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116 lines
2.7 KiB
C++
116 lines
2.7 KiB
C++
/*
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* AIPathfinder.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 "AIPathfinder.h"
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#include "AIPathfinderConfig.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../Engine/Nullkiller.h"
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namespace NKAI
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{
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AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
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:cb(cb), ai(ai)
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{
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}
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void AIPathfinder::init()
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{
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storage.reset();
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}
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bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
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{
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return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
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|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
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}
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std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile) const
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{
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const TerrainTile * tileInfo = cb->getTile(tile, false);
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if(!tileInfo)
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{
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return std::vector<AIPath>();
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}
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return storage->getChainInfo(tile, !tileInfo->isWater());
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}
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void AIPathfinder::updatePaths(std::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings)
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{
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if(!storage)
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{
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storage.reset(new AINodeStorage(ai, cb->getMapSize()));
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}
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auto start = std::chrono::high_resolution_clock::now();
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logAi->debug("Recalculate all paths");
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int pass = 0;
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storage->clear();
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storage->setHeroes(heroes);
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storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
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storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
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logAi->trace(
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"Scout turn distance: %s, main %s",
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std::to_string(pathfinderSettings.scoutTurnDistanceLimit),
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std::to_string(pathfinderSettings.mainTurnDistanceLimit));
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if(pathfinderSettings.useHeroChain)
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{
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storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
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}
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auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage);
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logAi->trace("Recalculate paths pass %d", pass++);
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cb->calculatePaths(config);
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if(!pathfinderSettings.useHeroChain)
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return;
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do
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{
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storage->selectFirstActor();
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do
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{
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boost::this_thread::interruption_point();
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while(storage->calculateHeroChain())
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{
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boost::this_thread::interruption_point();
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logAi->trace("Recalculate paths pass %d", pass++);
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cb->calculatePaths(config);
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}
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logAi->trace("Select next actor");
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} while(storage->selectNextActor());
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boost::this_thread::interruption_point();
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if(storage->calculateHeroChainFinal())
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{
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boost::this_thread::interruption_point();
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logAi->trace("Recalculate paths pass final");
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cb->calculatePaths(config);
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}
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} while(storage->increaseHeroChainTurnLimit());
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logAi->trace("Recalculated paths in %ld", timeElapsed(start));
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}
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}
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