فهرست منبع

AI: hero chain basic logic

Andrii Danylchenko 4 سال پیش
والد
کامیت
9d70b28c9b

+ 7 - 7
AI/Nullkiller/AIUtility.cpp

@@ -297,7 +297,7 @@ creInfo infoFromDC(const dwellingContent & dc)
 	return ci;
 }
 
-ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
+ui64 howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDwelling * t)
 {
 	ui64 aivalue = 0;
 	TResources availableRes = cb->getResourceAmount();
@@ -333,17 +333,17 @@ ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
 	return aivalue;
 }
 
-ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t)
+ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source)
 {
 	ui64 ret = 0;
-	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
+	int freeHeroSlots = GameConstants::ARMY_SIZE - target->stacksCount();
 	std::vector<const CStackInstance *> toMove;
-	for(auto const slot : t->Slots())
+	for(auto const slot : source->Slots())
 	{
 		//can be merged woth another stack?
-		SlotID dst = h->getSlotFor(slot.second->getCreatureID());
-		if(h->hasStackAtSlot(dst))
-			ret += t->getPower(slot.first);
+		SlotID dst = target->getSlotFor(slot.second->getCreatureID());
+		if(target->hasStackAtSlot(dst))
+			ret += source->getPower(slot.first);
 		else
 			toMove.push_back(slot.second);
 	}

+ 2 - 2
AI/Nullkiller/AIUtility.h

@@ -173,8 +173,8 @@ bool isSafeToVisit(HeroPtr h, crint3 tile);
 bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
 bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2);
 bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2);
-ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t);
-ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t);
+ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source);
+ui64 howManyReinforcementsCanGet(const CCreatureSet * target, const CCreatureSet * source);
 
 class CDistanceSorter
 {

+ 4 - 0
AI/Nullkiller/CMakeLists.txt

@@ -12,6 +12,7 @@ set(VCAI_SRCS
 		Pathfinding/AIPathfinder.cpp
 		Pathfinding/AINodeStorage.cpp
 		Pathfinding/PathfindingManager.cpp
+		Pathfinding/Actors.cpp
 		Pathfinding/Actions/BattleAction.cpp
 		Pathfinding/Actions/BoatActions.cpp
 		Pathfinding/Actions/TownPortalAction.cpp
@@ -19,6 +20,7 @@ set(VCAI_SRCS
 		Pathfinding/Rules/AIMovementAfterDestinationRule.cpp
 		Pathfinding/Rules/AIMovementToDestinationRule.cpp
 		Pathfinding/Rules/AIPreviousNodeRule.cpp
+		Pathfinding/Rules/AIMovementCostRule.cpp
 		AIUtility.cpp
 		AIhelper.cpp
 		ResourceManager.cpp
@@ -61,6 +63,7 @@ set(VCAI_HEADERS
 		Pathfinding/AIPathfinder.h
 		Pathfinding/AINodeStorage.h
 		Pathfinding/PathfindingManager.h
+		Pathfinding/Actors.h
 		Pathfinding/Actions/ISpecialAction.h
 		Pathfinding/Actions/BattleAction.h
 		Pathfinding/Actions/BoatActions.h
@@ -69,6 +72,7 @@ set(VCAI_HEADERS
 		Pathfinding/Rules/AIMovementAfterDestinationRule.h
 		Pathfinding/Rules/AIMovementToDestinationRule.h
 		Pathfinding/Rules/AIPreviousNodeRule.h
+		Pathfinding/Rules/AIMovementCostRule.h
 		AIUtility.h
 		AIhelper.h
 		ResourceManager.h

+ 58 - 50
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -87,7 +87,10 @@ void AINodeStorage::updateAINode(CGPathNode * node, std::function<void(AIPathNod
 	updater(aiNode);
 }
 
-boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, const ChainActor * actor)
+boost::optional<AIPathNode *> AINodeStorage::getOrCreateNode(
+	const int3 & pos, 
+	const EPathfindingLayer layer, 
+	const ChainActor * actor)
 {
 	auto chains = nodes[pos.x][pos.y][pos.z][layer];
 
@@ -115,7 +118,7 @@ std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
 
 	for(auto actorPtr : actors)
 	{
-		const ChainActor * actor = actorPtr.get();
+		ChainActor * actor = actorPtr.get();
 		AIPathNode * initialNode =
 			getOrCreateNode(actor->initialPosition, actor->layer, actor)
 			.get();
@@ -198,9 +201,61 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
 		}
 	}
 
