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Move all pathfinding-related code into new file

This commit is contained in:
ArseniyShestakov
2015-10-27 03:34:47 +03:00
parent 9e8427a078
commit 6b34eb729e
6 changed files with 646 additions and 606 deletions

View File

@@ -16,6 +16,7 @@
#include "int3.h"
#include "CRandomGenerator.h"
#include "CGameStateFwd.h"
#include "CPathfinder.h"
/*
* CGameState.h, part of VCMI engine
@@ -44,7 +45,6 @@ class CMap;
struct StartInfo;
struct SDL_Surface;
class CMapHandler;
class CPathfinder;
struct SetObjectProperty;
struct MetaString;
struct CPack;
@@ -276,64 +276,6 @@ struct DLL_EXPORT DuelParameters
}
};
class CPathfinder : private CGameInfoCallback
{
private:
struct PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
PathfinderOptions();
};
PathfinderOptions options;
CPathsInfo &out;
const CGHeroInstance *hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW;
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
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
const CGObjectInstance *sTileObj;
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
CGPathNode *getNode(const int3 &coord);
void initializeGraph();
bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
int3 getSourceGuardPosition();
bool isSourceGuarded();
bool isDestinationGuarded();
bool isDestinationGuardian();
void addNeighbours(const int3 &coord);
void addTeleportExits(bool noTeleportExcludes = false);
bool checkDestinationTile();
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;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
public:
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
};
struct BattleInfo;