/* * AILayerTransitionRule.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 "AILayerTransitionRule.h" #include "../../Engine/Nullkiller.h" namespace NKAI { namespace AIPathfinding { AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr nodeStorage) :cb(cb), ai(ai), nodeStorage(nodeStorage) { setup(); } void AILayerTransitionRule::process( const PathNodeInfo & source, CDestinationNodeInfo & destination, const PathfinderConfig * pathfinderConfig, CPathfinderHelper * pathfinderHelper) const { LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper); if(!destination.blocked) { return; } if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL) { std::shared_ptr virtualBoat = findVirtualBoat(destination, source); if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat)) { #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString()); #endif } } } void AILayerTransitionRule::setup() { std::vector shipyards; for(const CGTownInstance * t : cb->getTownsInfo()) { // do not allow ally shipyards because of bug if(t->hasBuilt(BuildingID::SHIPYARD) && t->getOwner() == ai->playerID) shipyards.push_back(t); } for(const CGObjectInstance * obj : ai->memory->visitableObjs) { // do not allow ally shipyards because of bug if(obj->ID != Obj::TOWN && obj->getOwner() == ai->playerID) //towns were handled in the previous loop { if(const IShipyard * shipyard = IShipyard::castFrom(obj)) shipyards.push_back(shipyard); } } for(const IShipyard * shipyard : shipyards) { if(shipyard->shipyardStatus() == IShipyard::GOOD) { int3 boatLocation = shipyard->bestLocation(); virtualBoats[boatLocation] = std::make_shared(cb, shipyard); logAi->debug("Virtual boat added at %s", boatLocation.toString()); } } for(const CGHeroInstance * hero : nodeStorage->getAllHeroes()) { auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell(); if(hero->canCastThisSpell(summonBoatSpell) && hero->getSpellSchoolLevel(summonBoatSpell) >= SecSkillLevel::ADVANCED) { // TODO: For lower school level we might need to check the existance of some boat summonableVirtualBoats[hero] = std::make_shared(); } } } std::shared_ptr AILayerTransitionRule::findVirtualBoat( CDestinationNodeInfo & destination, const PathNodeInfo & source) const { std::shared_ptr virtualBoat; if(vstd::contains(virtualBoats, destination.coord)) { virtualBoat = virtualBoats.at(destination.coord); } else { const CGHeroInstance * hero = nodeStorage->getHero(source.node); if(vstd::contains(summonableVirtualBoats, hero) && summonableVirtualBoats.at(hero)->canAct(nodeStorage->getAINode(source.node))) { virtualBoat = summonableVirtualBoats.at(hero); } } return virtualBoat; } bool AILayerTransitionRule::tryEmbarkVirtualBoat( CDestinationNodeInfo & destination, const PathNodeInfo & source, std::shared_ptr virtualBoat) const { bool result = false; nodeStorage->updateAINode(destination.node, [&](AIPathNode * node) { auto boatNodeOptional = nodeStorage->getOrCreateNode( node->coord, node->layer, virtualBoat->getActor(node->actor)); if(boatNodeOptional) { AIPathNode * boatNode = boatNodeOptional.get(); if(boatNode->action == CGPathNode::UNKNOWN) { boatNode->specialAction = virtualBoat; destination.blocked = false; destination.action = CGPathNode::ENodeAction::EMBARK; destination.node = boatNode; result = true; } else { #if NKAI_PATHFINDER_TRACE_LEVEL >= 1 logAi->trace( "Special transition node already allocated. Blocked moving %s -> %s", source.coord.toString(), destination.coord.toString()); #endif } } else { logAi->debug( "Can not allocate special transition node while moving %s -> %s", source.coord.toString(), destination.coord.toString()); } }); return result; } } }