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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 "AI/Nullkiller2/Engine/Nullkiller.h"
- #include "AIPathfinderConfig.h"
- #include "Rules/AILayerTransitionRule.h"
- #include "Rules/AIMovementAfterDestinationRule.h"
- #include "Rules/AIMovementToDestinationRule.h"
- #include "Rules/AIPreviousNodeRule.h"
- #include "../../../lib/pathfinder/CPathfinder.h"
- namespace NK2AI
- {
- namespace AIPathfinding
- {
- std::vector<std::shared_ptr<IPathfindingRule>>
- makeRuleset(CPlayerSpecificInfoCallback * cpsic, Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
- {
- std::vector<std::shared_ptr<IPathfindingRule>> rules = {
- std::make_shared<AILayerTransitionRule>(aiNk, nodeStorage),
- std::make_shared<DestinationActionRule>(),
- std::make_shared<AIMovementToDestinationRule>(nodeStorage, allowBypassObjects, *aiNk->cc),
- std::make_shared<MovementCostRule>(),
- std::make_shared<AIPreviousNodeRule>(nodeStorage),
- std::make_shared<AIMovementAfterDestinationRule>(aiNk, nodeStorage, allowBypassObjects)
- };
- return rules;
- }
- AIPathfinderConfig::AIPathfinderConfig(Nullkiller * aiNk, std::shared_ptr<AINodeStorage> nodeStorage, bool allowBypassObjects)
- : PathfinderConfig(nodeStorage, *aiNk->cc, makeRuleset(aiNk->cc.get(), aiNk, nodeStorage, allowBypassObjects)), aiNodeStorage(nodeStorage)
- {
- options.canUseCast = true;
- options.allowLayerTransitioningAfterBattle = true;
- options.useTeleportWhirlpool = true;
- options.forceUseTeleportWhirlpool = true;
- options.useTeleportOneWay = aiNk->settings->isOneWayMonolithUsageAllowed();
- options.useTeleportOneWayRandom = aiNk->settings->isOneWayMonolithUsageAllowed();
- }
- AIPathfinderConfig::~AIPathfinderConfig() = default;
- CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, const IGameInfoCallback & gameInfo)
- {
- auto hero = aiNodeStorage->getHero(source.node);
- auto & helper = pathfindingHelpers[hero];
- if(!helper)
- {
- helper.reset(new CPathfinderHelper(gameInfo, hero, options));
- }
- return helper.get();
- }
- }
- }
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