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vcmi/AI/VCAI/Pathfinding/AIPathfinderConfig.cpp

393 lines
10 KiB
C++

/*
* AIPathfinderConfig.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 "AIPathfinderConfig.h"
#include "../Goals/Goals.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"
namespace AIPathfinding
{
class BuildBoatAction : public ISpecialAction
{
private:
const IShipyard * shipyard;
public:
BuildBoatAction(const IShipyard * shipyard)
:shipyard(shipyard)
{
}
virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
{
return sptr(Goals::BuildBoat(shipyard));
}
};
class BattleAction : public ISpecialAction
{
private:
const int3 target;
const HeroPtr hero;
public:
BattleAction(const int3 target)
:target(target)
{
}
virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
{
return sptr(Goals::VisitTile(target).sethero(hero));
}
};
class AILayerTransitionRule : public LayerTransitionRule
{
private:
CPlayerSpecificInfoCallback * cb;
VCAI * ai;
std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), ai(ai), nodeStorage(nodeStorage)
{
setup();
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
if(!destination.blocked)
{
return;
}
if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL
&& vstd::contains(virtualBoats, destination.coord))
{
logAi->trace("Bypassing virtual boat at %s!", destination.coord.toString());
nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
{
std::shared_ptr<const BuildBoatAction> virtualBoat = virtualBoats.at(destination.coord);
auto boatNodeOptional = nodeStorage->getOrCreateNode(
node->coord,
node->layer,
node->chainMask | AINodeStorage::RESOURCE_CHAIN);
if(boatNodeOptional)
{
AIPathNode * boatNode = boatNodeOptional.get();
boatNode->specialAction = virtualBoat;
destination.blocked = false;
destination.action = CGPathNode::ENodeAction::EMBARK;
destination.node = boatNode;
}
else
{
logAi->trace(
"Can not allocate boat node while moving %s -> %s",
source.coord.toString(),
destination.coord.toString());
}
});
}
}
private:
void setup()
{
std::vector<const IShipyard *> shipyards;
for(const CGTownInstance * t : cb->getTownsInfo())
{
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
{
if(const IShipyard * shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
}
for(const IShipyard * shipyard : shipyards)
{
if(shipyard->shipyardStatus() == IShipyard::GOOD)
{
int3 boatLocation = shipyard->bestLocation();
virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
logAi->debug("Virtual boat added at %s", boatLocation.toString());
}
}
}
};
class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
if(nodeStorage->hasBetterChain(source, destination))
{
destination.blocked = true;
return;
}
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
return;
if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
{
auto objID = destination.nodeObject->ID;
if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
|| objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
|| objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
|| objID == Obj::WHIRLPOOL)
{
destination.blocked = true;
}
return;
}
if(blocker == BlockingReason::DESTINATION_VISIT)
{
return;
}
if(blocker == BlockingReason::DESTINATION_GUARDED)
{
auto srcGuardians = cb->getGuardingCreatures(source.coord);
auto destGuardians = cb->getGuardingCreatures(destination.coord);
if(destGuardians.empty())
{
destination.blocked = true;
return;
}
vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
{
return vstd::contains(srcGuardians, destGuard);
});
auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
{
//logAi->trace(
// "Bypass guard at destination while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
return;
}
const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
auto battleNodeOptional = nodeStorage->getOrCreateNode(
destination.coord,
destination.node->layer,
destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
if(!battleNodeOptional)
{
//logAi->trace(
// "Can not allocate battle node while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
destination.blocked = true;
return;
}
AIPathNode * battleNode = battleNodeOptional.get();
if(battleNode->locked)
{
//logAi->trace(
// "Block bypass guard at destination while moving %s -> %s",
// source.coord.toString(),
// destination.coord.toString());
destination.blocked = true;
return;
}
auto hero = nodeStorage->getHero();
auto danger = evaluateDanger(destination.coord, hero);
destination.node = battleNode;
nodeStorage->commit(destination, source);
if(battleNode->danger < danger)
{
battleNode->danger = danger;
}
battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
//logAi->trace(
// "Begin bypass guard at destination with danger %s while moving %s -> %s",
// std::to_string(danger),
// source.coord.toString(),
// destination.coord.toString());
return;
}
destination.blocked = true;
}
};
class AIMovementToDestinationRule : public MovementToDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
if(blocker == BlockingReason::NONE)
return;
if(blocker == BlockingReason::DESTINATION_BLOCKED
&& destination.action == CGPathNode::EMBARK
&& nodeStorage->getAINode(destination.node)->specialAction)
{
return;
}
if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
{
//logAi->trace(
// "Bypass src guard while moving from %s to %s",
// source.coord.toString(),
// destination.coord.toString());
return;
}
destination.blocked = true;
}
};
class AIPreviousNodeRule : public MovementToDestinationRule
{
private:
CPlayerSpecificInfoCallback * cb;
std::shared_ptr<AINodeStorage> nodeStorage;
public:
AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), nodeStorage(nodeStorage)
{
}
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
{
// we can not directly bypass objects, we need to interact with them first
destination.node->theNodeBefore = source.node;
//logAi->trace(
// "Link src node %s to destination node %s while bypassing visitable obj",
// source.coord.toString(),
// destination.coord.toString());
return;
}
auto aiSourceNode = nodeStorage->getAINode(source.node);
if(aiSourceNode->specialAction)
{
// there is some action on source tile which should be performed before we can bypass it
destination.node->theNodeBefore = source.node;
}
}
};
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
};
return rules;
}
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
{
}
}