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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Pathfinding: don't use gamestate directly as it's not needed

This commit is contained in:
ArseniyShestakov 2015-11-16 21:22:11 +03:00
parent d524b4eabe
commit 578aa2acd4
2 changed files with 22 additions and 22 deletions

View File

@ -43,7 +43,7 @@ CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstan
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
throw std::runtime_error("Wrong checksum");
@ -95,7 +95,7 @@ void CPathfinder::calculatePaths()
cp = pq.top();
pq.pop();
cp->locked = true;
ct = &gs->map->getTile(cp->coord);
ct = getTile(cp->coord);
ctObj = ct->topVisitableObj(isSourceInitialPosition());
int movement = cp->moveRemains, turn = cp->turns;
@ -110,7 +110,7 @@ void CPathfinder::calculatePaths()
addNeighbours();
for(auto & neighbour : neighbours)
{
dt = &gs->map->getTile(neighbour);
dt = getTile(neighbour);
dtObj = dt->topVisitableObj();
for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
{
@ -190,7 +190,7 @@ void CPathfinder::addNeighbours()
{
neighbours.clear();
std::vector<int3> tiles;
CPathfinderHelper::getNeighbours(gs, *ct, cp->coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
if(isSourceVisitableObj())
{
for(int3 tile: tiles)
@ -212,7 +212,7 @@ void CPathfinder::addTeleportExits()
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
if(isAllowedTeleportEntrance(objTeleport))
{
for(auto objId : gs->getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
{
auto obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(obj))
@ -220,7 +220,7 @@ void CPathfinder::addTeleportExits()
auto pos = obj->getBlockedPos();
for(auto p : pos)
{
if(gs->getTile(p)->topVisitableId() == obj->ID)
if(getTile(p)->topVisitableId() == obj->ID)
neighbours.push_back(p);
}
}
@ -235,7 +235,7 @@ void CPathfinder::addTeleportExits()
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
auto towns = gs->getPlayer(hero->tempOwner)->towns;
auto towns = getPlayer(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != ctObj->id && town->visitingHero == nullptr
@ -500,7 +500,7 @@ bool CPathfinder::isSourceGuarded() const
/// - Map start with hero on guarded tile
/// - Dimention door used
/// TODO: check what happen when there is several guards
if(gs->guardingCreaturePosition(cp->coord) != int3(-1, -1, -1) && !isSourceInitialPosition())
if(guardingCreaturePosition(cp->coord) != int3(-1, -1, -1) && !isSourceInitialPosition())
{
return true;
}
@ -510,7 +510,7 @@ bool CPathfinder::isSourceGuarded() const
bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
{
if(gs->guardingCreaturePosition(dp->coord).valid()
if(guardingCreaturePosition(dp->coord).valid()
&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
{
return true;
@ -521,7 +521,7 @@ bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
bool CPathfinder::isDestinationGuardian() const
{
return gs->guardingCreaturePosition(cp->coord) == dp->coord;
return guardingCreaturePosition(cp->coord) == dp->coord;
}
void CPathfinder::initializeGraph()
@ -547,7 +547,7 @@ void CPathfinder::initializeGraph()
{
for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
{
const TerrainTile * tinfo = &gs->map->getTile(pos);
const TerrainTile * tinfo = getTile(pos);
switch(tinfo->terType)
{
case ETerrainType::ROCK:
@ -602,7 +602,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos,
}
}
}
else if(gs->guardingCreaturePosition(pos).valid() && !tinfo->blocked)
else if(guardingCreaturePosition(pos).valid() && !tinfo->blocked)
{
// Monster close by; blocked visit for battle.
return CGPathNode::BLOCKVIS;
@ -618,7 +618,7 @@ bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
{
if(!obj || !gs->isTeleportEntrancePassable(obj, hero->tempOwner))
if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
@ -635,14 +635,14 @@ bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
{
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() == 1)
return true;
}
@ -653,7 +653,7 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
return true;
}
@ -766,7 +766,7 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
return turnsInfo[turn]->getMaxMovePoints(layer);
}
void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
{
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
@ -775,10 +775,10 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct,
for(auto & dir : dirs)
{
const int3 hlp = tile + dir;
if(!gs->isInTheMap(hlp))
if(!map->isInTheMap(hlp))
continue;
const TerrainTile & hlpt = gs->map->getTile(hlp);
const TerrainTile & hlpt = map->getTile(hlp);
// //we cannot visit things from blocked tiles
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
@ -793,7 +793,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct,
hlp1.x += dir.x;
hlp2.y += dir.y;
if(gs->map->getTile(hlp1).terType != ETerrainType::WATER || gs->map->getTile(hlp2).terType != ETerrainType::WATER)
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
continue;
}
@ -844,7 +844,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
{
std::vector<int3> vec;
vec.reserve(8); //optimization
getNeighbours(h->cb->gameState(), *d, dst, vec, s->terType != ETerrainType::WATER, true);
getNeighbours(h->cb->gameState()->map, *d, dst, vec, s->terType != ETerrainType::WATER, true);
for(auto & elem : vec)
{
int fcost = getMovementCost(h, dst, elem, left, ti, false);

View File

@ -216,7 +216,7 @@ public:
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer layer) const;
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(const CMap * map, 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);