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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
125 lines
3.6 KiB
C++
125 lines
3.6 KiB
C++
/*
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* AINodeStorage.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 "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "Actions/ISpecialAction.h"
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class CCallback;
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extern boost::thread_specific_ptr<CCallback> cb; //for templates
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struct AIPathNode : public CGPathNode
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{
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uint32_t chainMask;
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uint64_t danger;
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uint32_t manaCost;
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std::shared_ptr<const ISpecialAction> specialAction;
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};
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struct AIPathNodeInfo
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{
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float cost;
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int turns;
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int3 coord;
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uint64_t danger;
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};
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struct AIPath
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{
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std::vector<AIPathNodeInfo> nodes;
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std::shared_ptr<const ISpecialAction> specialAction;
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uint64_t targetObjectDanger;
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AIPath();
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/// Gets danger of path excluding danger of visiting the target object like creature bank
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uint64_t getPathDanger() const;
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/// Gets danger of path including danger of visiting the target object like creature bank
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uint64_t getTotalDanger(HeroPtr hero) const;
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int3 firstTileToGet() const;
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float movementCost() const;
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};
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class AINodeStorage : public INodeStorage
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{
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private:
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int3 sizes;
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// 1 - layer (air, water, land)
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// 2-4 - position on map[z][x][y]
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// 5 - chain (normal, battle, spellcast and combinations)
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boost::multi_array<AIPathNode, 5> nodes;
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const CPlayerSpecificInfoCallback * cb;
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const VCAI * ai;
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const CGHeroInstance * hero;
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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public:
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/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
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static const int NUM_CHAINS = 3;
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// chain flags, can be combined
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static const int NORMAL_CHAIN = 1;
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static const int BATTLE_CHAIN = 2;
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static const int CAST_CHAIN = 4;
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static const int RESOURCE_CHAIN = 8;
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AINodeStorage(const int3 & sizes);
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~AINodeStorage();
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
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const AIPathNode * getAINode(const CGPathNode * node) const;
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void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
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bool isBattleNode(const CGPathNode * node) const;
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bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
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boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
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std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
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bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
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void setHero(HeroPtr heroPtr, const VCAI * ai);
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const CGHeroInstance * getHero() const { return hero; }
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uint64_t evaluateDanger(const int3 & tile) const
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{
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return dangerEvaluator->evaluateDanger(tile, hero, ai);
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}
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private:
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void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
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};
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