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162 lines
3.4 KiB
C++
162 lines
3.4 KiB
C++
/*
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* CGPathNode.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGPathNode.h"
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#include "CPathfinder.h"
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#include "../CGameState.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapping/CMapDefines.h"
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VCMI_LIB_NAMESPACE_BEGIN
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static bool canSeeObj(const CGObjectInstance * obj)
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{
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/// Pathfinder should ignore placed events
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return obj != nullptr && obj->ID != Obj::EVENT;
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}
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int3 CGPath::startPos() const
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{
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return nodes[nodes.size()-1].coord;
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}
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int3 CGPath::endPos() const
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{
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return nodes[0].coord;
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}
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CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
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: sizes(Sizes), hero(hero_)
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{
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nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
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}
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CPathsInfo::~CPathsInfo() = default;
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const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
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{
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assert(vstd::iswithin(tile.x, 0, sizes.x));
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assert(vstd::iswithin(tile.y, 0, sizes.y));
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assert(vstd::iswithin(tile.z, 0, sizes.z));
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return getNode(tile);
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}
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bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
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{
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out.nodes.clear();
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const CGPathNode * curnode = getNode(dst);
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if(!curnode->theNodeBefore)
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return false;
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while(curnode)
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{
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const CGPathNode cpn = * curnode;
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curnode = curnode->theNodeBefore;
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out.nodes.push_back(cpn);
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}
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return true;
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}
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const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
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{
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const auto * landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
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if(landNode->reachable())
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return landNode;
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else
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return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
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}
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PathNodeInfo::PathNodeInfo()
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: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false), isInitialPosition(false)
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{
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}
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void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
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{
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node = n;
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if(coord != node->coord)
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{
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assert(node->coord.valid());
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coord = node->coord;
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tile = gs->getTile(coord);
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nodeObject = tile->topVisitableObj();
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if(nodeObject && nodeObject->ID == Obj::HERO)
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{
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nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);
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nodeObject = tile->topVisitableObj(true);
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if(!nodeObject)
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nodeObject = nodeHero;
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}
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else
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{
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nodeHero = nullptr;
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}
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}
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guarded = false;
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}
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void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
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{
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if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)
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{
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guarded = true;
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}
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if(nodeObject)
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{
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objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
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}
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if(nodeHero)
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{
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heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
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}
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}
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bool PathNodeInfo::isNodeObjectVisitable() const
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{
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/// Hero can't visit objects while walking on water or flying
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return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
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&& (canSeeObj(nodeObject) || canSeeObj(nodeHero));
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}
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CDestinationNodeInfo::CDestinationNodeInfo():
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blocked(false),
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action(EPathNodeAction::UNKNOWN)
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{
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}
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void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
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{
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PathNodeInfo::setNode(gs, n);
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blocked = false;
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action = EPathNodeAction::UNKNOWN;
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}
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bool CDestinationNodeInfo::isBetterWay() const
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{
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if(node->turns == 0xff) //we haven't been here before
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return true;
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else
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return cost < node->getCost(); //this route is faster
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}
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VCMI_LIB_NAMESPACE_END
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