/* * AIPathfinder.cpp, 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 * */ #include "StdInc.h" #include "AIPathfinder.h" #include "AIPathfinderConfig.h" #include "../../../CCallback.h" #include "../../../lib/mapping/CMap.h" #include "../Engine/Nullkiller.h" AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai) :cb(cb), ai(ai) { } void AIPathfinder::init() { storage.reset(); } bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const { return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND) || storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL); } std::vector AIPathfinder::getPathInfo(const int3 & tile) const { const TerrainTile * tileInfo = cb->getTile(tile, false); if(!tileInfo) { return std::vector(); } return storage->getChainInfo(tile, !tileInfo->isWater()); } void AIPathfinder::updatePaths(std::map heroes, PathfinderSettings pathfinderSettings) { if(!storage) { storage.reset(new AINodeStorage(ai, cb->getMapSize())); } auto start = std::chrono::high_resolution_clock::now(); logAi->debug("Recalculate all paths"); int pass = 0; storage->clear(); storage->setHeroes(heroes); storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit); storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit); if(pathfinderSettings.useHeroChain) { storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs); } auto config = std::make_shared(cb, ai, storage); logAi->trace("Recalculate paths pass %d", pass++); cb->calculatePaths(config); if(!pathfinderSettings.useHeroChain) return; do { storage->selectFirstActor(); do { while(storage->calculateHeroChain()) { boost::this_thread::interruption_point(); logAi->trace("Recalculate paths pass %d", pass++); cb->calculatePaths(config); } logAi->trace("Select next actor"); } while(storage->selectNextActor()); if(storage->calculateHeroChainFinal()) { boost::this_thread::interruption_point(); logAi->trace("Recalculate paths pass final"); cb->calculatePaths(config); } } while(storage->increaseHeroChainTurnLimit()); logAi->trace("Recalculated paths in %ld", timeElapsed(start)); }