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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Remove a few more usages of thread shared ai and cb

This commit is contained in:
Andrii Danylchenko 2019-02-16 10:33:24 +02:00
parent 6165954e40
commit f76c6c2300
7 changed files with 24 additions and 22 deletions

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@ -194,12 +194,6 @@ bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectIns
return ln->cost < rn->cost;
}
bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
{
return fh->evaluateDanger(lhs) < fh->evaluateDanger(rhs);
}
bool isSafeToVisit(HeroPtr h, crint3 tile)
{
return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));

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@ -207,11 +207,12 @@ void FuzzyHelper::setPriority(Goals::TSubgoal & g) //calls evaluate - Visitor pa
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
{
return evaluateDanger(tile, visitor, cb.get());
return evaluateDanger(tile, visitor, ai.get());
}
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const CPlayerSpecificInfoCallback * cb)
ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai)
{
auto cb = ai->myCb;
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
@ -231,7 +232,7 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
objectDanger = evaluateDanger(dangerousObject, ai); //unguarded objects can also be dangerous or unhandled
if(objectDanger)
{
//TODO: don't downcast objects AI shouldn't know about!
@ -251,7 +252,9 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for(auto cre : guards)
{
vstd::amax(guardDanger, evaluateDanger(cre) * tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage);
}
}
}
@ -260,15 +263,19 @@ ui64 FuzzyHelper::evaluateDanger(crint3 tile, const CGHeroInstance * visitor, co
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
float tacticalAdvantage = tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre));
vstd::amax(guardDanger, evaluateDanger(cre, ai) * tacticalAdvantage); //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)
ui64 FuzzyHelper::evaluateDanger(const CGObjectInstance * obj, const VCAI * ai)
{
auto cb = ai->myCb;
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;

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@ -43,7 +43,7 @@ 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(const CGObjectInstance * obj, const VCAI * ai);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor, const VCAI * ai);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor);
};

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@ -45,7 +45,7 @@ TSubgoal VisitHero::whatToDoToAchieve()
if(hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
{
if(hero->pos == pos)
if(hero->visitablePos() == pos)
logAi->error("Hero %s tries to visit himself.", hero.name);
else
{

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@ -185,10 +185,11 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
return neighbours;
}
void AINodeStorage::setHero(HeroPtr heroPtr, const CPlayerSpecificInfoCallback * _cb)
void AINodeStorage::setHero(HeroPtr heroPtr, const VCAI * _ai)
{
hero = heroPtr.get();
cb = _cb;
cb = _ai->myCb.get();
ai = _ai;
}
std::vector<CGPathNode *> AINodeStorage::calculateTeleportations(

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@ -62,6 +62,7 @@ private:
/// 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;
@ -106,7 +107,7 @@ public:
std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
void setHero(HeroPtr heroPtr, const CPlayerSpecificInfoCallback * cb);
void setHero(HeroPtr heroPtr, const VCAI * ai);
const CGHeroInstance * getHero() const
{
@ -115,7 +116,7 @@ public:
uint64_t evaluateDanger(const int3 & tile) const
{
return dangerEvaluator->evaluateDanger(tile, hero, cb);
return dangerEvaluator->evaluateDanger(tile, hero, ai);
}
private:

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@ -62,7 +62,6 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes)
std::vector<Task> calculationTasks;
// TODO: go parallel?
for(HeroPtr hero : heroes)
{
std::shared_ptr<AINodeStorage> nodeStorage;
@ -78,7 +77,7 @@ void AIPathfinder::updatePaths(std::vector<HeroPtr> heroes)
}
storageMap[hero] = nodeStorage;
nodeStorage->setHero(hero, cb);
nodeStorage->setHero(hero, ai);
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, nodeStorage);
@ -121,7 +120,7 @@ void AIPathfinder::updatePaths(const HeroPtr & hero)
}
storageMap[hero] = nodeStorage;
nodeStorage->setHero(hero, cb);
nodeStorage->setHero(hero, ai);
}
else
{