| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179 | /* * CGPathNode.cpp, 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 * */#include "StdInc.h"#include "CGPathNode.h"#include "CPathfinder.h"#include "../gameState/CGameState.h"#include "../mapObjects/CGHeroInstance.h"#include "../mapping/CMapDefines.h"VCMI_LIB_NAMESPACE_BEGINstatic bool canSeeObj(const CGObjectInstance * obj){	/// Pathfinder should ignore placed events	return obj != nullptr && obj->ID != Obj::EVENT;}const CGPathNode & CGPath::currNode() const{	assert(nodes.size() > 1);	return nodes[nodes.size()-1];}const CGPathNode & CGPath::nextNode() const{	assert(nodes.size() > 1);	return nodes[nodes.size()-2];}const CGPathNode & CGPath::lastNode() const{	assert(nodes.size() > 1);	return nodes[0];}int3 CGPath::startPos() const{	return nodes[nodes.size()-1].coord;}int3 CGPath::endPos() const{	return nodes[0].coord;}CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)	: sizes(Sizes), hero(hero_){	nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);}CPathsInfo::~CPathsInfo() = default;const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const{	assert(vstd::iswithin(tile.x, 0, sizes.x));	assert(vstd::iswithin(tile.y, 0, sizes.y));	assert(vstd::iswithin(tile.z, 0, sizes.z));	return getNode(tile);}bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const{	out.nodes.clear();	const CGPathNode * curnode = getNode(dst);	if(!curnode->theNodeBefore)		return false;	while(curnode)	{		const CGPathNode cpn = * curnode;		curnode = curnode->theNodeBefore;		out.nodes.push_back(cpn);	}	return true;}const CGPathNode * CPathsInfo::getNode(const int3 & coord) const{	const auto * landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];	if(landNode->reachable())		return landNode;	else		return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];}PathNodeInfo::PathNodeInfo()	: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false),	isInitialPosition(false){}void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n){	node = n;	if(coord != node->coord)	{		assert(node->coord.valid());		coord = node->coord;		tile = gs->getTile(coord);		nodeObject = tile->topVisitableObj();		if(nodeObject && nodeObject->ID == Obj::HERO)		{			nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);			nodeObject = tile->topVisitableObj(true);			if(!nodeObject)				nodeObject = nodeHero;		}		else		{			nodeHero = nullptr;		}	}	guarded = false;}void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs){	if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)	{		guarded = true;	}	if(nodeObject)	{		objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);	}	if(nodeHero)	{		heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);	}}bool PathNodeInfo::isNodeObjectVisitable() const{	/// Hero can't visit objects while walking on water or flying	return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)		&& (canSeeObj(nodeObject) || canSeeObj(nodeHero));}CDestinationNodeInfo::CDestinationNodeInfo():	blocked(false),	action(EPathNodeAction::UNKNOWN){}void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n){	PathNodeInfo::setNode(gs, n);	blocked = false;	action = EPathNodeAction::UNKNOWN;}bool CDestinationNodeInfo::isBetterWay() const{	if(node->turns == 0xff) //we haven't been here before		return true;	else		return cost < node->getCost(); //this route is faster}VCMI_LIB_NAMESPACE_END
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