| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 | /** 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/CPathfinder.h"#include "../../../lib/mapObjects/CGHeroInstance.h"#include "../AIUtility.h"#include "../FuzzyHelper.h"#include "../Goals/AbstractGoal.h"#include "Actions/ISpecialAction.h"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;	/// 1-3 - position on map, 4 - layer (air, water, land), 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, CGPathNode::EAccessibility 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, const CGHeroInstance * hero) override;	virtual CGPathNode * getInitialNode() 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;	boost::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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