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- /*
- * DangerHitMapAnalyzer.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 "DangerHitMapAnalyzer.h"
- #include "lib/mapping/CMap.h" //for victory conditions
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- void DangerHitMapAnalyzer::updateHitMap()
- {
- auto mapSize = cb->getMapSize();
- hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
- std::map<PlayerColor, std::vector<HeroPtr>> heroes;
- for(const CGObjectInstance * obj : ai->visitableObjs)
- {
- if(obj->ID == Obj::HERO)
- {
- HeroPtr hero = dynamic_cast<const CGHeroInstance *>(obj);
- heroes[hero->tempOwner].push_back(hero);
- }
- }
- foreach_tile_pos([&](const int3 & pos){
- hitMap[pos.x][pos.y][pos.z].reset();
- });
- for(auto pair : heroes)
- {
- ai->ah->updatePaths(pair.second, false);
- foreach_tile_pos([&](const int3 & pos)
- {
- for(AIPath & path : ai->ah->getPathsToTile(pos))
- {
- auto tileDanger = path.getHeroStrength();
- auto turn = path.turn();
- auto & node = hitMap[pos.x][pos.y][pos.z];
- if(tileDanger > node.maximumDanger.danger
- || tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)
- {
- node.maximumDanger.danger = tileDanger;
- node.maximumDanger.turn = turn;
- node.maximumDanger.hero = path.targetHero;
- }
- if(turn < node.fastestDanger.turn
- || turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger)
- {
- node.fastestDanger.danger = tileDanger;
- node.fastestDanger.turn = turn;
- node.fastestDanger.hero = path.targetHero;
- }
- }
- });
- }
- }
- uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
- {
- int3 tile = path.targetTile();
- int turn = path.turn();
- const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
- return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
- || info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
- }
- const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * town) const
- {
- auto tile = town->visitablePos();
- const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
- return info;
- }
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