AILayerTransitionRule.cpp 4.1 KB

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  1. /*
  2. * AILayerTransitionRule.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AILayerTransitionRule.h"
  12. namespace AIPathfinding
  13. {
  14. AILayerTransitionRule::AILayerTransitionRule(CPlayerSpecificInfoCallback * cb, VCAI * ai, std::shared_ptr<AINodeStorage> nodeStorage)
  15. :cb(cb), ai(ai), nodeStorage(nodeStorage)
  16. {
  17. setup();
  18. }
  19. void AILayerTransitionRule::process(
  20. const PathNodeInfo & source,
  21. CDestinationNodeInfo & destination,
  22. const PathfinderConfig * pathfinderConfig,
  23. CPathfinderHelper * pathfinderHelper) const
  24. {
  25. LayerTransitionRule::process(source, destination, pathfinderConfig, pathfinderHelper);
  26. if(!destination.blocked)
  27. {
  28. return;
  29. }
  30. if(source.node->layer == EPathfindingLayer::LAND && destination.node->layer == EPathfindingLayer::SAIL)
  31. {
  32. std::shared_ptr<const VirtualBoatAction> virtualBoat = findVirtualBoat(destination, source);
  33. if(virtualBoat && tryEmbarkVirtualBoat(destination, source, virtualBoat))
  34. {
  35. #ifdef VCMI_TRACE_PATHFINDER
  36. logAi->trace("Embarking to virtual boat while moving %s -> %s!", source.coord.toString(), destination.coord.toString());
  37. #endif
  38. }
  39. }
  40. }
  41. void AILayerTransitionRule::setup()
  42. {
  43. std::vector<const IShipyard *> shipyards;
  44. for(const CGTownInstance * t : cb->getTownsInfo())
  45. {
  46. if(t->hasBuilt(BuildingID::SHIPYARD))
  47. shipyards.push_back(t);
  48. }
  49. for(const CGObjectInstance * obj : ai->visitableObjs)
  50. {
  51. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  52. {
  53. if(const IShipyard * shipyard = IShipyard::castFrom(obj))
  54. shipyards.push_back(shipyard);
  55. }
  56. }
  57. for(const IShipyard * shipyard : shipyards)
  58. {
  59. if(shipyard->shipyardStatus() == IShipyard::GOOD)
  60. {
  61. int3 boatLocation = shipyard->bestLocation();
  62. virtualBoats[boatLocation] = std::make_shared<BuildBoatAction>(shipyard);
  63. logAi->debug("Virtual boat added at %s", boatLocation.toString());
  64. }
  65. }
  66. auto hero = nodeStorage->getHero();
  67. auto summonBoatSpell = SpellID(SpellID::SUMMON_BOAT).toSpell();
  68. if(hero->canCastThisSpell(summonBoatSpell)
  69. && hero->getSpellSchoolLevel(summonBoatSpell) >= SecSkillLevel::ADVANCED)
  70. {
  71. // TODO: For lower school level we might need to check the existance of some boat
  72. summonableVirtualBoat.reset(new SummonBoatAction());
  73. }
  74. }
  75. std::shared_ptr<const VirtualBoatAction> AILayerTransitionRule::findVirtualBoat(
  76. CDestinationNodeInfo & destination,
  77. const PathNodeInfo & source) const
  78. {
  79. std::shared_ptr<const VirtualBoatAction> virtualBoat;
  80. if(vstd::contains(virtualBoats, destination.coord))
  81. {
  82. virtualBoat = virtualBoats.at(destination.coord);
  83. }
  84. else if(
  85. summonableVirtualBoat
  86. && summonableVirtualBoat->isAffordableBy(nodeStorage->getHero(), nodeStorage->getAINode(source.node)))
  87. {
  88. virtualBoat = summonableVirtualBoat;
  89. }
  90. return virtualBoat;
  91. }
  92. bool AILayerTransitionRule::tryEmbarkVirtualBoat(
  93. CDestinationNodeInfo & destination,
  94. const PathNodeInfo & source,
  95. std::shared_ptr<const VirtualBoatAction> virtualBoat) const
  96. {
  97. bool result = false;
  98. nodeStorage->updateAINode(destination.node, [&](AIPathNode * node)
  99. {
  100. auto boatNodeOptional = nodeStorage->getOrCreateNode(
  101. node->coord,
  102. node->layer,
  103. (int)(node->chainMask | virtualBoat->getSpecialChain()));
  104. if(boatNodeOptional)
  105. {
  106. AIPathNode * boatNode = boatNodeOptional.value();
  107. if(boatNode->action == EPathNodeAction::UNKNOWN)
  108. {
  109. boatNode->specialAction = virtualBoat;
  110. destination.blocked = false;
  111. destination.action = EPathNodeAction::EMBARK;
  112. destination.node = boatNode;
  113. result = true;
  114. }
  115. else
  116. {
  117. #ifdef VCMI_TRACE_PATHFINDER
  118. logAi->trace(
  119. "Special transition node already allocated. Blocked moving %s -> %s",
  120. source.coord.toString(),
  121. destination.coord.toString());
  122. #endif
  123. }
  124. }
  125. else
  126. {
  127. logAi->debug(
  128. "Can not allocate special transition node while moving %s -> %s",
  129. source.coord.toString(),
  130. destination.coord.toString());
  131. }
  132. });
  133. return result;
  134. }
  135. }