Files
vcmi/AI/Nullkiller2/Pathfinding/AIPathfinder.h
T
Ivan Savenko 861a4be471 Deterministic AI - do not rely on pointer ordering
This replaces std::maps that use hero instance pointer as key with
std::maps with custom comparator that guarantees same element order

Should prevent potential non-reproducible behavior in AI
2026-05-24 21:11:36 +03:00

69 lines
1.7 KiB
C++

/*
* AIPathfinder.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 "AINodeStorage.h"
#include "ObjectGraph.h"
#include "GraphPaths.h"
#include "../AIUtility.h"
namespace NK2AI
{
class Nullkiller;
struct PathfinderSettings
{
static constexpr uint8_t MaxTurnDistanceLimit = 255;
bool useHeroChain;
uint8_t scoutTurnDistanceLimit;
uint8_t mainTurnDistanceLimit;
bool allowBypassObjects;
PathfinderSettings()
:useHeroChain(false),
scoutTurnDistanceLimit(MaxTurnDistanceLimit),
mainTurnDistanceLimit(MaxTurnDistanceLimit),
allowBypassObjects(true)
{ }
};
class AIPathfinder
{
private:
std::shared_ptr<AINodeStorage> storage;
Nullkiller * aiNk;
static std::map<ObjectInstanceID, std::unique_ptr<GraphPaths>> heroGraphs;
public:
explicit AIPathfinder(Nullkiller * aiNk);
void calculatePathInfo(std::vector<AIPath> & paths, const int3 & tile, bool includeGraph = false) const;
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const;
void updatePaths(const HeroMap<HeroRole> & heroes, PathfinderSettings pathfinderSettings);
void updateGraphs(const HeroMap<HeroRole> & heroes, uint8_t mainScanDepth, uint8_t scoutScanDepth);
void calculateQuickPathsWithBlocker(std::vector<AIPath> & result, const std::vector<const CGHeroInstance *> & heroes, const int3 & tile);
std::shared_ptr<AINodeStorage>getStorage()
{
return storage;
}
std::vector<AIPath> getPathInfo(const int3 & tile, const bool includeGraph = false) const
{
std::vector<AIPath> result;
calculatePathInfo(result, tile, includeGraph);
return result;
}
};
}