1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/battle/ReachabilityInfo.h
2024-08-21 22:18:40 +03:00

63 lines
2.1 KiB
C++

/*
* ReachabilityInfo.h, 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
*
*/
#pragma once
#include "BattleHex.h"
#include "CBattleInfoEssentials.h"
#include "AccessibilityInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
// startPosition and perspective.
struct DLL_LINKAGE ReachabilityInfo
{
using TDistances = std::array<uint32_t, GameConstants::BFIELD_SIZE>;
using TPredecessors = std::array<BattleHex, GameConstants::BFIELD_SIZE>;
enum { INFINITE_DIST = 1000000 };
struct DLL_LINKAGE Parameters
{
BattleSide side = BattleSide::NONE;
bool doubleWide = false;
bool flying = false;
bool ignoreKnownAccessible = false; //Ignore obstacles if it is in accessible hexes
bool bypassEnemyStacks = false; // in case of true will count amount of turns needed to kill enemy and thus move forward
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
std::map<BattleHex, ui8> destructibleEnemyTurns; // hom many turns it is needed to kill enemy on specific hex
BattleHex startPosition; //assumed position of stack
BattleSide perspective = BattleSide::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side
Parameters() = default;
Parameters(const battle::Unit * Stack, BattleHex StartPosition);
};
Parameters params;
AccessibilityInfo accessibility;
TDistances distances;
TPredecessors predecessors;
ReachabilityInfo();
bool isReachable(BattleHex hex) const;
uint32_t distToNearestNeighbour(
const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex = nullptr) const;
uint32_t distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex = nullptr) const;
};
VCMI_LIB_NAMESPACE_END