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vcmi/lib/pathfinder/NodeStorage.cpp

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