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vcmi/AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h
Xilmi 48ecbd4cbf Threat in DangerHitMap
Added new value threat to DangerHitMapAnalayzer. The purpose is to allow decisions to be less binary around enemy heros.
2024-07-15 17:28:10 +02:00

98 lines
2.0 KiB
C++

/*
* DangerHitMapAnalyzer.h, 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
*
*/
#pragma once
#include "../AIUtility.h"
namespace NKAI
{
struct AIPath;
struct HitMapInfo
{
static const HitMapInfo NoThreat;
uint64_t danger;
uint8_t turn;
float threat;
HeroPtr hero;
HitMapInfo()
{
reset();
}
void reset()
{
danger = 0;
turn = 255;
threat = 0;
hero = HeroPtr();
}
double value() const;
};
struct HitMapNode
{
HitMapInfo maximumDanger;
HitMapInfo fastestDanger;
const CGTownInstance * closestTown = nullptr;
HitMapNode() = default;
void reset()
{
maximumDanger.reset();
fastestDanger.reset();
}
};
struct EnemyHeroAccessibleObject
{
const CGHeroInstance * hero;
const CGObjectInstance * obj;
EnemyHeroAccessibleObject(const CGHeroInstance * hero, const CGObjectInstance * obj)
:hero(hero), obj(obj)
{
}
};
class DangerHitMapAnalyzer
{
private:
boost::multi_array<HitMapNode, 3> hitMap;
tbb::concurrent_vector<EnemyHeroAccessibleObject> enemyHeroAccessibleObjects;
bool hitMapUpToDate = false;
bool tileOwnersUpToDate = false;
const Nullkiller * ai;
std::map<ObjectInstanceID, std::vector<HitMapInfo>> townThreats;
public:
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
void updateHitMap();
void calculateTileOwners();
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
const HitMapNode & getObjectThreat(const CGObjectInstance * obj) const;
const HitMapNode & getTileThreat(const int3 & tile) const;
std::set<const CGObjectInstance *> getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
void reset();
void resetTileOwners() { tileOwnersUpToDate = false; }
PlayerColor getTileOwner(const int3 & tile) const;
const CGTownInstance * getClosestTown(const int3 & tile) const;
const std::vector<HitMapInfo> & getTownThreats(const CGTownInstance * town) const;
};
}