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@@ -9,487 +9,13 @@
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*/
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#include "StdInc.h"
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#include "AIPathfinderConfig.h"
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-#include "../Goals/Goals.h"
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-#include "../../../CCallback.h"
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-#include "../../../lib/mapping/CMap.h"
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-#include "../../../lib/mapObjects/MapObjects.h"
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+#include "Rules/AILayerTransitionRule.h"
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+#include "Rules/AIMovementAfterDestinationRule.h"
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+#include "Rules/AIMovementToDestinationRule.h"
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+#include "Rules/AIPreviousNodeRule.h"
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namespace AIPathfinding
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{
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- class VirtualBoatAction : public ISpecialAction
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- {
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- private:
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- uint64_t specialChain;
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-
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- public:
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- VirtualBoatAction(uint64_t specialChain)
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- :specialChain(specialChain)
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- {
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- }
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-
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- uint64_t getSpecialChain() const
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- {
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- return specialChain;
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- }
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- };
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-
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- class BuildBoatAction : public VirtualBoatAction
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- {
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- private:
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- const IShipyard * shipyard;
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-
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- public:
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- BuildBoatAction(const IShipyard * shipyard)
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- :VirtualBoatAction(AINodeStorage::RESOURCE_CHAIN), shipyard(shipyard)
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- {
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- }
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-
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- virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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- {
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- return sptr(Goals::BuildBoat(shipyard));
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- }
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- };
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-
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- class SummonBoatAction : public VirtualBoatAction
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- {
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- public:
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- SummonBoatAction()
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- :VirtualBoatAction(AINodeStorage::CAST_CHAIN)
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- {
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- }
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-
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- virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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- {
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- return sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
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- }
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-
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- virtual void applyOnDestination(
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- HeroPtr hero,
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- CDestinationNodeInfo & destination,
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- const PathNodeInfo & source,
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- AIPathNode * dstMode,
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- const AIPathNode * srcNode) const override
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- {
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- dstMode->manaCost = srcNode->manaCost + getManaCost(hero);
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- dstMode->theNodeBefore = source.node;
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- }
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-
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- bool isAffordableBy(HeroPtr hero, const AIPathNode * source) const
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- {
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-#ifdef VCMI_TRACE_PATHFINDER
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- logAi->trace(
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- "Hero %s has %d mana and needed %d and already spent %d",
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- hero->name,
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- hero->mana,
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- getManaCost(hero),
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- source->manaCost);
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-#endif
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-
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- return hero->mana >= source->manaCost + getManaCost(hero);
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- }
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-
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- private:
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- uint32_t getManaCost(HeroPtr hero) const
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- {
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- SpellID summonBoat = SpellID::SUMMON_BOAT;
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-
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- return hero->getSpellCost(summonBoat.toSpell());
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- }
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- };
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-
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- class BattleAction : public ISpecialAction
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- {
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- private:
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- const int3 target;
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- const HeroPtr hero;
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-
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- public:
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- BattleAction(const int3 target)
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- :target(target)
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- {
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- }
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-
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- virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
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- {
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- return sptr(Goals::VisitTile(target).sethero(hero));
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- }
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- };
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-
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- class AILayerTransitionRule : public LayerTransitionRule
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- {
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- private:
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- CPlayerSpecificInfoCallback * cb;
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- VCAI * ai;
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- std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
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- std::shared_ptr<AINodeStorage> nodeStorage;
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- std::shared_ptr<const SummonBoatAction> summonableVirtualBoat;
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-
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- public:
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- AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
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- :cb(cb), ai(ai), nodeStorage(nodeStorage)
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- {
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- setup();
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- }
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-
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- virtual void 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 override
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- {
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- LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
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-
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- if(!destination.blocked)
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- {
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- return;
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- }
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-
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- if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
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- {
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- std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
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-
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- if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
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- {
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-#ifdef VCMI_TRACE_PATHFINDER
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- logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
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-#endif
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- }
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- }
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- }
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-
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- private:
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- void setup()
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- {
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- std::vector<const IShipyard *> shipyards;
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-
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- for(const CGTownInstance * t : cb->getTownsInfo())
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- {
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- if(t->hasBuilt(BuildingID::SHIPYARD))
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- shipyards.push_back(t);
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- }
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-
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- for(const CGObjectInstance * obj : ai->visitableObjs)
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- {
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- if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
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- {
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- if(const IShipyard * shipyard = IShipyard::castFrom(obj))
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- shipyards.push_back(shipyard);
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- }
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- }
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-
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- for(const IShipyard * shipyard : shipyards)
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- {
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- if(shipyard->shipyardStatus() == IShipyard::GOOD)
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- {
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- int3 boatLocation = shipyard->bestLocation();
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- virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
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- logAi->debug("Virtual boat added at %s", boatLocation.toString());
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- }
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- }
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-
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- auto hero = nodeStorage->getHero();
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- auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
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-
