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NKAI: fix build

This commit is contained in:
Andrii Danylchenko 2024-03-28 15:37:30 +02:00
parent 30d9daf62c
commit ff654c2148
5 changed files with 6 additions and 9 deletions

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@ -28,7 +28,7 @@ namespace AIPathfinding
bool allowBypassObjects)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage, allowBypassObjects),
std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
std::make_shared<MovementCostRule>(),

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@ -99,6 +99,7 @@ class ISpecialActionFactory
{
public:
virtual std::shared_ptr<SpecialAction> create(const Nullkiller * ai) = 0;
virtual ~ISpecialActionFactory() = default;
};
}

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@ -122,7 +122,7 @@ public:
ConnectionCostInfo currentCost = getConnectionsCost(paths);
if(currentCost.connectionsCount <= 1 || currentCost.connectionsCount == 2 && currentCost.totalCost < 3.0f)
if(currentCost.connectionsCount <= 2)
return;
float neighborCost = getNeighborConnectionsCost(pos, paths);
@ -179,7 +179,6 @@ private:
{
auto from = path.targetHero->visitablePos();
auto fromObj = actorObjectMap[path.targetHero];
auto fromTile = cb->getTile(from);
auto danger = ai->pathfinder->getStorage()->evaluateDanger(pos, path.targetHero, true);
auto updated = target->tryAddConnection(

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@ -20,9 +20,8 @@ namespace AIPathfinding
AILayerTransitionRule::AILayerTransitionRule(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowEmbark)
:cb(cb), ai(ai), nodeStorage(nodeStorage), allowEmbark(allowEmbark)
std::shared_ptr<AINodeStorage> nodeStorage)
:cb(cb), ai(ai), nodeStorage(nodeStorage)
{
setup();
}

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@ -32,14 +32,12 @@ namespace AIPathfinding
std::map<const CGHeroInstance *, std::shared_ptr<const SummonBoatAction>> summonableVirtualBoats;
std::map<const CGHeroInstance *, std::shared_ptr<const WaterWalkingAction>> waterWalkingActions;
std::map<const CGHeroInstance *, std::shared_ptr<const AirWalkingAction>> airWalkingActions;
bool allowEmbark;
public:
AILayerTransitionRule(
CPlayerSpecificInfoCallback * cb,
Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage,
bool allowEmbark);
std::shared_ptr<AINodeStorage> nodeStorage);
virtual void process(
const PathNodeInfo & source,