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- /*
- * AIPreviousNodeRule.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 "AIPreviousNodeRule.h"
- namespace AIPathfinding
- {
- AIPreviousNodeRule::AIPreviousNodeRule(std::shared_ptr<AINodeStorage> nodeStorage)
- : nodeStorage(nodeStorage)
- {
- }
- void AIPreviousNodeRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT
- || source.node->action == CGPathNode::ENodeAction::VISIT)
- {
- if(source.nodeObject)
- {
- if((source.nodeObject->ID == Obj::GARRISON || source.nodeObject->ID == Obj::GARRISON2)
- && source.heroRelations != PlayerRelations::ENEMIES)
- return;
- if(source.nodeObject->ID == Obj::BORDER_GATE)
- {
- auto quest = dynamic_cast<const CGBorderGate *>(source.nodeObject);
- if(quest->wasMyColorVisited(pathfinderHelper->hero->tempOwner))
- return;
- }
- }
- // we can not directly bypass objects, we need to interact with them first
- destination.node->theNodeBefore = source.node;
- #if PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace(
- "Link src node %s to destination node %s while bypassing visitable obj",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return;
- }
- }
- }
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