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https://github.com/vcmi/vcmi.git
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02e429e973
Changes were reviewed manually
248 lines
6.9 KiB
C++
248 lines
6.9 KiB
C++
/*
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* AILayerTransitionRule.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AILayerTransitionRule.h"
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#include "../../Engine/Nullkiller.h"
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#include "../../../../lib/pathfinder/CPathfinder.h"
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#include "../../../../lib/pathfinder/TurnInfo.h"
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namespace NKAI
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{
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namespace AIPathfinding
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{
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AILayerTransitionRule::AILayerTransitionRule(
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CPlayerSpecificInfoCallback * cb,
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Nullkiller * ai,
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std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), ai(ai), nodeStorage(nodeStorage)
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{
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setup();
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}
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void AILayerTransitionRule::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
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{
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LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Layer transitioning %s -> %s, action: %d, blocked: %s",
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source.coord.toString(),
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destination.coord.toString(),
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static_cast<int32_t>(destination.action),
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destination.blocked ? "true" : "false");
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#endif
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if(!destination.blocked)
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{
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if(source.node->layer == EPathfindingLayer::LAND
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&& (destination.node->layer == EPathfindingLayer::AIR || destination.node->layer == EPathfindingLayer::WATER))
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{
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if(pathfinderHelper->getTurnInfo()->isLayerAvailable(destination.node->layer))
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return;
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else
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destination.blocked = true;
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}
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else
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{
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return;
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
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{
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std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
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if(virtualBoat && tryUseSpecialAction(destination, source, virtualBoat, EPathNodeAction::EMBARK))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::WATER)
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{
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if(nodeStorage->getAINode(source.node)->dayFlags & DayFlags::WATER_WALK_CAST)
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{
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destination.blocked = false;
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return;
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}
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auto action = waterWalkingActions.find(nodeStorage->getHero(source.node));
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if(action != waterWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Casting water walk while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::AIR)
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{
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if(nodeStorage->getAINode(source.node)->dayFlags & DayFlags::FLY_CAST)
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{
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destination.blocked = false;
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return;
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}
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auto action = airWalkingActions.find(nodeStorage->getHero(source.node));
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if(action != airWalkingActions.end() && tryUseSpecialAction(destination, source, action->second, EPathNodeAction::NORMAL))
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace("Casting fly while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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#endif
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}
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}
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}
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void AILayerTransitionRule::setup()
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{
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SpellID waterWalk = SpellID::WATER_WALK;
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SpellID airWalk = SpellID::FLY;
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for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
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{
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if(hero->canCastThisSpell(waterWalk.toSpell()) && hero->mana >= hero->getSpellCost(waterWalk.toSpell()))
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{
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waterWalkingActions[hero] = std::make_shared<WaterWalkingAction>(hero);
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}
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if(hero->canCastThisSpell(airWalk.toSpell()) && hero->mana >= hero->getSpellCost(airWalk.toSpell()))
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{
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airWalkingActions[hero] = std::make_shared<AirWalkingAction>(hero);
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}
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}
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collectVirtualBoats();
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}
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void AILayerTransitionRule::collectVirtualBoats()
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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->memory->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 auto * shipyard = dynamic_cast<const IShipyard *>(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>(cb, 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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for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
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{
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auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
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if(hero->canCastThisSpell(summonBoatSpell)
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&& hero->getSpellSchoolLevel(summonBoatSpell) >= MasteryLevel::ADVANCED)
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{
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// TODO: For lower school level we might need to check the existence of some boat
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summonableVirtualBoats[hero] = std::make_shared<SummonBoatAction>();
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}
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}
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}
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std::shared_ptr<const VirtualBoatAction> AILayerTransitionRule::findVirtualBoat(
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source) const
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{
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std::shared_ptr<const VirtualBoatAction> virtualBoat;
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if(vstd::contains(virtualBoats, destination.coord))
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{
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virtualBoat = virtualBoats.at(destination.coord);
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}
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else
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{
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const CGHeroInstance * hero = nodeStorage->getHero(source.node);
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if(vstd::contains(summonableVirtualBoats, hero)
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&& summonableVirtualBoats.at(hero)->canAct(ai, nodeStorage->getAINode(source.node)))
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{
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virtualBoat = summonableVirtualBoats.at(hero);
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}
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}
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return virtualBoat;
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}
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bool AILayerTransitionRule::tryUseSpecialAction(
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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std::shared_ptr<const SpecialAction> specialAction,
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EPathNodeAction targetAction) const
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{
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bool result = false;
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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{
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auto castNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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specialAction->getActor(node->actor));
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if(castNodeOptional)
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{
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AIPathNode * castNode = castNodeOptional.value();
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if(castNode->action == EPathNodeAction::UNKNOWN)
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{
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castNode->addSpecialAction(specialAction);
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destination.blocked = false;
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destination.action = targetAction;
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destination.node = castNode;
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result = true;
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}
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else
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace(
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"Special transition node already allocated. Blocked moving %s -> %s",
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source.coord.toString(),
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destination.coord.toString());
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#endif
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}
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}
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else
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{
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logAi->debug(
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"Can not allocate special transition 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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return result;
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}
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}
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}
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