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vcmi/lib/pathfinder/CGPathNode.cpp

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/*
* CGPathNode.cpp, 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
*
*/
#include "StdInc.h"
#include "CGPathNode.h"
#include "CPathfinder.h"
#include "../gameState/CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMapDefines.h"
VCMI_LIB_NAMESPACE_BEGIN
static bool canSeeObj(const CGObjectInstance * obj)
{
/// Pathfinder should ignore placed events
return obj != nullptr && obj->ID != Obj::EVENT;
}
int3 CGPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
int3 CGPath::endPos() const
{
return nodes[0].coord;
}
CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
: sizes(Sizes), hero(hero_)
{
nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
}
CPathsInfo::~CPathsInfo() = default;
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
{
assert(vstd::iswithin(tile.x, 0, sizes.x));
assert(vstd::iswithin(tile.y, 0, sizes.y));
assert(vstd::iswithin(tile.z, 0, sizes.z));
return getNode(tile);
}
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
{
out.nodes.clear();
const CGPathNode * curnode = getNode(dst);
if(!curnode->theNodeBefore)
return false;
while(curnode)
{
const CGPathNode cpn = * curnode;
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
{
const auto * landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
if(landNode->reachable())
return landNode;
else
return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
}
PathNodeInfo::PathNodeInfo()
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false), isInitialPosition(false)
{
}
void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
{
node = n;
if(coord != node->coord)
{
assert(node->coord.valid());
coord = node->coord;
tile = gs->getTile(coord);
nodeObject = tile->topVisitableObj();
if(nodeObject && nodeObject->ID == Obj::HERO)
{
nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);
nodeObject = tile->topVisitableObj(true);
if(!nodeObject)
nodeObject = nodeHero;
}
else
{
nodeHero = nullptr;
}
}
guarded = false;
}
void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
{
if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)
{
guarded = true;
}
if(nodeObject)
{
objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
}
if(nodeHero)
{
heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
}
}
bool PathNodeInfo::isNodeObjectVisitable() const
{
/// Hero can't visit objects while walking on water or flying
return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
&& (canSeeObj(nodeObject) || canSeeObj(nodeHero));
}
CDestinationNodeInfo::CDestinationNodeInfo():
blocked(false),
action(EPathNodeAction::UNKNOWN)
{
}
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
{
PathNodeInfo::setNode(gs, n);
blocked = false;
action = EPathNodeAction::UNKNOWN;
}
bool CDestinationNodeInfo::isBetterWay() const
{
if(node->turns == 0xff) //we haven't been here before
return true;
else
return cost < node->getCost(); //this route is faster
}
VCMI_LIB_NAMESPACE_END