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154 lines
4.4 KiB
C++
154 lines
4.4 KiB
C++
/*
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* NodeStorage.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 "NodeStorage.h"
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#include "CPathfinder.h"
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#include "PathfinderUtil.h"
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#include "PathfinderOptions.h"
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#include "../CPlayerState.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapping/CMap.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
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{
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//TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
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int3 pos;
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const PlayerColor player = out.hero->tempOwner;
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const int3 sizes = gs->getMapSize();
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
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//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
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const bool useFlying = options.useFlying;
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const bool useWaterWalking = options.useWaterWalking;
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for(pos.z=0; pos.z < sizes.z; ++pos.z)
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{
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for(pos.x=0; pos.x < sizes.x; ++pos.x)
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{
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for(pos.y=0; pos.y < sizes.y; ++pos.y)
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{
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const TerrainTile & tile = gs->map->getTile(pos);
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if(tile.terType->isWater())
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{
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resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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if(useWaterWalking)
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resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
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}
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if(tile.terType->isLand())
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{
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resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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}
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}
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}
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}
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}
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void NodeStorage::calculateNeighbours(
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std::vector<CGPathNode *> & result,
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const PathNodeInfo & source,
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EPathfindingLayer layer,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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NeighbourTilesVector accessibleNeighbourTiles;
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result.clear();
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pathfinderHelper->calculateNeighbourTiles(accessibleNeighbourTiles, source);
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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auto * node = getNode(neighbour, layer);
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if(node->accessible == EPathAccessibility::NOT_SET)
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continue;
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result.push_back(node);
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}
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}
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std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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if(!source.isNodeObjectVisitable())
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return neighbours;
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auto accessibleExits = pathfinderHelper->getTeleportExits(source);
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for(auto & neighbour : accessibleExits)
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{
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auto * node = getNode(neighbour, source.node->layer);
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if(!node->coord.valid())
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{
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logAi->debug("Teleportation exit is blocked " + neighbour.toString());
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continue;
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}
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neighbours.push_back(node);
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}
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return neighbours;
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}
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NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
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:out(pathsInfo)
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{
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out.hero = hero;
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out.hpos = hero->visitablePos();
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}
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void NodeStorage::resetTile(const int3 & tile, const EPathfindingLayer & layer, EPathAccessibility accessibility)
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{
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getNode(tile, layer)->update(tile, layer, accessibility);
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}
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std::vector<CGPathNode *> NodeStorage::getInitialNodes()
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{
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auto * initialNode = getNode(out.hpos, out.hero->boat ? out.hero->boat->layer : EPathfindingLayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = out.hero->movementPointsRemaining();
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initialNode->setCost(0.0);
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if(!initialNode->coord.valid())
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{
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initialNode->coord = out.hpos;
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}
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return std::vector<CGPathNode *> { initialNode };
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}
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void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
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{
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assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
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destination.node->setCost(destination.cost);
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destination.node->moveRemains = destination.movementLeft;
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destination.node->turns = destination.turn;
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destination.node->theNodeBefore = source.node;
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destination.node->action = destination.action;
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}
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VCMI_LIB_NAMESPACE_END
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