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127 lines
3.8 KiB
C++
127 lines
3.8 KiB
C++
/*
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* CPathfinder.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 "CGPathNode.h"
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#include "../IGameCallback.h"
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#include "../bonuses/BonusEnum.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGWhirlpool;
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struct TurnInfo;
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struct PathfinderOptions;
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class CPathfinder
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{
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public:
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friend class CPathfinderHelper;
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CPathfinder(
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CGameState * _gs,
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std::shared_ptr<PathfinderConfig> config);
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void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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private:
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CGameState * gamestate;
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using ELayer = EPathfindingLayer;
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std::shared_ptr<PathfinderConfig> config;
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boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
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PathNodeInfo source; //current (source) path node -> we took it from the queue
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CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
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bool isLayerTransitionPossible() const;
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EPathNodeAction getTeleportDestAction() const;
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bool isDestinationGuardian() const;
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void initializeGraph();
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STRONG_INLINE
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void push(CGPathNode * node);
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STRONG_INLINE
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CGPathNode * topAndPop();
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};
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class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
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{
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public:
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enum EPatrolState
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{
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PATROL_NONE = 0,
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PATROL_LOCKED = 1,
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PATROL_RADIUS
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} patrolState;
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std::unordered_set<int3> patrolTiles;
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int turn;
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PlayerColor owner;
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const CGHeroInstance * hero;
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std::vector<TurnInfo *> turnsInfo;
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const PathfinderOptions & options;
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CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
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virtual ~CPathfinderHelper();
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void initializePatrol();
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bool isHeroPatrolLocked() const;
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bool isPatrolMovementAllowed(const int3 & dst) const;
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void updateTurnInfo(const int turn = 0);
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bool isLayerAvailable(const EPathfindingLayer & layer) const;
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const TurnInfo * getTurnInfo() const;
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bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
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int getMaxMovePoints(const EPathfindingLayer & layer) const;
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std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
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bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
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std::vector<int3> getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const;
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bool addTeleportTwoWay(const CGTeleport * obj) const;
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bool addTeleportOneWay(const CGTeleport * obj) const;
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bool addTeleportOneWayRandom(const CGTeleport * obj) const;
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bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
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bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
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std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
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std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
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void getNeighbours(
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const TerrainTile & srcTile,
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const int3 & srcCoord,
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std::vector<int3> & vec,
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const boost::logic::tribool & onLand,
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const bool limitCoastSailing) const;
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int getMovementCost(
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const int3 & src,
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const int3 & dst,
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const TerrainTile * ct,
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const TerrainTile * dt,
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const int remainingMovePoints = -1,
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const bool checkLast = true,
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boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
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boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
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int getMovementCost(
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const PathNodeInfo & src,
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const PathNodeInfo & dst,
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const int remainingMovePoints = -1,
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const bool checkLast = true) const;
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int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
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bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
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};
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VCMI_LIB_NAMESPACE_END
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