ArseniyShestakov
45e4cf354e
Revert "Pathfinding: do path calculation in separate thread"
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This reverts commit f376b27999
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2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999
Pathfinding: do path calculation in separate thread
2015-11-08 19:19:48 +03:00
ArseniyShestakov
9cf35d1bfd
CPathfinder: support for Castle Gate
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No support for client / server implemented yet.
2015-11-08 10:06:24 +03:00
ArseniyShestakov
be37e1cd8b
CPathfinder: add const to appropriate methods
2015-11-08 08:39:00 +03:00
ArseniyShestakov
f590b364c5
Pathfinder: shorten EPathfindingLayer to ELayer
2015-11-08 08:27:51 +03:00
ArseniyShestakov
4af9c7c29d
CPathfinder: add one turn boundary for flying and water walking
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Now when oneTurnSpecialLayersLimit is enabled hero won't be able to stop on blocked or water tiles between turns.
It's default H3 mechanics so it's enabled by default.
2015-11-08 07:44:00 +03:00
ArseniyShestakov
2fb73c55e1
CPathfinder: use node action in isMovementAfterDestPossible checks
2015-11-08 04:41:06 +03:00
ArseniyShestakov
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
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CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
ArseniyShestakov
82048cbf2d
Pathfinder: implement new feature - node action
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No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
ArseniyShestakov
bd8eec7fb8
CGPathNode: move resetting code into separate function
2015-11-07 22:16:45 +03:00
ArseniyShestakov
d8a612f5d6
CPathsInfo: use boost::multi_array for storing graph of nodes
2015-11-07 22:02:57 +03:00
ArseniyShestakov
3f2cdf3137
CPathfinder: implement priority queue and node locking
2015-11-07 21:11:07 +03:00
ArseniyShestakov
148355908d
CPathfinder: get rid of FoW variable and bunch of small fixes
2015-11-05 15:04:56 +03:00
ArseniyShestakov
9fe442537b
Pass on EPathfindingLayer and small fixes for code around it
2015-11-05 12:46:44 +03:00
ArseniyShestakov
5f3e9deda7
CPathfinder: deny transit over whirlpools when hero not protected
2015-11-05 11:34:01 +03:00
ArseniyShestakov
a1290f548b
CPathfinder: only allow water walking over accessible tiles
2015-11-05 11:25:41 +03:00
ArseniyShestakov
3de94a8b99
CPathfinder: don't allow future movement after guarded tile
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There is two exceptions:
- Hero start movement from guarded tile.
- Hero that embarking into boat that standing on guarded tile.
In other cases future movement is impossible.
2015-11-05 10:22:38 +03:00
ArseniyShestakov
f4dea88e3b
CPathfinder: get rid of hero object usage when it's not needed
2015-11-04 15:38:15 +03:00
ArseniyShestakov
1bc335323d
CPathfinder: add lightweightFlyingMode option suggested by @alexvins
2015-11-04 15:05:22 +03:00
ArseniyShestakov
330c1666fc
CPathfinder: move isLayerTransitionPossible and remove outdated comment
2015-11-04 12:29:51 +03:00
ArseniyShestakov
934c682733
CPathfinder: always add air and water layer nodes to queue
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It's should be possible to go into air layer from visitable object (but opposite isn't allowed).
And when walking on water player can't really interact with any object at all so future movement always possible.
2015-11-04 11:53:52 +03:00
ArseniyShestakov
595deda270
CPathfinder: rename functions to better represent what they doing
2015-11-04 11:47:43 +03:00
ArseniyShestakov
dfd70849e9
CPathfinder: restore selective tile initialization to initializeGraph
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This way we can avoid layer checks when calculating paths by ignoring unitialized tiles entirely.
Also at this point pathfinder and movement actually works for everything except flying.
2015-11-03 03:25:12 +03:00
ArseniyShestakov
c85c7f4b61
CPathfinder: always initialize all nodes within initializeGraph
2015-11-03 01:29:43 +03:00
ArseniyShestakov
400152caee
CPathfinder: draft implementation of layers logic; not yet works
2015-11-02 16:03:03 +03:00
ArseniyShestakov
9c1c7d0caf
Pathfinding: move getNode into CPathsInfo
2015-11-02 14:04:26 +03:00
ArseniyShestakov
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
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This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
ArseniyShestakov
b8253206c7
Pathfinding: make related code aware that layers exist
2015-11-02 11:06:06 +03:00
ArseniyShestakov
118039a368
Pathfinding: add copy-pasted EPathfindingLayer
2015-11-02 11:05:26 +03:00
AlexVinS
34cc9c78f7
[c::b] update projects
2015-11-01 00:01:41 +03:00
DjWarmonger
621c62b44e
Don't crash when spell school level is higher than 3 (which is another bug)
2015-10-31 21:15:40 +01:00
DjWarmonger
5ef02aaf88
Updated MSVS project.
2015-10-31 15:08:13 +01:00
DjWarmonger
17071c6ec8
Merge pull request #125 from ArseniyShestakov/newMovementSystem
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Okay, time to merge this.
2015-10-31 13:56:22 +01:00
ArseniyShestakov
c4ea0c7ff2
CPathfinder: don't include RegisterTypes
2015-10-27 17:42:31 +03:00
ArseniyShestakov
92fee1bdbf
CPathfinder: shorten options struct declaration
2015-10-27 03:50:38 +03:00
ArseniyShestakov
6b34eb729e
Move all pathfinding-related code into new file
2015-10-27 03:34:47 +03:00
ArseniyShestakov
9e8427a078
CPathfinder: update comment for isSourceGuarded condition
2015-10-27 00:22:40 +03:00
ArseniyShestakov
01257efc02
CPathfinder: get rid of curPos and pass on initializeGraph
2015-10-26 20:17:10 +03:00
ArseniyShestakov
68bd37aa45
Store penalty in value of FLYING_MOVEMENT and WATER_WALKING
2015-10-26 18:30:11 +03:00
ArseniyShestakov
44ca00cd16
CPathfinder: rename functions
2015-10-25 19:11:00 +03:00
ArseniyShestakov
a536691781
CPathfinder: fix typos and more code cleanups
2015-10-25 17:01:28 +03:00
AlexVinS
92ae56b369
Mingw build fix
2015-10-24 22:21:54 +03:00
DjWarmonger
a6ea0981b6
Merge branch 'develop' into mutexRelax
2015-10-24 18:30:43 +02:00
DjWarmonger
641aa13526
Some fixes for previous commit.
2015-10-24 17:02:00 +02:00
DjWarmonger
716c324695
Don't give a turn to player who is about to lose (days without town).
2015-10-24 16:21:30 +02:00
DjWarmonger
abe88ea890
- Refactoring legacy code
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- Some checks for #2311
2015-10-24 15:09:46 +02:00
ArseniyShestakov
4f7c3ec60f
Minor formatting fixes within pathfinder-related code
2015-10-24 15:50:00 +03:00
ArseniyShestakov
939b3c05a1
CPathfinder: use struct instead of enum for options
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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.
2015-10-24 15:34:27 +03:00