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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* a bit of pathfinder interface redesign

* a few fixes for sieges
* better wall parts' positions by Ivan
This commit is contained in:
mateuszb 2009-08-28 09:03:58 +00:00
parent 90c31d5cd5
commit fceeb05e16
6 changed files with 279 additions and 104 deletions

View File

@ -606,7 +606,7 @@ const CGTownInstance *CCallback::battleGetDefendedTown()
if(!gs->curB || gs->curB->tid == -1)
return NULL;
return gs->map->towns[gs->curB->tid];
return static_cast<const CGTownInstance *>(gs->map->objects[gs->curB->tid]);
}
ui8 CCallback::battleGetWallState(int partOfWall)

View File

@ -3234,7 +3234,17 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInf
case 0: //background
return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
case 1: //background wall
return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
{
switch(town->town->typeID)
{
case 5: case 4: case 1: case 6:
return "SG" + townTypeInfixes[town->town->typeID] + "TPW1.BMP";
case 0: case 2: case 3: case 7: case 8:
return "SG" + townTypeInfixes[town->town->typeID] + "TPWL.BMP";
default:
return "";
}
}
case 2: //keep
return "SG" + townTypeInfixes[town->town->typeID] + "MAN" + addit + ".BMP";
case 3: //bottom tower

View File

@ -1,100 +1,100 @@
//this file is a description of positions of wall parts' positions, following lines contain positions of: bottom tower, bottom wall, wall below gate, wall over gate, upper wall, upper tower, gate, gate arch, bottom static wall and upper static wall (x, y)
//castle
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//rampart
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//tower
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//inferno
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//necropolis
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//dungeon
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//stronghold
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//fortress
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//conflux
602 494
557 469
474 300
491 188
544 57
567 16
391 260
471 164
518 305
500 54
//Castle
601 500
528 350
468 291
469 127
523 32
568 35
399 274
476 238
511 347
488 79
//Rampart
593 511
548 451
468 309
468 186
529 57
565 31
403 271
459 220
509 364
491 103
//Tower
591 516
547 452
474 298
487 190
546 66
579 36
400 253
470 187
516 365
513 79
//Inferno
594 514
560 451
484 316
479 151
531 71
568 27
408 254
476 221
521 376
501 92
//Necropolis
591 512
535 445
477 323
486 164
542 66
560 26
401 262
473 240
508 372
503 97
//Dungeon
599 495
558 448
470 296
476 180
522 56
564 15
395 260
470 164
521 305
493 53
//Stronghold
585 508
552 440
482 304
475 189
533 69
567 30
407 266
477 235
510 380
498 107
//Fortress
599 505
545 441
486 306
497 184
525 80
547 27
392 253
482 236
521 382
507 130
//Conflux
607 505
508 346
467 299
470 147
520 41
575 28
408 254
485 232
508 346
489 97

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@ -457,7 +457,7 @@ unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainT
}
else
{
ret = std::max(type->heroClass->terrCosts[dest.tertype],type->heroClass->terrCosts[from.tertype]); //take cost of worse of two tiles
ret = type->heroClass->terrCosts[from.tertype];
ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level
}
return ret;

