mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
93 lines
2.0 KiB
C++
93 lines
2.0 KiB
C++
/*
|
|
* AIPathfinder.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 "AIPathfinder.h"
|
|
#include "AIPathfinderConfig.h"
|
|
#include "../../../CCallback.h"
|
|
#include "../../../lib/mapping/CMap.h"
|
|
#include "../Engine/Nullkiller.h"
|
|
|
|
AIPathfinder::AIPathfinder(CPlayerSpecificInfoCallback * cb, Nullkiller * ai)
|
|
:cb(cb), ai(ai)
|
|
{
|
|
}
|
|
|
|
void AIPathfinder::init()
|
|
{
|
|
storage.reset();
|
|
}
|
|
|
|
bool AIPathfinder::isTileAccessible(const HeroPtr & hero, const int3 & tile) const
|
|
{
|
|
return storage->isTileAccessible(hero, tile, EPathfindingLayer::LAND)
|
|
|| storage->isTileAccessible(hero, tile, EPathfindingLayer::SAIL);
|
|
}
|
|
|
|
std::vector<AIPath> AIPathfinder::getPathInfo(const int3 & tile) const
|
|
{
|
|
const TerrainTile * tileInfo = cb->getTile(tile, false);
|
|
|
|
if(!tileInfo)
|
|
{
|
|
return std::vector<AIPath>();
|
|
}
|
|
|
|
return storage->getChainInfo(tile, !tileInfo->isWater());
|
|
}
|
|
|
|
void AIPathfinder::updatePaths(std::vector<const CGHeroInstance *> heroes, bool useHeroChain)
|
|
{
|
|
if(!storage)
|
|
{
|
|
storage.reset(new AINodeStorage(ai, cb->getMapSize()));
|
|
}
|
|
|
|
logAi->debug("Recalculate all paths");
|
|
int pass = 0;
|
|
|
|
storage->clear();
|
|
storage->setHeroes(heroes);
|
|
|
|
if(useHeroChain)
|
|
{
|
|
storage->setTownsAndDwellings(cb->getTownsInfo(), ai->memory->visitableObjs);
|
|
}
|
|
|
|
auto config = std::make_shared<AIPathfinding::AIPathfinderConfig>(cb, ai, storage);
|
|
|
|
logAi->trace("Recalculate paths pass %d", pass++);
|
|
cb->calculatePaths(config);
|
|
|
|
if(!useHeroChain)
|
|
return;
|
|
|
|
do
|
|
{
|
|
storage->selectFirstActor();
|
|
|
|
do
|
|
{
|
|
while(storage->calculateHeroChain())
|
|
{
|
|
logAi->trace("Recalculate paths pass %d", pass++);
|
|
cb->calculatePaths(config);
|
|
}
|
|
|
|
logAi->trace("Select next actor");
|
|
} while(storage->selectNextActor());
|
|
|
|
if(storage->calculateHeroChainFinal())
|
|
{
|
|
logAi->trace("Recalculate paths pass final");
|
|
cb->calculatePaths(config);
|
|
}
|
|
} while(storage->increaseHeroChainTurnLimit());
|
|
}
|