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71 lines
2.0 KiB
C
71 lines
2.0 KiB
C
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/*
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* SectorMap.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "AIUtility.h"
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enum
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{
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NOT_VISIBLE = 0,
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NOT_CHECKED = 1,
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NOT_AVAILABLE
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};
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struct SectorMap
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{
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//a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
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struct Sector
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{
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int id;
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std::vector<int3> tiles;
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std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
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std::vector<const CGObjectInstance *> visitableObjs;
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bool water; //all tiles of sector are land or water
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Sector()
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{
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id = -1;
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water = false;
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}
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};
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typedef unsigned short TSectorID; //smaller than int to allow -1 value. Max number of sectors 65K should be enough for any proper map.
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typedef boost::multi_array<TSectorID, 3> TSectorArray;
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bool valid; //some kind of lazy eval
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std::map<int3, int3> parent;
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TSectorArray sector;
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//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
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std::map<int, Sector> infoOnSectors;
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std::shared_ptr<boost::multi_array<TerrainTile *, 3>> visibleTiles;
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SectorMap();
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SectorMap(HeroPtr h);
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void update();
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void clear();
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void exploreNewSector(crint3 pos, int num, CCallback * cbp);
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void write(crstring fname);
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bool markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t);
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bool markIfBlocked(TSectorID & sec, crint3 pos);
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TSectorID & retrieveTile(crint3 pos);
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TSectorID & retrieveTileN(TSectorArray & vectors, const int3 & pos);
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const TSectorID & retrieveTileN(const TSectorArray & vectors, const int3 & pos);
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TerrainTile * getTile(crint3 pos) const;
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std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
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void makeParentBFS(crint3 source);
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int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
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int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
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};
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