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	AI pathfinding: use own FuzzyHelper for each storage to allow parallel processing without cuncarrent access
This commit is contained in:
		| @@ -194,155 +194,15 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns | ||||
| 	return ln->cost < rn->cost; | ||||
| } | ||||
|  | ||||
| ui64 evaluateDanger(crint3 tile) | ||||
| { | ||||
| 	const TerrainTile * t = cb->getTile(tile, false); | ||||
| 	if(!t) //we can know about guard but can't check its tile (the edge of fow) | ||||
| 		return 190000000; //MUCH | ||||
|  | ||||
| 	ui64 objectDanger = 0; | ||||
| 	ui64 guardDanger = 0; | ||||
|  | ||||
| 	auto visObjs = cb->getVisitableObjs(tile); | ||||
| 	if(visObjs.size()) | ||||
| 		objectDanger = evaluateDanger(visObjs.back()); | ||||
|  | ||||
| 	int3 guardPos = cb->getGuardingCreaturePosition(tile); | ||||
| 	if(guardPos.x >= 0 && guardPos != tile) | ||||
| 		guardDanger = evaluateDanger(guardPos); | ||||
|  | ||||
| 	//TODO mozna odwiedzic blockvis nie ruszajac straznika | ||||
| 	return std::max(objectDanger, guardDanger); | ||||
| } | ||||
|  | ||||
| ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor) | ||||
| { | ||||
| 	return evaluateDanger(tile, visitor, cb.get()); | ||||
| } | ||||
|  | ||||
| ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb) | ||||
| { | ||||
| 	const TerrainTile * t = cb->getTile(tile, false); | ||||
| 	if(!t) //we can know about guard but can't check its tile (the edge of fow) | ||||
| 		return 190000000; //MUCH | ||||
|  | ||||
| 	ui64 objectDanger = 0; | ||||
| 	ui64 guardDanger = 0; | ||||
|  | ||||
| 	auto visitableObjects = cb->getVisitableObjs(tile); | ||||
| 	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero. | ||||
| 	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>)) | ||||
| 	{ | ||||
| 		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) | ||||
| 		{ | ||||
| 			return !objWithID<Obj::HERO>(obj); | ||||
| 		}); | ||||
| 	} | ||||
|  | ||||
| 	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects)) | ||||
| 	{ | ||||
| 		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled | ||||
| 		if(objectDanger) | ||||
| 		{ | ||||
| 			//TODO: don't downcast objects AI shouldn't know about! | ||||
| 			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject); | ||||
| 			if(armedObj) | ||||
| 			{ | ||||
| 				float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj); | ||||
| 				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?) | ||||
| 			} | ||||
| 		} | ||||
| 		if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE) | ||||
| 		{ | ||||
| 			//check guard on the other side of the gate | ||||
| 			auto it = ai->knownSubterraneanGates.find(dangerousObject); | ||||
| 			if(it != ai->knownSubterraneanGates.end()) | ||||
| 			{ | ||||
| 				auto guards = cb->getGuardingCreatures(it->second->visitablePos()); | ||||
| 				for(auto cre : guards) | ||||
| 				{ | ||||
| 					vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	auto guards = cb->getGuardingCreatures(tile); | ||||
| 	for(auto cre : guards) | ||||
| 	{ | ||||
| 		vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around | ||||
| 	} | ||||
|  | ||||
| 	//TODO mozna odwiedzic blockvis nie ruszajac straznika | ||||
| 	return std::max(objectDanger, guardDanger); | ||||
| } | ||||
|  | ||||
| ui64 evaluateDanger(const CGObjectInstance * obj) | ||||
| { | ||||
