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@@ -35,7 +35,7 @@ CPathfinder::PathfinderOptions::PathfinderOptions()
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originalMovementRules = true;
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}
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-CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero)
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+CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero)
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{
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assert(hero);
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@@ -82,7 +82,7 @@ void CPathfinder::calculatePaths()
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return true;
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else if(dp->turns > turn)
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return true;
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- else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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+ else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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return true;
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return false;
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@@ -91,7 +91,7 @@ void CPathfinder::calculatePaths()
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//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
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//initial tile - set cost on 0 and add to the queue
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- CGPathNode *initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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+ CGPathNode * initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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pq.push(initialNode);
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@@ -195,7 +195,7 @@ void CPathfinder::calculatePaths()
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} //queue loop
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}
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-void CPathfinder::addNeighbours(const int3 &coord)
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+void CPathfinder::addNeighbours(const int3 & coord)
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{
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neighbours.clear();
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std::vector<int3> tiles;
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@@ -242,7 +242,7 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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return false;
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};
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- const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(cObj);
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+ const CGTeleport * sTileTeleport = dynamic_cast<const CGTeleport *>(cObj);
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if(isAllowedTeleportEntrance(sTileTeleport))
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{
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for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
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@@ -271,20 +271,21 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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}
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}
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-bool CPathfinder::isLayerAvailable(const ELayer &layer, const int &turn) const
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+bool CPathfinder::isLayerAvailable(const ELayer layer, const int turn) const
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{
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switch(layer)
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{
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- case ELayer::AIR:
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- if(!hlp->ti->bonusFlying)
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- return false;
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+ case ELayer::AIR:
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+ if(!hlp->ti->bonusFlying)
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+ return false;
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- break;
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+ break;
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- case ELayer::WATER:
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- if(!hlp->ti->bonusWaterWalking)
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- return false;
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- break;
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+ case ELayer::WATER:
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+ if(!hlp->ti->bonusWaterWalking)
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+ return false;
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+
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+ break;
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}
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return true;
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@@ -296,17 +297,45 @@ bool CPathfinder::isLayerTransitionPossible() const
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if(cp->action == CGPathNode::BATTLE)
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return false;
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- if((cp->layer == ELayer::AIR || cp->layer == ELayer::WATER)
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- && dp->layer != ELayer::LAND)
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- {
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- /// Hero that fly or walking on water can only go into ground layer
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- return false;
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- }
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- else if(cp->layer == ELayer::AIR && dp->layer == ELayer::LAND)
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+ switch(cp->layer)
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{
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+ case ELayer::LAND:
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+ if(options.lightweightFlyingMode && dp->layer == ELayer::AIR)
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+ {
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+ if(!isSourceInitialPosition())
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+ return false;
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+ }
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+ else if(dp->layer == ELayer::SAIL)
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+ {
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+ /// Cannot enter empty water tile from land -> it has to be visitable
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+ if(dp->accessible == CGPathNode::ACCESSIBLE)
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+ return false;
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+ }
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+
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+ break;
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+
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+ case ELayer::SAIL:
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+ if(dp->layer != ELayer::LAND)
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+ return false;
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+
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+ if(!dt->isCoastal())
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+ return false;
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+
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+ //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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+ if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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+ || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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+ {
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+ return false;
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+ }
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+ break;
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+
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+ case ELayer::AIR:
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+ if(dp->layer != ELayer::LAND)
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+ return false;
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+
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if(options.originalMovementRules)
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{
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- if ((cp->accessible != CGPathNode::ACCESSIBLE &&
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+ if((cp->accessible != CGPathNode::ACCESSIBLE &&
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cp->accessible != CGPathNode::VISITABLE) &&
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(dp->accessible != CGPathNode::VISITABLE &&
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dp->accessible != CGPathNode::ACCESSIBLE))
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@@ -319,74 +348,60 @@ bool CPathfinder::isLayerTransitionPossible() const
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/// Hero that fly can only land on accessible tiles
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return false;
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}
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- }
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- else if(cp->layer == ELayer::LAND && dp->layer == ELayer::AIR)
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- {
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- if(options.lightweightFlyingMode && !isSourceInitialPosition())
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- return false;
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- }
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- else if(cp->layer == ELayer::SAIL && dp->layer != ELayer::LAND)
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- return false;
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- else if(cp->layer == ELayer::SAIL && dp->layer == ELayer::LAND)
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- {
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- if(!dt->isCoastal())
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- return false;
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- //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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- if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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- || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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- return false;
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- }
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- else if(cp->layer == ELayer::LAND && dp->layer == ELayer::SAIL)