+	if((source.node->layer == EPathfindingLayer::LAND || source.node->layer == EPathfindingLayer::SAIL)
+		&& source.node->turns < 1)
+	{
+		addHeroChain(neighbours, srcNode);
+	}
+	
 	return neighbours;
 }
 
+void AINodeStorage::addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * srcNode)
+{
+	auto chains = nodes[srcNode->coord.x][srcNode->coord.y][srcNode->coord.z][srcNode->layer];
+
+	for(const AIPathNode & node : chains)
+	{
+		if(!node.locked || !node.actor || node.action == CGPathNode::ENodeAction::UNKNOWN && node.actor->hero)
+		{
+			continue;
+		}
+
+		addHeroChain(result, srcNode, &node);
+		addHeroChain(result, &node, srcNode);
+	}
+}
+
+void AINodeStorage::addHeroChain(
+	std::vector<CGPathNode *> & result, 
+	const AIPathNode * carrier, 
+	const AIPathNode * other)
+{
+	if(carrier->actor->canExchange(other->actor))
+	{
+		bool hasLessMp = carrier->turns > other->turns || carrier->moveRemains < other->moveRemains;
+		bool hasLessExperience = carrier->actor->hero->exp < other->actor->hero->exp;
+
+		if(hasLessMp && hasLessExperience)
+			return;
+
+		auto newActor = carrier->actor->exchange(other->actor);
+		auto chainNodeOptional = getOrCreateNode(carrier->coord, carrier->layer, newActor);
+
+		if(!chainNodeOptional)
+			return;
+
+		auto chainNode = chainNodeOptional.get();
+
+		if(chainNode->locked)
+			return;
+
+		chainNode->specialAction = newActor->getExchangeAction();
+
+		result.push_back(chainNode);
+	}
+}
+
 const CGHeroInstance * AINodeStorage::getHero(const CGPathNode * node) const
 {
 	auto aiNode = getAINode(node);
@@ -230,7 +285,7 @@ void AINodeStorage::setHeroes(std::vector<HeroPtr> heroes, const VCAI * _ai)
 	{
 		uint64_t mask = 1 << actors.size();
 
-		actors.push_back(std::make_shared<ChainActor>(hero.get(), mask));
+		actors.push_back(std::make_shared<HeroActor>(hero.get(), mask));
 	}
 }
 
@@ -465,51 +520,4 @@ uint64_t AIPath::getTotalDanger(HeroPtr hero) const
 	uint64_t danger = pathDanger > targetObjectDanger ? pathDanger : targetObjectDanger;
 
 	return danger;
-}
-
-ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
-	:hero(hero), isMovable(true), chainMask(chainMask)
-{
-	initialPosition = hero->visitablePos();
-	layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
-	initialMovement = hero->movement;
-	initialTurn = 0;
-	armyValue = hero->getTotalStrength();
-
-	setupSpecialActors();
-}
-
-void ChainActor::copyFrom(ChainActor * base)
-{
-	hero = base->hero;
-	layer = base->layer;
-	initialMovement = base->initialMovement;
-	initialTurn = base->initialTurn;
-}
-
-void ChainActor::setupSpecialActors()
-{
-	auto allActors = std::vector<ChainActor *>{ this };
-	specialActors.resize(7);
-
-	for(int i = 1; i < 8; i++)
-	{
-		ChainActor & specialActor = specialActors[i - 1];
-
-		specialActor.copyFrom(this);
-		specialActor.allowBattle = (i & 1) > 0;
-		specialActor.allowSpellCast = (i & 2) > 0;
-		specialActor.allowUseResources = (i & 4) > 0;
-
-		allActors.push_back(&specialActor);
-	}
-
-	for(int i = 0; i < 8; i++)
-	{
-		ChainActor * actor = allActors[i];
-
-		actor->battleActor = allActors[i | 1];
-		actor->castActor = allActors[i | 2];
-		actor->resourceActor = allActors[i | 4];
-	}
 }

