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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +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

View File

@@ -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;