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89 lines
2.3 KiB
C++
89 lines
2.3 KiB
C++
/*
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* DangerHitMapAnalyzer.h, 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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#pragma once
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#include "../AIUtility.h"
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#include "../Pathfinding/AIPathfinder.h"
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namespace NK2AI
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{
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struct AIPath;
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struct HitMapInfo
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{
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static const HitMapInfo NoThreat;
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uint64_t danger = 0;
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uint8_t turn = PathfinderSettings::MaxTurnDistanceLimit;
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float threat = 0.f;
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HeroPtr heroPtr = HeroPtr(nullptr, nullptr);
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double value() const
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{
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return danger / std::sqrt(turn / 3.0f + 1);
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}
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};
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struct HitMapNode
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{
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HitMapInfo maximumDanger = HitMapInfo::NoThreat;
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HitMapInfo fastestDanger = HitMapInfo::NoThreat;
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const CGTownInstance * closestTown = nullptr;
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void reset()
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{
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maximumDanger = HitMapInfo::NoThreat;
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fastestDanger = HitMapInfo::NoThreat;
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closestTown = nullptr;
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}
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};
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struct EnemyHeroAccessibleObject
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{
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const CGHeroInstance * hero;
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const CGObjectInstance * obj;
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EnemyHeroAccessibleObject(const CGHeroInstance * hero, const CGObjectInstance * obj)
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:hero(hero), obj(obj)
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{
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}
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};
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class DangerHitMapAnalyzer
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{
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private:
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boost::multi_array<HitMapNode, 3> hitMap;
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tbb::concurrent_vector<EnemyHeroAccessibleObject> enemyHeroAccessibleObjects;
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bool hitMapUpToDate = false;
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bool tileOwnersUpToDate = false;
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const Nullkiller * aiNk;
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std::map<ObjectInstanceID, std::vector<HitMapInfo>> townThreats;
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public:
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DangerHitMapAnalyzer(const Nullkiller * aiNk) :aiNk(aiNk) {}
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void updateHitMap();
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void calculateTileOwners();
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uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
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const HitMapNode & getObjectThreat(const CGObjectInstance * obj) const;
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const HitMapNode & getTileThreat(const int3 & tile) const;
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std::set<const CGObjectInstance *> getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
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void resetHitmap() {hitMapUpToDate = false;}
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bool isHitMapUpToDate() const { return hitMapUpToDate; }
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void resetTileOwners() { tileOwnersUpToDate = false; }
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bool isTileOwnersUpToDate() const { return tileOwnersUpToDate; }
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PlayerColor getTileOwner(const int3 & tile) const;
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const CGTownInstance * getClosestTown(const int3 & tile) const;
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const std::vector<HitMapInfo> & getTownThreats(const CGTownInstance * town) const;
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};
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}
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