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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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