AILayerTransitionRule.cpp 4.4 KB

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  1. /*
  2. * AILayerTransitionRule.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 "AILayerTransitionRule.h"
  12. #include "../../../../lib/spells/ISpellMechanics.h"
  13. #include "../../../../lib/spells/adventure/SummonBoatEffect.h"
  14. namespace AIPathfinding
  15. {
  16. AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
  17. :cb(cb), ai(ai), nodeStorage(nodeStorage)
  18. {
  19. setup();
  20. }
  21. void AILayerTransitionRule::process(
  22. const PathNodeInfo & source,
  23. CDestinationNodeInfo & destination,
  24. const PathfinderConfig * pathfinderConfig,
  25. CPathfinderHelper * pathfinderHelper) const
  26. {
  27. LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
  28. if(!destination.blocked)
  29. {
  30. return;
  31. }
  32. if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
  33. {
  34. std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
  35. if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
  36. {
  37. #ifdef VCMI_TRACE_PATHFINDER
  38. logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
  39. #endif
  40. }
  41. }
  42. }
  43. void AILayerTransitionRule::setup()
  44. {
  45. std::vector<const IShipyard *> shipyards;
  46. for(const CGTownInstance * t : cb->getTownsInfo())
  47. {
  48. if(t->hasBuilt(BuildingID::SHIPYARD))
  49. shipyards.push_back(t);
  50. }
  51. for(const CGObjectInstance * obj : ai->visitableObjs)
  52. {
  53. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  54. {
  55. if(const auto * shipyard = dynamic_cast<const IShipyard *>(obj))
  56. shipyards.push_back(shipyard);
  57. }
  58. }
  59. for(const IShipyard * shipyard : shipyards)
  60. {
  61. if(shipyard->shipyardStatus() == IShipyard::GOOD)
  62. {
  63. int3 boatLocation = shipyard->bestLocation();
  64. virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
  65. logAi->debug("Virtual boat added at %s", boatLocation.toString());
  66. }
  67. }
  68. auto hero = nodeStorage->getHero();
  69. for (const auto & spell : LIBRARY->spellh->objects)
  70. {
  71. if (!spell || !spell->isAdventure())
  72. continue;
  73. auto effect = spell->getAdventureMechanics().getEffectAs<SummonBoatEffect>(hero);
  74. if (!effect || !hero->canCastThisSpell(spell.get()))
  75. continue;
  76. if (effect->canCreateNewBoat() && effect->getSuccessChance(hero) == 100)
  77. {
  78. // TODO: For lower school level we might need to check the existence of some boat
  79. summonableVirtualBoat.reset(new SummonBoatAction(spell->id));
  80. }
  81. }
  82. }
  83. std::shared_ptr<const VirtualBoatAction> AILayerTransitionRule::findVirtualBoat(
  84. CDestinationNodeInfo & destination,
  85. const PathNodeInfo & source) const
  86. {
  87. std::shared_ptr<const VirtualBoatAction> virtualBoat;
  88. if(vstd::contains(virtualBoats, destination.coord))
  89. {
  90. virtualBoat = virtualBoats.at(destination.coord);
  91. }
  92. else if(
  93. summonableVirtualBoat
  94. && summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
  95. {
  96. virtualBoat = summonableVirtualBoat;
  97. }
  98. return virtualBoat;
  99. }
  100. bool AILayerTransitionRule::tryEmbarkVirtualBoat(
  101. CDestinationNodeInfo & destination,
  102. const PathNodeInfo & source,
  103. std::shared_ptr<const VirtualBoatAction> virtualBoat) const
  104. {
  105. bool result = false;
  106. nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
  107. {
  108. auto boatNodeOptional = nodeStorage->getOrCreateNode(
  109. node->coord,
  110. node->layer,
  111. (int)(node->chainMask | virtualBoat->getSpecialChain()));
  112. if(boatNodeOptional)
  113. {
  114. AIPathNode * boatNode = boatNodeOptional.value();
  115. if(boatNode->action == EPathNodeAction::UNKNOWN)
  116. {
  117. boatNode->specialAction = virtualBoat;
  118. destination.blocked = false;
  119. destination.action = EPathNodeAction::EMBARK;
  120. destination.node = boatNode;
  121. result = true;
  122. }
  123. else
  124. {
  125. #ifdef VCMI_TRACE_PATHFINDER
  126. logAi->trace(
  127. "Special transition node already allocated. Blocked moving %s -> %s",
  128. source.coord.toString(),
  129. destination.coord.toString());
  130. #endif
  131. }
  132. }
  133. else
  134. {
  135. logAi->debug(
  136. "Can not allocate special transition node while moving %s -> %s",
  137. source.coord.toString(),
  138. destination.coord.toString());
  139. }
  140. });
  141. return result;
  142. }
  143. }