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vcmi/lib/PathfinderUtil.h
DjWarmonger 7ba271edf1
Rotation rebase2 (#912)
* 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
2022-09-18 17:39:10 +03:00

77 lines
1.8 KiB
C++

/*
* PathfinderUtil.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 "mapping/CMapDefines.h"
#include "CGameState.h"
namespace PathfinderUtil
{
using FoW = std::shared_ptr<const boost::multi_array<ui8, 3>>;
using ELayer = EPathfindingLayer;
template<EPathfindingLayer::EEPathfindingLayer layer>
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, FoW fow, const PlayerColor player, const CGameState * gs)
{
if(!(*fow)[pos.z][pos.x][pos.y])
return CGPathNode::BLOCKED;
switch(layer)
{
case ELayer::LAND:
case ELayer::SAIL:
if(tinfo->visitable)
{
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != player) //non-owned hero stands on Sanctuary
{
return CGPathNode::BLOCKED;
}
else
{
for(const CGObjectInstance * obj : tinfo->visitableObjects)
{
if(obj->blockVisit)
return CGPathNode::BLOCKVIS;
else if(obj->passableFor(player))
return CGPathNode::ACCESSIBLE;
else if(obj->ID != Obj::EVENT)
return CGPathNode::VISITABLE;
}
}
}
else if(tinfo->blocked)
{
return CGPathNode::BLOCKED;
}
else if(gs->guardingCreaturePosition(pos).valid())
{
// Monster close by; blocked visit for battle
return CGPathNode::BLOCKVIS;
}
break;
case ELayer::WATER:
if(tinfo->blocked || tinfo->terType.isLand())
return CGPathNode::BLOCKED;
break;
case ELayer::AIR:
if(tinfo->blocked || tinfo->terType.isLand())
return CGPathNode::FLYABLE;
break;
}
return CGPathNode::ACCESSIBLE;
}
}