Example #1
0
bool CRewardableObject::wasVisited(const CGHeroInstance * h) const
{
	switch (visitMode)
	{
		case VISIT_UNLIMITED:
			return false;
		case VISIT_BONUS:
			return h->hasBonusFrom(Bonus::OBJECT, ID);
		case VISIT_HERO:
			return h->visitedObjects.count(ObjectInstanceID(id));
		default:
			return wasVisited(h->tempOwner);
	}
}
int CAI_TacticalServices::FindLosNode(const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinThreatDist, float flMaxThreatDist, float flBlockTime, FlankType_t eFlankType, const Vector &vecFlankRefPos, float flFlankParam )
{
	if ( !CAI_NetworkManager::NetworksLoaded() )
		return NO_NODE;

	AI_PROFILE_SCOPE( CAI_TacticalServices_FindLosNode );

	MARK_TASK_EXPENSIVE();

	int iMyNode	= GetPathfinder()->NearestNodeToNPC();
	if ( iMyNode == NO_NODE )
	{
		Vector pos = GetOuter()->GetAbsOrigin();
		DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
		return NO_NODE;
	}

	// ------------------------------------------------------------------------------------
	// We're going to search for a shoot node by expanding to our current node's neighbors
	// and then their neighbors, until a shooting position is found, or all nodes are beyond MaxDist
	// ------------------------------------------------------------------------------------
	AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
	CNodeList list( pBuffer, GetNetwork()->NumNodes() );
	CVarBitVec wasVisited(GetNetwork()->NumNodes());	// Nodes visited

	// mark start as visited
	wasVisited.Set( iMyNode );
	list.Insert( AI_NearNode_t(iMyNode, 0) );

	static int nSearchRandomizer = 0;		// tries to ensure the links are searched in a different order each time;

	while ( list.Count() )
	{
		int nodeIndex = list.ElementAtHead().nodeIndex;
		// remove this item from the list
		list.RemoveAtHead();

		const Vector &nodeOrigin = GetNetwork()->GetNode(nodeIndex)->GetPosition(GetHullType());

		// HACKHACK: Can't we rework this loop and get rid of this?
		// skip the starting node, or we probably wouldn't have called this function.
		if ( nodeIndex != iMyNode )
		{
			bool skip = false;

			// See if the node satisfies the flanking criteria.
			switch ( eFlankType )
			{
				case FLANKTYPE_NONE:
					break;
					
				case FLANKTYPE_RADIUS:
				{
					Vector vecDist = nodeOrigin - vecFlankRefPos;
					if ( vecDist.Length() < flFlankParam )
					{
						skip = true;
					}
					
					break;
				}
				
				case FLANKTYPE_ARC:
				{
					Vector vecEnemyToRef = vecFlankRefPos - vThreatPos;
					VectorNormalize( vecEnemyToRef );

					Vector vecEnemyToNode = nodeOrigin - vThreatPos;
					VectorNormalize( vecEnemyToNode );
					
					float flDot = DotProduct( vecEnemyToRef, vecEnemyToNode );
					
					if ( RAD2DEG( acos( flDot ) ) < flFlankParam )
					{
						skip = true;
					}
					
					break;
				}
			}

			// Don't accept climb nodes, and assume my nearest node isn't valid because
			// we decided to make this check in the first place.  Keep moving
			if ( !skip && !GetNetwork()->GetNode(nodeIndex)->IsLocked() &&
				GetNetwork()->GetNode(nodeIndex)->GetType() != NODE_CLIMB )
			{
				// Now check its distance and only accept if in range
				float flThreatDist = ( nodeOrigin - vThreatPos ).Length();

				if ( flThreatDist < flMaxThreatDist &&
					 flThreatDist > flMinThreatDist )
				{
					CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
					if ( GetOuter()->IsValidShootPosition( nodeOrigin, pNode, pNode->GetHint() ) )
					{
						if (GetOuter()->TestShootPosition(nodeOrigin,vThreatEyePos))
						{
							// Note when this node was used, so we don't try 
							// to use it again right away.
							GetNetwork()->GetNode(nodeIndex)->Lock( flBlockTime );

#if 0
							if ( GetOuter()->GetHintNode() )
							{
								GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
								GetOuter()->SetHintNode( NULL );
							}

							// This used to not be set, why? (kenb)
							// @Note (toml 05-19-04): I think because stomping  the hint can lead to
							// unintended side effects. The hint node is primarily a high level
							// tool, and certain NPCs break if it gets slammed here. If we need
							// this, we should propagate it out and let the schedule selector
							// or task decide to set the hint node
							GetOuter()->SetHintNode( GetNetwork()->GetNode(nodeIndex)->GetHint() );
#endif
							if ( ShouldDebugLos( nodeIndex ) )
							{
								NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:los!", nodeIndex), false, 1 );
							}

