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- /*
- * AIMovementAfterDestinationRule.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 "AIMovementAfterDestinationRule.h"
- #include "../Actions/BattleAction.h"
- namespace AIPathfinding
- {
- AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
- CPlayerSpecificInfoCallback * cb,
- std::shared_ptr<AINodeStorage> nodeStorage)
- :cb(cb), nodeStorage(nodeStorage)
- {
- }
- void AIMovementAfterDestinationRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- 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 enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
- if(!enemyHero && !isObjectRemovable(destination.nodeObject))
- {
- 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();
- auto srcNode = nodeStorage->getAINode(source.node);
- if(guardsAlreadyBypassed && srcNode->actor->allowBattle)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace(
- "Bypass guard at destination while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return;
- }
- const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
- auto battleNodeOptional = nodeStorage->getOrCreateNode(
- destination.coord,
- destination.node->layer,
- destNode->actor->battleActor);
- if(!battleNodeOptional)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace(
- "Can not allocate battle node while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- destination.blocked = true;
- return;
- }
- AIPathNode * battleNode = battleNodeOptional.get();
- if(battleNode->locked)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace(
- "Block bypass guard at destination while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- destination.blocked = true;
- return;
- }
- auto hero = nodeStorage->getHero(source.node);
- auto danger = nodeStorage->evaluateDanger(destination.coord, hero);
- double actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
- double ratio = (double)danger / actualArmyValue;
- uint64_t loss = (uint64_t)(actualArmyValue * ratio * ratio * ratio);
- if(loss < actualArmyValue)
- {
- destination.node = battleNode;
- nodeStorage->commit(destination, source);
- battleNode->armyLoss += loss;
- vstd::amax(battleNode->danger, danger);
- battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace(
- "Begin bypass guard at destination with danger %s while moving %s -> %s",
- std::to_string(danger),
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return;
- }
- }
- destination.blocked = true;
- }
- }
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