/* * AINodeStorage.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #define VCMI_TRACE_PATHFINDER #include "../../../lib/CPathfinder.h" #include "../../../lib/mapObjects/CGHeroInstance.h" #include "../AIUtility.h" #include "../FuzzyHelper.h" #include "../Goals/AbstractGoal.h" #include "Actions/ISpecialAction.h" #include "Actors.h" #define VCMI_TRACE_PATHFINDER struct AIPathNode : public CGPathNode { uint64_t danger; uint64_t armyLoss; uint32_t manaCost; const AIPathNode * chainOther; std::shared_ptr specialAction; const ChainActor * actor; }; struct AIPathNodeInfo { float cost; int turns; int3 coord; uint64_t danger; const CGHeroInstance * targetHero; }; struct AIPath { std::vector nodes; std::shared_ptr specialAction; uint64_t targetObjectDanger; uint64_t armyLoss; const CGHeroInstance * targetHero; const CCreatureSet * heroArmy; AIPath(); /// Gets danger of path excluding danger of visiting the target object like creature bank uint64_t getPathDanger() const; /// Gets danger of path including danger of visiting the target object like creature bank uint64_t getTotalDanger(HeroPtr hero) const; int3 firstTileToGet() const; float movementCost() const; uint64_t getHeroStrength() const; }; class AINodeStorage : public INodeStorage { private: int3 sizes; /// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations) boost::multi_array nodes; const CPlayerSpecificInfoCallback * cb; const VCAI * ai; std::unique_ptr dangerEvaluator; std::vector> actors; std::vector heroChain; bool heroChainPass; // true if we need to calculate hero chain public: /// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one. static const int NUM_CHAINS = 3 * GameConstants::MAX_HEROES_PER_PLAYER; AINodeStorage(const int3 & sizes); ~AINodeStorage(); void initialize(const PathfinderOptions & options, const CGameState * gs) override; virtual std::vector getInitialNodes() override; virtual std::vector calculateNeighbours( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) override; virtual std::vector calculateTeleportations( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) override; virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override; const AIPathNode * getAINode(const CGPathNode * node) const; void updateAINode(CGPathNode * node, std::function updater); bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const; boost::optional getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, const ChainActor * actor); std::vector getChainInfo(const int3 & pos, bool isOnLand) const; bool isTileAccessible(const HeroPtr & hero, const int3 & pos, const EPathfindingLayer layer) const; void setHeroes(std::vector heroes, const VCAI * ai); const CGHeroInstance * getHero(const CGPathNode * node) const; const std::set getAllHeroes() const; void clear(); bool calculateHeroChain(); uint64_t evaluateDanger(const int3 & tile, const CGHeroInstance * hero) const { return dangerEvaluator->evaluateDanger(tile, hero, ai); } private: STRONG_INLINE void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility); void addHeroChain(AIPathNode * srcNode); void addHeroChain(AIPathNode * carrier, AIPathNode * other); void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector & neighbours); void fillChainInfo(const AIPathNode * node, AIPath & path) const; void commit( AIPathNode * destination, const AIPathNode * source, CGPathNode::ENodeAction action, int turn, int movementLeft, float cost) const; void AINodeStorage::commitExchange( AIPathNode * exchangeNode, AIPathNode * carrierParentNode, AIPathNode * otherParentNode) const; };