+ 3 - 33
AI/Nullkiller/Pathfinding/AINodeStorage.h

@@ -16,38 +16,7 @@
 #include "../FuzzyHelper.h"
 #include "../Goals/AbstractGoal.h"
 #include "Actions/ISpecialAction.h"
-
-class ChainActor
-{
-private:
-	std::vector<ChainActor> specialActors;
-
-	void copyFrom(ChainActor * base);
-	void setupSpecialActors();
-
-public:
-	// chain flags, can be combined meaning hero exchange and so on
-	uint64_t chainMask;
-	bool isMovable;
-	bool allowUseResources;
-	bool allowBattle;
-	bool allowSpellCast;
-	const CGHeroInstance * hero;
-	const ChainActor * battleActor;
-	const ChainActor * castActor;
-	const ChainActor * resourceActor;
-	int3 initialPosition;
-	EPathfindingLayer layer;
-	uint32_t initialMovement;
-	uint32_t initialTurn;
-	uint64_t armyValue;
-
-	ChainActor()
-	{
-	}
-
-	ChainActor(const CGHeroInstance * hero, int chainMask);
-};
+#include "Actors.h"
 
 struct AIPathNode : public CGPathNode
 {
@@ -100,7 +69,8 @@ private:
 
 	STRONG_INLINE
 	void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
-
+	void addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * srcNode);
+	void addHeroChain(std::vector<CGPathNode *> & result, const AIPathNode * carrier, const AIPathNode * other);
 public:
 	/// more than 1 chain layer for each hero allows us to have more than 1 path to each tile so we can chose more optimal one.
 	static const int NUM_CHAINS = 3 * GameConstants::MAX_HEROES_PER_PLAYER;

+ 204 - 0
AI/Nullkiller/Pathfinding/Actors.cpp

@@ -0,0 +1,204 @@
+/*
+* AINodeStorage.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 "Actors.h"
+#include "../../../CCallback.h"
+#include "../../../lib/mapping/CMap.h"
+#include "../../../lib/mapObjects/MapObjects.h"
+
+#include "../Goals/VisitHero.h"
+
+class ExchangeAction : public ISpecialAction
+{
+private:
+	const CGHeroInstance * target;
+	const CGHeroInstance * source;
+
+public:
+	ExchangeAction(const CGHeroInstance * target, const CGHeroInstance * source)
+		:target(target), source(source)
+	{ }
+
+	virtual Goals::TSubgoal whatToDo(const HeroPtr & hero) const override
+	{
+		return Goals::sptr(Goals::VisitHero(target->id.getNum()).sethero(hero));
+	}
+};
+
+ChainActor::ChainActor(const CGHeroInstance * hero, int chainMask)
+	:hero(hero), isMovable(true), chainMask(chainMask), creatureSet(hero), carrierParent(nullptr), otherParent(nullptr)
+{
+	baseActor = static_cast<HeroActor *>(this);
+	initialPosition = hero->visitablePos();
+	layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
+	initialMovement = hero->movement;
+	initialTurn = 0;
+	armyValue = hero->getTotalStrength();
+}
+
+ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
+	:hero(carrier->hero), isMovable(true), creatureSet(heroArmy), initialPosition(-1),
+	carrierParent(carrier), otherParent(other), chainMask(carrier->chainMask | other->chainMask)
+{
+	baseActor = static_cast<HeroActor *>(this);
+	armyValue = heroArmy->getArmyStrength();
+}
+
+HeroActor::HeroActor(const CGHeroInstance * hero, int chainMask)
+	:ChainActor(hero, chainMask)
+{
+	setupSpecialActors();
+}
+
+HeroActor::HeroActor(const ChainActor * carrier, const ChainActor * other)
+	:ChainActor(
+		carrier, 
+		other,
+		pickBestCreatures(carrier->creatureSet, other->creatureSet))
+{
+	setupSpecialActors();
+	exchangeAction.reset(new ExchangeAction(carrier->hero, other->hero));
+}
+
+std::shared_ptr<ISpecialAction> ChainActor::getExchangeAction() const
+{ 
+	return baseActor->exchangeAction; 
+}
+
+void ChainActor::setBaseActor(HeroActor * base)
+{
+	baseActor = base;
+	hero = base->hero;
+	layer = base->layer;
+	initialMovement = base->initialMovement;
+	initialTurn = base->initialTurn;
+	armyValue = base->armyValue;
+	chainMask = base->chainMask;
+	creatureSet = base->creatureSet;
+}
+
+void HeroActor::setupSpecialActors()
+{
+	auto allActors = std::vector<ChainActor *>{ this };
+
+	for(int i = 1; i <= SPECIAL_ACTORS_COUNT; i++)
+	{
+		ChainActor & specialActor = specialActors[i - 1];
+
+		specialActor.setBaseActor(this);
+		specialActor.allowBattle = (i & 1) > 0;
+		specialActor.allowSpellCast = (i & 2) > 0;
+		specialActor.allowUseResources = (i & 4) > 0;
+
+		allActors.push_back(&specialActor);
+	}
+
+	for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
+	{
+		ChainActor * actor = allActors[i];
+
+		actor->battleActor = allActors[i | 1];
+		actor->castActor = allActors[i | 2];
+		actor->resourceActor = allActors[i | 4];
+	}
+}
+
+ChainActor * ChainActor::exchange(const ChainActor * other) const
+{
+	return baseActor->exchange(this, other);
+}
+
+bool ChainActor::canExchange(const ChainActor * other) const
+{
+	return baseActor->canExchange(other->baseActor);
+}
+
+namespace vstd
+{
+	template <class M, class Key, class F>
+	typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
+	{
+		typedef typename M::mapped_type V;
+
+		std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
+		V &v = r.first->second;
+
+		if(r.second)
+			f(v);
+
+		return v;
+	}
+}
+
+bool HeroActor::canExchange(const HeroActor * other)
+{
+	return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
+		result = (chainMask & other->chainMask) == 0
+			&& howManyReinforcementsCanGet(creatureSet, other->creatureSet) > armyValue / 10;
+	});
+}
+
+ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other)
+{
+	HeroActor * result;
+	const HeroActor * otherBase = other->getBaseActor();
+
+	if(vstd::contains(exchangeMap, otherBase))
+		result = exchangeMap.at(otherBase);
+	else 
+	{
+		// TODO: decide where to release this CCreatureSet and HeroActor. Probably custom ~ctor?
+		result = new HeroActor(specialActor, other);
+		exchangeMap[otherBase] = result;
+	}
+
+	if(specialActor == this)
+		return result;
+
+	int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool { 
+		return &actor == specialActor;
+	});
+
+	return &result->specialActors[index];
+}
+
+CCreatureSet * HeroActor::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
+{
+	CCreatureSet * target = new CCreatureSet();
+	const CCreatureSet * armies[] = { army1, army2 };
+
+	//we calculate total strength for each creature type available in armies
+	std::map<const CCreature *, int> creToPower;
+	for(auto armyPtr : armies)
+	{
+		for(auto & i : armyPtr->Slots())
+		{
+			creToPower[i.second->type] += i.second->getPower();
+		}
+	}
+	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
+	int armySize = creToPower.size();
+
+	vstd::amin(armySize, GameConstants::ARMY_SIZE);
+
+	for(int i = 0; i < armySize && !creToPower.empty(); i++) //pick the creatures from which we can get most power, as many as dest can fit
+	{
+		typedef const std::pair<const CCreature *, int> & CrePowerPair;
+		auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
+		{
+			return lhs.second < rhs.second;
+		});
+
+		target->addToSlot(SlotID(i), creIt->first->idNumber, TQuantity(creIt->second));
+		creToPower.erase(creIt);
+	}
+
+	return target;
+}

