AIPathfinderConfig.cpp 13 KB

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  1. /*
  2. * AIPathfinderConfig.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AIPathfinderConfig.h"
  12. #include "../Goals/Goals.h"
  13. #include "../../../CCallback.h"
  14. #include "../../../lib/mapping/CMap.h"
  15. #include "../../../lib/mapObjects/MapObjects.h"
  16. namespace AIPathfinding
  17. {
  18. class VirtualBoatAction : public ISpecialAction
  19. {
  20. private:
  21. uint64_t specialChain;
  22. public:
  23. VirtualBoatAction(uint64_t specialChain)
  24. :specialChain(specialChain)
  25. {
  26. }
  27. uint64_t getSpecialChain() const
  28. {
  29. return specialChain;
  30. }
  31. };
  32. class BuildBoatAction : public VirtualBoatAction
  33. {
  34. private:
  35. const IShipyard * shipyard;
  36. public:
  37. BuildBoatAction(const IShipyard * shipyard)
  38. :VirtualBoatAction(AINodeStorage::RESOURCE_CHAIN), shipyard(shipyard)
  39. {
  40. }
  41. virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
  42. {
  43. return sptr(Goals::BuildBoat(shipyard));
  44. }
  45. };
  46. class SummonBoatAction : public VirtualBoatAction
  47. {
  48. public:
  49. SummonBoatAction()
  50. :VirtualBoatAction(AINodeStorage::CAST_CHAIN)
  51. {
  52. }
  53. virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
  54. {
  55. return sptr(Goals::AdventureSpellCast(hero, SpellID::SUMMON_BOAT));
  56. }
  57. virtual void applyOnDestination(
  58. HeroPtr hero,
  59. CDestinationNodeInfo & destination,
  60. const PathNodeInfo & source,
  61. AIPathNode * dstMode,
  62. const AIPathNode * srcNode) const override
  63. {
  64. dstMode->manaCost = srcNode->manaCost + getManaCost(hero);
  65. dstMode->theNodeBefore = source.node;
  66. }
  67. bool isAffordableBy(HeroPtr hero, const AIPathNode * source) const
  68. {
  69. #ifdef VCMI_TRACE_PATHFINDER
  70. logAi->trace(
  71. "Hero %s has %d mana and needed %d and already spent %d",
  72. hero->name,
  73. hero->mana,
  74. getManaCost(hero),
  75. source->manaCost);
  76. #endif
  77. return hero->mana >= source->manaCost + getManaCost(hero);
  78. }
  79. private:
  80. uint32_t getManaCost(HeroPtr hero) const
  81. {
  82. SpellID summonBoat = SpellID::SUMMON_BOAT;
  83. return hero->getSpellCost(summonBoat.toSpell());
  84. }
  85. };
  86. class BattleAction : public ISpecialAction
  87. {
  88. private:
  89. const int3 target;
  90. const HeroPtr hero;
  91. public:
  92. BattleAction(const int3 target)
  93. :target(target)
  94. {
  95. }
  96. virtual Goals::TSubgoal whatToDo(HeroPtr hero) const override
  97. {
  98. return sptr(Goals::VisitTile(target).sethero(hero));
  99. }
  100. };
  101. class AILayerTransitionRule : public LayerTransitionRule
  102. {
  103. private:
  104. CPlayerSpecificInfoCallback * cb;
  105. VCAI * ai;
  106. std::map<int3, std::shared_ptr<const BuildBoatAction>> virtualBoats;
  107. std::shared_ptr<AINodeStorage> nodeStorage;
  108. std::shared_ptr<const SummonBoatAction> summonableVirtualBoat;
  109. public:
  110. AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
  111. :cb(cb), ai(ai), nodeStorage(nodeStorage)
  112. {
  113. setup();
  114. }
  115. virtual void process(
  116. const PathNodeInfo & source,
  117. CDestinationNodeInfo & destination,
  118. const PathfinderConfig * pathfinderConfig,
  119. CPathfinderHelper * pathfinderHelper) const override
  120. {
  121. LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
  122. if(!destination.blocked)
  123. {
  124. return;
  125. }
  126. if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
  127. {
  128. std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
  129. if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
  130. {
  131. #ifdef VCMI_TRACE_PATHFINDER
  132. logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
  133. #endif
  134. }
  135. }
  136. }
  137. private:
  138. void setup()
  139. {
  140. std::vector<const IShipyard *> shipyards;
  141. for(const CGTownInstance * t : cb->getTownsInfo())
  142. {
  143. if(t->hasBuilt(BuildingID::SHIPYARD))
  144. shipyards.push_back(t);
  145. }
  146. for(const CGObjectInstance * obj : ai->visitableObjs)
  147. {
  148. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  149. {
  150. if(const IShipyard * shipyard = IShipyard::castFrom(obj))
  151. shipyards.push_back(shipyard);
  152. }
  153. }
  154. for(const IShipyard * shipyard : shipyards)
  155. {
  156. if(shipyard->shipyardStatus() == IShipyard::GOOD)
  157. {
  158. int3 boatLocation = shipyard->bestLocation();
  159. virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
  160. logAi->debug("Virtual boat added at %s", boatLocation.toString());
