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vcmi/AI/VCAI/Pathfinding/AINodeStorage.h

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/*
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* AINodeStorage.h, 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
*
*/
#pragma once
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
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#include "../Goals/AbstractGoal.h"
class AIPathNode;
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class ISpecialAction
{
public:
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virtual Goals::TSubgoal whatToDo(HeroPtr hero) const = 0;
virtual void applyOnDestination(
HeroPtr hero,
CDestinationNodeInfo & destination,
const PathNodeInfo & source,
AIPathNode * dstMode,
const AIPathNode * srcNode) const
{
}
};
struct AIPathNode : public CGPathNode
{
uint32_t chainMask;
uint64_t danger;
uint32_t manaCost;
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std::shared_ptr<const ISpecialAction> specialAction;
};
struct AIPathNodeInfo
{
uint32_t movementPointsLeft;
uint32_t movementPointsUsed;
int turns;
int3 coord;
uint64_t danger;
};
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
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std::shared_ptr<const ISpecialAction> specialAction;
AIPath();
/// Gets danger of path excluding danger of visiting the target object like creature bank
uint64_t getPathDanger() const;
/// Gets danger of path including danger of visiting the target object like creature bank
uint64_t getTotalDanger(HeroPtr hero) const;
int3 firstTileToGet() const;
uint32_t movementCost() const;
};
class AINodeStorage : public INodeStorage
{
private:
int3 sizes;
/// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
boost::multi_array<AIPathNode, 5> nodes;
const CGHeroInstance * hero;
public:
/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
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static const int NUM_CHAINS = 3;
// chain flags, can be combined
static const int NORMAL_CHAIN = 1;
static const int BATTLE_CHAIN = 2;
static const int CAST_CHAIN = 4;
static const int RESOURCE_CHAIN = 8;
AINodeStorage(const int3 & sizes);
~AINodeStorage();
virtual CGPathNode * getInitialNode() override;
virtual void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility) override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
const AIPathNode * getAINode(const CGPathNode * node) const;
void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
bool isBattleNode(const CGPathNode * node) const;
bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
std::vector<AIPath> getChainInfo(int3 pos, bool isOnLand) const;
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bool isTileAccessible(int3 pos, const EPathfindingLayer layer) const;
void setHero(HeroPtr heroPtr)
{
hero = heroPtr.get();
}
const CGHeroInstance * getHero() const
{
return hero;
}
};