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73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
/*
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* AIMovementToDestinationRule.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 "AIMovementToDestinationRule.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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AIMovementToDestinationRule::AIMovementToDestinationRule(
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std::shared_ptr<AINodeStorage> nodeStorage,
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bool allowBypassObjects)
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: nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
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{
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}
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void AIMovementToDestinationRule::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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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 == EPathNodeAction::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)
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{
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auto actor = nodeStorage->getAINode(source.node)->actor;
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if(!allowBypassObjects)
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{
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if (source.node->getCost() < 0.0001f)
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return;
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// when actor represents moster graph node, we need to let him escape monster
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if(!destination.guarded && cb->getGuardingCreaturePosition(source.coord) == actor->initialPosition)
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return;
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}
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if(actor->allowBattle)
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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logAi->trace(
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"Bypass src guard while moving from %s to %s",
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source.coord.toString(),
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destination.coord.toString());
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#endif
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return;
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}
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}
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destination.blocked = true;
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}
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}
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}
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