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/*
* PathfinderOptions . 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
VCMI_LIB_NAMESPACE_BEGIN
class INodeStorage ;
class IPathfindingRule ;
class CPathfinderHelper ;
class CGameState ;
class CGHeroInstance ;
struct PathNodeInfo ;
struct CPathsInfo ;
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying ;
bool useWaterWalking ;
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bool ignoreGuards ;
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bool useEmbarkAndDisembark ;
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bool useTeleportTwoWay ; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay ; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom ; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool ; // Force enabled if hero protected or unaffected (have one stack of one creature)
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bool forceUseTeleportWhirlpool ; // Force enabled if hero protected or unaffected (have one stack of one creature)
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/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate ;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode ;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit ;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
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/// Further work can also be done to mimic SoD quirks if needed
/// (such as picking unoptimal paths on purpose when targeting guards or being interrupted on guarded resource tile when picking it during diagonal u-turn)
bool originalFlyRules ;
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/// Max number of turns to compute. Default = infinite
uint8_t turnLimit ;
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/// <summary>
/// For AI. Allows water walk and fly layers if hero can cast appropriate spells
/// </summary>
bool canUseCast ;
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/// <summary>
/// For AI. AI pathfinder needs to ignore this rule as it simulates battles on the way
/// </summary>
bool allowLayerTransitioningAfterBattle ;
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PathfinderOptions ( ) ;
} ;
class DLL_LINKAGE PathfinderConfig
{
public :
std : : shared_ptr < INodeStorage > nodeStorage ;
std : : vector < std : : shared_ptr < IPathfindingRule > > rules ;
PathfinderOptions options ;
PathfinderConfig (
std : : shared_ptr < INodeStorage > nodeStorage ,
std : : vector < std : : shared_ptr < IPathfindingRule > > rules ) ;
virtual ~ PathfinderConfig ( ) = default ;
virtual CPathfinderHelper * getOrCreatePathfinderHelper ( const PathNodeInfo & source , CGameState * gs ) = 0 ;
} ;
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
{
private :
std : : unique_ptr < CPathfinderHelper > pathfinderHelper ;
public :
SingleHeroPathfinderConfig ( CPathsInfo & out , CGameState * gs , const CGHeroInstance * hero ) ;
virtual ~ SingleHeroPathfinderConfig ( ) ;
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CPathfinderHelper * getOrCreatePathfinderHelper ( const PathNodeInfo & source , CGameState * gs ) override ;
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static std : : vector < std : : shared_ptr < IPathfindingRule > > buildRuleSet ( ) ;
} ;
VCMI_LIB_NAMESPACE_END