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- /*
- * AILayerTransitionRule.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 "AILayerTransitionRule.h"
- #include "../../Engine/Nullkiller.h"
- namespace NKAI
- {
- namespace AIPathfinding
- {
- AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, Nullkiller * ai, std::shared_ptr<AINodeStorage> nodeStorage)
- :cb(cb), ai(ai), nodeStorage(nodeStorage)
- {
- setup();
- }
- void AILayerTransitionRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
- if(!destination.blocked)
- {
- return;
- }
- if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
- {
- std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
- if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
- #endif
- }
- }
- }
- void AILayerTransitionRule::setup()
- {
- std::vector<const IShipyard *> shipyards;
- for(const CGTownInstance * t : cb->getTownsInfo())
- {
- // do not allow ally shipyards because of bug
- if(t->hasBuilt(BuildingID::SHIPYARD) && t->getOwner() == ai->playerID)
- shipyards.push_back(t);
- }
- for(const CGObjectInstance * obj : ai->memory->visitableObjs)
- {
- // do not allow ally shipyards because of bug
- if(obj->ID != Obj::TOWN && obj->getOwner() == ai->playerID) //towns were handled in the previous loop
- {
- if(const IShipyard * shipyard = IShipyard::castFrom(obj))
- shipyards.push_back(shipyard);
- }
- }
- for(const IShipyard * shipyard : shipyards)
- {
- if(shipyard->shipyardStatus() == IShipyard::GOOD)
- {
- int3 boatLocation = shipyard->bestLocation();
- virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(cb, shipyard);
- logAi->debug("Virtual boat added at %s", boatLocation.toString());
- }
- }
- for(const CGHeroInstance * hero : nodeStorage->getAllHeroes())
- {
- auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
- if(hero->canCastThisSpell(summonBoatSpell)
- && hero->getSpellSchoolLevel(summonBoatSpell) >= SecSkillLevel::ADVANCED)
- {
- // TODO: For lower school level we might need to check the existance of some boat
- summonableVirtualBoats[hero] = std::make_shared<SummonBoatAction>();
- }
- }
- }
- std::shared_ptr<const VirtualBoatAction> AILayerTransitionRule::findVirtualBoat(
- CDestinationNodeInfo & destination,
- const PathNodeInfo & source) const
- {
- std::shared_ptr<const VirtualBoatAction> virtualBoat;
- if(vstd::contains(virtualBoats, destination.coord))
- {
- virtualBoat = virtualBoats.at(destination.coord);
- }
- else
- {
- const CGHeroInstance * hero = nodeStorage->getHero(source.node);
- if(vstd::contains(summonableVirtualBoats, hero)
- && summonableVirtualBoats.at(hero)->canAct(nodeStorage->getAINode(source.node)))
- {
- virtualBoat = summonableVirtualBoats.at(hero);
- }
- }
- return virtualBoat;
- }
- bool AILayerTransitionRule::tryEmbarkVirtualBoat(
- CDestinationNodeInfo & destination,
- const PathNodeInfo & source,
- std::shared_ptr<const VirtualBoatAction> virtualBoat) const
- {
- bool result = false;
- nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
- {
- auto boatNodeOptional = nodeStorage->getOrCreateNode(
- node->coord,
- node->layer,
- virtualBoat->getActor(node->actor));
- if(boatNodeOptional)
- {
- AIPathNode * boatNode = boatNodeOptional.get();
- if(boatNode->action == CGPathNode::UNKNOWN)
- {
- boatNode->specialAction = virtualBoat;
- destination.blocked = false;
- destination.action = CGPathNode::ENodeAction::EMBARK;
- destination.node = boatNode;
- result = true;
- }
- else
- {
- #if NKAI_PATHFINDER_TRACE_LEVEL >= 1
- logAi->trace(
- "Special transition node already allocated. Blocked moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- #endif
- }
- }
- else
- {
- logAi->debug(
- "Can not allocate special transition node while moving %s -> %s",
- source.coord.toString(),
- destination.coord.toString());
- }
- });
- return result;
- }
- }
- }
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