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vcmi/AI/Nullkiller/Pathfinding/AIPathfinder.cpp

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/*
* AIPathfinder.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 "AIPathfinder.h"
#include "AIPathfinderConfig.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../Engine/Nullkiller.h"
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AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
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:cb(cb), ai(ai)
{
}
void AIPathfinder::init()
{
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storage.reset();
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}
bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{
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return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
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}
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std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile) const
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{
const TerrainTile * tileInfo = cb->getTile(tile, false);
if(!tileInfo)
{
return std::vector<AIPath>();
}
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return storage->getChainInfo(tile, !tileInfo->isWater());
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}
void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings)
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{
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if(!storage)
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{
storage.reset(new AINodeStorage(ai, cb->getMapSize()));
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}
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auto start = std::chrono::high_resolution_clock::now();
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logAi->debug("Recalculate all paths");
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int pass = 0;
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storage->clear();
storage->setHeroes(heroes);
storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
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storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
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if(pathfinderSettings.useHeroChain)
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{
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
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}
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auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage);
logAi->trace("Recalculate paths pass %d", pass++);
cb->calculatePaths(config);
if(!pathfinderSettings.useHeroChain)
return;
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do
{
storage->selectFirstActor();
do
{
while(storage->calculateHeroChain())
{
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boost::this_thread::interruption_point();
logAi->trace("Recalculate paths pass %d", pass++);
cb->calculatePaths(config);
}
logAi->trace("Select next actor");
} while(storage->selectNextActor());
if(storage->calculateHeroChainFinal())
{
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boost::this_thread::interruption_point();
logAi->trace("Recalculate paths pass final");
cb->calculatePaths(config);
}
} while(storage->increaseHeroChainTurnLimit());
logAi->trace("Recalculated paths in %ld", timeElapsed(start));
}