View File

@ -1590,10 +1590,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, in
//get basic cost
int ret = h->getTileCost(d,s);
if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{
int old = ret;
ret *= 1.414;
ret *= 1.414213;
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
if(ret > remainingMovePoints && remainingMovePoints > old)
{
@ -1831,6 +1831,147 @@ bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath
return true;
}
//void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, const int3 &src)
//{
// if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
// //todo: distater
// return;
//
// int3 hpos = hero->getPosition(false);
// tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
//
// if (!hero->canWalkOnSea())
// blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
// else
// blockLandSea = boost::logic::indeterminate;
//
// const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
//
// //graph initialization
// CGPathNode ***graph = out.nodes;
// for(size_t i=0; i < out.sizes.x; ++i)
// {
// for(size_t j=0; j < out.sizes.y; ++j)
// {
// for(size_t k=0; k < out.sizes.z; ++k)
// {
// const TerrainTile *tinfo = &map->terrain[i][j][k];
// CGPathNode &node = graph[i][j][k];
//
// node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
// node.visited = false;
// node.turns = 0xff;
// node.moveRemains = 0;
// node.coord.x = i;
// node.coord.y = j;
// node.coord.z = k;
// node.land = tinfo->tertype == TerrainTile::water;
//
// if ((tinfo->tertype == TerrainTile::rock) //it's rock
// || ((blockLandSea) && () //it's sea and we cannot walk on sea
// || ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
// || !FoW[i][j][k] //tile is covered by the FoW
// )
// {
// node.accessible = CGPathNode::BLOCKED;
// }
// else if(tinfo->visitable)
// {
// for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
// {
// if(tinfo->visitableObjects[ii]->blockVisit)
// {
// node.accessible = CGPathNode::BLOCKVIS;
// break;
// }
// else
// node.accessible = CGPathNode::VISITABLE;
// }
// }
//
// if(blockLandSea && tinfo->tertype == TerrainTile::water) //hero can walk only on land and tile lays on the water
// {
// size_t i = 0;
// for(; i < tinfo->visitableObjects.size(); i++)
// if(tinfo->visitableObjects[i]->ID == 8 || tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
// break;
//
// if(i < tinfo->visitableObjects.size())
// node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
// }
// else if(!blockLandSea && tinfo->tertype != TerrainTile::water) //hero is moving by water
// {
// if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
// node.accessible = CGPathNode::ACCESSIBLE; //tile is accessible if it's coastal and not blocked
// }
// }
// }
// }
// //graph initialized
//
//
// //initial tile - set cost on 0 and add to the queue
// graph[src.x][src.y][src.z].turns = 0;
// graph[src.x][src.y][src.z].moveRemains = hero->movement;
// std::queue<CGPathNode*> mq;
// mq.push(&graph[src.x][src.y][src.z]);
//
// ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
//
// std::vector<int3> neighbours;
// neighbours.reserve(8);
//
// while(!mq.empty())
// {
// CGPathNode *cp = graph[mq.front()->coord.x][mq.front()->coord.y];
// mq.pop();
//
// //add accessible neighbouring nodes to the queue
// getNeighbours(cp->coord, neighbours, boost::logic::indeterminate);
// for(unsigned int i=0; i < neighbours.size(); i++)
// {
// const int3 &n = neighbours[i]; //current neighbour
// CGPathNode & dp = graph[n.x][n.y][n.z];
// if(!cp->moveRemains)
// {
// cp->turns++;
// cp->moveRemains = hero->maxMovePoints(
// }
//
//
// if(dp.accessible != CGPathNode::BLOCKVIS)
// {
// int cost = getMovementCost(hero,cp->coord,dp.coord,hero->movement - cp->dist);
// if((dp.turns==0xff || (dp.dist > cp->dist + cost)) && dp.accesible && checkForVisitableDir(cp->coord, dp.coord) && checkForVisitableDir(dp.coord, cp->coord))
// {
// dp.moveRemains = cp.moveRemains - cost;
// dp.theNodeBefore = &cp;
// if(dp.accessible == CGPathNode::ACCESSIBLE)
// {
// mq.push(dp);
// }
// }
// }
// }
// }
//
// CPathNode *curNode = &graph[dest.x][dest.y];
// if(!curNode->theNodeBefore) //destination is not accessible
// return false;
//
//
// //fill ret with found path
// ret.nodes.clear();
// while(curNode->coord != graph[src.x][src.y].coord)
// {
// ret.nodes.push_back(*curNode);
// curNode = curNode->theNodeBefore;
// }
// ret.nodes.push_back(graph[src.x][src.y]);
//
// return true;
//}
bool CGameState::isVisible(int3 pos, int player)
{
if(player == 255) //neutral player

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@ -241,6 +241,19 @@ struct CPathNode
bool visited;
};
struct CGPathNode
{
enum {ACCESSIBLE=1, VISITABLE, BLOCKVIS, BLOCKED}; //BLOCKVIS - visitable from neighbourign tile but not passable
ui8 land;
ui8 accessible; //the enum above
ui8 turns;
ui32 moveRemains;
CPathNode * theNodeBefore;
int3 coord; //coordiantes
CGPathNode();
};
struct DLL_EXPORT CPath
{
std::vector<CPathNode> nodes; //just get node by node
@ -250,6 +263,16 @@ struct DLL_EXPORT CPath
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
};
struct CPathsInfo
{
int3 sizes;
CGPathNode ***nodes; //[w][h][level]
void getPath(const int3 &src, const int3 &dst, CPath &out);
CPathsInfo(const int3 &sizes);
~CPathsInfo();
};
class DLL_EXPORT CGameState
{
public:
@ -299,6 +322,7 @@ public:
int canBuildStructure(const CGTownInstance *t, int ID);// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if dst tile is visitable from dst tile
bool getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, const int3 &src = int3(-1,-1,-1)); //calculates path between src and dest; returns pointer to newly allocated CPath or NULL if path does not exists
bool isVisible(int3 pos, int player);
bool isVisible(const CGObjectInstance *obj, int player);