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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.
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@ -3410,7 +3410,7 @@ bool CPathfinder::checkDestinationTile()
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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
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if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
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return true; // For now we'll always allow transit for teleporters
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if(useEmbarkCost && vstd::contains(options, EOptions::EMBARK_AND_DISEMBARK))
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if(useEmbarkCost && options.useEmbarkAndDisembark)
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return true;
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if(isDestinationGuarded() && !isSourceGuarded())
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return true; // Can step into a hostile tile once
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@ -3611,6 +3611,17 @@ bool CPathfinder::isMovementPossible()
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return true;
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}
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CPathfinder::PathfinderOptions::PathfinderOptions()
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{
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useFlying = false;
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useWaterWalking = false;
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useEmbarkAndDisembark = true;
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useTeleportTWoWay = true;
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useTeleportOneWay = true;
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useTeleportOneWayRandom = false;
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useTeleportWhirlpool = false;
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}
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
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{
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assert(hero);
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@ -3627,14 +3638,11 @@ CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance
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initializeGraph();
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if(hero->canFly())
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options.insert(EOptions::FLYING);
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else if(hero->canWalkOnSea())
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options.insert(EOptions::WALKING_ON_SEA);
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options.insert(EOptions::EMBARK_AND_DISEMBARK);
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options.insert(EOptions::TELEPORT_TWO_WAY);
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options.insert(EOptions::TELEPORT_ONE_WAY);
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options.useFlying = true;
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if(hero->canWalkOnSea())
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options.useWaterWalking = true;
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if (CGWhirlpool::isProtected(hero))
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options.insert(EOptions::TELEPORT_WHIRLPOOL);
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options.useTeleportWhirlpool = true;
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neighbours.reserve(16);
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}
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@ -3647,12 +3655,12 @@ CRandomGenerator & CGameState::getRandomGenerator()
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bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
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{
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return vstd::contains(options,EOptions::TELEPORT_TWO_WAY) && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
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return options.useTeleportTWoWay && gs->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(vstd::contains(options,EOptions::TELEPORT_ONE_WAY) && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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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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if(passableExits.size() == 1)
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@ -3663,7 +3671,7 @@ bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
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bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
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{
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if(vstd::contains(options,EOptions::TELEPORT_ONE_WAY_RANDOM) && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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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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if(passableExits.size() > 1)
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@ -3674,5 +3682,5 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
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bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
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{
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return vstd::contains(options,EOptions::TELEPORT_WHIRLPOOL) && obj;
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return options.useTeleportWhirlpool && obj;
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}
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@ -279,17 +279,19 @@ struct DLL_EXPORT DuelParameters
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class CPathfinder : private CGameInfoCallback
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{
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private:
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enum class EOptions
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struct PathfinderOptions
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{
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FLYING,
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WALKING_ON_SEA,
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EMBARK_AND_DISEMBARK,
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TELEPORT_TWO_WAY, // Two-way monoliths and Subterranean Gate
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TELEPORT_ONE_WAY, // One-way monoliths with one known exit only
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TELEPORT_ONE_WAY_RANDOM, // One-way monoliths with more than one known exit
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TELEPORT_WHIRLPOOL // Force enabled if hero protected or unaffected (have one stack of one creature)
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bool useFlying;
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bool useWaterWalking;
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bool useEmbarkAndDisembark;
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bool useTeleportTWoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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PathfinderOptions();
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};
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std::set<EOptions> options;
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PathfinderOptions options;
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CPathsInfo &out;
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const CGHeroInstance *hero;
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