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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
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#define VCMI_TRACE_PATHFINDER
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#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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#include "Actors.h"
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#define VCMI_TRACE_PATHFINDER
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struct AIPathNode : public CGPathNode
{
uint64_t danger;
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uint64_t armyLoss;
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uint32_t manaCost;
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const AIPathNode * chainOther;
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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;
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const CGHeroInstance * targetHero;
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};
struct AIPath
{
std::vector<AIPathNodeInfo> nodes;
std::shared_ptr<const ISpecialAction> specialAction;
uint64_t targetObjectDanger;
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uint64_t armyLoss;
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const CGHeroInstance * targetHero;
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const CCreatureSet * heroArmy;
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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;
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uint64_t getHeroStrength() const;
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};
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;
std::unique_ptr<FuzzyHelper> dangerEvaluator;
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std::vector<std::shared_ptr<ChainActor>> actors;
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std::vector<CGPathNode *> heroChain;
bool heroChainPass; // true if we need to calculate hero chain
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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;
void setHeroes(std::vector<HeroPtr> heroes, const VCAI * ai);
const CGHeroInstance * getHero(const CGPathNode * node) const;
const std::set<const CGHeroInstance *> getAllHeroes() const;
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void clear();
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bool calculateHeroChain();
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uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero) const
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{
return dangerEvaluator->evaluateDanger(tile, hero, ai);
}
private:
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STRONG_INLINE
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
void addHeroChain(AIPathNode * srcNode);
void addHeroChain(AIPathNode * carrier, AIPathNode * other);
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void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
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void fillChainInfo(const AIPathNode * node, AIPath & path) const;
void commit(
AIPathNode * destination,
const AIPathNode * source,
CGPathNode::ENodeAction action,
int turn,
int movementLeft,
float cost) const;
void AINodeStorage::commitExchange(
AIPathNode * exchangeNode,
AIPathNode * carrierParentNode,
AIPathNode * otherParentNode) const;
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};