DangerHitMapAnalyzer.cpp 2.4 KB

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  1. /*
  2. * DangerHitMapAnalyzer.cpp, 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. #include "StdInc.h"
  11. #include "DangerHitMapAnalyzer.h"
  12. #include "lib/mapping/CMap.h" //for victory conditions
  13. extern boost::thread_specific_ptr<CCallback> cb;
  14. extern boost::thread_specific_ptr<VCAI> ai;
  15. void DangerHitMapAnalyzer::updateHitMap()
  16. {
  17. auto mapSize = cb->getMapSize();
  18. hitMap.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
  19. std::map<PlayerColor, std::vector<HeroPtr>> heroes;
  20. for(const CGObjectInstance * obj : ai->visitableObjs)
  21. {
  22. if(obj->ID == Obj::HERO)
  23. {
  24. HeroPtr hero = dynamic_cast<const CGHeroInstance *>(obj);
  25. heroes[hero->tempOwner].push_back(hero);
  26. }
  27. }
  28. foreach_tile_pos([&](const int3 & pos){
  29. hitMap[pos.x][pos.y][pos.z].reset();
  30. });
  31. for(auto pair : heroes)
  32. {
  33. ai->ah->updatePaths(pair.second, false);
  34. foreach_tile_pos([&](const int3 & pos)
  35. {
  36. for(AIPath & path : ai->ah->getPathsToTile(pos))
  37. {
  38. auto tileDanger = path.getHeroStrength();
  39. auto turn = path.turn();
  40. auto & node = hitMap[pos.x][pos.y][pos.z];
  41. if(tileDanger > node.maximumDanger.danger
  42. || tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn)
  43. {
  44. node.maximumDanger.danger = tileDanger;
  45. node.maximumDanger.turn = turn;
  46. node.maximumDanger.hero = path.targetHero;
  47. }
  48. if(turn < node.fastestDanger.turn
  49. || turn == node.fastestDanger.turn && node.fastestDanger.danger < tileDanger)
  50. {
  51. node.fastestDanger.danger = tileDanger;
  52. node.fastestDanger.turn = turn;
  53. node.fastestDanger.hero = path.targetHero;
  54. }
  55. }
  56. });
  57. }
  58. }
  59. uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
  60. {
  61. int3 tile = path.targetTile();
  62. int turn = path.turn();
  63. const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
  64. return info.fastestDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.fastestDanger.danger)
  65. || info.maximumDanger.turn <= turn && !isSafeToVisit(path.targetHero, path.heroArmy, info.maximumDanger.danger);
  66. }
  67. const HitMapNode & DangerHitMapAnalyzer::getObjectTreat(const CGObjectInstance * town) const
  68. {
  69. auto tile = town->visitablePos();
  70. const HitMapNode & info = hitMap[tile.x][tile.y][tile.z];
  71. return info;
  72. }