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