AIPathfinderConfig.cpp 6.7 KB

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  1. /*
  2. * AIhelper.h, 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 "../../../CCallback.h"
  13. class AIMovementAfterDestinationRule : public MovementAfterDestinationRule
  14. {
  15. private:
  16. CPlayerSpecificInfoCallback * cb;
  17. std::shared_ptr<AINodeStorage> nodeStorage;
  18. public:
  19. AIMovementAfterDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  20. :cb(cb), nodeStorage(nodeStorage)
  21. {
  22. }
  23. virtual void process(
  24. const PathNodeInfo & source,
  25. CDestinationNodeInfo & destination,
  26. const PathfinderConfig * pathfinderConfig,
  27. CPathfinderHelper * pathfinderHelper) const override
  28. {
  29. if(nodeStorage->hasBetterChain(source, destination))
  30. {
  31. destination.blocked = true;
  32. return;
  33. }
  34. auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  35. if(blocker == BlockingReason::NONE)
  36. return;
  37. if(blocker == BlockingReason::DESTINATION_BLOCKVIS && destination.nodeObject)
  38. {
  39. auto objID = destination.nodeObject->ID;
  40. if((objID == Obj::HERO && destination.objectRelations != PlayerRelations::ENEMIES)
  41. || objID == Obj::SUBTERRANEAN_GATE || objID == Obj::MONOLITH_TWO_WAY
  42. || objID == Obj::MONOLITH_ONE_WAY_ENTRANCE || objID == Obj::MONOLITH_ONE_WAY_EXIT
  43. || objID == Obj::WHIRLPOOL)
  44. {
  45. destination.blocked = true;
  46. }
  47. return;
  48. }
  49. if(blocker == BlockingReason::DESTINATION_VISIT)
  50. {
  51. return;
  52. }
  53. if(blocker == BlockingReason::DESTINATION_GUARDED)
  54. {
  55. auto srcGuardians = cb->getGuardingCreatures(source.coord);
  56. auto destGuardians = cb->getGuardingCreatures(destination.coord);
  57. if(destGuardians.empty())
  58. {
  59. destination.blocked = true;
  60. return;
  61. }
  62. vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
  63. {
  64. return vstd::contains(srcGuardians, destGuard);
  65. });
  66. auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
  67. if(guardsAlreadyBypassed && nodeStorage->isBattleNode(source.node))
  68. {
  69. logAi->trace(
  70. "Bypass guard at destination while moving %s -> %s",
  71. source.coord.toString(),
  72. destination.coord.toString());
  73. return;
  74. }
  75. auto destNode = nodeStorage->getAINode(destination.node);
  76. auto battleNode = nodeStorage->getNode(destination.coord, destination.node->layer, destNode->chainMask | AINodeStorage::BATTLE_CHAIN);
  77. if(battleNode->locked)
  78. {
  79. logAi->trace(
  80. "Block bypass guard at destination while moving %s -> %s",
  81. source.coord.toString(),
  82. destination.coord.toString());
  83. destination.blocked = true;
  84. return;
  85. }
  86. auto hero = nodeStorage->getHero();
  87. auto danger = evaluateDanger(destination.coord, hero);
  88. destination.node = battleNode;
  89. nodeStorage->commit(destination, source);
  90. if(battleNode->danger < danger)
  91. {
  92. battleNode->danger = danger;
  93. }
  94. logAi->trace(
  95. "Begin bypass guard at destination with danger %s while moving %s -> %s",
  96. std::to_string(danger),
  97. source.coord.toString(),
  98. destination.coord.toString());
  99. return;
  100. }
  101. destination.blocked = true;
  102. }
  103. };
  104. class AIMovementToDestinationRule : public MovementToDestinationRule
  105. {
  106. private:
  107. CPlayerSpecificInfoCallback * cb;
  108. std::shared_ptr<AINodeStorage> nodeStorage;
  109. public:
  110. AIMovementToDestinationRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  111. :cb(cb), nodeStorage(nodeStorage)
