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/*
* AIPreviousNodeRule.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 "AIPreviousNodeRule.h"
#include "../../../../lib/pathfinder/CPathfinder.h"
namespace NKAI
{
namespace AIPathfinding
{
AIPreviousNodeRule::AIPreviousNodeRule(std::shared_ptr<AINodeStorage> nodeStorage)
: nodeStorage(nodeStorage)
{
}
void AIPreviousNodeRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
if(source.node->action == EPathNodeAction::BLOCKING_VISIT
|| source.node->action == EPathNodeAction::VISIT)
{
if(source.nodeObject
&& isObjectPassable(source.nodeObject, pathfinderHelper->hero->tempOwner, source.objectRelations))
{
return;
}
// we can not directly bypass objects, we need to interact with them first
destination.node->theNodeBefore = source.node;
#if NKAI_PATHFINDER_TRACE_LEVEL >= 1
logAi->trace(
"Link src node %s to destination node %s while bypassing visitable obj",
source.coord.toString(),
destination.coord.toString());
#endif
return;
}
}
}
}
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