| 	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat | ||||
| 		return 0; | ||||
|  | ||||
| 	switch(obj->ID) | ||||
| 	{ | ||||
| 	case Obj::HERO: | ||||
| 	{ | ||||
| 		InfoAboutHero iah; | ||||
| 		cb->getHeroInfo(obj, iah); | ||||
| 		return iah.army.getStrength(); | ||||
| 	} | ||||
| 	case Obj::TOWN: | ||||
| 	case Obj::GARRISON: | ||||
| 	case Obj::GARRISON2: | ||||
| 	{ | ||||
| 		InfoAboutTown iat; | ||||
| 		cb->getTownInfo(obj, iat); | ||||
| 		return iat.army.getStrength(); | ||||
| 	} | ||||
| 	case Obj::MONSTER: | ||||
| 	{ | ||||
| 		//TODO!!!!!!!! | ||||
| 		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj); | ||||
| 		return cre->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::CREATURE_GENERATOR1: | ||||
| 	case Obj::CREATURE_GENERATOR4: | ||||
| 	{ | ||||
| 		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj); | ||||
| 		return d->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::MINE: | ||||
| 	case Obj::ABANDONED_MINE: | ||||
| 	{ | ||||
| 		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj); | ||||
| 		return a->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::CRYPT: //crypt | ||||
| 	case Obj::CREATURE_BANK: //crebank | ||||
| 	case Obj::DRAGON_UTOPIA: | ||||
| 	case Obj::SHIPWRECK: //shipwreck | ||||
| 	case Obj::DERELICT_SHIP: //derelict ship | ||||
| //	case Obj::PYRAMID: | ||||
| 		return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj)); | ||||
| 	case Obj::PYRAMID: | ||||
| 	{ | ||||
| 		if(obj->subID == 0) | ||||
| 			return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj)); | ||||
| 		else | ||||
| 			return 0; | ||||
| 	} | ||||
| 	default: | ||||
| 		return 0; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs) | ||||
| { | ||||
| 	return evaluateDanger(lhs) < evaluateDanger(rhs); | ||||
| 	return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs); | ||||
| } | ||||
|  | ||||
| bool isSafeToVisit(HeroPtr h, crint3 tile) | ||||
| { | ||||
| 	return isSafeToVisit(h, evaluateDanger(tile)); | ||||
| 	return isSafeToVisit(h, fh->evaluateDanger(tile, h.get())); | ||||
| } | ||||
|  | ||||
| bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength) | ||||
|   | ||||
| @@ -166,9 +166,6 @@ bool isBlockVisitObj(const int3 & pos); | ||||
| bool isWeeklyRevisitable(const CGObjectInstance * obj); | ||||
| bool shouldVisit(HeroPtr h, const CGObjectInstance * obj); | ||||
|  | ||||
| ui64 evaluateDanger(const CGObjectInstance * obj); | ||||
| ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb); | ||||
| ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor); | ||||
| bool isObjectRemovable(const CGObjectInstance * obj); //FIXME FIXME: move logic to object property! | ||||
| bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength); | ||||
| bool isSafeToVisit(HeroPtr h, crint3 tile); | ||||
|   | ||||
| @@ -19,6 +19,7 @@ | ||||
| #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us | ||||
|  | ||||
| extern boost::thread_specific_ptr<VCAI> ai; | ||||
| extern FuzzyHelper * fh; | ||||
|  | ||||
| engineBase::engineBase() | ||||
| { | ||||
| @@ -202,8 +203,6 @@ TacticalAdvantageEngine::TacticalAdvantageEngine() | ||||
|  | ||||
| float TacticalAdvantageEngine::getTacticalAdvantage(const CArmedInstance * we, const CArmedInstance * enemy) | ||||
| { | ||||
| 	boost::unique_lock<boost::mutex> lock(mx); | ||||
|  | ||||
| 	float output = 1; | ||||
| 	try | ||||
| 	{ | ||||
