/* * AIMovementAfterDestinationRule.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "AIMovementAfterDestinationRule.h" #include "../Actions/BattleAction.h" #include "../Actions/QuestAction.h" #include "../Actions/WhirlpoolAction.h" #include "../../Goals/Invalid.h" #include "AIPreviousNodeRule.h" #include "../../../../lib/pathfinder/PathfinderOptions.h" #include "../../../../lib/pathfinder/CPathfinder.h" namespace NKAI { namespace AIPathfinding { AIMovementAfterDestinationRule::AIMovementAfterDestinationRule( const Nullkiller * ai, CPlayerSpecificInfoCallback * cb, std::shared_ptr nodeStorage, bool allowBypassObjects) :ai(ai), cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects) { } void AIMovementAfterDestinationRule::process( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { if(nodeStorage->isMovementInefficient(source, destination)) { destination.node->locked = true; destination.blocked = true; return; } if(!allowBypassObjects && destination.action == EPathNodeAction::EMBARK && source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL) { destination.blocked = true; return; } auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper); if(blocker == BlockingReason::NONE) { destination.blocked = nodeStorage->isDistanceLimitReached(source, destination); if(destination.nodeObject && !destination.blocked && !allowBypassObjects && !dynamic_cast(destination.nodeObject) && destination.nodeObject->ID != Obj::EVENT) { destination.blocked = true; destination.node->locked = true; } return; } if(!allowBypassObjects) { if(destination.nodeObject) { destination.blocked = true; destination.node->locked = true; } return; } #if NKAI_PATHFINDER_TRACE_LEVEL >= 2 logAi->trace( "Movement from tile %s is blocked. Try to bypass. Action: %d, blocker: %d, source: %s", destination.coord.toString(), (int)destination.action, (int)blocker, source.coord.toString()); #endif auto destGuardians = cb->getGuardingCreatures(destination.coord); bool allowBypass = false; switch(blocker) { case BlockingReason::DESTINATION_GUARDED: allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper); break; case BlockingReason::DESTINATION_BLOCKVIS: if(destination.nodeHero && destination.heroRelations != PlayerRelations::ENEMIES) { allowBypass = destination.heroRelations == PlayerRelations::SAME_PLAYER && destination.nodeHero == nodeStorage->getHero(destination.node); } else { allowBypass = destination.nodeObject && bypassRemovableObject(source, destination, pathfinderConfig, pathfinderHelper); } if(allowBypass && destGuardians.size()) allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper); break; case BlockingReason::DESTINATION_VISIT: allowBypass = true; break; case BlockingReason::DESTINATION_BLOCKED: allowBypass = bypassBlocker(source, destination, pathfinderConfig, pathfinderHelper); break; } destination.blocked = !allowBypass || nodeStorage->isDistanceLimitReached(source, destination); destination.node->locked = !allowBypass; } bool AIMovementAfterDestinationRule::bypassBlocker( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES; if(enemyHero) { return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper); } if(destination.nodeObject && (destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2) && destination.objectRelations == PlayerRelations::ENEMIES) { return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper); } return false; } bool AIMovementAfterDestinationRule::bypassQuest( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node); auto questObj = dynamic_cast(destination.nodeObject); auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord); QuestAction questAction(questInfo); if(destination.nodeObject->ID == Obj::QUEST_GUARD && questObj->quest->mission == Rewardable::Limiter{} && questObj->quest->killTarget == ObjectInstanceID::NONE) { return false; } if(!questAction.canAct(ai, destinationNode)) { if(!destinationNode->actor->allowUseResources) { std::optional questNode = nodeStorage->getOrCreateNode( destination.coord, destination.node->layer, destinationNode->actor->resourceActor); if(!questNode || questNode.value()->getCost() < destination.cost) { return false; } destination.node = questNode.value(); nodeStorage->commit(destination, source); AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper); } nodeStorage->updateAINode(destination.node, [&](AIPathNode * node) { node->addSpecialAction(std::make_shared(questAction)); }); } return true; } bool AIMovementAfterDestinationRule::bypassRemovableObject( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { if(destination.nodeObject->ID == Obj::QUEST_GUARD || destination.nodeObject->ID == Obj::BORDERGUARD || destination.nodeObject->ID == Obj::BORDER_GATE) { return bypassQuest(source, destination, pathfinderConfig, pathfinderHelper); } auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES; if(!enemyHero && !isObjectRemovable(destination.nodeObject)) { if(nodeStorage->getHero(destination.node) == destination.nodeHero) return true; return false; } auto danger = nodeStorage->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true); if(danger) { return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper); } return true; } bool AIMovementAfterDestinationRule::bypassDestinationGuards( std::vector destGuardians, const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { auto srcGuardians = cb->getGuardingCreatures(source.coord); if(destGuardians.empty()) { return false; } auto srcNode = nodeStorage->getAINode(source.node); vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool { return vstd::contains(srcGuardians, destGuard); }); auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size(); if(guardsAlreadyBypassed && srcNode->actor->allowBattle) { #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace( "Bypass guard at destination while moving %s -> %s", source.coord.toString(), destination.coord.toString()); #endif return true; } return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper); } bool AIMovementAfterDestinationRule::bypassBattle( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { const AIPathNode * srcNode = nodeStorage->getAINode(source.node); const AIPathNode * destNode = nodeStorage->getAINode(destination.node); auto battleNodeOptional = nodeStorage->getOrCreateNode( destination.coord, destination.node->layer, destNode->actor->battleActor); if(!battleNodeOptional) { #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace( "Can not allocate battle node while moving %s -> %s", source.coord.toString(), destination.coord.toString()); #endif return false; } auto * battleNode = battleNodeOptional.value(); if(battleNode->locked) { #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace( "Block bypass guard at destination while moving %s -> %s", source.coord.toString(), destination.coord.toString()); #endif return false; } auto hero = nodeStorage->getHero(source.node); uint64_t danger = nodeStorage->evaluateDanger(destination.coord, hero, true); uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss; uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger); if(loss < actualArmyValue) { if(destNode->specialAction) { battleNode->specialAction = destNode->specialAction; } destination.node = battleNode; nodeStorage->commit(destination, source); battleNode->armyLoss += loss; vstd::amax(battleNode->danger, danger); AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper); battleNode->addSpecialAction(std::make_shared(destination.coord)); #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace( "Begin bypass guard at destination with danger %s while moving %s -> %s", std::to_string(danger), source.coord.toString(), destination.coord.toString()); #endif return true; } return false; } } }