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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 "../../Goals/Invalid.h"
 
- #include "AIPreviousNodeRule.h"
 
- namespace AIPathfinding
 
- {
 
- 	AIMovementAfterDestinationRule::AIMovementAfterDestinationRule(
 
- 		CPlayerSpecificInfoCallback * cb, 
 
- 		std::shared_ptr<AINodeStorage> nodeStorage)
 
- 		:cb(cb), nodeStorage(nodeStorage)
 
- 	{
 
- 	}
 
- 	void AIMovementAfterDestinationRule::process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const
 
- 	{
 
- 		if(nodeStorage->isMovementIneficient(source, destination))
 
- 		{
 
- 			destination.node->locked = true;
 
- 			destination.blocked = true;
 
- 			return;
 
- 		}
 
- 		auto blocker = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
 
- 		if(blocker == BlockingReason::NONE)
 
- 			return;
 
- 		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:
 
- 			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);
 
- 		}
 
- 		return false;
 
- 	}
 
- 	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)
 
- 		{
 
- 			auto questObj = dynamic_cast<const IQuestObject *>(destination.nodeObject);
 
- 			auto nodeHero = pathfinderHelper->hero;
 
- 			if(destination.nodeObject->ID == Obj::QUEST_GUARD && questObj->quest->missionType == CQuest::MISSION_NONE)
 
- 			{
 
- 				return false;
 
- 			}
 
- 			if(!destination.nodeObject->wasVisited(nodeHero->tempOwner)
 
- 				|| !questObj->checkQuest(nodeHero))
 
- 			{
 
- 				nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
 
- 				{
 
- 					auto questInfo = QuestInfo(questObj->quest, destination.nodeObject, destination.coord);
 
- 					node->specialAction.reset(new QuestAction(questInfo));
 
- 				});
 
- 			}
 
- 			return true;
 
- 		}
 
- 		auto enemyHero = destination.nodeHero && destination.heroRelations == PlayerRelations::ENEMIES;
 
- 		if(!enemyHero && !isObjectRemovable(destination.nodeObject))
 
- 		{
 
- 			if(nodeStorage->getHero(destination.node) == destination.nodeHero)
 
- 				return true;
 
- 			return false;
 
- 		}
 
- 		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 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 PATHFINDER_TRACE_LEVEL >= 1
 
- 			logAi->trace(
 
- 				"Can not allocate battle node while moving %s -> %s",
 
- 				source.coord.toString(),
 
- 				destination.coord.toString());
 
- #endif
 
- 			return false;
 
- 		}
 
- 		AIPathNode * battleNode = battleNodeOptional.get();
 
- 		if(battleNode->locked)
 
- 		{
 
- #if 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 = nodeStorage->evaluateDanger(destination.coord, hero, true);
 
- 		uint64_t actualArmyValue = srcNode->actor->armyValue - srcNode->armyLoss;
 
- 		uint64_t loss = nodeStorage->evaluateArmyLoss(hero, actualArmyValue, danger);
 
- 		if(loss < actualArmyValue)
 
- 		{
 
- 			destination.node = battleNode;
 
- 			nodeStorage->commit(destination, source);
 
- 			battleNode->armyLoss += loss;
 
- 			vstd::amax(battleNode->danger, danger);
 
- 			AIPreviousNodeRule(nodeStorage).process(source, destination, pathfinderConfig, pathfinderHelper);
 
- 			battleNode->specialAction = std::make_shared<BattleAction>(destination.coord);
 
- #if 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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