| @@ -344,7 +343,7 @@ void HeroMovementGoalEngineBase::setSharedFuzzyVariables(Goals::AbstractGoal & g | ||||
| 	} | ||||
|  | ||||
| 	float strengthRatioData = 10.0f; //we are much stronger than enemy | ||||
| 	ui64 danger = evaluateDanger(goal.tile, goal.hero.h); | ||||
| 	ui64 danger = fh->evaluateDanger(goal.tile, goal.hero.h); | ||||
| 	if(danger) | ||||
| 		strengthRatioData = (fl::scalar)goal.hero.h->getTotalStrength() / danger; | ||||
|  | ||||
|   | ||||
| @@ -35,7 +35,6 @@ private: | ||||
| 	fl::InputVariable * bankPresent; | ||||
| 	fl::InputVariable * castleWalls; | ||||
| 	fl::OutputVariable * threat; | ||||
| 	boost::mutex mx; | ||||
| }; | ||||
|  | ||||
| class HeroMovementGoalEngineBase : public engineBase //in future - maybe derive from some (GoalEngineBase : public engineBase) class for handling non-movement goals with common utility for goal engines | ||||
|   | ||||
| @@ -17,6 +17,7 @@ | ||||
| FuzzyHelper * fh; | ||||
|  | ||||
| extern boost::thread_specific_ptr<VCAI> ai; | ||||
| extern boost::thread_specific_ptr<CCallback> cb; | ||||
|  | ||||
| Goals::TSubgoal FuzzyHelper::chooseSolution(Goals::TGoalVec vec) | ||||
| { | ||||
| @@ -203,3 +204,123 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa | ||||
| { | ||||
| 	g->setpriority(g->accept(this)); //this enforces returned value is set | ||||
| } | ||||
|  | ||||
| ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor) | ||||
| { | ||||
| 	return evaluateDanger(tile, visitor, cb.get()); | ||||
| } | ||||
|  | ||||
| ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb) | ||||
| { | ||||
| 	const TerrainTile * t = cb->getTile(tile, false); | ||||
| 	if(!t) //we can know about guard but can't check its tile (the edge of fow) | ||||
| 		return 190000000; //MUCH | ||||
|  | ||||
| 	ui64 objectDanger = 0; | ||||
| 	ui64 guardDanger = 0; | ||||
|  | ||||
| 	auto visitableObjects = cb->getVisitableObjs(tile); | ||||
| 	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero. | ||||
| 	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>)) | ||||
| 	{ | ||||
| 		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) | ||||
| 		{ | ||||
| 			return !objWithID<Obj::HERO>(obj); | ||||
| 		}); | ||||
| 	} | ||||
|  | ||||
| 	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects)) | ||||
| 	{ | ||||
| 		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled | ||||
| 		if(objectDanger) | ||||
| 		{ | ||||
| 			//TODO: don't downcast objects AI shouldn't know about! | ||||
| 			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject); | ||||
| 			if(armedObj) | ||||
| 			{ | ||||
| 				float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj); | ||||
| 				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?) | ||||
| 			} | ||||
| 		} | ||||
| 		if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE) | ||||
| 		{ | ||||
| 			//check guard on the other side of the gate | ||||
| 			auto it = ai->knownSubterraneanGates.find(dangerousObject); | ||||
| 			if(it != ai->knownSubterraneanGates.end()) | ||||
| 			{ | ||||
| 				auto guards = cb->getGuardingCreatures(it->second->visitablePos()); | ||||
| 				for(auto cre : guards) | ||||
| 				{ | ||||
| 					vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	auto guards = cb->getGuardingCreatures(tile); | ||||
| 	for(auto cre : guards) | ||||
| 	{ | ||||
| 		vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around | ||||
| 	} | ||||
|  | ||||
