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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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namespace NKAI
{
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namespace AIPathfinding
{
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
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std::shared_ptr<AINodeStorage> nodeStorage)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(nodeStorage),
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std::make_shared<MovementCostRule>(),
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std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(cb, nodeStorage)
};
return rules;
}
AIPathfinderConfig::AIPathfinderConfig(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
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std::shared_ptr<AINodeStorage> nodeStorage)
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:PathfinderConfig(nodeStorage, makeRuleset(cb, ai, nodeStorage)), aiNodeStorage(nodeStorage)
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{
}
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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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}