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/*
* DangerHitMapAnalyzer.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 "../AIUtility.h"
namespace NKAI
{
struct HitMapInfo
{
uint64_t danger;
uint8_t turn;
HeroPtr hero;
void reset()
{
danger = 0;
turn = 255;
hero = HeroPtr();
}
};
struct HitMapNode
{
HitMapInfo maximumDanger;
HitMapInfo fastestDanger;
void reset()
{
maximumDanger.reset();
fastestDanger.reset();
}
};
class DangerHitMapAnalyzer
{
private:
boost::multi_array<HitMapNode, 3> hitMap;
std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
bool upToDate;
const Nullkiller * ai;
public:
DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
void updateHitMap();
uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
const HitMapNode & getTileTreat(const int3 & tile) const;
const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
void reset();
};
}
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