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vcmi/AI/VCAI/Pathfinding/PathfindingManager.h

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/*
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* PathfindingManager.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
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#include "../VCAI.h"
#include "AINodeStorage.h"
class DLL_EXPORT IPathfindingManager
{
public:
virtual ~IPathfindingManager() = default;
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virtual void init(CPlayerSpecificInfoCallback * CB) = 0;
virtual void setAI(VCAI * AI) = 0;
virtual void updatePaths(std::vector<HeroPtr> heroes) = 0;
virtual Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const = 0;
virtual Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const = 0;
virtual Goals::TGoalVec howToVisitTile(const int3 & tile) const = 0;
virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const = 0;
virtual std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const = 0;
};
class DLL_EXPORT PathfindingManager : public IPathfindingManager
{
friend class AIhelper;
private:
CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback
VCAI * ai;
std::unique_ptr<AIPathfinder> pathfinder;
public:
PathfindingManager() = default;
PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only
Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override;
Goals::TGoalVec howToVisitTile(const int3 & tile) const override;
Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const override;
std::vector<AIPath> getPathsToTile(const HeroPtr & hero, const int3 & tile) const override;
void updatePaths(std::vector<HeroPtr> heroes) override;
STRONG_INLINE
bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const
{
return pathfinder->isTileAccessible(hero, tile);
}
private:
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void init(CPlayerSpecificInfoCallback * CB) override;
void setAI(VCAI * AI) override;
Goals::TGoalVec findPath(
HeroPtr hero,
crint3 dest,
bool allowGatherArmy,
const std::function<Goals::TSubgoal(int3)> goalFactory) const;
Goals::TSubgoal clearWayTo(HeroPtr hero, int3 firstTileToGet) const;
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};