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67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
/*
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* AIPathfinderConfig.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AI/Nullkiller2/Engine/Nullkiller.h"
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#include "AIPathfinderConfig.h"
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#include "Rules/AILayerTransitionRule.h"
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#include "Rules/AIMovementAfterDestinationRule.h"
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#include "Rules/AIMovementToDestinationRule.h"
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#include "Rules/AIPreviousNodeRule.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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namespace NK2AI
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{
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namespace AIPathfinding
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{
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std::vector<std::shared_ptr<IPathfindingRule>>
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makeRuleset(CPlayerSpecificInfoCallback * cpsic, Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
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{
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std::vector<std::shared_ptr<IPathfindingRule>> rules = {
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std::make_shared<AILayerTransitionRule>(aiNk, nodeStorage),
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std::make_shared<DestinationActionRule>(),
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std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects, *aiNk->cc),
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std::make_shared<MovementCostRule>(),
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std::make_shared<AIPreviousNodeRule>(nodeStorage),
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std::make_shared<AIMovementAfterDestinationRule>(aiNk, nodeStorage, allowBypassObjects)
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};
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return rules;
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}
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AIPathfinderConfig::AIPathfinderConfig(Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
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: PathfinderConfig(nodeStorage, *aiNk->cc, makeRuleset(aiNk->cc.get(), aiNk, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
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{
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options.canUseCast = true;
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options.allowLayerTransitioningAfterBattle = true;
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options.useTeleportWhirlpool = true;
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options.forceUseTeleportWhirlpool = true;
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options.useTeleportOneWay = aiNk->settings->isOneWayMonolithUsageAllowed();
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options.useTeleportOneWayRandom = aiNk->settings->isOneWayMonolithUsageAllowed();
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, const IGameInfoCallback & gameInfo)
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{
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auto hero = aiNodeStorage->getHero(source.node);
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auto & helper = pathfindingHelpers[hero];
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if(!helper)
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{
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helper.reset(new CPathfinderHelper(gameInfo, hero, options));
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}
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return helper.get();
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}
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}
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}
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