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Pathfinding: don't use gamestate directly as it's not needed
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d524b4eabe
commit
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@ -43,7 +43,7 @@ CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstan
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
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throw std::runtime_error("Wrong checksum");
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@ -95,7 +95,7 @@ void CPathfinder::calculatePaths()
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cp = pq.top();
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pq.pop();
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cp->locked = true;
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ct = &gs->map->getTile(cp->coord);
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ct = getTile(cp->coord);
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ctObj = ct->topVisitableObj(isSourceInitialPosition());
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int movement = cp->moveRemains, turn = cp->turns;
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@ -110,7 +110,7 @@ void CPathfinder::calculatePaths()
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addNeighbours();
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for(auto & neighbour : neighbours)
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{
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dt = &gs->map->getTile(neighbour);
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dt = getTile(neighbour);
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dtObj = dt->topVisitableObj();
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for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
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{
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@ -190,7 +190,7 @@ void CPathfinder::addNeighbours()
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{
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neighbours.clear();
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std::vector<int3> tiles;
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CPathfinderHelper::getNeighbours(gs, *ct, cp->coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
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CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
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if(isSourceVisitableObj())
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{
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for(int3 tile: tiles)
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@ -212,7 +212,7 @@ void CPathfinder::addTeleportExits()
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
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if(isAllowedTeleportEntrance(objTeleport))
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{
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for(auto objId : gs->getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
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for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
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{
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auto obj = getObj(objId);
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if(dynamic_cast<const CGWhirlpool *>(obj))
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@ -220,7 +220,7 @@ void CPathfinder::addTeleportExits()
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auto pos = obj->getBlockedPos();
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for(auto p : pos)
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{
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if(gs->getTile(p)->topVisitableId() == obj->ID)
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if(getTile(p)->topVisitableId() == obj->ID)
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neighbours.push_back(p);
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}
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}
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@ -235,7 +235,7 @@ void CPathfinder::addTeleportExits()
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{
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/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
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/// This may be handy if we allow to use teleportation to friendly towns
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auto towns = gs->getPlayer(hero->tempOwner)->towns;
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auto towns = getPlayer(hero->tempOwner)->towns;
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for(const auto & town : towns)
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{
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if(town->id != ctObj->id && town->visitingHero == nullptr
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@ -500,7 +500,7 @@ bool CPathfinder::isSourceGuarded() const
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/// - Map start with hero on guarded tile
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/// - Dimention door used
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/// TODO: check what happen when there is several guards
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if(gs->guardingCreaturePosition(cp->coord) != int3(-1, -1, -1) && !isSourceInitialPosition())
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if(guardingCreaturePosition(cp->coord) != int3(-1, -1, -1) && !isSourceInitialPosition())
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{
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return true;
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}
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@ -510,7 +510,7 @@ bool CPathfinder::isSourceGuarded() const
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bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
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{
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if(gs->guardingCreaturePosition(dp->coord).valid()
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if(guardingCreaturePosition(dp->coord).valid()
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&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
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{
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return true;
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@ -521,7 +521,7 @@ bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
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bool CPathfinder::isDestinationGuardian() const
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{
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return gs->guardingCreaturePosition(cp->coord) == dp->coord;
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return guardingCreaturePosition(cp->coord) == dp->coord;
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}
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void CPathfinder::initializeGraph()
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@ -547,7 +547,7 @@ 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 = getTile(pos);
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switch(tinfo->terType)
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{
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case ETerrainType::ROCK:
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@ -602,7 +602,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos,
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}
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}
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}
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else if(gs->guardingCreaturePosition(pos).valid() && !tinfo->blocked)
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else if(guardingCreaturePosition(pos).valid() && !tinfo->blocked)
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{
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// Monster close by; blocked visit for battle.
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return CGPathNode::BLOCKVIS;
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@ -618,7 +618,7 @@ bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
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bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
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{
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if(!obj || !gs->isTeleportEntrancePassable(obj, hero->tempOwner))
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if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
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return false;
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auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
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@ -635,14 +635,14 @@ bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
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bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
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{
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return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
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return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
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}
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bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
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{
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if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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{
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auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
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auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
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if(passableExits.size() == 1)
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return true;
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}
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@ -653,7 +653,7 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
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{
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if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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{
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auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
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auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
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if(passableExits.size() > 1)
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return true;
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}
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@ -766,7 +766,7 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
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return turnsInfo[turn]->getMaxMovePoints(layer);
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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(const CMap * map, 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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@ -775,10 +775,10 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct,
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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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if(!map->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 = 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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@ -793,7 +793,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct,
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hlp1.x += dir.x;
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hlp2.y += dir.y;
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if(gs->map->getTile(hlp1).terType != ETerrainType::WATER || gs->map->getTile(hlp2).terType != ETerrainType::WATER)
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if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
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continue;
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}
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@ -844,7 +844,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
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{
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std::vector<int3> vec;
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vec.reserve(8); //optimization
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getNeighbours(h->cb->gameState(), *d, dst, vec, s->terType != ETerrainType::WATER, true);
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getNeighbours(h->cb->gameState()->map, *d, dst, vec, s->terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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{
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int fcost = getMovementCost(h, dst, elem, left, ti, false);
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@ -216,7 +216,7 @@ public:
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bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
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int getMaxMovePoints(const EPathfindingLayer layer) const;
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static void 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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static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
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static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
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static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
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