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							- /*
 
- * 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->settings->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);
 
- }
 
- }
 
 
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