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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
77 lines
1.8 KiB
C++
77 lines
1.8 KiB
C++
/*
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* PathfinderUtil.h, 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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#pragma once
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#include "mapping/CMapDefines.h"
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#include "CGameState.h"
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namespace PathfinderUtil
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{
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using FoW = std::shared_ptr<const boost::multi_array<ui8, 3>>;
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using ELayer = EPathfindingLayer;
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template<EPathfindingLayer::EEPathfindingLayer layer>
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CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, FoW fow, const PlayerColor player, const CGameState * gs)
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{
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if(!(*fow)[pos.z][pos.x][pos.y])
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return CGPathNode::BLOCKED;
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switch(layer)
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{
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case ELayer::LAND:
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case ELayer::SAIL:
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if(tinfo->visitable)
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{
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if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != player) //non-owned hero stands on Sanctuary
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{
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return CGPathNode::BLOCKED;
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}
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else
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{
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for(const CGObjectInstance * obj : tinfo->visitableObjects)
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{
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if(obj->blockVisit)
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return CGPathNode::BLOCKVIS;
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else if(obj->passableFor(player))
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return CGPathNode::ACCESSIBLE;
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else if(obj->ID != Obj::EVENT)
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return CGPathNode::VISITABLE;
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}
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}
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}
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else if(tinfo->blocked)
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{
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return CGPathNode::BLOCKED;
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}
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else if(gs->guardingCreaturePosition(pos).valid())
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{
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// Monster close by; blocked visit for battle
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return CGPathNode::BLOCKVIS;
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}
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break;
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case ELayer::WATER:
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if(tinfo->blocked || tinfo->terType.isLand())
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return CGPathNode::BLOCKED;
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break;
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case ELayer::AIR:
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if(tinfo->blocked || tinfo->terType.isLand())
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return CGPathNode::FLYABLE;
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break;
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}
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return CGPathNode::ACCESSIBLE;
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}
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}
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