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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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