  161. }
  162. }
  163. auto hero = nodeStorage->getHero();
  164. auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
  165. if(hero->canCastThisSpell(summonBoatSpell)
  166. && hero->getSpellSchoolLevel(summonBoatSpell) >= SecSkillLevel::ADVANCED)
  167. {
  168. // TODO: For lower school level we might need to check the existance of some boat
  169. summonableVirtualBoat.reset(new SummonBoatAction());
  170. }
  171. }
  172. std::shared_ptr<const VirtualBoatAction> findVirtualBoat(
  173. CDestinationNodeInfo &destination,
  174. const PathNodeInfo &source) const
  175. {
  176. std::shared_ptr<const VirtualBoatAction> virtualBoat;
  177. if(vstd::contains(virtualBoats, destination.coord))
  178. {
  179. virtualBoat = virtualBoats.at(destination.coord);
  180. }
  181. else if(
  182. summonableVirtualBoat
  183. && summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
  184. {
  185. virtualBoat = summonableVirtualBoat;
  186. }
  187. return virtualBoat;
  188. }
  189. bool tryEmbarkVirtualBoat(
  190. CDestinationNodeInfo &destination,
  191. const PathNodeInfo &source,
  192. std::shared_ptr<const VirtualBoatAction> virtualBoat) const
  193. {
  194. bool result = false;
  195. nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
  196. {
  197. auto boatNodeOptional = nodeStorage->getOrCreateNode(
  198. node->coord,
  199. node->layer,
  200. node->chainMask | virtualBoat->getSpecialChain());
  201. if(boatNodeOptional)
  202. {
  203. AIPathNode * boatNode = boatNodeOptional.get();
  204. if(boatNode->action == CGPathNode::UNKNOWN)
  205. {
  206. boatNode->specialAction = virtualBoat;
  207. destination.blocked = false;
  208. destination.action = CGPathNode::ENodeAction::EMBARK;
  209. destination.node = boatNode;
  210. result = true;
  211. }
  212. else
  213. {
  214. #ifdef VCMI_TRACE_PATHFINDER
  215. logAi->trace(
  216. "Special transition node already allocated. Blocked moving %s -> %s",
  217. source.coord.toString(),
  218. destination.coord.toString());
  219. #endif
  220. }
  221. }
  222. else
  223. {
  224. logAi->debug(
  225. "Can not allocate special transition node while moving %s -> %s",
  226. source.coord.toString(),
  227. destination.coord.toString());
  228. }
  229. });
  230. return result;
  231. }
  232. };
  233. class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
  234. {
  235. private:
  236. CPlayerSpecificInfoCallback * cb;
  237. std::shared_ptr<AINodeStorage> nodeStorage;
  238. public:
  239. AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  240. :cb(cb), nodeStorage(nodeStorage)
  241. {
  242. }
  243. virtual void process(
  244. const PathNodeInfo & source,
  245. CDestinationNodeInfo & destination,
  246. const PathfinderConfig * pathfinderConfig,
  247. CPathfinderHelper * pathfinderHelper) const override
  248. {
  249. if(nodeStorage->hasBetterChain(source, destination))
  250. {
  251. destination.blocked = true;
  252. return;
  253. }
  254. auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  255. if(blocker == BlockingReason::NONE)
  256. return;
  257. if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
  258. {
  259. auto objID = destination.nodeObject->ID;
  260. if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
  261. || objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
  262. || objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
  263. || objID == Obj::WHIRLPOOL)
  264. {
  265. destination.blocked = true;
  266. }
  267. return;
  268. }
  269. if(blocker == BlockingReason::DESTINATION_VISIT)
  270. {
  271. return;
  272. }
  273. if(blocker == BlockingReason::DESTINATION_GUARDED)
  274. {
  275. auto srcGuardians = cb->getGuardingCreatures(source.coord);
  276. auto destGuardians = cb->getGuardingCreatures(destination.coord);
  277. if(destGuardians.empty())
  278. {
  279. destination.blocked = true;
  280. return;
  281. }
  282. vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
  283. {
  284. return vstd::contains(srcGuardians, destGuard);
  285. });
  286. auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
  287. if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
  288. {
  289. #ifdef VCMI_TRACE_PATHFINDER
  290. logAi->trace(
  291. "Bypass guard at destination while moving %s -> %s",
  292. source.coord.toString(),
  293. destination.coord.toString());
  294. #endif
  295. return;
  296. }
  297. const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
  298. auto battleNodeOptional = nodeStorage->getOrCreateNode(
  299. destination.coord,
  300. destination.node->layer,
  301. destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
  302. if(!battleNodeOptional)