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- {
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- if(dp->accessible == CGPathNode::ACCESSIBLE) //cannot enter empty water tile from land -> it has to be visitable
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+ break;
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+
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+ case ELayer::WATER:
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+ if(dp->layer != ELayer::LAND)
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return false;
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+
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+ break;
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}
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+
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return true;
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}
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bool CPathfinder::isMovementToDestPossible() const
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{
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- auto obj = dt->topVisitableObj();
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switch(dp->layer)
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{
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- case ELayer::LAND:
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- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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- return false;
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- if(isSourceGuarded())
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+ case ELayer::LAND:
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+ if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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+ return false;
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+ if(isSourceGuarded())
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+ {
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+ if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
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+ !isDestinationGuardian()) // Can step into tile of guard
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{
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- if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
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- !isDestinationGuardian()) // Can step into tile of guard
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- {
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- return false;
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- }
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- }
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-
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- break;
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-
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- case ELayer::SAIL:
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- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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- return false;
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- if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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return false;
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+ }
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+ }
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- if(cp->layer == ELayer::LAND)
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- {
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- if(!obj)
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- return false;
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+ break;
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- if(obj->ID != Obj::BOAT && obj->ID != Obj::HERO)
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- return false;
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- }
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- break;
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+ case ELayer::SAIL:
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+ if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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+ return false;
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+ if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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+ return false;
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- case ELayer::WATER:
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- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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+ if(cp->layer == ELayer::LAND)
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+ {
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+ if(!dObj)
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return false;
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- if(isDestinationGuarded())
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+
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+ if(dObj->ID != Obj::BOAT && dObj->ID != Obj::HERO)
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return false;
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+ }
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+ break;
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- break;
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+ case ELayer::WATER:
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+ if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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+ return false;
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+ if(isDestinationGuarded())
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+ return false;
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+
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+ break;
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}
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return true;
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@@ -401,16 +416,17 @@ bool CPathfinder::isMovementAfterDestPossible() const
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case CGPathNode::VISIT:
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/// For now we only add visitable tile into queue when it's teleporter that allow transit
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/// Movement from visitable tile when hero is standing on it is possible into any layer
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- if(CGTeleport::isTeleport(dt->topVisitableObj()))
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+ if(CGTeleport::isTeleport(dObj))
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{
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/// For now we'll always allow transit over teleporters
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/// Transit over whirlpools only allowed when hero protected
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- auto whirlpool = dynamic_cast<const CGWhirlpool *>(dt->topVisitableObj());
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+ auto whirlpool = dynamic_cast<const CGWhirlpool *>(dObj);
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if(!whirlpool || options.useTeleportWhirlpool)
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return true;
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}
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- else
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- return false;
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+
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+ break;
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+
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case CGPathNode::NORMAL:
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return true;
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@@ -418,14 +434,20 @@ bool CPathfinder::isMovementAfterDestPossible() const
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if(options.useEmbarkAndDisembark)
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return true;
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+ break;
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+
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case CGPathNode::DISEMBARK:
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if(options.useEmbarkAndDisembark && !isDestinationGuarded())
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return true;
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+ break;
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+
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case CGPathNode::BATTLE:
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/// Movement after BATTLE action only possible to guardian tile
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- if(isDestinationGuarded())
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+ if(isDestinationGuardian())
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return true;
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+
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+ break;
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}
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return false;
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@@ -461,7 +483,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
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else if(dObj->ID == Obj::TOWN && objRel == PlayerRelations::ENEMIES)
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{
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const CGTownInstance * townObj = dynamic_cast<const CGTownInstance *>(dObj);
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- if (townObj->armedGarrison())
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+ if(townObj->armedGarrison())
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action = CGPathNode::BATTLE;
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}
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else if(dObj->ID == Obj::GARRISON || dObj->ID == Obj::GARRISON2)
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@@ -509,9 +531,9 @@ bool CPathfinder::isSourceGuarded() const
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if(getSourceGuardPosition() != int3(-1, -1, -1) && !isSourceInitialPosition())
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{
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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- if(cp->accessible != CGPathNode::VISITABLE
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- || cp->theNodeBefore->layer == ELayer::LAND
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- || ct->topVisitableId() != Obj::BOAT)
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+ if(cp->accessible != CGPathNode::VISITABLE ||
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+ cp->theNodeBefore->layer == ELayer::LAND ||
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+ cObj->ID != Obj::BOAT)
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{
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return true;
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}
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@@ -538,7 +560,7 @@ bool CPathfinder::isDestinationGuardian() const
