.node;
|
||||
}
|
||||
}
|
||||
|
||||
if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
|
||||
{
|
||||
// we can not directly bypass objects, we need to interact with them first
|
||||
destination.node->theNodeBefore = source.node;
|
||||
|
||||
logAi->trace(
|
||||
"Link src node %s to destination node %s while bypassing visitable obj",
|
||||
source.coord.toString(),
|
||||
destination.coord.toString());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
auto aiSourceNode = nodeStorage->getAINode(source.node);
|
||||
|
||||
if(aiSourceNode->specialAction)
|
||||
{
|
||||
// there is some action on source tile which should be performed before we can bypass it
|
||||
destination.node->theNodeBefore = source.node;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
{
|
||||
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
|
||||
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
|
||||
std::make_shared<DestinationActionRule>(),
|
||||
std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
|
||||
std::make_shared<MovementCostRule>(),
|
||||
std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
|
||||
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
|
||||
};
|
||||
|
||||
return rules;
|
||||
}
|
||||
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
{
|
||||
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
|
||||
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
|
||||
std::make_shared<DestinationActionRule>(),
|
||||
std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
|
||||
std::make_shared<MovementCostRule>(),
|
||||
std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
|
||||
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
|
||||
};
|
||||
|
||||
AIPathfinderConfig::AIPathfinderConfig(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
|
||||
{
|
||||
return rules;
|
||||
}
|
||||
|
||||
AIPathfinderConfig::AIPathfinderConfig(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage)
|
||||
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
@ -13,11 +13,14 @@
|
||||
#include "AINodeStorage.h"
|
||||
#include "../VCAI.h"
|
||||
|
||||
class AIPathfinderConfig : public PathfinderConfig
|
||||
namespace AIPathfinding
|
||||
{
|
||||
public:
|
||||
AIPathfinderConfig(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage);
|
||||
};
|
||||
class AIPathfinderConfig : public PathfinderConfig
|
||||
{
|
||||
public:
|
||||
AIPathfinderConfig(
|
||||
CPlayerSpecificInfoCallback * cb,
|
||||
VCAI * ai,
|
||||
std::shared_ptr<AINodeStorage> nodeStorage);
|
||||
};
|
||||
}
|
Loading…
Reference in New Issue
Block a user