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vcmi/AI/Nullkiller/Pathfinding/AINodeStorage.h

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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"
#include "../FuzzyHelper.h"
#include "../Goals/AbstractGoal.h"
#include "Actions/ISpecialAction.h"
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class ChainActor
{
private:
std::vector<ChainActor> specialActors;
void copyFrom(ChainActor * base);
void setupSpecialActors();
public:
// chain flags, can be combined meaning hero exchange and so on
uint64_t chainMask;
bool isMovable;
bool allowUseResources;
bool allowBattle;
bool allowSpellCast;
const CGHeroInstance * hero;
const ChainActor * battleActor;
const ChainActor * castActor;
const ChainActor * resourceActor;
int3 initialPosition;
EPathfindingLayer layer;
uint32_t initialMovement;
uint32_t initialTurn;
ChainActor()
{
}
ChainActor(const CGHeroInstance * hero, int chainMask);
};
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struct AIPathNode : public CGPathNode
{
uint64_t danger;
uint32_t manaCost;
std::shared_ptr<const ISpecialAction> specialAction;
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const ChainActor * actor;
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};
struct AIPathNodeInfo
{
float cost;
int turns;
int3 coord;
uint64_t danger;
};
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
std::shared_ptr<const ISpecialAction> specialAction;
uint64_t targetObjectDanger;
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const CGHeroInstance * targetHero;
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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;
float 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 CPlayerSpecificInfoCallback * cb;
const VCAI * ai;
const CGHeroInstance * hero;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
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std::vector<std::shared_ptr<ChainActor>> actors;
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STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
public:
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/// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
static const int NUM_CHAINS = 3 * GameConstants::MAX_HEROES_PER_PLAYER;
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AINodeStorage(const int3 & sizes);
~AINodeStorage();
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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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 hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor);
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std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
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bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const;
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void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
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const CGHeroInstance * getHero(const CGPathNode * node) const;
const std::set<const CGHeroInstance *> getAllHeroes() const;
void reset();
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uint64_t evaluateDanger(const int3 & tile) const
{
return dangerEvaluator->evaluateDanger(tile, hero, ai);
}
private:
void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
};