							// The next NPC who searches should use a slight different pattern
							nSearchRandomizer = nodeIndex;
							return nodeIndex;
						}
						else
						{
							if ( ShouldDebugLos( nodeIndex ) )
							{
								NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!shoot", nodeIndex), false, 1 );
							}
						}
					}
					else
					{
						if ( ShouldDebugLos( nodeIndex ) )
						{
							NDebugOverlay::Text( nodeOrigin, CFmtStr( "%d:!valid", nodeIndex), false, 1 );
						}
					}
				}
				else
				{
					if ( ShouldDebugLos( nodeIndex ) )
					{
						CFmtStr msg( "%d:%s", nodeIndex, ( flThreatDist < flMaxThreatDist ) ? "too close" : "too far" );
						NDebugOverlay::Text( nodeOrigin, msg, false, 1 );
					}
				}
			}
		}

		// Go through each link and add connected nodes to the list
		for (int link=0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks();link++) 
		{
			int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
			CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);

			if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
				continue;

			int newID = nodeLink->DestNodeID(nodeIndex);

			// If not already visited, add to the list
			if (!wasVisited.IsBitSet(newID))
			{
				float dist = (GetLocalOrigin() - GetNetwork()->GetNode(newID)->GetPosition(GetHullType())).LengthSqr();
				list.Insert( AI_NearNode_t(newID, dist) );
				wasVisited.Set( newID );
			}
		}
	}
	// We failed.  No range attack node node was found
	return NO_NODE;
}
int CAI_TacticalServices::FindCoverNode(const Vector &vNearPos, const Vector &vThreatPos, const Vector &vThreatEyePos, float flMinDist, float flMaxDist )
{
	if ( !CAI_NetworkManager::NetworksLoaded() )
		return NO_NODE;

	AI_PROFILE_SCOPE( CAI_TacticalServices_FindCoverNode );

	MARK_TASK_EXPENSIVE();

	DebugFindCover( NO_NODE, GetOuter()->EyePosition(), vThreatEyePos, 0, 255, 255 );

	int iMyNode = GetPathfinder()->NearestNodeToPoint( vNearPos );

	if ( iMyNode == NO_NODE )
	{
		Vector pos = GetOuter()->GetAbsOrigin();
		DevWarning( 2, "FindCover() - %s has no nearest node! (Check near %f %f %f)\n", GetEntClassname(), pos.x, pos.y, pos.z);
		return NO_NODE;
	}

	if ( !flMaxDist )
	{
		// user didn't supply a MaxDist, so work up a crazy one.
		flMaxDist = 784;
	}

	if ( flMinDist > 0.5 * flMaxDist)
	{
		flMinDist = 0.5 * flMaxDist;
	}

	// ------------------------------------------------------------------------------------
	// We're going to search for a cover node by expanding to our current node's neighbors
	// and then their neighbors, until cover is found, or all nodes are beyond MaxDist
	// ------------------------------------------------------------------------------------
	AI_NearNode_t *pBuffer = (AI_NearNode_t *)stackalloc( sizeof(AI_NearNode_t) * GetNetwork()->NumNodes() );
	CNodeList list( pBuffer, GetNetwork()->NumNodes() );
	CVarBitVec wasVisited(GetNetwork()->NumNodes());	// Nodes visited

	// mark start as visited
	list.Insert( AI_NearNode_t(iMyNode, 0) ); 
	wasVisited.Set( iMyNode );
	float flMinDistSqr = flMinDist*flMinDist;
	float flMaxDistSqr = flMaxDist*flMaxDist;

	static int nSearchRandomizer = 0;		// tries to ensure the links are searched in a different order each time;

	// Search until the list is empty
	while( list.Count() )
	{
		// Get the node that is closest in the number of steps and remove from the list
		int nodeIndex = list.ElementAtHead().nodeIndex;
		list.RemoveAtHead();

