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							- /*
 
- * AIPathfinderConfig.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 "AIPathfinderConfig.h"
 
- #include "Rules/AILayerTransitionRule.h"
 
- #include "Rules/AIMovementAfterDestinationRule.h"
 
- #include "Rules/AIMovementToDestinationRule.h"
 
- #include "Rules/AIPreviousNodeRule.h"
 
- #include "../Engine//Nullkiller.h"
 
- #include "../../../lib/pathfinder/CPathfinder.h"
 
- namespace NKAI
 
- {
 
- namespace AIPathfinding
 
- {
 
- 	std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
 
- 		CPlayerSpecificInfoCallback * cb,
 
- 		Nullkiller * ai,
 
- 		std::shared_ptr<AINodeStorage> nodeStorage,
 
- 		bool allowBypassObjects)
 
- 	{
 
- 			std::vector<std::shared_ptr<IPathfindingRule>> rules = {
 
- 				std::make_shared<AILayerTransitionRule>(cb, ai, nodeStorage),
 
- 				std::make_shared<DestinationActionRule>(),
 
- 				std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects),
 
- 				std::make_shared<MovementCostRule>(),
 
- 				std::make_shared<AIPreviousNodeRule>(nodeStorage),
 
- 				std::make_shared<AIMovementAfterDestinationRule>(ai, cb, nodeStorage, allowBypassObjects)
 
- 			};
 
- 		return rules;
 
- 	}
 
- 	AIPathfinderConfig::AIPathfinderConfig(
 
- 		CPlayerSpecificInfoCallback * cb,
 
- 		Nullkiller * ai,
 
- 		std::shared_ptr<AINodeStorage> nodeStorage,
 
- 		bool allowBypassObjects)
 
- 		:PathfinderConfig(nodeStorage, cb, makeRuleset(cb, ai, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
 
- 	{
 
- 		options.canUseCast = true;
 
- 		options.allowLayerTransitioningAfterBattle = true;
 
- 		options.useTeleportWhirlpool = true;
 
- 		options.forceUseTeleportWhirlpool = true;
 
- 	}
 
- 	AIPathfinderConfig::~AIPathfinderConfig() = default;
 
- 	CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
 
- 	{
 
- 		auto hero = aiNodeStorage->getHero(source.node);
 
- 		auto & helper = pathfindingHelpers[hero];
 
- 		if(!helper)
 
- 		{
 
- 			helper.reset(new CPathfinderHelper(gs, hero, options));
 
- 		}
 
- 		return helper.get();
 
- 	}
 
- }
 
- }
 
 
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