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- /*
- * AIMovementAfterDestinationRule.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 "AIMovementAfterDestinationRule.h"
- #include "../Actions/BattleAction.h"
- #include "../Actions/QuestAction.h"
- #include "../Actions/WhirlpoolAction.h"
- #include "../../Goals/Invalid.h"
- #include "AIPreviousNodeRule.h"
- #include "../../../../lib/mapObjects/CQuest.h"
- #include "../../../../lib/pathfinder/PathfinderOptions.h"
- #include "../../../../lib/pathfinder/CPathfinder.h"
- namespace NKAI
- {
- namespace AIPathfinding
- {
- AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
- const Nullkiller * ai,
- CPlayerSpecificInfoCallback * cb,
- std::shared_ptr<AINodeStorage> nodeStorage,
- bool allowBypassObjects)
- :ai(ai), cb(cb), nodeStorage(nodeStorage), allowBypassObjects(allowBypassObjects)
- {
- }
- void AIMovementAfterDestinationRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- if(nodeStorage->isMovementInefficient(source, destination))
- {
- destination.node->locked = true;
- destination.blocked = true;
- return;
- }
-
- if(!allowBypassObjects
- && destination.action == EPathNodeAction::EMBARK
- && source.node->layer == EPathfindingLayer::LAND
- && destination.node->layer == EPathfindingLayer::SAIL)
- {
- destination.blocked = true;
- return;
- }
- auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
- if(blocker == BlockingReason::NONE)
- {
- destination.blocked = nodeStorage->isDistanceLimitReached(source, destination);
- if(destination.nodeObject
- && !destination.blocked
- && !allowBypassObjects
- && !dynamic_cast<const CGTeleport *>(destination.nodeObject)
- && destination.nodeObject->ID != Obj::EVENT)
- {
- destination.blocked = true;
- destination.node->locked = true;
- }
- return;
- }
-
- if(!allowBypassObjects)
- {
- if(destination.nodeObject)
- {
- destination.blocked = true;
- destination.node->locked = true;
- }
- return;
- }
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
- logAi->trace(
- "Movement from tile %s is blocked. Try to bypass. Action: %d, blocker: %d, source: %s",
- destination.coord.toString(),
- (int)destination.action,
- (int)blocker,
- source.coord.toString());
- #endif
- auto destGuardians = cb->getGuardingCreatures(destination.coord);
- bool allowBypass = false;
- switch(blocker)
- {
- case BlockingReason::DESTINATION_GUARDED:
- allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
- break;
- case BlockingReason::DESTINATION_BLOCKVIS:
- if(destination.nodeHero && destination.heroRelations != PlayerRelations::ENEMIES)
- {
- allowBypass = destination.heroRelations == PlayerRelations::SAME_PLAYER
- && destination.nodeHero == nodeStorage->getHero(destination.node);
- }
- else
- {
- allowBypass = destination.nodeObject && bypassRemovableObject(source, destination, pathfinderConfig, pathfinderHelper);
- }
-
- if(allowBypass && destGuardians.size())
- allowBypass = bypassDestinationGuards(destGuardians, source, destination, pathfinderConfig, pathfinderHelper);
- break;
- case BlockingReason::DESTINATION_VISIT:
- allowBypass = true;
- break;
- case BlockingReason::DESTINATION_BLOCKED:
- allowBypass = bypassBlocker(source, destination, pathfinderConfig, pathfinderHelper);
- break;
- }
- destination.blocked = !allowBypass || nodeStorage->isDistanceLimitReached(source, destination);
- destination.node->locked = !allowBypass;
- }
- bool AIMovementAfterDestinationRule::bypassBlocker(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
- if(enemyHero)
- {
- return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
- }
- if(destination.nodeObject
- && (destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
- && destination.objectRelations == PlayerRelations::ENEMIES)
- {
- return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
- }
- return false;
- }
- bool AIMovementAfterDestinationRule::bypassQuest(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- const AIPathNode * destinationNode = nodeStorage->getAINode(destination.node);
- auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
- auto questInfo = QuestInfo(destination.nodeObject->id);
- QuestAction questAction(questInfo);
- if(destination.nodeObject->ID == Obj::QUEST_GUARD
