mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
154 lines
4.4 KiB
C++
154 lines
4.4 KiB
C++
/*
|
|
* 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<const CGameInfoCallback *>(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.isWater())
|
|
{
|
|
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
|
|
if(useFlying)
|
|
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
|
|
if(useWaterWalking)
|
|
resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
|
|
}
|
|
if(tile.isLand())
|
|
{
|
|
resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
|
|
if(useFlying)
|
|
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NodeStorage::calculateNeighbours(
|
|
std::vector<CGPathNode *> & result,
|
|
const PathNodeInfo & source,
|
|
EPathfindingLayer layer,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper)
|
|
{
|
|
NeighbourTilesVector accessibleNeighbourTiles;
|
|
|
|
result.clear();
|
|
|
|
pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
|
|
|
|
for(auto & neighbour : accessibleNeighbourTiles)
|
|
{
|
|
auto * node = getNode(neighbour, layer);
|
|
|
|
if(node->accessible == EPathAccessibility::NOT_SET)
|
|
continue;
|
|
|
|
result.push_back(node);
|
|
}
|
|
}
|
|
|
|
std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper)
|
|
{
|
|
std::vector<CGPathNode *> 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<CGPathNode *> 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<CGPathNode *> { 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
|