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- if(hero->canCastThisSpell(summonBoatSpell)
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- && hero->getSpellSchoolLevel(summonBoatSpell) >= SecSkillLevel::ADVANCED)
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- {
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- // TODO: For lower school level we might need to check the existance of some boat
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- summonableVirtualBoat.reset(new SummonBoatAction());
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- }
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- }
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-
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- std::shared_ptr<const VirtualBoatAction> findVirtualBoat(
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- CDestinationNodeInfo &destination,
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- const PathNodeInfo &source) const
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- {
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- std::shared_ptr<const VirtualBoatAction> virtualBoat;
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-
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- if(vstd::contains(virtualBoats, destination.coord))
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- {
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- virtualBoat = virtualBoats.at(destination.coord);
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- }
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- else if(
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- summonableVirtualBoat
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- && summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
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- {
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- virtualBoat = summonableVirtualBoat;
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- }
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-
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- return virtualBoat;
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- }
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-
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- bool tryEmbarkVirtualBoat(
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- CDestinationNodeInfo &destination,
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- const PathNodeInfo &source,
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- std::shared_ptr<const VirtualBoatAction> virtualBoat) const
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- {
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- bool result = false;
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-
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- nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
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- {
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- auto boatNodeOptional = nodeStorage->getOrCreateNode(
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- node->coord,
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- node->layer,
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- node->chainMask | virtualBoat->getSpecialChain());
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-
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- if(boatNodeOptional)
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- {
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- AIPathNode * boatNode = boatNodeOptional.get();
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-
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- if(boatNode->action == CGPathNode::UNKNOWN)
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- {
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- boatNode->specialAction = virtualBoat;
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- destination.blocked = false;
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- destination.action = CGPathNode::ENodeAction::EMBARK;
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- destination.node = boatNode;
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- result = true;
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- }
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- else
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- {
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-#ifdef VCMI_TRACE_PATHFINDER
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- logAi->trace(
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- "Special transition node already allocated. Blocked 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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- }
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- }
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- else
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- {
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- logAi->debug(
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- "Can not allocate special transition node while moving %s -> %s",
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- source.coord.toString(),
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- destination.coord.toString());
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- }
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- });
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-
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- return result;
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- }
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- };
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-
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- class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
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- {
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- private:
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- CPlayerSpecificInfoCallback * cb;
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- std::shared_ptr<AINodeStorage> nodeStorage;
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-
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- public:
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- AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, 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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-
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- virtual void 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 override
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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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-
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- return;
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- }
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-
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- auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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-
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- if(blocker == BlockingReason::NONE)
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- return;
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-
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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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-
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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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-
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- return;
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- }
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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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-
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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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-
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- if(destGuardians.empty())
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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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-
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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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-
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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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-
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- return;
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- }
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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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-
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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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-
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- destination.blocked = true;
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-
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- return;
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- }
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-
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- AIPathNode * battleNode = battleNodeOptional.get();
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-
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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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-
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- return;
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- }
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-
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- auto hero = nodeStorage->getHero();
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- auto danger = evaluateDanger(destination.coord, hero);
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-
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- destination.node = battleNode;
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- nodeStorage->commit(destination, source);
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-
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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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-
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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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-
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- destination.blocked = true;
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- }
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- };
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-
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- class AIMovementToDestinationRule : public MovementToDestinationRule
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- {
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- private:
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- std::shared_ptr<AINodeStorage> nodeStorage;
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-
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- public:
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- AIMovementToDestinationRule(std::shared_ptr<AINodeStorage> nodeStorage)
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- : nodeStorage(nodeStorage)
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- {
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- }
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-
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- virtual void 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 override
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- {
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- auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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-
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- if(blocker == BlockingReason::NONE)
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- return;
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-
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- if(blocker == BlockingReason::DESTINATION_BLOCKED
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- && destination.action == CGPathNode::EMBARK
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- && nodeStorage->getAINode(destination.node)->specialAction)
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- {
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- return;
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- }
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-
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- if(blocker == BlockingReason::SOURCE_GUARDED && 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 src guard while moving from %s to %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;
|
|
|
- }
|
|
|
-
|
|
|
- destination.blocked = true;
|
|
|
- }
|
|
|
- };
|
|
|
-
|
|
|
- class AIPreviousNodeRule : public MovementToDestinationRule
|
|
|
- {
|
|
|
- private:
|
|
|
- std::shared_ptr<AINodeStorage> nodeStorage;
|
|
|
-
|
|
|
- public:
|
|
|
- AIPreviousNodeRule(std::shared_ptr<AINodeStorage> nodeStorage)
|
|
|
- : 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;
|
|
|
-#ifdef VCMI_TRACE_PATHFINDER
|
|
|
- logAi->trace(
|
|
|
- "Link src node %s to destination node %s while bypassing visitable obj",
|
|
|
- source.coord.toString(),
|
|
|
- destination.coord.toString());
|
|
|
-#endif
|
|
|
- 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,
|