AIMovementAfterDestinationRule.cpp 6.5 KB

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  1. /*
  2. * AIMovementAfterDestinationRule.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 "AIMovementAfterDestinationRule.h"
  12. #include "../Actions/BattleAction.h"
  13. #include "../../Goals/Invalid.h"
  14. namespace AIPathfinding
  15. {
  16. AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
  17. CPlayerSpecificInfoCallback * cb,
  18. std::shared_ptr<AINodeStorage> nodeStorage)
  19. :cb(cb), nodeStorage(nodeStorage)
  20. {
  21. }
  22. void AIMovementAfterDestinationRule::process(
  23. const PathNodeInfo & source,
  24. CDestinationNodeInfo & destination,
  25. const PathfinderConfig * pathfinderConfig,
  26. CPathfinderHelper * pathfinderHelper) const
  27. {
  28. if(nodeStorage->isMovementIneficient(source, destination))
  29. {
  30. destination.node->locked = true;
  31. destination.blocked = true;
  32. return;
  33. }
  34. auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  35. if(blocker == BlockingReason::NONE)
  36. return;
  37. auto destGuardians = cb->getGuardingCreatures(destination.coord);
  38. bool allowBypass = false;
  39. switch(blocker)
  40. {
  41. case BlockingReason::DESTINATION_GUARDED:
  42. allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
  43. break;
  44. case BlockingReason::DESTINATION_BLOCKVIS:
  45. allowBypass = destination.nodeObject && bypassRemovableObject(source, destination, pathfinderConfig, pathfinderHelper);
  46. if(allowBypass && destGuardians.size())
  47. allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
  48. break;
  49. case BlockingReason::DESTINATION_VISIT:
  50. allowBypass = true;
  51. break;
  52. case BlockingReason::DESTINATION_BLOCKED:
  53. allowBypass = bypassBlocker(source, destination, pathfinderConfig, pathfinderHelper);
  54. break;
  55. }
  56. destination.blocked = !allowBypass || nodeStorage->isDistanceLimitReached(source, destination);
  57. destination.node->locked = !allowBypass;
  58. }
  59. bool AIMovementAfterDestinationRule::bypassBlocker(
  60. const PathNodeInfo & source,
  61. CDestinationNodeInfo & destination,
  62. const PathfinderConfig * pathfinderConfig,
  63. CPathfinderHelper * pathfinderHelper) const
  64. {
  65. auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
  66. if(enemyHero)
  67. {
  68. return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
  69. }
  70. return false;
  71. }
  72. bool AIMovementAfterDestinationRule::bypassRemovableObject(
  73. const PathNodeInfo & source,
  74. CDestinationNodeInfo & destination,
  75. const PathfinderConfig * pathfinderConfig,
  76. CPathfinderHelper * pathfinderHelper) const
  77. {
  78. auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
  79. if(!enemyHero && !isObjectRemovable(destination.nodeObject))
  80. {
  81. if(nodeStorage->getHero(destination.node) == destination.nodeHero)
  82. return true;
  83. return false;
  84. }
  85. if(destination.nodeObject->ID == Obj::QUEST_GUARD || destination.nodeObject->ID == Obj::BORDERGUARD)
  86. {
  87. auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
  88. auto nodeHero = pathfinderHelper->hero;
  89. if(!destination.nodeObject->wasVisited(nodeHero->tempOwner)
  90. || !questObj->checkQuest(nodeHero))
  91. {
  92. nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
  93. {
  94. auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
  95. node->specialAction.reset(new QuestAction(questInfo));
  96. });
  97. }
  98. }
  99. return true;
  100. }
  101. bool AIMovementAfterDestinationRule::bypassDestinationGuards(
  102. std::vector<const CGObjectInstance *> destGuardians,
  103. const PathNodeInfo & source,
  104. CDestinationNodeInfo & destination,
  105. const PathfinderConfig * pathfinderConfig,
  106. CPathfinderHelper * pathfinderHelper) const
  107. {
  108. auto srcGuardians = cb->getGuardingCreatures(source.coord);
  109. if(destGuardians.empty())
  110. {
  111. return false;
  112. }
  113. auto srcNode = nodeStorage->getAINode(source.node);
  114. vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
  115. {
  116. return vstd::contains(srcGuardians, destGuard);
  117. });
  118. auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
  119. if(guardsAlreadyBypassed && srcNode->actor->allowBattle)
  120. {
  121. #ifdef VCMI_TRACE_PATHFINDER
  122. logAi->trace(
  123. "Bypass guard at destination while moving %s -> %s",
  124. source.coord.toString(),
  125. destination.coord.toString());
  126. #endif
  127. return true;
  128. }
  129. return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
  130. }
  131. bool AIMovementAfterDestinationRule::bypassBattle(
  132. const PathNodeInfo & source,
  133. CDestinationNodeInfo & destination,
  134. const PathfinderConfig * pathfinderConfig,
  135. CPathfinderHelper * pathfinderHelper) const
  136. {
  137. const AIPathNode * srcNode = nodeStorage->getAINode(source.node);
  138. const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
  139. auto battleNodeOptional = nodeStorage->getOrCreateNode(
  140. destination.coord,
  141. destination.node->layer,
  142. destNode->actor->battleActor);
  143. if(!battleNodeOptional)
  144. {
  145. #ifdef VCMI_TRACE_PATHFINDER
  146. logAi->trace(
  147. "Can not allocate battle node while moving %s -> %s",
  148. source.coord.toString(),
  149. destination.coord.toString());
  150. #endif
  151. return false;
  152. }
  153. AIPathNode * battleNode = battleNodeOptional.get();
  154. if(battleNode->locked)
  155. {
  156. #ifdef VCMI_TRACE_PATHFINDER
  157. logAi->trace(
  158. "Block bypass guard at destination while moving %s -> %s",
  159. source.coord.toString(),
  160. destination.coord.toString());
  161. #endif
  162. return false;
  163. }
  164. auto hero = nodeStorage->getHero(source.node);
  165. uint64_t danger = nodeStorage->evaluateDanger(destination.coord, hero, true);
  166. uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
  167. uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
  168. if(loss < actualArmyValue)
  169. {
  170. destination.node = battleNode;
  171. nodeStorage->commit(destination, source);
  172. battleNode->armyLoss += loss;
  173. vstd::amax(battleNode->danger, danger);
  174. battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
  175. if(source.nodeObject && isObjectRemovable(source.nodeObject))
  176. {
  177. battleNode->theNodeBefore = source.node;
  178. }
  179. #ifdef VCMI_TRACE_PATHFINDER
  180. logAi->trace(
  181. "Begin bypass guard at destination with danger %s while moving %s -> %s",
  182. std::to_string(danger),
  183. source.coord.toString(),
  184. destination.coord.toString());
  185. #endif
  186. return true;
  187. }
  188. return false;
  189. }
  190. }