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279 lines
6.9 KiB
C++
279 lines
6.9 KiB
C++
/*
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* ExecuteHeroChain.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 "ExecuteHeroChain.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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using namespace Goals;
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ExecuteHeroChain::ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj)
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:ElementarGoal(Goals::EXECUTE_HERO_CHAIN), chainPath(path), closestWayRatio(1)
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{
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hero = path.targetHero;
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tile = path.targetTile();
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if(obj)
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{
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objid = obj->id.getNum();
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targetName = obj->getObjectName() + tile.toString();
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}
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else
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{
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targetName = "tile" + tile.toString();
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}
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}
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bool ExecuteHeroChain::operator==(const ExecuteHeroChain & other) const
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{
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return tile == other.tile
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&& chainPath.targetHero == other.chainPath.targetHero
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&& chainPath.nodes.size() == other.chainPath.nodes.size()
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&& chainPath.chainMask == other.chainPath.chainMask;
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}
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std::vector<ObjectInstanceID> ExecuteHeroChain::getAffectedObjects() const
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{
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std::vector<ObjectInstanceID> affectedObjects = { chainPath.targetHero->id };
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if(objid != -1)
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affectedObjects.push_back(ObjectInstanceID(objid));
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for(auto & node : chainPath.nodes)
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{
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if(node.targetHero)
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affectedObjects.push_back(node.targetHero->id);
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}
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vstd::removeDuplicates(affectedObjects);
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return affectedObjects;
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}
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bool ExecuteHeroChain::isObjectAffected(ObjectInstanceID id) const
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{
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if(chainPath.targetHero->id == id || objid == id)
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return true;
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for(auto & node : chainPath.nodes)
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{
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if(node.targetHero && node.targetHero->id == id)
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return true;
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}
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return false;
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}
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void ExecuteHeroChain::accept(AIGateway * ai)
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{
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logAi->debug("Executing hero chain towards %s. Path %s", targetName, chainPath.toString());
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ai->nullkiller->setActive(chainPath.targetHero, tile);
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ai->nullkiller->setTargetObject(objid);
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auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
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if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
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{
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auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
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if(relations == PlayerRelations::ENEMIES)
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{
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ai->nullkiller->armyFormation->rearrangeArmyForSiege(
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dynamic_cast<const CGTownInstance *>(targetObject),
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chainPath.targetHero);
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}
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}
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std::set<int> blockedIndexes;
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for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
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{
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auto * node = &chainPath.nodes[i];
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const CGHeroInstance * hero = node->targetHero;
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HeroPtr heroPtr = hero;
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if(!heroPtr.validAndSet())
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{
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logAi->error("Hero %s was lost. Exit hero chain.", heroPtr.name);
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return;
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}
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if(node->parentIndex >= i)
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{
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logAi->error("Invalid parentIndex while executing node " + node->coord.toString());
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}
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if(vstd::contains(blockedIndexes, i))
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{
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blockedIndexes.insert(node->parentIndex);
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ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
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continue;
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}
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logAi->debug("Executing chain node %d. Moving hero %s to %s", i, hero->getNameTranslated(), node->coord.toString());
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try
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{
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if(hero->movementPointsRemaining() > 0)
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{
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ai->nullkiller->setActive(hero, node->coord);
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if(node->specialAction)
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{
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if(node->actionIsBlocked)
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{
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throw cannotFulfillGoalException("Path is nondeterministic.");
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}
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node->specialAction->execute(ai, hero);
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if(!heroPtr.validAndSet())
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{
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logAi->error("Hero %s was lost trying to execute special action. Exit hero chain.", heroPtr.name);
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return;
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}
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}
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else if(i > 0 && ai->nullkiller->isObjectGraphAllowed())
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{
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auto chainMask = i < chainPath.nodes.size() - 1 ? chainPath.nodes[i + 1].chainMask : node->chainMask;
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for(auto j = i - 1; j >= 0; j--)
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{
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auto & nextNode = chainPath.nodes[j];
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if(nextNode.specialAction || nextNode.chainMask != chainMask)
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break;
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auto targetNode = cb->getPathsInfo(hero)->getPathInfo(nextNode.coord);
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if(!targetNode->reachable()
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|| targetNode->getCost() > nextNode.cost)
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break;
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i = j;
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node = &nextNode;
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if(targetNode->action == EPathNodeAction::BATTLE || targetNode->action == EPathNodeAction::TELEPORT_BATTLE)
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break;
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}
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}
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if(node->turns == 0 && node->coord != hero->visitablePos())
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{
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auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node->coord);
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if(targetNode->accessible == EPathAccessibility::NOT_SET
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|| targetNode->accessible == EPathAccessibility::BLOCKED
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|| targetNode->accessible == EPathAccessibility::FLYABLE
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|| targetNode->turns != 0)
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{
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logAi->error(
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"Unable to complete chain. Expected hero %s to arrive to %s in 0 turns but he cannot do this",
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hero->getNameTranslated(),
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node->coord.toString());
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return;
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}
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}
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if(hero->movementPointsRemaining())
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{
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try
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{
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if(moveHeroToTile(ai, hero, node->coord))
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{
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continue;
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}
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}
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catch(const cannotFulfillGoalException &)
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{
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if(!heroPtr.validAndSet())
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{
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logAi->error("Hero %s was lost. Exit hero chain.", heroPtr.name);
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return;
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}
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if(hero->movementPointsRemaining() > 0)
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{
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CGPath path;
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bool isOk = cb->getPathsInfo(hero)->getPath(path, node->coord);
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if(isOk && path.nodes.back().turns > 0)
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{
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logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero->getNameTranslated(), hero->movementPointsRemaining(), node->coord.toString());
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ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
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return;
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}
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}
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throw;
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}
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}
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}
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if(node->coord == hero->visitablePos())
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continue;
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if(node->turns == 0)
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{
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logAi->error(
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"Unable to complete chain. Expected hero %s to arive to %s but he is at %s",
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hero->getNameTranslated(),
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node->coord.toString(),
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hero->visitablePos().toString());
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return;
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}
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// no exception means we were not able to reach the tile
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ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
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blockedIndexes.insert(node->parentIndex);
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}
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catch(const goalFulfilledException &)
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{
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if(!heroPtr.validAndSet())
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{
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logAi->debug("Hero %s was killed while attempting to reach %s", heroPtr.name, node->coord.toString());
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return;
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}
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}
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}
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}
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std::string ExecuteHeroChain::toString() const
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{
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return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
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}
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bool ExecuteHeroChain::moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile)
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{
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if(tile == hero->visitablePos() && ai->myCb->getVisitableObjs(hero->visitablePos()).size() < 2)
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{
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logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", hero->getNameTranslated(), tile.toString());
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return true;
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}
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return ai->moveHeroToTile(tile, hero);
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}
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}
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