| 	//TODO mozna odwiedzic blockvis nie ruszajac straznika | ||||
| 	return std::max(objectDanger, guardDanger); | ||||
| } | ||||
|  | ||||
| ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj) | ||||
| { | ||||
| 	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat | ||||
| 		return 0; | ||||
|  | ||||
| 	switch(obj->ID) | ||||
| 	{ | ||||
| 	case Obj::HERO: | ||||
| 	{ | ||||
| 		InfoAboutHero iah; | ||||
| 		cb->getHeroInfo(obj, iah); | ||||
| 		return iah.army.getStrength(); | ||||
| 	} | ||||
| 	case Obj::TOWN: | ||||
| 	case Obj::GARRISON: | ||||
| 	case Obj::GARRISON2: | ||||
| 	{ | ||||
| 		InfoAboutTown iat; | ||||
| 		cb->getTownInfo(obj, iat); | ||||
| 		return iat.army.getStrength(); | ||||
| 	} | ||||
| 	case Obj::MONSTER: | ||||
| 	{ | ||||
| 		//TODO!!!!!!!! | ||||
| 		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj); | ||||
| 		return cre->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::CREATURE_GENERATOR1: | ||||
| 	case Obj::CREATURE_GENERATOR4: | ||||
| 	{ | ||||
| 		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj); | ||||
| 		return d->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::MINE: | ||||
| 	case Obj::ABANDONED_MINE: | ||||
| 	{ | ||||
| 		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj); | ||||
| 		return a->getArmyStrength(); | ||||
| 	} | ||||
| 	case Obj::CRYPT: //crypt | ||||
| 	case Obj::CREATURE_BANK: //crebank | ||||
| 	case Obj::DRAGON_UTOPIA: | ||||
| 	case Obj::SHIPWRECK: //shipwreck | ||||
| 	case Obj::DERELICT_SHIP: //derelict ship | ||||
| 							 //	case Obj::PYRAMID: | ||||
| 		return estimateBankDanger(dynamic_cast<const CBank *>(obj)); | ||||
| 	case Obj::PYRAMID: | ||||
| 	{ | ||||
| 		if(obj->subID == 0) | ||||
| 			return estimateBankDanger(dynamic_cast<const CBank *>(obj)); | ||||
| 		else | ||||
| 			return 0; | ||||
| 	} | ||||
| 	default: | ||||
| 		return 0; | ||||
| 	} | ||||
| } | ||||
| @@ -42,4 +42,8 @@ public: | ||||
|  | ||||
| 	Goals::TSubgoal chooseSolution(Goals::TGoalVec vec); | ||||
| 	//std::shared_ptr<AbstractGoal> chooseSolution (std::vector<std::shared_ptr<AbstractGoal>> & vec); | ||||
|  | ||||
| 	ui64 evaluateDanger(const CGObjectInstance * obj); | ||||
| 	ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb); | ||||
| 	ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor); | ||||
| }; | ||||
|   | ||||
| @@ -53,7 +53,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals() | ||||
| 			if(isSafeToVisit(hero, pos)) | ||||
| 				goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(hero))); | ||||
| 			else | ||||
| 				goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true))); | ||||
| 				goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true))); | ||||
|  | ||||
| 			return goalList; | ||||
| 		} | ||||
| @@ -67,7 +67,7 @@ TGoalVec VisitObj::getAllPossibleSubgoals() | ||||
| 				if(isSafeToVisit(potentialVisitor, pos)) | ||||
| 					goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(potentialVisitor))); | ||||
| 				else | ||||
| 					goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true))); | ||||
| 					goalList.push_back(sptr(GatherArmy(fh->evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true))); | ||||
| 			} | ||||
| 		} | ||||
| 		if(!goalList.empty()) | ||||
|   | ||||
| @@ -49,7 +49,7 @@ TSubgoal VisitTile::whatToDoToAchieve() | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			return sptr(GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT) | ||||
