mirror of
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351 lines
9.6 KiB
C++
351 lines
9.6 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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#include "../Actions/QuestAction.h"
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#include "../../Goals/Invalid.h"
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#include "AIPreviousNodeRule.h"
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#include "../../../../lib/pathfinder/PathfinderOptions.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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AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
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const Nullkiller * ai,
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CPlayerSpecificInfoCallback * cb,
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std::shared_ptr<AINodeStorage> nodeStorage,
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bool allowBypassObjects)
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:ai(ai), cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
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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->isMovementIneficient(source, destination))
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{
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destination.node->locked = true;
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destination.blocked = true;
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return;
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}
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if(!allowBypassObjects
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&& destination.action == EPathNodeAction::EMBARK
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&& source.node->layer == EPathfindingLayer::LAND
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&& destination.node->layer == EPathfindingLayer::SAIL)
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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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{
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destination.blocked = nodeStorage->isDistanceLimitReached(source, destination);
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if(destination.nodeObject
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&& !destination.blocked
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&& !allowBypassObjects
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&& !dynamic_cast<const CGTeleport *>(destination.nodeObject)
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&& destination.nodeObject->ID != Obj::EVENT)
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{
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destination.blocked = true;
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destination.node->locked = true;
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}
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return;
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}
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if(!allowBypassObjects)
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{
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if(destination.nodeObject)
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{
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destination.blocked = true;
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destination.node->locked = true;
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}
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return;
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}
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
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logAi->trace(
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"Movement from tile %s is blocked. Try to bypass. Action: %d, blocker: %d, source: %s",
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destination.coord.toString(),
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(int)destination.action,
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(int)blocker,
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source.coord.toString());
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#endif
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auto destGuardians = cb->getGuardingCreatures(destination.coord);
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bool allowBypass = false;
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switch(blocker)
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{
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case BlockingReason::DESTINATION_GUARDED:
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allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
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break;
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case BlockingReason::DESTINATION_BLOCKVIS:
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if(destination.nodeHero && destination.heroRelations != PlayerRelations::ENEMIES)
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{
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allowBypass = destination.heroRelations == PlayerRelations::SAME_PLAYER
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&& destination.nodeHero == nodeStorage->getHero(destination.node);
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}
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else
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{
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allowBypass = destination.nodeObject && bypassRemovableObject(source, destination, pathfinderConfig, pathfinderHelper);
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}
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if(allowBypass && destGuardians.size())
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allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
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break;
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case BlockingReason::DESTINATION_VISIT:
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allowBypass = true;
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break;
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case BlockingReason::DESTINATION_BLOCKED:
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allowBypass = bypassBlocker(source, destination, pathfinderConfig, pathfinderHelper);
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break;
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}
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destination.blocked = !allowBypass || nodeStorage->isDistanceLimitReached(source, destination);
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destination.node->locked = !allowBypass;
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}
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bool AIMovementAfterDestinationRule::bypassBlocker(
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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 enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
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if(enemyHero)
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{
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return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
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}
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if(destination.nodeObject
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&& (destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
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&& destination.objectRelations == PlayerRelations::ENEMIES)
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{
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return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
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}
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return false;
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}
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bool AIMovementAfterDestinationRule::bypassQuest(
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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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const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node);
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auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
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auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
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QuestAction questAction(questInfo);
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if(destination.nodeObject->ID == Obj::QUEST_GUARD
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&& questObj->quest->mission == Rewardable::Limiter{}
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&& questObj->quest->killTarget == ObjectInstanceID::NONE)
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{
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return false;
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}
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if(!questAction.canAct(ai, destinationNode))
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{
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if(!destinationNode->actor->allowUseResources)
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{
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std::optional<AIPathNode *> questNode = nodeStorage->getOrCreateNode(
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destination.coord,
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destination.node->layer,
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destinationNode->actor->resourceActor);
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if(!questNode || questNode.value()->getCost() < destination.cost)
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{
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return false;
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}
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destination.node = questNode.value();
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nodeStorage->commit(destination, source);
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AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
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}
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nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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{
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node->addSpecialAction(std::make_shared<QuestAction>(questAction));
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});
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}
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return true;
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}
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bool AIMovementAfterDestinationRule::bypassRemovableObject(
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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(destination.nodeObject->ID == Obj::QUEST_GUARD
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|| destination.nodeObject->ID == Obj::BORDERGUARD
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|| destination.nodeObject->ID == Obj::BORDER_GATE)
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{
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return bypassQuest(source, destination, pathfinderConfig, pathfinderHelper);
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}
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auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
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if(!enemyHero && !isObjectRemovable(destination.nodeObject))
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{
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if(nodeStorage->getHero(destination.node) == destination.nodeHero)
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return true;
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return false;
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}
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auto danger = nodeStorage->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true);
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if(danger)
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{
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return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
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}
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return true;
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}
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bool AIMovementAfterDestinationRule::bypassDestinationGuards(
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std::vector<const CGObjectInstance *> destGuardians,
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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 srcGuardians = cb->getGuardingCreatures(source.coord);
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if(destGuardians.empty())
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{
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return false;
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}
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auto srcNode = nodeStorage->getAINode(source.node);
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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 && srcNode->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 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 true;
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}
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return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
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}
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bool AIMovementAfterDestinationRule::bypassBattle(
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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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const AIPathNode * srcNode = nodeStorage->getAINode(source.node);
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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->actor->battleActor);
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if(!battleNodeOptional)
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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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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return false;
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}
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auto * battleNode = battleNodeOptional.value();
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if(battleNode->locked)
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{
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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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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return false;
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}
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auto hero = nodeStorage->getHero(source.node);
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uint64_t danger = nodeStorage->evaluateDanger(destination.coord, hero, true);
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uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
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uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
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if(loss < actualArmyValue)
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{
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if(destNode->specialAction)
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{
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battleNode->specialAction = destNode->specialAction;
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}
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destination.node = battleNode;
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nodeStorage->commit(destination, source);
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battleNode->armyLoss += loss;
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vstd::amax(battleNode->danger, danger);
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AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
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battleNode->addSpecialAction(std::make_shared<BattleAction>(destination.coord));
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#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
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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 true;
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}
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return false;
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}
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}
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}
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