  112. {
  113. }
  114. virtual void process(
  115. const PathNodeInfo & source,
  116. CDestinationNodeInfo & destination,
  117. const PathfinderConfig * pathfinderConfig,
  118. CPathfinderHelper * pathfinderHelper) const override
  119. {
  120. auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  121. if(blocker == BlockingReason::NONE)
  122. return;
  123. if(blocker == BlockingReason::SOURCE_GUARDED && nodeStorage->isBattleNode(source.node))
  124. {
  125. auto srcGuardians = cb->getGuardingCreatures(source.coord);
  126. auto destGuardians = cb->getGuardingCreatures(destination.coord);
  127. for(auto srcGuard : srcGuardians)
  128. {
  129. if(!vstd::contains(destGuardians, srcGuard))
  130. continue;
  131. auto guardPos = srcGuard->visitablePos();
  132. if(guardPos != source.coord && guardPos != destination.coord)
  133. {
  134. destination.blocked = true; // allow to pass monster only through guard tile
  135. }
  136. }
  137. if(!destination.blocked)
  138. {
  139. logAi->trace(
  140. "Bypass src guard while moving from %s to %s",
  141. source.coord.toString(),
  142. destination.coord.toString());
  143. }
  144. return;
  145. }
  146. destination.blocked = true;
  147. }
  148. };
  149. class AIPreviousNodeRule : public MovementToDestinationRule
  150. {
  151. private:
  152. CPlayerSpecificInfoCallback * cb;
  153. std::shared_ptr<AINodeStorage> nodeStorage;
  154. public:
  155. AIPreviousNodeRule(CPlayerSpecificInfoCallback * cb, std::shared_ptr<AINodeStorage> nodeStorage)
  156. :cb(cb), nodeStorage(nodeStorage)
  157. {
  158. }
  159. virtual void process(
  160. const PathNodeInfo & source,
  161. CDestinationNodeInfo & destination,
  162. const PathfinderConfig * pathfinderConfig,
  163. CPathfinderHelper * pathfinderHelper) const override
  164. {
  165. //FIXME: unused
  166. // auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  167. if(source.guarded)
  168. {
  169. auto srcGuardian = cb->guardingCreaturePosition(source.node->coord);
  170. if(srcGuardian == source.node->coord)
  171. {
  172. // guardian tile is used as chain junction
  173. destination.node->theNodeBefore = source.node;
  174. logAi->trace(
  175. "Link src node %s to destination node %s while bypassing guard",
  176. source.coord.toString(),
  177. destination.coord.toString());
  178. }
  179. }
  180. if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
  181. {
  182. // we can not directly bypass objects, we need to interact with them first
  183. destination.node->theNodeBefore = source.node;
  184. logAi->trace(
  185. "Link src node %s to destination node %s while bypassing visitable obj",
  186. source.coord.toString(),
  187. destination.coord.toString());
  188. }
  189. }
  190. };
  191. std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
  192. CPlayerSpecificInfoCallback * cb,
  193. std::shared_ptr<AINodeStorage> nodeStorage)
  194. {
  195. std::vector<std::shared_ptr<IPathfindingRule>> rules = {
  196. std::make_shared<LayerTransitionRule>(),
  197. std::make_shared<DestinationActionRule>(),
  198. std::make_shared<AIMovementToDestinationRule>(cb, nodeStorage),
  199. std::make_shared<MovementCostRule>(),
  200. std::make_shared<AIPreviousNodeRule>(cb, nodeStorage),
  201. std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
  202. };
  203. return rules;
  204. }
  205. AIPathfinderConfig::AIPathfinderConfig(
  206. CPlayerSpecificInfoCallback * cb,
  207. std::shared_ptr<AINodeStorage> nodeStorage)
  208. :PathfinderConfig(nodeStorage, makeRuleset(cb, nodeStorage))
  209. {
  210. }