		CAI_Node *pNode = GetNetwork()->GetNode(nodeIndex);
		Vector nodeOrigin = pNode->GetPosition(GetHullType());

		float dist = (vNearPos - nodeOrigin).LengthSqr();
		if (dist >= flMinDistSqr && dist < flMaxDistSqr)
		{
			Activity nCoverActivity = GetOuter()->GetCoverActivity( pNode->GetHint() );
			Vector vEyePos = nodeOrigin + GetOuter()->EyeOffset(nCoverActivity);

			if ( GetOuter()->IsValidCover( nodeOrigin, pNode->GetHint() ) )
			{
				// Check if this location will block the threat's line of sight to me
				if (GetOuter()->IsCoverPosition(vThreatEyePos, vEyePos))
				{
					// --------------------------------------------------------
					// Don't let anyone else use this node for a while
					// --------------------------------------------------------
					pNode->Lock( 1.0 );

					if ( pNode->GetHint() && ( pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_MED || pNode->GetHint()->HintType() == HINT_TACTICAL_COVER_LOW ) )
					{
						if ( GetOuter()->GetHintNode() )
						{
							GetOuter()->GetHintNode()->Unlock(GetOuter()->GetHintDelay(GetOuter()->GetHintNode()->HintType()));
							GetOuter()->SetHintNode( NULL );
						}

						GetOuter()->SetHintNode( pNode->GetHint() );
					}

					// The next NPC who searches should use a slight different pattern
					nSearchRandomizer = nodeIndex;
					DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 255, 0 );
					return nodeIndex;
				}
				else
				{
					DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 255, 0, 0 );
				}
			}
			else
			{
				DebugFindCover( pNode->GetId(), vEyePos, vThreatEyePos, 0, 0, 255 );
			}
		}

		// Add its children to the search list
		// Go through each link
		// UNDONE: Pass in a cost function to measure each link?
		for ( int link = 0; link < GetNetwork()->GetNode(nodeIndex)->NumLinks(); link++ ) 
		{
			int index = (link + nSearchRandomizer) % GetNetwork()->GetNode(nodeIndex)->NumLinks();
			CAI_Link *nodeLink = GetNetwork()->GetNode(nodeIndex)->GetLinkByIndex(index);

			if ( !m_pPathfinder->IsLinkUsable( nodeLink, iMyNode ) )
				continue;

			int newID = nodeLink->DestNodeID(nodeIndex);

			// If not already on the closed list, add to it and set its distance
			if (!wasVisited.IsBitSet(newID))
			{
				// Don't accept climb nodes or nodes that aren't ready to use yet
				if ( GetNetwork()->GetNode(newID)->GetType() != NODE_CLIMB && !GetNetwork()->GetNode(newID)->IsLocked() )
				{
					// UNDONE: Shouldn't we really accumulate the distance by path rather than
					// absolute distance.  After all, we are performing essentially an A* here.
					nodeOrigin = GetNetwork()->GetNode(newID)->GetPosition(GetHullType());
					dist = (vNearPos - nodeOrigin).LengthSqr();

					// use distance to threat as a heuristic to keep AIs from running toward
					// the threat in order to take cover from it.
					float threatDist = (vThreatPos - nodeOrigin).LengthSqr();

					// Now check this node is not too close towards the threat
					if ( dist < threatDist * 1.5 )
					{
						list.Insert( AI_NearNode_t(newID, dist) );
					}
				}
				// mark visited
				wasVisited.Set(newID);
			}
		}
	}

	// We failed.  Not cover node was found
	// Clear hint node used to set ducking
	GetOuter()->ClearHintNode();
	return NO_NODE;
}
Example #4
0
void CNFMgr::convertFormulaToCNF(const ASTNode& varphi, ClauseList* defs)
{
    CNFInfo* x = info[varphi];

    //########################################
    // divert to special case if term (word-level cnf)

    if (isTerm(*x))
    {
        convertTermForCNF(varphi, defs);
        setWasVisited(*x);
        return;
    }

    //########################################
    // do work

    if (sharesPos(*x) > 0 && !wasVisited(*x))
    {
        convertFormulaToCNFPosCases(varphi, defs);
    }

#if defined CRYPTOMINISAT__2
    if ((x->clausespos != NULL
            && (x->clausespos->size() > 1
                || (renameAllSiblings
                    && !(x->clausespos->size() == 1 && x->clausespos[0].size() ==1)
                    && !wasRenamedPos(*x)))
            || (doRenamePos(*x)
                && !wasVisited(*x))))
    {
        if (doSibRenamingPos(*x)
                || sharesPos(*x) > 1
                || doRenamePos(*x)
                || renameAllSiblings)
        {
            doRenamingPos(varphi, defs);
        }
    }
#else


    if (x->clausespos != NULL
            && (x->clausespos->size() > 1
                || (renameAllSiblings
                    && !(x->clausespos->size() == 1 && x->clausespos[0].size() ==1)
                    && !wasRenamedNeg(*x))))
    {
        if (doSibRenamingPos(*x)
                || sharesPos(*x) > 1
                || renameAllSiblings)
        {
            doRenamingPos(varphi, defs);
        }
    }
#endif

    if (sharesNeg(*x) > 0 && !wasVisited(*x))
    {
        convertFormulaToCNFNegCases(varphi, defs);
    }

    if (x->clausesneg != NULL
            && (x->clausesneg->size() > 1
                || (renameAllSiblings
                    && !(x->clausesneg->size() == 1 && x->clausesneg[0].size() ==1)
                    && !wasRenamedNeg(*x))))
    {
        if (doSibRenamingNeg(*x)
                || sharesNeg(*x) > 1
                || renameAllSiblings)
        {
            doRenamingNeg(varphi, defs);
        }
    }

