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148 lines
3.5 KiB
C++
148 lines
3.5 KiB
C++
/*
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* AIMovementAfterDestinationRule.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 "AIMovementAfterDestinationRule.h"
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#include "../Actions/BattleAction.h"
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namespace AIPathfinding
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{
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AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
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CPlayerSpecificInfoCallback * cb,
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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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void AIMovementAfterDestinationRule::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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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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auto enemyHero = objID == Obj::HERO && destination.objectRelations == PlayerRelations::ENEMIES;
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if(!enemyHero && !isObjectRemovable(destination.nodeObject))
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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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#ifdef VCMI_TRACE_PATHFINDER
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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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#endif
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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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#ifdef VCMI_TRACE_PATHFINDER
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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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#endif
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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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#ifdef VCMI_TRACE_PATHFINDER
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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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#endif
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destination.blocked = true;
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return;
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}
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auto danger = nodeStorage->evaluateDanger(destination.coord);
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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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#ifdef VCMI_TRACE_PATHFINDER
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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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#endif
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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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