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242 lines
4.8 KiB
C++
242 lines
4.8 KiB
C++
/*
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* CGPathNode.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 "../GameConstants.h"
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#include "../int3.h"
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#include <boost/heap/fibonacci_heap.hpp>
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CGObjectInstance;
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class CGameState;
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class CPathfinderHelper;
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struct TerrainTile;
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template<typename N>
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struct DLL_LINKAGE NodeComparer
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{
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STRONG_INLINE
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bool operator()(const N * lhs, const N * rhs) const
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{
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return lhs->getCost() > rhs->getCost();
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}
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};
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enum class EPathAccessibility : ui8
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{
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NOT_SET,
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ACCESSIBLE, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighboring tile but not passable
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FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can be neither entered nor visited
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};
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enum class EPathNodeAction : ui8
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{
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UNKNOWN,
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EMBARK,
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DISEMBARK,
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NORMAL,
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BATTLE,
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VISIT,
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BLOCKING_VISIT,
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TELEPORT_NORMAL,
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TELEPORT_BLOCKING_VISIT,
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TELEPORT_BATTLE
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};
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struct DLL_LINKAGE CGPathNode
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{
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using ELayer = EPathfindingLayer;
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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ELayer layer;
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int moveRemains; //remaining movement points after hero reaches the tile
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ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
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EPathAccessibility accessible;
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EPathNodeAction action;
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bool locked;
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bool inPQ;
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CGPathNode()
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: coord(-1),
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layer(ELayer::WRONG),
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pqHandle(nullptr)
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{
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reset();
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}
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STRONG_INLINE
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void reset()
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{
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locked = false;
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accessible = EPathAccessibility::NOT_SET;
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moveRemains = 0;
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cost = std::numeric_limits<float>::max();
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turns = 255;
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theNodeBefore = nullptr;
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action = EPathNodeAction::UNKNOWN;
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inPQ = false;
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pq = nullptr;
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}
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STRONG_INLINE
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float getCost() const
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{
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return cost;
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}
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STRONG_INLINE
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void setCost(float value)
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{
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if(value == cost)
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return;
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bool getUpNode = value < cost;
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cost = value;
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// If the node is in the heap, update the heap.
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if(inPQ && pq != nullptr)
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{
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if(getUpNode)
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{
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pq->increase(this->pqHandle);
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}
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else
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{
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pq->decrease(this->pqHandle);
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}
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}
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}
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STRONG_INLINE
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void update(const int3 & Coord, const ELayer Layer, const EPathAccessibility Accessible)
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{
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if(layer == ELayer::WRONG)
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{
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coord = Coord;
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layer = Layer;
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}
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else
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{
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reset();
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}
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accessible = Accessible;
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}
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STRONG_INLINE
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bool reachable() const
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{
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return turns < 255;
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}
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bool isTeleportAction() const
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{
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if (action != EPathNodeAction::TELEPORT_NORMAL &&
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action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
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action != EPathNodeAction::TELEPORT_BATTLE)
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{
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return false;
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}
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return true;
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}
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using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
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TFibHeap::handle_type pqHandle;
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TFibHeap* pq;
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private:
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float cost; //total cost of the path to this tile measured in turns with fractions
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};
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struct DLL_LINKAGE CGPath
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{
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std::vector<CGPathNode> nodes; //just get node by node
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/// Starting position of path, matches location of hero
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const CGPathNode & currNode() const;
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/// First node in path, this is where hero will move next
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const CGPathNode & nextNode() const;
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/// Last node in path, this is what hero wants to reach in the end
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const CGPathNode & lastNode() const;
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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};
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struct DLL_LINKAGE CPathsInfo
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{
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using ELayer = EPathfindingLayer;
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const CGHeroInstance * hero;
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int3 hpos;
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int3 sizes;
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boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
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CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
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~CPathsInfo();
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const CGPathNode * getPathInfo(const int3 & tile) const;
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bool getPath(CGPath & out, const int3 & dst) const;
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const CGPathNode * getNode(const int3 & coord) const;
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STRONG_INLINE
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CGPathNode * getNode(const int3 & coord, const ELayer layer)
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{
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return &nodes[layer.getNum()][coord.z][coord.x][coord.y];
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}
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};
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struct DLL_LINKAGE PathNodeInfo
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{
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CGPathNode * node;
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const CGObjectInstance * nodeObject;
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const CGHeroInstance * nodeHero;
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const TerrainTile * tile;
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int3 coord;
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bool guarded;
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PlayerRelations objectRelations;
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PlayerRelations heroRelations;
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bool isInitialPosition;
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PathNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n);
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void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
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bool isNodeObjectVisitable() const;
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};
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struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
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{
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EPathNodeAction action;
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int turn;
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int movementLeft;
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float cost; //same as CGPathNode::cost
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bool blocked;
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bool isGuardianTile;
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CDestinationNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n) override;
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virtual bool isBetterWay() const;
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};
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VCMI_LIB_NAMESPACE_END
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