/* * PathfinderUtil.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 "mapping/CMapDefines.h" #include "CGameState.h" namespace PathfinderUtil { using FoW = std::shared_ptr>; using ELayer = EPathfindingLayer; template CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, FoW fow, const PlayerColor player, const CGameState * gs) { if(!(*fow)[pos.z][pos.x][pos.y]) return CGPathNode::BLOCKED; switch(layer) { case ELayer::LAND: case ELayer::SAIL: if(tinfo->visitable) { if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != player) //non-owned hero stands on Sanctuary { return CGPathNode::BLOCKED; } else { for(const CGObjectInstance * obj : tinfo->visitableObjects) { if(obj->blockVisit) return CGPathNode::BLOCKVIS; else if(obj->passableFor(player)) return CGPathNode::ACCESSIBLE; else if(obj->ID != Obj::EVENT) return CGPathNode::VISITABLE; } } } else if(tinfo->blocked) { return CGPathNode::BLOCKED; } else if(gs->guardingCreaturePosition(pos).valid()) { // Monster close by; blocked visit for battle return CGPathNode::BLOCKVIS; } break; case ELayer::WATER: if(tinfo->blocked || tinfo->terType->isLand()) return CGPathNode::BLOCKED; break; case ELayer::AIR: if(tinfo->blocked || tinfo->terType->isLand()) return CGPathNode::FLYABLE; break; } return CGPathNode::ACCESSIBLE; } }