1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-04 23:17:41 +02:00
vcmi/AI/Nullkiller/Engine/DangerHitMapAnalyzer.cpp
2021-07-26 21:02:50 +03:00

87 lines
2.4 KiB
C++

/*
* DangerHitMapAnalyzer.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 "DangerHitMapAnalyzer.h"
#include "lib/mapping/CMap.h" //for victory conditions
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
void DangerHitMapAnalyzer::updateHitMap()
{
auto mapSize = cb->getMapSize();
hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
std::map<PlayerColor, std::vector<HeroPtr>> heroes;
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == Obj::HERO)
{
HeroPtr hero = dynamic_cast<const CGHeroInstance *>(obj);
heroes[hero->tempOwner].push_back(hero);
}
}
foreach_tile_pos([&](const int3 & pos){
hitMap[pos.x][pos.y][pos.z].reset();
});
for(auto pair : heroes)
{
ai->ah->updatePaths(pair.second, false);
foreach_tile_pos([&](const int3 & pos)
{
for(AIPath & path : ai->ah->getPathsToTile(pos))
{
auto tileDanger = path.getHeroStrength();
auto turn = path.turn();
auto & node = hitMap[pos.x][pos.y][pos.z];
if(tileDanger > node.maximumDanger.danger
|| tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)
{
node.maximumDanger.danger = tileDanger;
node.maximumDanger.turn = turn;
node.maximumDanger.hero = path.targetHero;
}
if(turn < node.fastestDanger.turn
|| turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger)
{
node.fastestDanger.danger = tileDanger;
node.fastestDanger.turn = turn;
node.fastestDanger.hero = path.targetHero;
}
}
});
}
}
uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
{
int3 tile = path.targetTile();
int turn = path.turn();
const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
|| info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
}
const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * town) const
{
auto tile = town->visitablePos();
const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
return info;
}