AINodeStorage.h 3.5 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. struct AIPathNode;
  16. class ISpecialAction
  17. {
  18. public:
  19. virtual Goals::TSubgoal whatToDo(HeroPtr hero) const = 0;
  20. virtual void applyOnDestination(
  21. HeroPtr hero,
  22. CDestinationNodeInfo & destination,
  23. const PathNodeInfo & source,
  24. AIPathNode * dstMode,
  25. const AIPathNode * srcNode) const
  26. {
  27. }
  28. };
  29. struct AIPathNode : public CGPathNode
  30. {
  31. uint32_t chainMask;
  32. uint64_t danger;
  33. uint32_t manaCost;
  34. std::shared_ptr<const ISpecialAction> specialAction;
  35. };
  36. struct AIPathNodeInfo
  37. {
  38. float cost;
  39. int turns;
  40. int3 coord;
  41. uint64_t danger;
  42. };
  43. struct AIPath
  44. {
  45. std::vector<AIPathNodeInfo> nodes;
  46. std::shared_ptr<const ISpecialAction> specialAction;
  47. AIPath();
  48. /// Gets danger of path excluding danger of visiting the target object like creature bank
  49. uint64_t getPathDanger() const;
  50. /// Gets danger of path including danger of visiting the target object like creature bank
  51. uint64_t getTotalDanger(HeroPtr hero) const;
  52. int3 firstTileToGet() const;
  53. float movementCost() const;
  54. };
  55. class AINodeStorage : public INodeStorage
  56. {
  57. private:
  58. int3 sizes;
  59. /// 1-3 - position on map, 4 - layer (air, water, land), 5 - chain (normal, battle, spellcast and combinations)
  60. boost::multi_array<AIPathNode, 5> nodes;
  61. const CGHeroInstance * hero;
  62. STRONG_INLINE
  63. void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
  64. public:
  65. /// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
  66. static const int NUM_CHAINS = 3;
  67. // chain flags, can be combined
  68. static const int NORMAL_CHAIN = 1;
  69. static const int BATTLE_CHAIN = 2;
  70. static const int CAST_CHAIN = 4;
  71. static const int RESOURCE_CHAIN = 8;
  72. AINodeStorage(const int3 & sizes);
  73. ~AINodeStorage();
  74. void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) override;
  75. virtual CGPathNode * getInitialNode() override;
  76. virtual std::vector<CGPathNode *> calculateNeighbours(
  77. const PathNodeInfo & source,
  78. const PathfinderConfig * pathfinderConfig,
  79. const CPathfinderHelper * pathfinderHelper) override;
  80. virtual std::vector<CGPathNode *> calculateTeleportations(
  81. const PathNodeInfo & source,
  82. const PathfinderConfig * pathfinderConfig,
  83. const CPathfinderHelper * pathfinderHelper) override;
  84. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
  85. const AIPathNode * getAINode(const CGPathNode * node) const;
  86. void updateAINode(CGPathNode * node, std::function<void (AIPathNode *)> updater);
  87. bool isBattleNode(const CGPathNode * node) const;
  88. bool hasBetterChain(const PathNodeInfo & source, CDestinationNodeInfo & destination) const;
  89. boost::optional<AIPathNode *> getOrCreateNode(const int3 & coord, const EPathfindingLayer layer, int chainNumber);
  90. std::vector<AIPath> getChainInfo(int3 pos, bool isOnLand) const;
  91. bool isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const;
  92. void setHero(HeroPtr heroPtr);
  93. const CGHeroInstance * getHero() const
  94. {
  95. return hero;
  96. }
  97. private:
  98. void calculateTownPortalTeleportations(const PathNodeInfo & source, std::vector<CGPathNode *> & neighbours);
  99. };