+ 80 - 0
AI/Nullkiller/Pathfinding/Actors.h

@@ -0,0 +1,80 @@
+/*
+* AINodeStorage.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 "../../../lib/CPathfinder.h"
+#include "../../../lib/mapObjects/CGHeroInstance.h"
+#include "../AIUtility.h"
+#include "Actions/ISpecialAction.h"
+
+class HeroActor;
+
+class ChainActor
+{
+protected:
+	HeroActor * baseActor;
+	ChainActor(const CGHeroInstance * hero, int chainMask);
+	ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy);
+
+public:
+	uint64_t chainMask;
+	bool isMovable;
+	bool allowUseResources;
+	bool allowBattle;
+	bool allowSpellCast;
+	const CGHeroInstance * hero;
+	const CCreatureSet * creatureSet;
+	const ChainActor * battleActor;
+	const ChainActor * castActor;
+	const ChainActor * resourceActor;
+	const ChainActor * carrierParent;
+	const ChainActor * otherParent;
+	int3 initialPosition;
+	EPathfindingLayer layer;
+	uint32_t initialMovement;
+	uint32_t initialTurn;
+	uint64_t armyValue;
+
+	ChainActor(){}
+	ChainActor * exchange(const ChainActor * other) const;
+	bool canExchange(const ChainActor * other) const;
+	void setBaseActor(HeroActor * base);
+	const HeroActor * getBaseActor() const { return baseActor; }
+	std::shared_ptr<ISpecialAction> getExchangeAction() const;
+
+};
+
+class HeroActor : public ChainActor
+{
+public:
+	static const int SPECIAL_ACTORS_COUNT = 7;
+
+private:
+	ChainActor specialActors[SPECIAL_ACTORS_COUNT];
+	std::map<const ChainActor *, HeroActor *> exchangeMap;
+	std::map<const HeroActor *, bool> canExchangeCache;
+
+	void setupSpecialActors();
+
+public:
+	std::shared_ptr<ISpecialAction> exchangeAction;
+	// chain flags, can be combined meaning hero exchange and so on
+
+	HeroActor()
+	{
+	}
+
+	HeroActor(const CGHeroInstance * hero, int chainMask);
+	HeroActor(const ChainActor * carrier, const ChainActor * other);
+	ChainActor * exchange(const ChainActor * specialActor, const ChainActor * other);
+	bool canExchange(const HeroActor * other);
+	CCreatureSet * pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const;
+};

