/* * 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 #include "../../../lib/CPathfinder.h" #include "../../../lib/mapObjects/CGHeroInstance.h" #include "../AIUtility.h" #include "../FuzzyHelper.h" #include "../Goals/AbstractGoal.h" #include "Actions/ISpecialAction.h" class CCallback; extern boost::thread_specific_ptr cb; //for templates struct AIPathNode : public CGPathNode { uint32_t chainMask; uint64_t danger; uint32_t manaCost; std::shared_ptr specialAction; }; struct AIPathNodeInfo { float cost; int turns; int3 coord; uint64_t danger; }; struct AIPath { std::vector nodes; std::shared_ptr specialAction; uint64_t targetObjectDanger; 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; }; class AINodeStorage : public INodeStorage { private: int3 sizes; // 1 - layer (air, water, land) // 2-4 - position on map[z][x][y] // 5 - chain (normal, battle, spellcast and combinations) boost::multi_array nodes; const CPlayerSpecificInfoCallback * cb; const VCAI * ai; const CGHeroInstance * hero; std::unique_ptr dangerEvaluator; STRONG_INLINE void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility); public: /// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one. static const int NUM_CHAINS = 3; // chain flags, can be combined static const int NORMAL_CHAIN = 1; static const int BATTLE_CHAIN = 2; static const int CAST_CHAIN = 4; static const int RESOURCE_CHAIN = 8; 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 isBattleNode(const CGPathNode * node) const; bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const; boost::optional getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber); std::vector getChainInfo(const int3 & pos, bool isOnLand) const; bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const; void setHero(HeroPtr heroPtr, const VCAI * ai); const CGHeroInstance * getHero() const { return hero; } uint64_t evaluateDanger(const int3 & tile) const { return dangerEvaluator->evaluateDanger(tile, hero, ai); } private: void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector & neighbours); };