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vcmi/AI/VCAI/Pathfinding/Rules/AILayerTransitionRule.cpp
Alexander Wilms 02e429e973 Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
2024-06-24 03:47:19 +02:00

155 lines
4.1 KiB
C++

/*
* 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"
namespace AIPathfinding
{
AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> 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<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
#endif
}
}
}
void AILayerTransitionRule::setup()
{
std::vector<const IShipyard *> shipyards;
for(const CGTownInstance * t : cb->getTownsInfo())
{
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if(const auto * shipyard = dynamic_cast<const IShipyard *>(obj))
shipyards.push_back(shipyard);
}
}
for(const IShipyard * shipyard : shipyards)
{
if(shipyard->shipyardStatus() == IShipyard::GOOD)
{
int3 boatLocation = shipyard->bestLocation();
virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
logAi->debug("Virtual boat added at %s", boatLocation.toString());
}
}
auto hero = nodeStorage->getHero();
auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
if(hero->canCastThisSpell(summonBoatSpell)
&& hero->getSpellSchoolLevel(summonBoatSpell) >= MasteryLevel::ADVANCED)
{
// TODO: For lower school level we might need to check the existence of some boat
summonableVirtualBoat.reset(new SummonBoatAction());
}
}
std::shared_ptr<const VirtualBoatAction> AILayerTransitionRule::findVirtualBoat(
CDestinationNodeInfo & destination,
const PathNodeInfo & source) const
{
std::shared_ptr<const VirtualBoatAction> virtualBoat;
if(vstd::contains(virtualBoats, destination.coord))
{
virtualBoat = virtualBoats.at(destination.coord);
}
else if(
summonableVirtualBoat
&& summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
{
virtualBoat = summonableVirtualBoat;
}
return virtualBoat;
}
bool AILayerTransitionRule::tryEmbarkVirtualBoat(
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
std::shared_ptr<const VirtualBoatAction> virtualBoat) const
{
bool result = false;
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
auto boatNodeOptional = nodeStorage->getOrCreateNode(
node->coord,
node->layer,
(int)(node->chainMask | virtualBoat->getSpecialChain()));
if(boatNodeOptional)
{
AIPathNode * boatNode = boatNodeOptional.value();
if(boatNode->action == EPathNodeAction::UNKNOWN)
{
boatNode->specialAction = virtualBoat;
destination.blocked = false;
destination.action = EPathNodeAction::EMBARK;
destination.node = boatNode;
result = true;
}
else
{
#ifdef VCMI_TRACE_PATHFINDER
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;
}
}