/* * PathfindingManager.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../VCAI.h" #include "AINodeStorage.h" class DLL_EXPORT IPathfindingManager { public: virtual ~IPathfindingManager() = default; virtual void init(CPlayerSpecificInfoCallback * CB) = 0; virtual void setAI(VCAI * AI) = 0; virtual void updatePaths(std::vector heroes) = 0; virtual Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const = 0; virtual Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const = 0; virtual Goals::TGoalVec howToVisitTile(const int3 & tile) const = 0; virtual Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const = 0; virtual std::vector getPathsToTile(const HeroPtr & hero, const int3 & tile) const = 0; }; class DLL_EXPORT PathfindingManager : public IPathfindingManager { friend class AIhelper; private: CPlayerSpecificInfoCallback * cb; //this is enough, but we downcast from CCallback VCAI * ai; std::unique_ptr pathfinder; public: PathfindingManager() = default; PathfindingManager(CPlayerSpecificInfoCallback * CB, VCAI * AI = nullptr); //for tests only Goals::TGoalVec howToVisitTile(const HeroPtr & hero, const int3 & tile, bool allowGatherArmy = true) const override; Goals::TGoalVec howToVisitObj(const HeroPtr & hero, ObjectIdRef obj, bool allowGatherArmy = true) const override; Goals::TGoalVec howToVisitTile(const int3 & tile) const override; Goals::TGoalVec howToVisitObj(ObjectIdRef obj) const override; std::vector getPathsToTile(const HeroPtr & hero, const int3 & tile) const override; void updatePaths(std::vector heroes) override; STRONG_INLINE bool isTileAccessible(const HeroPtr & hero, const int3 & tile) const { return pathfinder->isTileAccessible(hero, tile); } private: void init(CPlayerSpecificInfoCallback * CB) override; void setAI(VCAI * AI) override; Goals::TGoalVec findPath( HeroPtr hero, crint3 dest, bool allowGatherArmy, const std::function goalFactory) const; Goals::TSubgoal clearWayTo(HeroPtr hero, int3 firstTileToGet) const; };