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							- /*
 
- * AINodeStorage.h, 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
 
- *
 
- */
 
- #pragma once
 
- #include "../../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../../lib/pathfinder/CGPathNode.h"
 
- #include "../../../lib/pathfinder/INodeStorage.h"
 
- #include "../AIUtility.h"
 
- #include "../FuzzyHelper.h"
 
- #include "../Goals/AbstractGoal.h"
 
- #include "Actions/ISpecialAction.h"
 
- class CCallback;
 
- struct AIPathNode : public CGPathNode
 
- {
 
- 	uint32_t chainMask;
 
- 	uint64_t danger;
 
- 	uint32_t manaCost;
 
- 	std::shared_ptr<const ISpecialAction> specialAction;
 
- };
 
- struct AIPathNodeInfo
 
- {
 
- 	float cost;
 
- 	int turns;
 
- 	int3 coord;
 
- 	uint64_t danger;
 
- };
 
- struct AIPath
 
- {
 
- 	std::vector<AIPathNodeInfo> nodes;
 
- 	std::shared_ptr<const ISpecialAction> specialAction;
 
- 	uint64_t targetObjectDanger;
 
- 	AIPath();
 
- 	/// Gets danger of path excluding danger of visiting the target object like creature bank
 
- 	uint64_t getPathDanger() const;
 
- 	/// Gets danger of path including danger of visiting the target object like creature bank
 
- 	uint64_t getTotalDanger(HeroPtr hero) const;
 
- 	int3 firstTileToGet() const;
 
- 	float movementCost() const;
 
- };
 
- class AINodeStorage : public INodeStorage
 
- {
 
- private:
 
- 	int3 sizes;
 
- 	// 1 - layer (air, water, land)
 
- 	// 2-4 - position on map[z][x][y]
 
- 	// 5 - chain (normal, battle, spellcast and combinations)
 
- 	boost::multi_array<AIPathNode, 5> nodes;
 
- 	const CPlayerSpecificInfoCallback * cb;
 
- 	const VCAI * ai;
 
- 	const CGHeroInstance * hero;
 
- 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 
- 	STRONG_INLINE
 
- 	void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility accessibility);
 
- public:
 
- 	/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
 
- 	static const int NUM_CHAINS = 3;
 
- 	// chain flags, can be combined
 
- 	static const int NORMAL_CHAIN = 1;
 
- 	static const int BATTLE_CHAIN = 2;
 
- 	static const int CAST_CHAIN = 4;
 
- 	static const int RESOURCE_CHAIN = 8;
 
- 	AINodeStorage(const int3 & sizes);
 
- 	~AINodeStorage();
 
- 	void initialize(const PathfinderOptions & options, const CGameState * gs) override;
 
- 	std::vector<CGPathNode *> getInitialNodes() override;
 
- 	virtual std::vector<CGPathNode *> calculateNeighbours(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	virtual std::vector<CGPathNode *> calculateTeleportations(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
 
- 	const AIPathNode * getAINode(const CGPathNode * node) const;
 
- 	void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
 
- 	bool isBattleNode(const CGPathNode * node) const;
 
- 	bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
 
- 	std::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
 
- 	std::vector<AIPath> getChainInfo(const int3 & pos, bool isOnLand) const;
 
- 	bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
 
- 	void setHero(HeroPtr heroPtr, const VCAI * ai);
 
- 	const CGHeroInstance * getHero() const { return hero; }
 
- 	uint64_t evaluateDanger(const int3 &  tile) const
 
- 	{
 
- 		return dangerEvaluator->evaluateDanger(tile, hero, ai);
 
- 	}
 
- private:
 
- 	void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
 
- };
 
 
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