+ 3 - 0
AI/Nullkiller/Pathfinding/Rules/AIMovementAfterDestinationRule.cpp

@@ -44,6 +44,9 @@ namespace AIPathfinding
 
 			if(!enemyHero && !isObjectRemovable(destination.nodeObject))
 			{
+				if(nodeStorage->getHero(destination.node) == destination.nodeHero)
+					return;
+
 				destination.blocked = true;
 			}
 

+ 66 - 0
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.cpp

@@ -0,0 +1,66 @@
+/*
+* AIMovementCostRule.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 "AIMovementCostRule.h"
+
+namespace AIPathfinding
+{
+	AIMovementCostRule::AIMovementCostRule(std::shared_ptr<AINodeStorage> nodeStorage)
+		: nodeStorage(nodeStorage)
+	{
+	}
+
+	void AIMovementCostRule::process(
+		const PathNodeInfo & source,
+		CDestinationNodeInfo & destination,
+		const PathfinderConfig * pathfinderConfig,
+		CPathfinderHelper * pathfinderHelper) const
+	{
+		auto srcNode = nodeStorage->getAINode(source.node);
+		auto dstNode = nodeStorage->getAINode(destination.node);
+		auto srcActor = srcNode->actor;
+		auto dstActor = dstNode->actor;
+
+		if(srcActor == dstActor)
+		{
+			MovementCostRule::process(source, destination, pathfinderConfig, pathfinderHelper);
+
+			return;
+		}
+		
+		auto carrierActor = dstActor->carrierParent;
+		auto otherActor = dstActor->otherParent;
+
+		if(source.coord == destination.coord)
+		{
+			auto carrierNode = nodeStorage->getOrCreateNode(source.coord, source.node->layer, carrierActor).get();
+			auto otherNode = nodeStorage->getOrCreateNode(source.coord, source.node->layer, otherActor).get();
+
+			if(carrierNode->turns >= otherNode->turns)
+			{
+				destination.turn = carrierNode->turns;
+				destination.cost = carrierNode->cost;
+
+				return;
+			}
+
+			double waitingCost = otherNode->turns - carrierNode->turns - 1.0
+				+ carrierNode->moveRemains / (double)pathfinderHelper->getMaxMovePoints(carrierNode->layer);
+
+			destination.turn = otherNode->turns;
+			destination.cost = waitingCost;
+		}
+		else
+		{
+			// TODO: exchange through sail->land border might be more sofisticated
+			destination.blocked = true;
+		}
+	}
+}

+ 35 - 0
AI/Nullkiller/Pathfinding/Rules/AIMovementCostRule.h

@@ -0,0 +1,35 @@
+/*
+* AIMovementCostRule.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 "../../VCAI.h"
+#include "../../../../CCallback.h"
+#include "../../../../lib/mapping/CMap.h"
+#include "../../../../lib/mapObjects/MapObjects.h"
+
+namespace AIPathfinding
+{
+	class AIMovementCostRule : public MovementCostRule
+	{
+	private:
+		std::shared_ptr<AINodeStorage> nodeStorage;
+
+	public:
+		AIMovementCostRule(std::shared_ptr<AINodeStorage> nodeStorage);
+
+		virtual void process(
+			const PathNodeInfo & source,
+			CDestinationNodeInfo & destination,
+			const PathfinderConfig * pathfinderConfig,
+			CPathfinderHelper * pathfinderHelper) const override;
+	};
+}