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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;
- virtual 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;
- virtual 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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