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