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vcmi/AI/Nullkiller/Pathfinding/AIPathfinderConfig.cpp

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/*
* AIPathfinderConfig.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 "AIPathfinderConfig.h"
#include "Rules/AILayerTransitionRule.h"
#include "Rules/AIMovementAfterDestinationRule.h"
#include "Rules/AIMovementToDestinationRule.h"
#include "Rules/AIPreviousNodeRule.h"
#include "../Engine//Nullkiller.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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namespace NKAI
{
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namespace AIPathfinding
{
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
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{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
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std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
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std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
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std::make_shared<AIMovementAfterDestinationRule>(ai, cb, nodeStorage, allowBypassObjects)
};
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return rules;
}
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowBypassObjects)
:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
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{
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options.canUseCast = true;
options.allowLayerTransitioningAfterBattle = true;
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
{
auto hero = aiNodeStorage->getHero(source.node);
auto & helper = pathfindingHelpers[hero];
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if(!helper)
{
helper.reset(new CPathfinderHelper(gs, hero, options));
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}
return helper.get();
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}
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}
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}