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void CPathfinder::initializeGraph()
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{
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- auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile *tinfo, bool blockNotAccessible)
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+ auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo, bool blockNotAccessible)
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{
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auto node = out.getNode(pos, layer);
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node->reset();
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@@ -558,7 +580,7 @@ void CPathfinder::initializeGraph()
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{
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for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
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{
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- const TerrainTile *tinfo = &gs->map->getTile(pos);
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+ const TerrainTile * tinfo = &gs->map->getTile(pos);
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switch(tinfo->terType)
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{
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case ETerrainType::ROCK:
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@@ -581,7 +603,7 @@ void CPathfinder::initializeGraph()
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}
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}
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-CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
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+CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo) const
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{
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CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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@@ -596,7 +618,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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}
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else
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{
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- for(const CGObjectInstance *obj : tinfo->visitableObjects)
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+ for(const CGObjectInstance * obj : tinfo->visitableObjects)
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{
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if(obj->passableFor(hero->tempOwner))
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{
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@@ -608,7 +630,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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}
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else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
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{
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- ret = CGPathNode::VISITABLE;
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+ ret = CGPathNode::VISITABLE;
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}
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}
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}
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@@ -623,7 +645,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, c
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return ret;
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}
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-bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
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+bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
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{
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return gs->checkForVisitableDir(a, b);
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}
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@@ -673,7 +695,7 @@ CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero)
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updateTurnInfo();
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}
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-void CPathfinderHelper::updateTurnInfo(const int &turn)
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+void CPathfinderHelper::updateTurnInfo(const int turn)
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{
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if(!ti || ti->turn != turn)
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{
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@@ -687,12 +709,12 @@ void CPathfinderHelper::updateTurnInfo(const int &turn)
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}
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}
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-int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer &layer) const
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+int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
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{
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return layer == EPathfindingLayer::SAIL ? ti->maxMovePointsWater : ti->maxMovePointsLand;
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}
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-TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int &turn)
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+TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int turn)
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{
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auto turnInfo = new TurnInfo;
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turnInfo->turn = turn;
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@@ -703,19 +725,19 @@ TurnInfo * CPathfinderHelper::getTurnInfo(const CGHeroInstance * h, const int &t
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return turnInfo;
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}
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-void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct, const int3 &tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, const bool &limitCoastSailing)
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+void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
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{
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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//vec.reserve(8); //optimization
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- for (auto & dir : dirs)
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+ for(auto & dir : dirs)
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{
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const int3 hlp = tile + dir;
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if(!gs->isInTheMap(hlp))
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continue;
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|
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- const TerrainTile &hlpt = gs->map->getTile(hlp);
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+ const TerrainTile & hlpt = gs->map->getTile(hlp);
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|
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// //we cannot visit things from blocked tiles
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// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
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@@ -734,7 +756,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct,
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continue;
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}
|
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|
|
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- if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
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+ if((indeterminate(onLand) || onLand == (hlpt.terType!=ETerrainType::WATER) )
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&& hlpt.terType != ETerrainType::ROCK)
|
|
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{
|
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vec.push_back(hlp);
|
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|
@@ -742,7 +764,7 @@ void CPathfinderHelper::getNeighbours(CGameState * gs, const TerrainTile &srct,
|
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|
}
|
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}
|
|
|
|
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|
-int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &src, const int3 &dst, const int &remainingMovePoints, const TurnInfo * ti, const bool &checkLast)
|
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|
+int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
|
|
|
{
|
|
|
if(src == dst) //same tile
|
|
|
return 0;
|
|
|
@@ -793,7 +815,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &src
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
-int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 &dst)
|
|
|
+int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
|
|
|
{
|
|
|
return getMovementCost(h, h->visitablePos(), dst, h->movement);
|
|
|
}
|
|
|
@@ -840,7 +862,7 @@ void CGPath::convert(ui8 mode)
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-CPathsInfo::CPathsInfo(const int3 &Sizes)
|
|
|
+CPathsInfo::CPathsInfo(const int3 & Sizes)
|
|
|
: sizes(Sizes)
|
|
|
{
|
|
|
hero = nullptr;
|
|
|
@@ -856,7 +878,7 @@ CPathsInfo::~CPathsInfo()
|
|
|
{
|
|
|
}
|
|
|
|
|
|
-const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const ELayer &layer) const
|
|
|
+const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile, const ELayer layer) const
|
|
|
{
|
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
|
|
@@ -865,25 +887,25 @@ const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const ELayer &layer
|
|
|
return getNode(tile, layer);
|
|
|
}
|
|
|
|
|
|
-bool CPathsInfo::getPath(CGPath &out, const int3 &dst, const ELayer &layer) const
|
|
|
+bool CPathsInfo::getPath(CGPath & out, const int3 & dst, const ELayer layer) const
|
|
|
{
|
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
|
|
out.nodes.clear();
|
|
|
- const CGPathNode *curnode = getNode(dst, layer);
|
|
|
+ const CGPathNode * curnode = getNode(dst, layer);
|
|
|
if(!curnode->theNodeBefore)
|
|
|
return false;
|
|
|
|
|
|
while(curnode)
|
|
|
{
|
|
|
- CGPathNode cpn = *curnode;
|
|
|
+ CGPathNode cpn = * curnode;
|
|
|
curnode = curnode->theNodeBefore;
|
|
|
out.nodes.push_back(cpn);
|
|
|
}
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
-int CPathsInfo::getDistance(const int3 &tile, const ELayer &layer) const
|
|
|
+int CPathsInfo::getDistance(const int3 & tile, const ELayer layer) const
|
|
|
{
|
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
|
|
@@ -894,7 +916,7 @@ int CPathsInfo::getDistance(const int3 &tile, const ELayer &layer) const
|
|
|
return 255;
|
|
|
}
|
|
|
|
|
|
-CGPathNode *CPathsInfo::getNode(const int3 &coord, const ELayer &layer) const
|
|
|
+CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer) const
|
|
|
{
|
|
|
if(layer != ELayer::AUTO)
|
|
|
return nodes[coord.x][coord.y][coord.z][layer];
|