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CPathfinder: use struct instead of enum for options

Suggested by @DjWarmonger as better alternative from performance standpoint while struct still more organized than bunch of variables.
Other reason of change it's that in future we may need non-boolean options, e.g for patrol movement and some new pathfinder usages.
This commit is contained in:
ArseniyShestakov 2015-10-24 15:34:27 +03:00
parent 6934c6bc95
commit 939b3c05a1
2 changed files with 31 additions and 21 deletions

View File

@ -3410,7 +3410,7 @@ bool CPathfinder::checkDestinationTile()
return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
return true; // For now we'll always allow transit for teleporters
if(useEmbarkCost && vstd::contains(options, EOptions::EMBARK_AND_DISEMBARK))
if(useEmbarkCost && options.useEmbarkAndDisembark)
return true;
if(isDestinationGuarded() && !isSourceGuarded())
return true; // Can step into a hostile tile once
@ -3611,6 +3611,17 @@ bool CPathfinder::isMovementPossible()
return true;
}
CPathfinder::PathfinderOptions::PathfinderOptions()
{
useFlying = false;
useWaterWalking = false;
useEmbarkAndDisembark = true;
useTeleportTWoWay = true;
useTeleportOneWay = true;
useTeleportOneWayRandom = false;
useTeleportWhirlpool = false;
}
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
{
assert(hero);
@ -3627,14 +3638,11 @@ CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance
initializeGraph();
if(hero->canFly())
options.insert(EOptions::FLYING);
else if(hero->canWalkOnSea())
options.insert(EOptions::WALKING_ON_SEA);
options.insert(EOptions::EMBARK_AND_DISEMBARK);
options.insert(EOptions::TELEPORT_TWO_WAY);
options.insert(EOptions::TELEPORT_ONE_WAY);
options.useFlying = true;
if(hero->canWalkOnSea())
options.useWaterWalking = true;
if (CGWhirlpool::isProtected(hero))
options.insert(EOptions::TELEPORT_WHIRLPOOL);
options.useTeleportWhirlpool = true;
neighbours.reserve(16);
}
@ -3647,12 +3655,12 @@ CRandomGenerator & CGameState::getRandomGenerator()
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
{
return vstd::contains(options,EOptions::TELEPORT_TWO_WAY) && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
return options.useTeleportTWoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
{
if(vstd::contains(options,EOptions::TELEPORT_ONE_WAY) && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() == 1)
@ -3663,7 +3671,7 @@ bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(vstd::contains(options,EOptions::TELEPORT_ONE_WAY_RANDOM) && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
@ -3674,5 +3682,5 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return vstd::contains(options,EOptions::TELEPORT_WHIRLPOOL) && obj;
return options.useTeleportWhirlpool && obj;
}

View File

@ -279,17 +279,19 @@ struct DLL_EXPORT DuelParameters
class CPathfinder : private CGameInfoCallback
{
private:
enum class EOptions
struct PathfinderOptions
{
FLYING,
WALKING_ON_SEA,
EMBARK_AND_DISEMBARK,
TELEPORT_TWO_WAY, // Two-way monoliths and Subterranean Gate
TELEPORT_ONE_WAY, // One-way monoliths with one known exit only
TELEPORT_ONE_WAY_RANDOM, // One-way monoliths with more than one known exit
TELEPORT_WHIRLPOOL // Force enabled if hero protected or unaffected (have one stack of one creature)
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();
};
std::set<EOptions> options;
PathfinderOptions options;
CPathsInfo &out;
const CGHeroInstance *hero;