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synced 2025-11-06 09:09:40 +02:00
Use the same cost value in Pathfinder and fuzzy evaluations.
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@@ -120,6 +120,7 @@ CGPathNode * AINodeStorage::getInitialNode()
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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initialNode->danger = 0;
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initialNode->cost = 0.0;
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return initialNode;
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}
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@@ -146,6 +147,7 @@ void AINodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInf
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{
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dstNode->moveRemains = destination.movementLeft;
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dstNode->turns = destination.turn;
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dstNode->cost = destination.cost;
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dstNode->danger = srcNode->danger;
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dstNode->action = destination.action;
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dstNode->theNodeBefore = srcNode->theNodeBefore;
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@@ -322,8 +324,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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if(node.danger <= destinationNode->danger && destinationNode->chainMask == 1 && node.chainMask == 0)
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{
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if(node.turns < destinationNode->turns
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|| (node.turns == destinationNode->turns && node.moveRemains >= destinationNode->moveRemains))
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if(node.cost < destinationNode->cost)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace(
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@@ -343,7 +344,6 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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bool AINodeStorage::isTileAccessible(int3 pos, const EPathfindingLayer layer) const
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{
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std::vector<AIPath> paths;
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auto chains = nodes[pos.x][pos.y][pos.z][layer];
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for(const AIPathNode & node : chains)
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@@ -376,9 +376,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(int3 pos, bool isOnLand) const
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while(current != nullptr && current->coord != initialPos)
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{
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AIPathNodeInfo pathNode;
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pathNode.movementPointsLeft = current->moveRemains;
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pathNode.movementPointsUsed = (int)(current->turns * hero->maxMovePoints(true) + hero->movement) - (int)current->moveRemains;
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pathNode.cost = current->cost;
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pathNode.turns = current->turns;
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pathNode.danger = current->danger;
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pathNode.coord = current->coord;
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@@ -420,15 +418,15 @@ uint64_t AIPath::getPathDanger() const
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return 0;
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}
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uint32_t AIPath::movementCost() const
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float AIPath::movementCost() const
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{
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if(nodes.size())
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{
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return nodes.front().movementPointsUsed;
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return nodes.front().cost;
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}
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// TODO: boost:optional?
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return 0;
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return 0.0;
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}
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uint64_t AIPath::getTotalDanger(HeroPtr hero) const
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@@ -42,8 +42,7 @@ struct AIPathNode : public CGPathNode
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struct AIPathNodeInfo
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{
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uint32_t movementPointsLeft;
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uint32_t movementPointsUsed;
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float cost;
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int turns;
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int3 coord;
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uint64_t danger;
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@@ -64,7 +63,7 @@ struct AIPath
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int3 firstTileToGet() const;
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uint32_t movementCost() const;
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float movementCost() const;
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};
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class AINodeStorage : public INodeStorage
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