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https://github.com/vcmi/vcmi.git
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509 lines
13 KiB
C++
509 lines
13 KiB
C++
/*
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* AIPathfinderConfig.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 "AIPathfinderConfig.h"
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#include "../Goals/Goals.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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namespace AIPathfinding
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{
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class VirtualBoatAction : public ISpecialAction
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{
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private:
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uint64_t specialChain;
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public:
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VirtualBoatAction(uint64_t specialChain)
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:specialChain(specialChain)
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{
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}
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uint64_t getSpecialChain() const
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{
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return specialChain;
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}
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};
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class BuildBoatAction : public VirtualBoatAction
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{
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private:
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const IShipyard * shipyard;
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public:
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BuildBoatAction(const IShipyard * shipyard)
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:VirtualBoatAction(AINodeStorage::RESOURCE_CHAIN), shipyard(shipyard)
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{
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}
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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{
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return sptr(Goals::BuildBoat(shipyard));
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}
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};
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class SummonBoatAction : public VirtualBoatAction
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{
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public:
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SummonBoatAction()
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:VirtualBoatAction(AINodeStorage::CAST_CHAIN)
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{
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}
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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{
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return sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
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}
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virtual void applyOnDestination(
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HeroPtr hero,
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CDestinationNodeInfo & destination,
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const PathNodeInfo & source,
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AIPathNode * dstMode,
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const AIPathNode * srcNode) const override
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{
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dstMode->manaCost = srcNode->manaCost + getManaCost(hero);
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dstMode->theNodeBefore = source.node;
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}
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bool isAffordableBy(HeroPtr hero, const AIPathNode * source) const
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{
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logAi->trace(
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"Hero %s has %d mana and needed %d and already spent %d",
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hero->name,
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hero->mana,
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getManaCost(hero),
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source->manaCost);
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return hero->mana >= source->manaCost + getManaCost(hero);
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}
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private:
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uint32_t getManaCost(HeroPtr hero) const
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{
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SpellID summonBoat = SpellID::SUMMON_BOAT;
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return hero->getSpellCost(summonBoat.toSpell());
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}
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};
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class BattleAction : public ISpecialAction
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{
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private:
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const int3 target;
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const HeroPtr hero;
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public:
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BattleAction(const int3 target)
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:target(target)
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{
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}
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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{
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return sptr(Goals::VisitTile(target).sethero(hero));
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}
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};
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class AILayerTransitionRule : public LayerTransitionRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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VCAI * ai;
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std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
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std::shared_ptr<AINodeStorage> nodeStorage;
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std::shared_ptr<const SummonBoatAction> summonableVirtualBoat;
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public:
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AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, 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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virtual void 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 override
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{
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LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
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if(!destination.blocked)
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{
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return;
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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 && tryEmbarkVirtualBoat(destination, source, virtualBoat))
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{
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logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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}
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}
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}
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private:
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void setup()
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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->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 IShipyard * shipyard = IShipyard::castFrom(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>(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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auto hero = nodeStorage->getHero();
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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) >= SecSkillLevel::ADVANCED)
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{
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// TODO: For lower school level we might need to check the existance of some boat
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summonableVirtualBoat.reset(new SummonBoatAction());
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}
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}
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std::shared_ptr<const VirtualBoatAction> 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 if(
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summonableVirtualBoat
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&& summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
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{
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virtualBoat = summonableVirtualBoat;
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}
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return virtualBoat;
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}
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bool tryEmbarkVirtualBoat(
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CDestinationNodeInfo &destination,
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const PathNodeInfo &source,
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std::shared_ptr<const VirtualBoatAction> virtualBoat) 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 boatNodeOptional = nodeStorage->getOrCreateNode(
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node->coord,
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node->layer,
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node->chainMask | virtualBoat->getSpecialChain());
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if(boatNodeOptional)
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{
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AIPathNode * boatNode = boatNodeOptional.get();
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if(boatNode->action == CGPathNode::NOT_SET)
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{
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boatNode->specialAction = virtualBoat;
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destination.blocked = false;
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destination.action = CGPathNode::ENodeAction::EMBARK;
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destination.node = boatNode;
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result = true;
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}
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else
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{
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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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}
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}
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else
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{
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logAi->trace(
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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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class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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virtual void 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 override