    //########################################
    //mark that we've already done the hard work

    if(renameAllSiblings)
    {
        assert(info[varphi]->clausesneg == NULL
               || info[varphi]->clausesneg->size() ==1);

        assert(info[varphi]->clausespos == NULL
               || info[varphi]->clausespos->size() ==1);
    }

    setWasVisited(*x);
} //End of convertFormulaToCNF()
Example #5
0
void CRewardableObject::onHeroVisit(const CGHeroInstance *h) const
{
	auto grantRewardWithMessage = [&](int index) -> void
	{
		auto vi = getVisitInfo(index, h);
		logGlobal->debugStream() << "Granting reward " << index << ". Message says: " << vi.message.toString();
		// show message only if it is not empty
		if (!vi.message.toString().empty())
		{
			InfoWindow iw;
			iw.player = h->tempOwner;
			iw.soundID = soundID;
			iw.text = vi.message;
			vi.reward.loadComponents(iw.components, h);
			cb->showInfoDialog(&iw);
		}
		// grant reward afterwards. Note that it may remove object
		grantReward(index, h);
	};
	auto selectRewardsMessage = [&](std::vector<ui32> rewards) -> void
	{
		BlockingDialog sd(canRefuse, rewards.size() > 1);
		sd.player = h->tempOwner;
		sd.soundID = soundID;
		sd.text = onSelect;
		for (auto index : rewards)
			sd.components.push_back(getVisitInfo(index, h).reward.getDisplayedComponent(h));
		cb->showBlockingDialog(&sd);
	};

	if(!wasVisited(h))
	{
		auto rewards = getAvailableRewards(h);
		bool objectRemovalPossible = false;
		for(auto index : rewards)
		{
			if(getVisitInfo(index, h).reward.removeObject)
				objectRemovalPossible = true;
		}

		logGlobal->debugStream() << "Visiting object with " << rewards.size() << " possible rewards";
		switch (rewards.size())
		{
			case 0: // no available rewards, e.g. empty flotsam
			{
				InfoWindow iw;
				iw.player = h->tempOwner;
				iw.soundID = soundID;
				if (!onEmpty.toString().empty())
					iw.text = onEmpty;
				else
					iw.text = onVisited;
				cb->showInfoDialog(&iw);
				break;
			}
			case 1: // one reward. Just give it with message
			{
				if (canRefuse)
					selectRewardsMessage(rewards);
				else
					grantRewardWithMessage(rewards[0]);
				break;
			}
			default: // multiple rewards. Act according to select mode
			{
				switch (selectMode) {
					case SELECT_PLAYER: // player must select
						selectRewardsMessage(rewards);
						break;
					case SELECT_FIRST: // give first available
						grantRewardWithMessage(rewards[0]);
						break;
					case SELECT_RANDOM: // select one randomly //TODO: use weights
						grantRewardWithMessage(rewards[CRandomGenerator::getDefault().nextInt(rewards.size()-1)]);
						break;
				}
				break;
			}
		}

		if(!objectRemovalPossible && getAvailableRewards(h).size() == 0)
		{
			ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
			cb->sendAndApply(&cov);
		}
	}
	else
	{
		logGlobal->debugStream() << "Revisiting already visited object";
		InfoWindow iw;
		iw.player = h->tempOwner;
		iw.soundID = soundID;
		if (!onVisited.toString().empty())
			iw.text = onVisited;
		else
			iw.text = onEmpty;
		cb->showInfoDialog(&iw);
	}
}
Example #6
0
std::string CRewardableObject::getHoverText(const CGHeroInstance * hero) const
{
	if(visitMode != VISIT_UNLIMITED)
		return getObjectName() + " " + visitedTxt(wasVisited(hero));
	return getObjectName();
}
Example #7
0
std::string CRewardableObject::getHoverText(PlayerColor player) const
{
	if(visitMode == VISIT_PLAYER || visitMode == VISIT_ONCE)
		return getObjectName() + " " + visitedTxt(wasVisited(player));
	return getObjectName();
}