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synced 2025-11-06 09:09:40 +02:00
Converted pathfinder enum's to enum class
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@@ -120,7 +120,7 @@ std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
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return {initialNode};
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}
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void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility)
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void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPathAccessibility accessibility)
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{
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for(int i = 0; i < NUM_CHAINS; i++)
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{
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@@ -171,7 +171,7 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
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if(!nextNode || nextNode.value()->accessible == CGPathNode::NOT_SET)
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if(!nextNode || nextNode.value()->accessible == EPathAccessibility::NOT_SET)
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continue;
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neighbours.push_back(nextNode.value());
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@@ -294,7 +294,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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for(const AIPathNode & node : chains)
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{
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auto sameNode = node.chainMask == destinationNode->chainMask;
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if(sameNode || node.action == CGPathNode::ENodeAction::UNKNOWN)
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if(sameNode || node.action == EPathNodeAction::UNKNOWN)
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{
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continue;
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}
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@@ -323,7 +323,7 @@ bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer l
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{
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const AIPathNode & node = nodes[layer][pos.z][pos.x][pos.y][0];
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return node.action != CGPathNode::ENodeAction::UNKNOWN;
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return node.action != EPathNodeAction::UNKNOWN;
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}
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std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
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@@ -334,7 +334,7 @@ std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand)
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for(const AIPathNode & node : chains)
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{
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if(node.action == CGPathNode::ENodeAction::UNKNOWN)
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if(node.action == EPathNodeAction::UNKNOWN)
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{
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continue;
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}
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@@ -70,7 +70,7 @@ private:
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std::unique_ptr<FuzzyHelper> dangerEvaluator;
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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void resetTile(const int3 & tile, EPathfindingLayer layer, EPathAccessibility accessibility);
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public:
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/// more than 1 chain layer allows us to have more than 1 path to each tile so we can chose more optimal one.
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@@ -122,11 +122,11 @@ namespace AIPathfinding
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{
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AIPathNode * boatNode = boatNodeOptional.value();
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if(boatNode->action == CGPathNode::UNKNOWN)
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if(boatNode->action == EPathNodeAction::UNKNOWN)
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{
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boatNode->specialAction = virtualBoat;
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destination.blocked = false;
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destination.action = CGPathNode::ENodeAction::EMBARK;
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destination.action = EPathNodeAction::EMBARK;
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destination.node = boatNode;
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result = true;
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}
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@@ -29,7 +29,7 @@ namespace AIPathfinding
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return;
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if(blocker == BlockingReason::DESTINATION_BLOCKED
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&& destination.action == CGPathNode::EMBARK
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&& destination.action == EPathNodeAction::EMBARK
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&& nodeStorage->getAINode(destination.node)->specialAction)
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{
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return;
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@@ -23,7 +23,7 @@ namespace AIPathfinding
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const
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{
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if(source.node->action == CGPathNode::ENodeAction::BLOCKING_VISIT || source.node->action == CGPathNode::ENodeAction::VISIT)
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if(source.node->action == EPathNodeAction::BLOCKING_VISIT || source.node->action == EPathNodeAction::VISIT)
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{
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// we can not directly bypass objects, we need to interact with them first
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destination.node->theNodeBefore = source.node;
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