- && questObj->getQuest().mission == Rewardable::Limiter{}
- && questObj->getQuest().killTarget == ObjectInstanceID::NONE)
- {
- return false;
- }
- if(!questAction.canAct(ai, destinationNode))
- {
- if(!destinationNode->actor->allowUseResources)
- {
- std::optional<AIPathNode *> questNode = nodeStorage->getOrCreateNode(
- destination.coord,
- destination.node->layer,
- destinationNode->actor->resourceActor);
- if(!questNode || questNode.value()->getCost() < destination.cost)
- {
- return false;
- }
- destination.node = questNode.value();
- nodeStorage->commit(destination, source);
- AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
- }
- nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
- {
- node->addSpecialAction(std::make_shared<QuestAction>(questAction));
- });
- }
- return true;
- }
- bool AIMovementAfterDestinationRule::bypassRemovableObject(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- if(destination.nodeObject->ID == Obj::QUEST_GUARD
- || destination.nodeObject->ID == Obj::BORDERGUARD
- || destination.nodeObject->ID == Obj::BORDER_GATE)
- {
- return bypassQuest(source, destination, pathfinderConfig, pathfinderHelper);
- }
- auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
- if(!enemyHero && !isObjectRemovable(destination.nodeObject))
- {
- if(nodeStorage->getHero(destination.node) == destination.nodeHero)
- return true;
- return false;
- }
- auto danger = ai->dangerEvaluator->evaluateDanger(destination.coord, nodeStorage->getHero(destination.node), true);
- if(danger)
- {
- return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
- }
- return true;
- }
- bool AIMovementAfterDestinationRule::bypassDestinationGuards(
- std::vector<const CGObjectInstance *> destGuardians,
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- auto srcGuardians = cb->getGuardingCreatures(source.coord);
- if(destGuardians.empty())
- {
- return false;
- }
- auto srcNode = nodeStorage->getAINode(source.node);
- vstd::erase_if(destGuardians, [&](const CGObjectInstance * destGuard) -> bool
- {
- return vstd::contains(srcGuardians, destGuard);
- });
- auto guardsAlreadyBypassed = destGuardians.empty() && srcGuardians.size();
- if(guardsAlreadyBypassed && srcNode->actor->allowBattle)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace(
- "Bypass guard at destination while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return true;
- }
- return bypassBattle(source, destination, pathfinderConfig, pathfinderHelper);
- }
- bool AIMovementAfterDestinationRule::bypassBattle(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- const AIPathNode * srcNode = nodeStorage->getAINode(source.node);
- const AIPathNode * destNode = nodeStorage->getAINode(destination.node);
- auto battleNodeOptional = nodeStorage->getOrCreateNode(
- destination.coord,
- destination.node->layer,
- destNode->actor->battleActor);
- if(!battleNodeOptional)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace(
- "Can not allocate battle node while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return false;
- }
- auto * battleNode = battleNodeOptional.value();
- if(battleNode->locked)
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace(
- "Block bypass guard at destination while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- return false;
- }
- auto hero = nodeStorage->getHero(source.node);
- uint64_t danger = ai->dangerEvaluator->evaluateDanger(destination.coord, hero, true);
- uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
- uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
- if(loss < actualArmyValue)
- {
- if(destNode->specialAction)
- {
- battleNode->specialAction = destNode->specialAction;
- }
- destination.node = battleNode;
- nodeStorage->commit(destination, source);
- battleNode->armyLoss += loss;
- vstd::amax(battleNode->danger, danger);
- AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
- battleNode->addSpecialAction(std::make_shared<BattleAction>(destination.coord));
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- 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 true;
- }
- return false;
- }
- }
- }
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