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https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
Pathfinding: rework isLayerTransitionPossible and fix formatting
This commit is contained in:
@@ -35,7 +35,7 @@ CPathfinder::PathfinderOptions::PathfinderOptions()
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originalMovementRules = true;
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}
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero)
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CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero)
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{
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assert(hero);
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@@ -82,7 +82,7 @@ void CPathfinder::calculatePaths()
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return true;
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else if(dp->turns > turn)
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return true;
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else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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return true;
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return false;
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@@ -91,7 +91,7 @@ void CPathfinder::calculatePaths()
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//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
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//initial tile - set cost on 0 and add to the queue
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CGPathNode *initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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CGPathNode * initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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pq.push(initialNode);
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@@ -195,7 +195,7 @@ void CPathfinder::calculatePaths()
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} //queue loop
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}
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void CPathfinder::addNeighbours(const int3 &coord)
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void CPathfinder::addNeighbours(const int3 & coord)
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{
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neighbours.clear();
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std::vector<int3> tiles;
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@@ -242,7 +242,7 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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return false;
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};
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const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(cObj);
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const CGTeleport * sTileTeleport = dynamic_cast<const CGTeleport *>(cObj);
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if(isAllowedTeleportEntrance(sTileTeleport))
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{
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for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
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@@ -271,20 +271,21 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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}
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}
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bool CPathfinder::isLayerAvailable(const ELayer &layer, const int &turn) const
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bool CPathfinder::isLayerAvailable(const ELayer layer, const int turn) const
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{
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switch(layer)
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{
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case ELayer::AIR:
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if(!hlp->ti->bonusFlying)
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return false;
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case ELayer::AIR:
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if(!hlp->ti->bonusFlying)
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return false;
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break;
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break;
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case ELayer::WATER:
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if(!hlp->ti->bonusWaterWalking)
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return false;
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break;
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case ELayer::WATER:
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if(!hlp->ti->bonusWaterWalking)
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return false;
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break;
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}
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return true;
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@@ -296,17 +297,45 @@ bool CPathfinder::isLayerTransitionPossible() const
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if(cp->action == CGPathNode::BATTLE)
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return false;
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if((cp->layer == ELayer::AIR || cp->layer == ELayer::WATER)
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&& dp->layer != ELayer::LAND)
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{
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/// Hero that fly or walking on water can only go into ground layer
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return false;
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}
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else if(cp->layer == ELayer::AIR && dp->layer == ELayer::LAND)
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switch(cp->layer)
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{
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case ELayer::LAND:
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if(options.lightweightFlyingMode && dp->layer == ELayer::AIR)
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{
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if(!isSourceInitialPosition())
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return false;
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}
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else if(dp->layer == ELayer::SAIL)
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{
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/// Cannot enter empty water tile from land -> it has to be visitable
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if(dp->accessible == CGPathNode::ACCESSIBLE)
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return false;
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}
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break;
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case ELayer::SAIL:
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if(dp->layer != ELayer::LAND)
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return false;
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if(!dt->isCoastal())
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return false;
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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{
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return false;
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}
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break;
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case ELayer::AIR:
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if(dp->layer != ELayer::LAND)
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return false;
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if(options.originalMovementRules)
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{
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if ((cp->accessible != CGPathNode::ACCESSIBLE &&
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if((cp->accessible != CGPathNode::ACCESSIBLE &&
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cp->accessible != CGPathNode::VISITABLE) &&
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(dp->accessible != CGPathNode::VISITABLE &&
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dp->accessible != CGPathNode::ACCESSIBLE))
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@@ -319,74 +348,60 @@ bool CPathfinder::isLayerTransitionPossible() const
