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vcmi/lib/pathfinder/CGPathNode.h

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/*
* CGPathNode.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 "../GameConstants.h"
#include "../int3.h"
#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGameState;
class CPathfinderHelper;
struct TerrainTile;
template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
enum class EPathAccessibility : ui8
{
NOT_SET,
ACCESSIBLE, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can be neither entered nor visited
};
enum class EPathNodeAction : ui8
{
UNKNOWN,
EMBARK,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
struct DLL_LINKAGE CGPathNode
{
using ELayer = EPathfindingLayer;
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
int moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EPathAccessibility accessible;
EPathNodeAction action;
bool locked;
bool inPQ;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = EPathAccessibility::NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
action = EPathNodeAction::UNKNOWN;
inPQ = false;
pq = nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(value == cost)
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ && pq != nullptr)
{
if(getUpNode)
{
pq->increase(this->pqHandle);
}
else
{
pq->decrease(this->pqHandle);
}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EPathAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
bool isTeleportAction() const
{
if (action != EPathNodeAction::TELEPORT_NORMAL &&
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
action != EPathNodeAction::TELEPORT_BATTLE)
{
return false;
}
return true;
}
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
TFibHeap::handle_type pqHandle;
TFibHeap* pq;
private:
float cost; //total cost of the path to this tile measured in turns with fractions
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
/// Starting position of path, matches location of hero
const CGPathNode & currNode() const;
/// First node in path, this is where hero will move next
const CGPathNode & nextNode() const;
/// Last node in path, this is what hero wants to reach in the end
const CGPathNode & lastNode() const;
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations objectRelations;
PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
EPathNodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
VCMI_LIB_NAMESPACE_END