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88a7b3141d
AFAIK, all is working as H3.
61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
/*
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* ReachabilityInfo.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 "BattleHex.h"
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#include "CBattleInfoEssentials.h"
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#include "AccessibilityInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
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// startPosition and perpective.
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struct DLL_LINKAGE ReachabilityInfo
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{
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using TDistances = std::array<uint32_t, GameConstants::BFIELD_SIZE>;
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using TPredecessors = std::array<BattleHex, GameConstants::BFIELD_SIZE>;
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enum { INFINITE_DIST = 1000000 };
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struct DLL_LINKAGE Parameters
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{
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ui8 side = 0;
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bool doubleWide = false;
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bool flying = false;
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bool ignoreKnownAccessible = false; //Ignore obstacles if it is in accessible hexes
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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)
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BattleHex startPosition; //assumed position of stack
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BattlePerspective::BattlePerspective perspective = BattlePerspective::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side
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Parameters() = default;
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Parameters(const battle::Unit * Stack, BattleHex StartPosition);
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};
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Parameters params;
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AccessibilityInfo accessibility;
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TDistances distances;
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TPredecessors predecessors;
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ReachabilityInfo();
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bool isReachable(BattleHex hex) const;
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uint32_t distToNearestNeighbour(
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const std::vector<BattleHex> & targetHexes,
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BattleHex * chosenHex = nullptr) const;
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uint32_t distToNearestNeighbour(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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BattleHex * chosenHex = nullptr) const;
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};
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VCMI_LIB_NAMESPACE_END
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