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/// Hero that fly can only land on accessible tiles
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return false;
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}
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}
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else if(cp->layer == ELayer::LAND && dp->layer == ELayer::AIR)
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{
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if(options.lightweightFlyingMode && !isSourceInitialPosition())
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return false;
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}
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else if(cp->layer == ELayer::SAIL && dp->layer != ELayer::LAND)
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return false;
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else if(cp->layer == ELayer::SAIL && dp->layer == ELayer::LAND)
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{
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if(!dt->isCoastal())
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break;
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case ELayer::WATER:
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if(dp->layer != ELayer::LAND)
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return false;
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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return false;
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}
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else if(cp->layer == ELayer::LAND && dp->layer == ELayer::SAIL)
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE) //cannot enter empty water tile from land -> it has to be visitable
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return false;
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break;
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}
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return true;
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}
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bool CPathfinder::isMovementToDestPossible() const
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{
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auto obj = dt->topVisitableObj();
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switch(dp->layer)
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{
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case ELayer::LAND:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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if(isSourceGuarded())
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case ELayer::LAND:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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if(isSourceGuarded())
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{
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if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
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!isDestinationGuardian()) // Can step into tile of guard
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{
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if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
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!isDestinationGuardian()) // Can step into tile of guard
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{
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return false;
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}
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return false;
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}
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}
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break;
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break;
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case ELayer::SAIL:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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case ELayer::SAIL:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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return false;
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if(cp->layer == ELayer::LAND)
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{
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if(!dObj)
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return false;
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if(cp->layer == ELayer::LAND)
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{
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if(!obj)
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return false;
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if(obj->ID != Obj::BOAT && obj->ID != Obj::HERO)
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return false;
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}
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break;
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case ELayer::WATER:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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return false;
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if(isDestinationGuarded())
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if(dObj->ID != Obj::BOAT && dObj->ID != Obj::HERO)
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return false;
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}
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break;
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break;
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case ELayer::WATER:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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return false;
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if(isDestinationGuarded())
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return false;
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break;
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}
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return true;
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@@ -401,16 +416,17 @@ bool CPathfinder::isMovementAfterDestPossible() const
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case CGPathNode::VISIT:
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/// For now we only add visitable tile into queue when it's teleporter that allow transit
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/// Movement from visitable tile when hero is standing on it is possible into any layer
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if(CGTeleport::isTeleport(dt->topVisitableObj()))
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if(CGTeleport::isTeleport(dObj))
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{
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/// For now we'll always allow transit over teleporters
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/// Transit over whirlpools only allowed when hero protected
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auto whirlpool = dynamic_cast<const CGWhirlpool *>(dt->topVisitableObj());
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auto whirlpool = dynamic_cast<const CGWhirlpool *>(dObj);
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if(!whirlpool || options.useTeleportWhirlpool)
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return true;
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}
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else
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return false;
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break;
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case CGPathNode::NORMAL:
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return true;
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@@ -418,14 +434,20 @@ bool CPathfinder::isMovementAfterDestPossible() const
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if(options.useEmbarkAndDisembark)
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return true;
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break;
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case CGPathNode::DISEMBARK:
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if(options.useEmbarkAndDisembark && !isDestinationGuarded())
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return true;
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break;
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case CGPathNode::BATTLE:
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/// Movement after BATTLE action only possible to guardian tile
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if(isDestinationGuarded())
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if(isDestinationGuardian())