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{
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if(nodeStorage->hasBetterChain(source, destination))
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{
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destination.blocked = true;
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return;
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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_BLOCKVIS && destination.nodeObject)
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{
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auto objID = destination.nodeObject->ID;
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if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
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|| objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
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|| objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
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|| objID == Obj::WHIRLPOOL)
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{
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destination.blocked = true;
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}
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return;
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}
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if(blocker == BlockingReason::DESTINATION_VISIT)
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{
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return;
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}
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if(blocker == BlockingReason::DESTINATION_GUARDED)
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{
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auto srcGuardians = cb->getGuardingCreatures(source.coord);
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auto destGuardians = cb->getGuardingCreatures(destination.coord);
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if(destGuardians.empty())
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{
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destination.blocked = true;
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return;
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}
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vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
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{
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return vstd::contains(srcGuardians, destGuard);
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});
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auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
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if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
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{
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//logAi->trace(
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// "Bypass guard at destination while moving %s -> %s",
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// source.coord.toString(),
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// destination.coord.toString());
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return;
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}
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const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
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auto battleNodeOptional = nodeStorage->getOrCreateNode(
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destination.coord,
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destination.node->layer,
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destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
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if(!battleNodeOptional)
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{
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//logAi->trace(
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// "Can not allocate battle node while moving %s -> %s",
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// source.coord.toString(),
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// destination.coord.toString());
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destination.blocked = true;
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return;
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}
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AIPathNode * battleNode = battleNodeOptional.get();
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if(battleNode->locked)
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{
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//logAi->trace(
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// "Block bypass guard at destination while moving %s -> %s",
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// source.coord.toString(),
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// destination.coord.toString());
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destination.blocked = true;
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return;
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}
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auto hero = nodeStorage->getHero();
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auto danger = evaluateDanger(destination.coord, hero);
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destination.node = battleNode;
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nodeStorage->commit(destination, source);
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if(battleNode->danger < danger)
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{
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battleNode->danger = danger;
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}
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battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
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//logAi->trace(
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// "Begin bypass guard at destination with danger %s while moving %s -> %s",
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// std::to_string(danger),
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// source.coord.toString(),
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// destination.coord.toString());
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return;
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}
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destination.blocked = true;
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}
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};
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class AIMovementToDestinationRule : public MovementToDestinationRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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virtual void 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 override
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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 == CGPathNode::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 && nodeStorage->isBattleNode(source.node))
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{
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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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return;
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}
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destination.blocked = true;
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}
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};
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class AIPreviousNodeRule : public MovementToDestinationRule
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{
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private:
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CPlayerSpecificInfoCallback * cb;
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std::shared_ptr<AINodeStorage> nodeStorage;
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public:
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AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
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:cb(cb), nodeStorage(nodeStorage)
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{
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}
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virtual void 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 override
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{
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if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
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{
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// we can not directly bypass objects, we need to interact with them first
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destination.node->theNodeBefore = source.node;
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//logAi->trace(
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// "Link src node %s to destination node %s while bypassing visitable obj",
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// source.coord.toString(),
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// destination.coord.toString());
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return;
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}
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auto aiSourceNode = nodeStorage->getAINode(source.node);
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if(aiSourceNode->specialAction)
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{
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// there is some action on source tile which should be performed before we can bypass it
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destination.node->theNodeBefore = source.node;
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}
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}
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};
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std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
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CPlayerSpecificInfoCallback * cb,
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VCAI * ai,
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std::shared_ptr<AINodeStorage> nodeStorage)
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{
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std::vector<std::shared_ptr<IPathfindingRule>> rules = {
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std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
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std::make_shared<DestinationActionRule>(),
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std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
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std::make_shared<MovementCostRule>(),
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std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
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std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
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};
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return rules;
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}
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AIPathfinderConfig::AIPathfinderConfig(
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CPlayerSpecificInfoCallback * cb,
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VCAI * ai,
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std::shared_ptr<AINodeStorage> nodeStorage)
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:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
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{
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}
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}
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