AINodeStorage.h 3.2 KB

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  1. /*
  2. * AINodeStorage.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../../lib/CPathfinder.h"
  12. #include "../../../lib/mapObjects/CGHeroInstance.h"
  13. #include "../AIUtility.h"
  14. #include "../Goals/AbstractGoal.h"
  15. #include "Actions/ISpecialAction.h"
  16. struct AIPathNode;
  17. struct AIPathNode : public CGPathNode
  18. {
  19. uint32_t chainMask;
  20. uint64_t danger;
  21. uint32_t manaCost;
  22. std::shared_ptr<const ISpecialAction> specialAction;
  23. };
  24. struct AIPathNodeInfo
  25. {
  26. float cost;
  27. int turns;
  28. int3 coord;
  29. uint64_t danger;
  30. };
  31. struct AIPath
  32. {
  33. std::vector<AIPathNodeInfo> nodes;
  34. std::shared_ptr<const ISpecialAction> specialAction;
  35. AIPath();
  36. /// Gets danger of path excluding danger of visiting the target object like creature bank
  37. uint64_t getPathDanger() const;
  38. /// Gets danger of path including danger of visiting the target object like creature bank
  39. uint64_t getTotalDanger(HeroPtr hero) const;
  40. int3 firstTileToGet() const;
  41. float movementCost() const;
  42. };
  43. class AINodeStorage : public INodeStorage
  44. {
  45. private:
  46. int3 sizes;
  47. /// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
  48. boost::multi_array<AIPathNode, 5> nodes;
  49. const CGHeroInstance * hero;
  50. STRONG_INLINE
  51. void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
  52. public:
  53. /// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
  54. static const int NUM_CHAINS = 3;
  55. // chain flags, can be combined
  56. static const int NORMAL_CHAIN = 1;
  57. static const int BATTLE_CHAIN = 2;
  58. static const int CAST_CHAIN = 4;
  59. static const int RESOURCE_CHAIN = 8;
  60. AINodeStorage(const int3 & sizes);
  61. ~AINodeStorage();
  62. void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) override;
  63. virtual CGPathNode * getInitialNode() override;
  64. virtual std::vector<CGPathNode *> calculateNeighbours(
  65. const PathNodeInfo & source,
  66. const PathfinderConfig * pathfinderConfig,
  67. const CPathfinderHelper * pathfinderHelper) override;
  68. virtual std::vector<CGPathNode *> calculateTeleportations(
  69. const PathNodeInfo & source,
  70. const PathfinderConfig * pathfinderConfig,
  71. const CPathfinderHelper * pathfinderHelper) override;
  72. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
  73. const AIPathNode * getAINode(const CGPathNode * node) const;
  74. void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
  75. bool isBattleNode(const CGPathNode * node) const;
  76. bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
  77. boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
  78. std::vector<AIPath> getChainInfo(int3 pos, bool isOnLand) const;
  79. bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
  80. void setHero(HeroPtr heroPtr);
  81. const CGHeroInstance * getHero() const
  82. {
  83. return hero;
  84. }
  85. private:
  86. void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
  87. };