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- /*
- * 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"
- namespace NKAI
- {
- 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::map<const CGHeroInstance *, HeroRole> heroes, PathfinderSettings pathfinderSettings)
- {
- if(!storage)
- {
- storage.reset(new AINodeStorage(ai, cb->getMapSize()));
- }
- auto start = std::chrono::high_resolution_clock::now();
- logAi->debug("Recalculate all paths");
- int pass = 0;
- storage->clear();
- storage->setHeroes(heroes);
- storage->setScoutTurnDistanceLimit(pathfinderSettings.scoutTurnDistanceLimit);
- storage->setMainTurnDistanceLimit(pathfinderSettings.mainTurnDistanceLimit);
- if(pathfinderSettings.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(!pathfinderSettings.useHeroChain)
- return;
- do
- {
- storage->selectFirstActor();
- do
- {
- while(storage->calculateHeroChain())
- {
- boost::this_thread::interruption_point();
- logAi->trace("Recalculate paths pass %d", pass++);
- cb->calculatePaths(config);
- }
- logAi->trace("Select next actor");
- } while(storage->selectNextActor());
- if(storage->calculateHeroChainFinal())
- {
- boost::this_thread::interruption_point();
- logAi->trace("Recalculate paths pass final");
- cb->calculatePaths(config);
- }
- } while(storage->increaseHeroChainTurnLimit());
- logAi->trace("Recalculated paths in %ld", timeElapsed(start));
- }
- }
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