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vcmi/AI/Nullkiller2/Pathfinding/AIPathfinderConfig.cpp
2025-09-12 15:33:34 +02:00

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2.2 KiB
C++

/*
* AIPathfinderConfig.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 "AI/Nullkiller2/Engine/Nullkiller.h"
#include "AIPathfinderConfig.h"
#include "Rules/AILayerTransitionRule.h"
#include "Rules/AIMovementAfterDestinationRule.h"
#include "Rules/AIMovementToDestinationRule.h"
#include "Rules/AIPreviousNodeRule.h"
#include "../../../lib/pathfinder/CPathfinder.h"
namespace NK2AI
{
namespace AIPathfinding
{
std::vector<std::shared_ptr<IPathfindingRule>>
makeRuleset(CPlayerSpecificInfoCallback * cpsic, Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
{
std::vector<std::shared_ptr<IPathfindingRule>> rules = {
std::make_shared<AILayerTransitionRule>(aiNk, nodeStorage),
std::make_shared<DestinationActionRule>(),
std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects, *aiNk->cc),
std::make_shared<MovementCostRule>(),
std::make_shared<AIPreviousNodeRule>(nodeStorage),
std::make_shared<AIMovementAfterDestinationRule>(aiNk, nodeStorage, allowBypassObjects)
};
return rules;
}
AIPathfinderConfig::AIPathfinderConfig(Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
: PathfinderConfig(nodeStorage, *aiNk->cc, makeRuleset(aiNk->cc.get(), aiNk, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
{
options.canUseCast = true;
options.allowLayerTransitioningAfterBattle = true;
options.useTeleportWhirlpool = true;
options.forceUseTeleportWhirlpool = true;
options.useTeleportOneWay = aiNk->settings->isOneWayMonolithUsageAllowed();
options.useTeleportOneWayRandom = aiNk->settings->isOneWayMonolithUsageAllowed();
}
AIPathfinderConfig::~AIPathfinderConfig() = default;
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, const IGameInfoCallback & gameInfo)
{
auto hero = aiNodeStorage->getHero(source.node);
auto & helper = pathfindingHelpers[hero];
if(!helper)
{
helper.reset(new CPathfinderHelper(gameInfo, hero, options));
}
return helper.get();
}
}
}