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return true;
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break;
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}
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return false;
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@@ -461,7 +483,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
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else if(dObj->ID == Obj::TOWN && objRel == PlayerRelations::ENEMIES)
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{
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const CGTownInstance * townObj = dynamic_cast<const CGTownInstance *>(dObj);
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if (townObj->armedGarrison())
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if(townObj->armedGarrison())
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action = CGPathNode::BATTLE;
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}
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else if(dObj->ID == Obj::GARRISON || dObj->ID == Obj::GARRISON2)
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@@ -509,9 +531,9 @@ bool CPathfinder::isSourceGuarded() const
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if(getSourceGuardPosition() != int3(-1, -1, -1) && !isSourceInitialPosition())
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{
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible != CGPathNode::VISITABLE
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|| cp->theNodeBefore->layer == ELayer::LAND
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|| ct->topVisitableId() != Obj::BOAT)
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if(cp->accessible != CGPathNode::VISITABLE ||
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cp->theNodeBefore->layer == ELayer::LAND ||
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cObj->ID != Obj::BOAT)
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{
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return true;
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}
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@@ -538,7 +560,7 @@ bool CPathfinder::isDestinationGuardian() const
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void CPathfinder::initializeGraph()
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{
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auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile *tinfo, bool blockNotAccessible)
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auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo, bool blockNotAccessible)
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{
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auto node = out.getNode(pos, layer);
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node->reset();
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@@ -558,7 +580,7 @@ void CPathfinder::initializeGraph()
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{
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for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
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{
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const TerrainTile *tinfo = &gs->map->getTile(pos);
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const TerrainTile * tinfo = &gs->map->getTile(pos);
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switch(tinfo->terType)
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{
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case ETerrainType::ROCK:
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@@ -581,7 +603,7 @@ void CPathfinder::initializeGraph()
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}
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}
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CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
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CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo) const
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{
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CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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@@ -596,7 +618,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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}
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else
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{
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for(const CGObjectInstance *obj : tinfo->visitableObjects)
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for(const CGObjectInstance * obj : tinfo->visitableObjects)
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{
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if(obj->passableFor(hero->tempOwner))
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{
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@@ -608,7 +630,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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}
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else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
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{
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ret = CGPathNode::VISITABLE;
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ret = CGPathNode::VISITABLE;
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}
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}
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}
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@@ -623,7 +645,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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return ret;
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}
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bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
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bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
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{
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return gs->checkForVisitableDir(a, b);
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}
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@@ -673,7 +695,7 @@ CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero)
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updateTurnInfo();
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}
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void CPathfinderHelper::updateTurnInfo(const int &turn)
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void CPathfinderHelper::updateTurnInfo(const int turn)
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{
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if(!ti || ti->turn != turn)
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{
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@@ -687,12 +709,12 @@ void CPathfinderHelper::updateTurnInfo(const int &turn)
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}
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}
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int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer &layer) const
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int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
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{
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return layer == EPathfindingLayer::SAIL ? ti->maxMovePointsWater : ti->maxMovePointsLand;
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}
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TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int &turn)
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TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int turn)
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{
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auto turnInfo = new TurnInfo;
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turnInfo->turn = turn;
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@@ -703,19 +725,19 @@ TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int &t
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return turnInfo;
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}
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void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct, const int3 &tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, const bool &limitCoastSailing)
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void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
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{
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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//vec.reserve(8); //optimization
