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- #pragma once
- #include "VCMI_Lib.h"
- #include "mapping/CMap.h"
- #include "IGameCallback.h"
- #include "int3.h"
- /*
- * CPathfinder.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
- *
- */
- class CGHeroInstance;
- class CGObjectInstance;
- struct TerrainTile;
- struct DLL_LINKAGE CGPathNode
- {
- enum EAccessibility
- {
- NOT_SET = 0,
- ACCESSIBLE = 1, //tile can be entered and passed
- VISITABLE, //tile can be entered as the last tile in path
- BLOCKVIS, //visitable from neighbouring tile but not passable
- BLOCKED //tile can't be entered nor visited
- };
- EAccessibility accessible;
- ui8 land;
- ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
- ui32 moveRemains; //remaining tiles after hero reaches the tile
- CGPathNode * theNodeBefore;
- int3 coord; //coordinates
- CGPathNode();
- bool reachable() const;
- };
- struct DLL_LINKAGE CGPath
- {
- std::vector<CGPathNode> nodes; //just get node by node
- int3 startPos() const; // start point
- int3 endPos() const; //destination point
- void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
- };
- struct DLL_LINKAGE CPathsInfo
- {
- mutable boost::mutex pathMx;
- const CGHeroInstance *hero;
- int3 hpos;
- int3 sizes;
- CGPathNode ***nodes; //[w][h][level]
- CPathsInfo(const int3 &Sizes);
- ~CPathsInfo();
- const CGPathNode * getPathInfo( int3 tile ) const;
- bool getPath(const int3 &dst, CGPath &out) const;
- int getDistance( int3 tile ) const;
- };
- class CPathfinder : private CGameInfoCallback
- {
- public:
- CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
- 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
- private:
- struct PathfinderOptions
- {
- bool useFlying;
- bool useWaterWalking;
- bool useEmbarkAndDisembark;
- bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
- bool useTeleportOneWay; // One-way monoliths with one known exit only
- bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
- bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
- PathfinderOptions();
- } options;
- CPathsInfo &out;
- const CGHeroInstance *hero;
- const std::vector<std::vector<std::vector<ui8> > > &FoW;
- std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
- std::vector<int3> neighbours;
- CGPathNode *cp; //current (source) path node -> we took it from the queue
- CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
- const TerrainTile *ct, *dt; //tile info for both nodes
- const CGObjectInstance *sTileObj;
- ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
- void addNeighbours(const int3 &coord);
- void addTeleportExits(bool noTeleportExcludes = false);
- bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
- bool checkDestinationTile();
- int3 getSourceGuardPosition();
- bool isSourceGuarded();
- bool isDestinationGuarded();
- bool isDestinationGuardian();
- void initializeGraph();
- CGPathNode *getNode(const int3 &coord);
- CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
- 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)
- bool addTeleportTwoWay(const CGTeleport * obj) const;
- bool addTeleportOneWay(const CGTeleport * obj) const;
- bool addTeleportOneWayRandom(const CGTeleport * obj) const;
- bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
- };
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