| 			return sptr(GatherArmy(fh->evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT) | ||||
| 				    .sethero(ret->hero).setisAbstract(true)); | ||||
| 		} | ||||
| 	} | ||||
|   | ||||
| @@ -21,6 +21,7 @@ AINodeStorage::AINodeStorage(const int3 & Sizes) | ||||
| 	: sizes(Sizes) | ||||
| { | ||||
| 	nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][EPathfindingLayer::NUM_LAYERS][NUM_CHAINS]); | ||||
| 	dangerEvaluator.reset(new FuzzyHelper()); | ||||
| } | ||||
|  | ||||
| AINodeStorage::~AINodeStorage() = default; | ||||
| @@ -358,6 +359,8 @@ std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) | ||||
| 			current = getAINode(current->theNodeBefore); | ||||
| 		} | ||||
|  | ||||
| 		path.targetObjectDanger = evaluateDanger(pos); | ||||
|  | ||||
| 		paths.push_back(path); | ||||
| 	} | ||||
|  | ||||
| @@ -403,8 +406,7 @@ float AIPath::movementCost() const | ||||
| uint64_t AIPath::getTotalDanger(HeroPtr hero) const | ||||
| { | ||||
| 	uint64_t pathDanger = getPathDanger(); | ||||
| 	uint64_t objDanger = evaluateDanger(nodes.front().coord, hero.get()); // bank danger is not checked by pathfinder | ||||
| 	uint64_t danger = pathDanger > objDanger ? pathDanger : objDanger; | ||||
| 	uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger; | ||||
|  | ||||
| 	return danger; | ||||
| } | ||||
|   | ||||
| @@ -13,6 +13,7 @@ | ||||
| #include "../../../lib/CPathfinder.h" | ||||
| #include "../../../lib/mapObjects/CGHeroInstance.h" | ||||
| #include "../AIUtility.h" | ||||
| #include "../FuzzyHelper.h" | ||||
| #include "../Goals/AbstractGoal.h" | ||||
| #include "Actions/ISpecialAction.h" | ||||
|  | ||||
| @@ -38,6 +39,7 @@ struct AIPath | ||||
| { | ||||
| 	std::vector<AIPathNodeInfo> nodes; | ||||
| 	std::shared_ptr<const ISpecialAction> specialAction; | ||||
| 	uint64_t targetObjectDanger; | ||||
|  | ||||
| 	AIPath(); | ||||
|  | ||||
| @@ -61,6 +63,7 @@ private: | ||||
| 	boost::multi_array<AIPathNode, 5> nodes; | ||||
| 	const CPlayerSpecificInfoCallback * cb; | ||||
| 	const CGHeroInstance * hero; | ||||
| 	std::unique_ptr<FuzzyHelper> dangerEvaluator; | ||||
|  | ||||
| 	STRONG_INLINE | ||||
| 	void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility); | ||||
| @@ -110,6 +113,11 @@ public: | ||||
| 		return hero; | ||||
| 	} | ||||
|  | ||||
| 	uint64_t evaluateDanger(const int3 &  tile) const | ||||
| 	{ | ||||
| 		return dangerEvaluator->evaluateDanger(tile, hero, cb); | ||||
| 	} | ||||
|  | ||||
| private: | ||||
| 	void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours); | ||||
| }; | ||||
|   | ||||
| @@ -89,7 +89,7 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes) | ||||
| 		boost::thread::hardware_concurrency(), | ||||
| 		(uint32_t)calculationTasks.size()); | ||||
|  | ||||
| 	if(threadsCount == 1) | ||||
| 	if(threadsCount <= 1) | ||||
| 	{ | ||||
| 		for(auto task : calculationTasks) | ||||
| 		{ | ||||
|   | ||||
| @@ -121,8 +121,7 @@ namespace AIPathfinding | ||||
| 				return; | ||||
| 			} | ||||
|  | ||||
| 			auto hero = nodeStorage->getHero(); | ||||
| 			auto danger = evaluateDanger(destination.coord, hero, cb); | ||||
| 			auto danger = nodeStorage->evaluateDanger(destination.coord); | ||||
|  | ||||
| 			destination.node = battleNode; | ||||
| 			nodeStorage->commit(destination, source); | ||||
|   | ||||
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