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							- /*
 
-  * PathfinderOptions.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
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class INodeStorage;
 
- class IPathfindingRule;
 
- class CPathfinderHelper;
 
- class CGameState;
 
- class CGHeroInstance;
 
- struct PathNodeInfo;
 
- struct CPathsInfo;
 
- struct DLL_LINKAGE PathfinderOptions
 
- {
 
- 	bool useFlying;
 
- 	bool useWaterWalking;
 
- 	bool useEmbarkAndDisembark;
 
- 	bool ignoreGuards;
 
- 	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)
 
- 							   /// TODO: Find out with client and server code, merge with normal teleporters.
 
- 							   /// Likely proper implementation would require some refactoring of CGTeleport.
 
- 							   /// So for now this is unfinished and disabled by default.
 
- 	bool useCastleGate;
 
- 	/// If true transition into air layer only possible from initial node.
 
- 	/// This is drastically decrease path calculation complexity (and time).
 
- 	/// Downside is less MP effective paths calculation.
 
- 	///
 
- 	/// TODO: If this option end up useful for slow devices it's can be improved:
 
- 	/// - Allow transition into air layer not only from initial position, but also from teleporters.
 
- 	///   Movement into air can be also allowed when hero disembarked.
 
- 	/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
 
- 	///   Patrol support need similar functionality so it's won't be ton of useless code.
 
- 	///   Such limitation could be useful as it's can be scaled depend on device performance.
 
- 	bool lightweightFlyingMode;
 
- 	/// This option enable one turn limitation for flying and water walking.
 
- 	/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
 
- 	///
 
- 	/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
 
- 	/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
 
- 	///
 
- 	/// TODO:
 
- 	/// - Behavior when option is disabled not implemented and will lead to crashes.
 
- 	bool oneTurnSpecialLayersLimit;
 
- 	/// VCMI have different movement rules to solve flaws original engine has.
 
- 	/// If this option enabled you'll able to do following things in fly:
 
- 	/// - Move from blocked tiles to visitable one
 
- 	/// - Move from guarded tiles to blockvis tiles without being attacked
 
- 	/// - Move from guarded tiles to guarded visitable tiles with being attacked after
 
- 	/// TODO:
 
- 	/// - Option should also allow same tile land <-> air layer transitions.
 
- 	///   Current implementation only allow go into (from) air layer only to neighbour tiles.
 
- 	///   I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
 
- 	bool originalMovementRules;
 
- 	/// Max number of turns to compute. Default = infinite
 
- 	uint8_t turnLimit;
 
- 	/// <summary>
 
- 	/// For AI. Allows water walk and fly layers if hero can cast appropriate spells
 
- 	/// </summary>
 
- 	bool canUseCast;
 
- 	PathfinderOptions();
 
- };
 
- class DLL_LINKAGE PathfinderConfig
 
- {
 
- public:
 
- 	std::shared_ptr<INodeStorage> nodeStorage;
 
- 	std::vector<std::shared_ptr<IPathfindingRule>> rules;
 
- 	PathfinderOptions options;
 
- 	PathfinderConfig(
 
- 		std::shared_ptr<INodeStorage> nodeStorage,
 
- 		std::vector<std::shared_ptr<IPathfindingRule>> rules);
 
- 	virtual ~PathfinderConfig() = default;
 
- 	virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
 
- };
 
- class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
 
- {
 
- private:
 
- 	std::unique_ptr<CPathfinderHelper> pathfinderHelper;
 
- public:
 
- 	SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
 
- 	virtual ~SingleHeroPathfinderConfig();
 
- 	virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
 
- 	static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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