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- /*
- * ExecuteHeroChain.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 "ExecuteHeroChain.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- namespace NKAI
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- using namespace Goals;
- ExecuteHeroChain::ExecuteHeroChain(const AIPath & path, const CGObjectInstance * obj)
- :ElementarGoal(Goals::EXECUTE_HERO_CHAIN), chainPath(path), closestWayRatio(1)
- {
- hero = path.targetHero;
- tile = path.targetTile();
- if(obj)
- {
- objid = obj->id.getNum();
- targetName = obj->getObjectName() + tile.toString();
- }
- else
- {
- targetName = "tile" + tile.toString();
- }
- }
- bool ExecuteHeroChain::operator==(const ExecuteHeroChain & other) const
- {
- return tile == other.tile
- && chainPath.targetHero == other.chainPath.targetHero
- && chainPath.nodes.size() == other.chainPath.nodes.size()
- && chainPath.chainMask == other.chainPath.chainMask;
- }
- void ExecuteHeroChain::accept(AIGateway * ai)
- {
- logAi->debug("Executing hero chain towards %s. Path %s", targetName, chainPath.toString());
- ai->nullkiller->setActive(chainPath.targetHero, tile);
- ai->nullkiller->setTargetObject(objid);
- auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
- if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
- {
- auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
- if(relations == PlayerRelations::ENEMIES)
- {
- ai->nullkiller->armyFormation->rearrangeArmyForSiege(
- dynamic_cast<const CGTownInstance *>(targetObject),
- chainPath.targetHero);
- }
- }
- std::set<int> blockedIndexes;
- for(int i = chainPath.nodes.size() - 1; i >= 0; i--)
- {
- auto & node = chainPath.nodes[i];
- const CGHeroInstance * hero = node.targetHero;
- HeroPtr heroPtr = hero;
- if(node.parentIndex >= i)
- {
- logAi->error("Invalid parentIndex while executing node " + node.coord.toString());
- }
- if(vstd::contains(blockedIndexes, i))
- {
- blockedIndexes.insert(node.parentIndex);
- ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
- continue;
- }
- logAi->debug("Executing chain node %d. Moving hero %s to %s", i, hero->getNameTranslated(), node.coord.toString());
- try
- {
- if(hero->movementPointsRemaining() > 0)
- {
- ai->nullkiller->setActive(hero, node.coord);
- if(node.specialAction)
- {
- if(node.actionIsBlocked)
- {
- throw cannotFulfillGoalException("Path is nondeterministic.");
- }
-
- node.specialAction->execute(hero);
-
- if(!heroPtr.validAndSet())
- {
- logAi->error("Hero %s was lost trying to execute special action. Exit hero chain.", heroPtr.name);
- return;
- }
- }
- if(node.turns == 0 && node.coord != hero->visitablePos())
- {
- auto targetNode = cb->getPathsInfo(hero)->getPathInfo(node.coord);
- if(targetNode->accessible == EPathAccessibility::NOT_SET
- || targetNode->accessible == EPathAccessibility::BLOCKED
- || targetNode->accessible == EPathAccessibility::FLYABLE
- || targetNode->turns != 0)
- {
- logAi->error(
- "Unable to complete chain. Expected hero %s to arrive to %s in 0 turns but he cannot do this",
- hero->getNameTranslated(),
- node.coord.toString());
- return;
- }
- }
- if(hero->movementPointsRemaining())
- {
- try
- {
- if(moveHeroToTile(hero, node.coord))
- {
- continue;
- }
- }
- catch(const cannotFulfillGoalException &)
- {
- if(!heroPtr.validAndSet())
- {
- logAi->error("Hero %s was lost. Exit hero chain.", heroPtr.name);
- return;
- }
- if(hero->movementPointsRemaining() > 0)
- {
- CGPath path;
- bool isOk = cb->getPathsInfo(hero)->getPath(path, node.coord);
- if(isOk && path.nodes.back().turns > 0)
- {
- logAi->warn("Hero %s has %d mp which is not enough to continue his way towards %s.", hero->getNameTranslated(), hero->movementPointsRemaining(), node.coord.toString());
- ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
- return;
- }
- }
- throw;
- }
- }
- }
- if(node.coord == hero->visitablePos())
- continue;
- if(node.turns == 0)
- {
- logAi->error(
- "Unable to complete chain. Expected hero %s to arive to %s but he is at %s",
- hero->getNameTranslated(),
- node.coord.toString(),
- hero->visitablePos().toString());
- return;
- }
-
- // no exception means we were not able to reach the tile
- ai->nullkiller->lockHero(hero, HeroLockedReason::HERO_CHAIN);
- blockedIndexes.insert(node.parentIndex);
- }
- catch(const goalFulfilledException &)
- {
- if(!heroPtr.validAndSet())
- {
- logAi->debug("Hero %s was killed while attempting to reach %s", heroPtr.name, node.coord.toString());
- return;
- }
- }
- }
- }
- std::string ExecuteHeroChain::toString() const
- {
- return "ExecuteHeroChain " + targetName + " by " + chainPath.targetHero->getNameTranslated();
- }
- bool ExecuteHeroChain::moveHeroToTile(const CGHeroInstance * hero, const int3 & tile)
- {
- if(tile == hero->visitablePos() && cb->getVisitableObjs(hero->visitablePos()).size() < 2)
- {
- logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", hero->getNameTranslated(), tile.toString());
- return true;
- }
- return ai->moveHeroToTile(tile, hero);
- }
- }
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