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vcmi/AI/Nullkiller/Goals/ExecuteHeroChain.cpp
2024-05-20 22:43:23 +03:00

279 lines
6.9 KiB
C++

/*
* ExecuteHeroChain.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ExecuteHeroChain.h"
#include "../AIGateway.h"
#include "../Engine/Nullkiller.h"
namespace NKAI
{
using namespace Goals;
ExecuteHeroChain::ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj)
:ElementarGoal(Goals::EXECUTE_HERO_CHAIN), chainPath(path), closestWayRatio(1)
{
hero = path.targetHero;
tile = path.targetTile();
if(obj)
{
objid = obj->id.getNum();
targetName = obj->getObjectName() + tile.toString();
}
else
{
targetName = "tile" + tile.toString();
}
}
bool ExecuteHeroChain::operator==(const ExecuteHeroChain & other) const
{
return tile == other.tile
&& chainPath.targetHero == other.chainPath.targetHero
&& chainPath.nodes.size() == other.chainPath.nodes.size()
&& chainPath.chainMask == other.chainPath.chainMask;
}
std::vector<ObjectInstanceID> ExecuteHeroChain::getAffectedObjects() const
{
std::vector<ObjectInstanceID> affectedObjects = { chainPath.targetHero->id };
if(objid != -1)
affectedObjects.push_back(ObjectInstanceID(objid));
for(auto & node : chainPath.nodes)
{
if(node.targetHero)
affectedObjects.push_back(node.targetHero->id);
}
vstd::removeDuplicates(affectedObjects);
return affectedObjects;
}
bool ExecuteHeroChain::isObjectAffected(ObjectInstanceID id) const
{
if(chainPath.targetHero->id == id || objid == id)
return true;
for(auto & node : chainPath.nodes)
{
if(node.targetHero && node.targetHero->id == id)
return true;
}
return false;
}
void ExecuteHeroChain::accept(AIGateway * ai)
{
logAi->debug("Executing hero chain towards %s. Path %s", targetName, chainPath.toString());
ai->nullkiller->setActive(chainPath.targetHero, tile);
ai->nullkiller->setTargetObject(objid);
auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
{
auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
if(relations == PlayerRelations::ENEMIES)
{
ai->nullkiller->armyFormation->rearrangeArmyForSiege(
dynamic_cast<const CGTownInstance *>(targetObject),
chainPath.targetHero);
}
}
std::set<int> blockedIndexes;
for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
{
auto * node = &chainPath.nodes[i];
const CGHeroInstance * hero = node->targetHero;
HeroPtr heroPtr = hero;
if(!heroPtr.validAndSet())
{
logAi->error("Hero %s was lost. Exit hero chain.", heroPtr.name);
return;
}
if(node->parentIndex >= i)
{
logAi->error("Invalid parentIndex while executing node " + node->coord.toString());
}
if(vstd::contains(blockedIndexes, i))
{
blockedIndexes.insert(node->parentIndex);
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
continue;
}
logAi->debug("Executing chain node %d. Moving hero %s to %s", i, hero->getNameTranslated(), node->coord.toString());
try
{
if(hero->movementPointsRemaining() > 0)
{
ai->nullkiller->setActive(hero, node->coord);
if(node->specialAction)
{
if(node->actionIsBlocked)
{
throw cannotFulfillGoalException("Path is nondeterministic.");
}
node->specialAction->execute(ai, hero);
if(!heroPtr.validAndSet())
{
logAi->error("Hero %s was lost trying to execute special action. Exit hero chain.", heroPtr.name);
return;
}
}
else if(i > 0 && ai->nullkiller->isObjectGraphAllowed())
{
auto chainMask = i < chainPath.nodes.size() - 1 ? chainPath.nodes[i + 1].chainMask : node->chainMask;
for(auto j = i - 1; j >= 0; j--)
{
auto & nextNode = chainPath.nodes[j];
if(nextNode.specialAction || nextNode.chainMask != chainMask)
break;
auto targetNode = cb->getPathsInfo(hero)->getPathInfo(nextNode.coord);
if(!targetNode->reachable()
|| targetNode->getCost() > nextNode.cost)
break;
i = j;
node = &nextNode;
if(targetNode->action == EPathNodeAction::BATTLE || targetNode->action == EPathNodeAction::TELEPORT_BATTLE)
break;
}
}
if(node->turns == 0 && node->coord != hero->visitablePos())
{
auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node->coord);
if(targetNode->accessible == EPathAccessibility::NOT_SET
|| targetNode->accessible == EPathAccessibility::BLOCKED
|| targetNode->accessible == EPathAccessibility::FLYABLE
|| targetNode->turns != 0)
{
logAi->error(
"Unable to complete chain. Expected hero %s to arrive to %s in 0 turns but he cannot do this",
hero->getNameTranslated(),
node->coord.toString());
return;
}
}
if(hero->movementPointsRemaining())
{
try
{
if(moveHeroToTile(ai, hero, node->coord))
{
continue;
}
}
catch(const cannotFulfillGoalException &)
{
if(!heroPtr.validAndSet())
{
logAi->error("Hero %s was lost. Exit hero chain.", heroPtr.name);
return;
}
if(hero->movementPointsRemaining() > 0)
{
CGPath path;
bool isOk = cb->getPathsInfo(hero)->getPath(path, node->coord);
if(isOk && path.nodes.back().turns > 0)
{
logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero->getNameTranslated(), hero->movementPointsRemaining(), node->coord.toString());
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
return;
}
}
throw;
}
}
}
if(node->coord == hero->visitablePos())
continue;
if(node->turns == 0)
{
logAi->error(
"Unable to complete chain. Expected hero %s to arive to %s but he is at %s",
hero->getNameTranslated(),
node->coord.toString(),
hero->visitablePos().toString());
return;
}
// no exception means we were not able to reach the tile
ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
blockedIndexes.insert(node->parentIndex);
}
catch(const goalFulfilledException &)
{
if(!heroPtr.validAndSet())
{
logAi->debug("Hero %s was killed while attempting to reach %s", heroPtr.name, node->coord.toString());
return;
}
}
}
}
std::string ExecuteHeroChain::toString() const
{
return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
}
bool ExecuteHeroChain::moveHeroToTile(AIGateway * ai, const CGHeroInstance * hero, const int3 & tile)
{
if(tile == hero->visitablePos() && ai->myCb->getVisitableObjs(hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", hero->getNameTranslated(), tile.toString());
return true;
}
return ai->moveHeroToTile(tile, hero);
}
}