/* * NodeStorage.cpp, 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 * */ #include "StdInc.h" #include "NodeStorage.h" #include "CPathfinder.h" #include "PathfinderUtil.h" #include "PathfinderOptions.h" #include "../CPlayerState.h" #include "../mapObjects/CGHeroInstance.h" #include "../mapObjects/MiscObjects.h" #include "../mapping/CMap.h" VCMI_LIB_NAMESPACE_BEGIN void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs) { //TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline int3 pos; const PlayerColor player = out.hero->tempOwner; const int3 sizes = gs->getMapSize(); const auto & fow = static_cast(gs)->getPlayerTeam(player)->fogOfWarMap; //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching) const bool useFlying = options.useFlying; const bool useWaterWalking = options.useWaterWalking; for(pos.z=0; pos.z < sizes.z; ++pos.z) { for(pos.x=0; pos.x < sizes.x; ++pos.x) { for(pos.y=0; pos.y < sizes.y; ++pos.y) { const TerrainTile tile = gs->map->getTile(pos); if(tile.terType->isWater()) { resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useFlying) resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useWaterWalking) resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); } if(tile.terType->isLand()) { resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); if(useFlying) resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility(pos, tile, fow, player, gs)); } } } } } std::vector NodeStorage::calculateNeighbours( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) { std::vector neighbours; neighbours.reserve(16); auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source); for(auto & neighbour : accessibleNeighbourTiles) { for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1)) { auto * node = getNode(neighbour, i); if(node->accessible == EPathAccessibility::NOT_SET) continue; neighbours.push_back(node); } } return neighbours; } std::vector NodeStorage::calculateTeleportations( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) { std::vector neighbours; if(!source.isNodeObjectVisitable()) return neighbours; auto accessibleExits = pathfinderHelper->getTeleportExits(source); for(auto & neighbour : accessibleExits) { auto * node = getNode(neighbour, source.node->layer); if(!node->coord.valid()) { logAi->debug("Teleportation exit is blocked " + neighbour.toString()); continue; } neighbours.push_back(node); } return neighbours; } NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero) :out(pathsInfo) { out.hero = hero; out.hpos = hero->visitablePos(); } void NodeStorage::resetTile(const int3 & tile, const EPathfindingLayer & layer, EPathAccessibility accessibility) { getNode(tile, layer)->update(tile, layer, accessibility); } std::vector NodeStorage::getInitialNodes() { auto * initialNode = getNode(out.hpos, out.hero->boat ? out.hero->boat->layer : EPathfindingLayer::LAND); initialNode->turns = 0; initialNode->moveRemains = out.hero->movementPointsRemaining(); initialNode->setCost(0.0); if(!initialNode->coord.valid()) { initialNode->coord = out.hpos; } return std::vector { initialNode }; } void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) { assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other destination.node->setCost(destination.cost); destination.node->moveRemains = destination.movementLeft; destination.node->turns = destination.turn; destination.node->theNodeBefore = source.node; destination.node->action = destination.action; } VCMI_LIB_NAMESPACE_END