  303. {
  304. #ifdef VCMI_TRACE_PATHFINDER
  305. logAi->trace(
  306. "Can not allocate battle node while moving %s -> %s",
  307. source.coord.toString(),
  308. destination.coord.toString());
  309. #endif
  310. destination.blocked = true;
  311. return;
  312. }
  313. AIPathNode * battleNode = battleNodeOptional.get();
  314. if(battleNode->locked)
  315. {
  316. #ifdef VCMI_TRACE_PATHFINDER
  317. logAi->trace(
  318. "Block bypass guard at destination while moving %s -> %s",
  319. source.coord.toString(),
  320. destination.coord.toString());
  321. #endif
  322. destination.blocked = true;
  323. return;
  324. }
  325. auto hero = nodeStorage->getHero();
  326. auto danger = evaluateDanger(destination.coord, hero);
  327. destination.node = battleNode;
  328. nodeStorage->commit(destination, source);
  329. if(battleNode->danger < danger)
  330. {
  331. battleNode->danger = danger;
  332. }
  333. battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
  334. #ifdef VCMI_TRACE_PATHFINDER
  335. logAi->trace(
  336. "Begin bypass guard at destination with danger %s while moving %s -> %s",
  337. std::to_string(danger),
  338. source.coord.toString(),
  339. destination.coord.toString());
  340. #endif
  341. return;
  342. }
  343. destination.blocked = true;
  344. }
  345. };
  346. class AIMovementToDestinationRule : public MovementToDestinationRule
  347. {
  348. private:
  349. CPlayerSpecificInfoCallback * cb;
  350. std::shared_ptr<AINodeStorage> nodeStorage;
  351. public:
  352. AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  353. :cb(cb), nodeStorage(nodeStorage)
  354. {
  355. }
  356. virtual void process(
  357. const PathNodeInfo & source,
  358. CDestinationNodeInfo & destination,
  359. const PathfinderConfig * pathfinderConfig,
  360. CPathfinderHelper * pathfinderHelper) const override
  361. {
  362. auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  363. if(blocker == BlockingReason::NONE)
  364. return;
  365. if(blocker == BlockingReason::DESTINATION_BLOCKED
  366. && destination.action == CGPathNode::EMBARK
  367. && nodeStorage->getAINode(destination.node)->specialAction)
  368. {
  369. return;
  370. }
  371. if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
  372. {
  373. #ifdef VCMI_TRACE_PATHFINDER
  374. logAi->trace(
  375. "Bypass src guard while moving from %s to %s",
  376. source.coord.toString(),
  377. destination.coord.toString());
  378. #endif
  379. return;
  380. }
  381. destination.blocked = true;
  382. }
  383. };
  384. class AIPreviousNodeRule : public MovementToDestinationRule
  385. {
  386. private:
  387. CPlayerSpecificInfoCallback * cb;
  388. std::shared_ptr<AINodeStorage> nodeStorage;
  389. public:
  390. AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  391. :cb(cb), nodeStorage(nodeStorage)
  392. {
  393. }
  394. virtual void process(
  395. const PathNodeInfo & source,
  396. CDestinationNodeInfo & destination,
  397. const PathfinderConfig * pathfinderConfig,
  398. CPathfinderHelper * pathfinderHelper) const override
  399. {
  400. if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
  401. {
  402. // we can not directly bypass objects, we need to interact with them first
  403. destination.node->theNodeBefore = source.node;
  404. #ifdef VCMI_TRACE_PATHFINDER
  405. logAi->trace(
  406. "Link src node %s to destination node %s while bypassing visitable obj",
  407. source.coord.toString(),
  408. destination.coord.toString());
  409. #endif
  410. return;
  411. }
  412. auto aiSourceNode = nodeStorage->getAINode(source.node);
  413. if(aiSourceNode->specialAction)
  414. {
  415. // there is some action on source tile which should be performed before we can bypass it
  416. destination.node->theNodeBefore = source.node;
  417. }
  418. }
  419. };
  420. std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
  421. CPlayerSpecificInfoCallback * cb,
  422. VCAI * ai,
  423. std::shared_ptr<AINodeStorage> nodeStorage)
  424. {
  425. std::vector<std::shared_ptr<IPathfindingRule>> rules = {
  426. std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
  427. std::make_shared<DestinationActionRule>(),
  428. std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
  429. std::make_shared<MovementCostRule>(),
  430. std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
  431. std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
  432. };
  433. return rules;
  434. }
  435. AIPathfinderConfig::AIPathfinderConfig(
  436. CPlayerSpecificInfoCallback * cb,
  437. VCAI * ai,
  438. std::shared_ptr<AINodeStorage> nodeStorage)
  439. :PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage))
  440. {
  441. }
  442. }