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for (auto & dir : dirs)
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for(auto & dir : dirs)
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{
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const int3 hlp = tile + dir;
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if(!gs->isInTheMap(hlp))
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continue;
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const TerrainTile &hlpt = gs->map->getTile(hlp);
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const TerrainTile & hlpt = gs->map->getTile(hlp);
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// //we cannot visit things from blocked tiles
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// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
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@@ -734,7 +756,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct,
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continue;
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}
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if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
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if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
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&& hlpt.terType != ETerrainType::ROCK)
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{
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vec.push_back(hlp);
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@@ -742,7 +764,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct,
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}
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}
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &src, const int3 &dst, const int &remainingMovePoints, const TurnInfo * ti, const bool &checkLast)
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
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{
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if(src == dst) //same tile
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return 0;
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@@ -793,7 +815,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &src
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return ret;
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}
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &dst)
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
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{
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return getMovementCost(h, h->visitablePos(), dst, h->movement);
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}
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@@ -840,7 +862,7 @@ void CGPath::convert(ui8 mode)
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||||
}
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||||
}
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||||
CPathsInfo::CPathsInfo(const int3 &Sizes)
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||||
CPathsInfo::CPathsInfo(const int3 & Sizes)
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||||
: sizes(Sizes)
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{
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||||
hero = nullptr;
|
||||
@@ -856,7 +878,7 @@ CPathsInfo::~CPathsInfo()
|
||||
{
|
||||
}
|
||||
|
||||
const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const ELayer &layer) const
|
||||
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile, const ELayer layer) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
@@ -865,25 +887,25 @@ const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const ELayer &layer
|
||||
return getNode(tile, layer);
|
||||
}
|
||||
|
||||
bool CPathsInfo::getPath(CGPath &out, const int3 &dst, const ELayer &layer) const
|
||||
bool CPathsInfo::getPath(CGPath & out, const int3 & dst, const ELayer layer) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
out.nodes.clear();
|
||||
const CGPathNode *curnode = getNode(dst, layer);
|
||||
const CGPathNode * curnode = getNode(dst, layer);
|
||||
if(!curnode->theNodeBefore)
|
||||
return false;
|
||||
|
||||
while(curnode)
|
||||
{
|
||||
CGPathNode cpn = *curnode;
|
||||
CGPathNode cpn = * curnode;
|
||||
curnode = curnode->theNodeBefore;
|
||||
out.nodes.push_back(cpn);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int CPathsInfo::getDistance(const int3 &tile, const ELayer &layer) const
|
||||
int CPathsInfo::getDistance(const int3 & tile, const ELayer layer) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
@@ -894,7 +916,7 @@ int CPathsInfo::getDistance(const int3 &tile, const ELayer &layer) const
|
||||
return 255;
|
||||
}
|
||||
|
||||
CGPathNode *CPathsInfo::getNode(const int3 &coord, const ELayer &layer) const
|
||||
CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer) const
|
||||
{
|
||||
if(layer != ELayer::AUTO)
|
||||
return nodes[coord.x][coord.y][coord.z][layer];
|
||||
|
@@ -75,23 +75,23 @@ struct DLL_LINKAGE CPathsInfo
|
||||
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
const CGHeroInstance * hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
boost::multi_array<CGPathNode *, 4> nodes; //[w][h][level][layer]
|
||||
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
CPathsInfo(const int3 & Sizes);
|
||||
~CPathsInfo();
|
||||
const CGPathNode * getPathInfo(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
|
||||
bool getPath(CGPath &out, const int3 &dst, const ELayer &layer = ELayer::AUTO) const;
|
||||
int getDistance(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
|
||||
CGPathNode *getNode(const int3 &coord, const ELayer &layer) const;
|
||||
const CGPathNode * getPathInfo(const int3 & tile, const ELayer layer = ELayer::AUTO) const;
|
||||
bool getPath(CGPath & out, const int3 & dst, const ELayer layer = ELayer::AUTO) const;
|
||||
int getDistance(const int3 & tile, const ELayer layer = ELayer::AUTO) const;
|
||||
CGPathNode * getNode(const int3 & coord, const ELayer layer) const;
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
|
||||
private:
|
||||
@@ -134,8 +134,8 @@ private:
|
||||
PathfinderOptions();
|
||||
} options;
|
||||
|
||||
CPathsInfo &out;
|
||||
const CGHeroInstance *hero;
|
||||
CPathsInfo & out;
|
||||
const CGHeroInstance * hero;
|
||||
unique_ptr<CPathfinderHelper> hlp;
|
||||
|
||||
struct NodeComparer
|
||||
@@ -154,16 +154,16 @@ private:
|
||||
|
||||
std::vector<int3> neighbours;
|
||||
|
||||
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile *ct, *dt; //tile info for both nodes
|
||||
CGPathNode * cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile * ct, * dt; //tile info for both nodes
|
||||
const CGObjectInstance * cObj, * dObj;
|
||||
CGPathNode::ENodeAction destAction;
|
||||
|
||||
void addNeighbours(const int3 &coord);
|
||||
void addNeighbours(const int3 & coord);
|
||||
void addTeleportExits(bool noTeleportExcludes = false);
|
||||
|
||||
bool isLayerAvailable(const ELayer &layer, const int &turn) const;
|
||||
bool isLayerAvailable(const ELayer layer, const int turn) const;
|
||||
bool isLayerTransitionPossible() const;
|
||||
bool isMovementToDestPossible() const;
|
||||
bool isMovementAfterDestPossible() const;
|
||||
@@ -177,8 +177,8 @@ private:
|
||||
|
||||
void initializeGraph();
|
||||
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
|
||||
bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo) const;
|
||||
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
|
||||
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWay(const CGTeleport * obj) const;
|
||||
@@ -205,14 +205,14 @@ public:
|
||||
const CGHeroInstance * hero;
|
||||
|
||||
CPathfinderHelper(const CGHeroInstance * Hero);
|
||||
void updateTurnInfo(const int &turn = 0);
|
||||
int getMaxMovePoints(const EPathfindingLayer &layer) const;
|
||||
static TurnInfo * getTurnInfo(const CGHeroInstance * h, const int &turn = 0);
|
||||
void updateTurnInfo(const int turn = 0);
|
||||
int getMaxMovePoints(const EPathfindingLayer layer) const;
|
||||
static TurnInfo * getTurnInfo(const CGHeroInstance * h, const int turn = 0);
|
||||
|
||||
static void getNeighbours(CGameState * gs, const TerrainTile &srct, const int3 &tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, const bool &limitCoastSailing);
|
||||
static void getNeighbours(CGameState * gs, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
|
||||
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 &src, const int3 &dst, const int &remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool &checkLast = true);
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 &dst);
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
|
||||
|
||||
private:
|
||||
std::vector<TurnInfo *> turnsInfo;
|
||||
|
Reference in New Issue
Block a user