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vcmi/lib/pathfinder/PathfinderUtil.h

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/*
* PathfinderUtil.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 "../TerrainHandler.h"
#include "../mapObjects/CGObjectInstance.h"
#include "../mapping/CMapDefines.h"
#include "../gameState/CGameState.h"
#include "CGPathNode.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace PathfinderUtil
{
using FoW = std::unique_ptr<boost::multi_array<ui8, 3>>;
using ELayer = EPathfindingLayer;
template<EPathfindingLayer::Type layer>
EPathAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile & tinfo, const FoW & fow, const PlayerColor player, const CGameState * gs)
{
if(!(*fow)[pos.z][pos.x][pos.y])
return EPathAccessibility::BLOCKED;
switch(layer)
{
case ELayer::LAND:
case ELayer::SAIL:
if(tinfo.visitable)
{
if(tinfo.visitableObjects.front()->ID == Obj::SANCTUARY && tinfo.visitableObjects.back()->ID == Obj::HERO && tinfo.visitableObjects.back()->tempOwner != player) //non-owned hero stands on Sanctuary
{
return EPathAccessibility::BLOCKED;
}
else
{
for(const CGObjectInstance * obj : tinfo.visitableObjects)
{
if(obj->isBlockedVisitable())
return EPathAccessibility::BLOCKVIS;
else if(obj->passableFor(player))
return EPathAccessibility::ACCESSIBLE;
else if(obj->ID != Obj::EVENT)
return EPathAccessibility::VISITABLE;
}
}
}
else if(tinfo.blocked)
{
return EPathAccessibility::BLOCKED;
}
else if(gs->guardingCreaturePosition(pos).valid())
{
// Monster close by; blocked visit for battle
return EPathAccessibility::BLOCKVIS;
}
break;
case ELayer::WATER:
if(tinfo.blocked || tinfo.terType->isLand())
return EPathAccessibility::BLOCKED;
break;
case ELayer::AIR:
return EPathAccessibility::FLYABLE;
break;
}
return EPathAccessibility::ACCESSIBLE;
}
}
VCMI_LIB_NAMESPACE_END