/* * CPathfinder.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 "CGPathNode.h" #include "../IGameCallback.h" #include "../bonuses/BonusEnum.h" #include #include VCMI_LIB_NAMESPACE_BEGIN class CGWhirlpool; struct TurnInfo; struct PathfinderOptions; // Optimized storage - tile can have 0-8 neighbour tiles // static_vector uses fixed, preallocated storage (capacity) and dynamic size // this avoid dynamic allocations on huge number of neighbour list queries using NeighbourTilesVector = boost::container::static_vector; // Optimized storage to minimize dynamic allocations - most of teleporters have only one exit, but some may have more (premade maps, castle gates) using TeleporterTilesVector = boost::container::small_vector; class DLL_LINKAGE CPathfinder { public: friend class CPathfinderHelper; CPathfinder( CGameState * _gs, std::shared_ptr config); void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists private: CGameState * gamestate; using ELayer = EPathfindingLayer; std::shared_ptr config; boost::heap::fibonacci_heap> > pq; PathNodeInfo source; //current (source) path node -> we took it from the queue CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider bool isLayerTransitionPossible() const; EPathNodeAction getTeleportDestAction() const; bool isDestinationGuardian() const; void initializeGraph(); STRONG_INLINE void push(CGPathNode * node); STRONG_INLINE CGPathNode * topAndPop(); }; class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback { public: enum EPatrolState { PATROL_NONE = 0, PATROL_LOCKED = 1, PATROL_RADIUS } patrolState; std::unordered_set patrolTiles; int turn; PlayerColor owner; const CGHeroInstance * hero; std::vector turnsInfo; const PathfinderOptions & options; bool canCastFly; bool canCastWaterWalk; CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options); virtual ~CPathfinderHelper(); void initializePatrol(); bool isHeroPatrolLocked() const; bool canMoveFromNode(const PathNodeInfo & source) const; bool isPatrolMovementAllowed(const int3 & dst) const; void updateTurnInfo(const int turn = 0); bool isLayerAvailable(const EPathfindingLayer & layer) const; const TurnInfo * getTurnInfo() const; bool hasBonusOfType(BonusType type) const; int getMaxMovePoints(const EPathfindingLayer & layer) const; TeleporterTilesVector getCastleGates(const PathNodeInfo & source) const; bool isAllowedTeleportEntrance(const CGTeleport * obj) const; TeleporterTilesVector getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const; bool addTeleportTwoWay(const CGTeleport * obj) const; bool addTeleportOneWay(const CGTeleport * obj) const; bool addTeleportOneWayRandom(const CGTeleport * obj) const; bool addTeleportWhirlpool(const CGWhirlpool * obj) const; bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility) void calculateNeighbourTiles(NeighbourTilesVector & result, const PathNodeInfo & source) const; TeleporterTilesVector getTeleportExits(const PathNodeInfo & source) const; void getNeighbours( const TerrainTile & srcTile, const int3 & srcCoord, NeighbourTilesVector & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing) const; int getMovementCost( const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints = -1, const bool checkLast = true, boost::logic::tribool isDstSailLayer = boost::logic::indeterminate, boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const; int getMovementCost( const PathNodeInfo & src, const PathNodeInfo & dst, const int remainingMovePoints = -1, const bool checkLast = true) const; int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const; bool passOneTurnLimitCheck(const PathNodeInfo & source) const; int getGuardiansCount(int3 tile) const; }; VCMI_LIB_NAMESPACE_END