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							- /*
 
-  * CGPathNode.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
 
- #include "../GameConstants.h"
 
- #include "../int3.h"
 
- #include <boost/heap/fibonacci_heap.hpp>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class CGHeroInstance;
 
- class CGObjectInstance;
 
- class CGameState;
 
- class CPathfinderHelper;
 
- struct TerrainTile;
 
- template<typename N>
 
- struct DLL_LINKAGE NodeComparer
 
- {
 
- 	STRONG_INLINE
 
- 	bool operator()(const N * lhs, const N * rhs) const
 
- 	{
 
- 		return lhs->getCost() > rhs->getCost();
 
- 	}
 
- };
 
- enum class EPathAccessibility : ui8
 
- {
 
- 	NOT_SET,
 
- 	ACCESSIBLE, //tile can be entered and passed
 
- 	VISITABLE, //tile can be entered as the last tile in path
 
- 	GUARDED,  //tile can be entered, but is in zone of control of nearby monster (may also contain visitable object, if any)
 
- 	BLOCKVIS,  //visitable from neighboring tile but not passable
 
- 	FLYABLE, //can only be accessed in air layer
 
- 	BLOCKED //tile can be neither entered nor visited
 
- };
 
- enum class EPathNodeAction : ui8
 
- {
 
- 	UNKNOWN,
 
- 	EMBARK,
 
- 	DISEMBARK,
 
- 	NORMAL,
 
- 	BATTLE,
 
- 	VISIT,
 
- 	BLOCKING_VISIT,
 
- 	TELEPORT_NORMAL,
 
- 	TELEPORT_BLOCKING_VISIT,
 
- 	TELEPORT_BATTLE
 
- };
 
- struct DLL_LINKAGE CGPathNode
 
- {
 
- 	using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
 
- 	using ELayer = EPathfindingLayer;
 
- 	TFibHeap::handle_type pqHandle;
 
- 	TFibHeap * pq;
 
- 	CGPathNode * theNodeBefore;
 
- 	int3 coord; //coordinates
 
- 	ELayer layer;
 
- 	float cost; //total cost of the path to this tile measured in turns with fractions
 
- 	int moveRemains; //remaining movement points after hero reaches the tile
 
- 	ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
 
- 	EPathAccessibility accessible;
 
- 	EPathNodeAction action;
 
- 	bool locked;
 
- 	CGPathNode()
 
- 		: coord(-1),
 
- 		layer(ELayer::WRONG),
 
- 		pqHandle(nullptr)
 
- 	{
 
- 		reset();
 
- 	}
 
- 	STRONG_INLINE
 
- 	void reset()
 
- 	{
 
- 		locked = false;
 
- 		accessible = EPathAccessibility::NOT_SET;
 
- 		moveRemains = 0;
 
- 		cost = std::numeric_limits<float>::max();
 
- 		turns = 255;
 
- 		theNodeBefore = nullptr;
 
- 		pq = nullptr;
 
- 		action = EPathNodeAction::UNKNOWN;
 
- 	}
 
- 	STRONG_INLINE
 
- 	bool inPQ() const
 
- 	{
 
- 		return pq != nullptr;
 
- 	}
 
- 	STRONG_INLINE
 
- 	float getCost() const
 
- 	{
 
- 		return cost;
 
- 	}
 
- 	STRONG_INLINE
 
- 	void setCost(float value)
 
- 	{
 
- 		if(vstd::isAlmostEqual(value, cost))
 
- 			return;
 
- 		bool getUpNode = value < cost;
 
- 		cost = value;
 
- 		// If the node is in the heap, update the heap.
 
- 		if(inPQ())
 
- 		{
 
- 			if(getUpNode)
 
- 			{
 
- 				pq->increase(this->pqHandle);
 
- 			}
 
- 			else
 
- 			{
 
- 				pq->decrease(this->pqHandle);
 
- 			}
 
- 		}
 
- 	}
 
- 	STRONG_INLINE
 
- 	void update(const int3 & Coord, const ELayer Layer, const EPathAccessibility Accessible)
 
- 	{
 
- 		if(layer == ELayer::WRONG)
 
- 		{
 
- 			coord = Coord;
 
- 			layer = Layer;
 
- 		}
 
- 		else
 
- 		{
 
- 			reset();
 
- 		}
 
- 		accessible = Accessible;
 
- 	}
 
- 	STRONG_INLINE
 
- 	bool reachable() const
 
- 	{
 
- 		return turns < 255;
 
- 	}
 
- 	bool isTeleportAction() const
 
- 	{
 
- 		if (action != EPathNodeAction::TELEPORT_NORMAL &&
 
- 			action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
 
- 			action != EPathNodeAction::TELEPORT_BATTLE)
 
- 		{
 
- 			return false;
 
- 		}
 
- 		return true;
 
- 	}
 
- };
 
- struct DLL_LINKAGE CGPath
 
- {
 
- 	std::vector<CGPathNode> nodes; //just get node by node
 
- 	/// Starting position of path, matches location of hero
 
- 	const CGPathNode & currNode() const;
 
- 	/// First node in path, this is where hero will move next
 
- 	const CGPathNode & nextNode() const;
 
- 	/// Last node in path, this is what hero wants to reach in the end
 
- 	const CGPathNode & lastNode() const;
 
- 	int3 startPos() const; // start point
 
- 	int3 endPos() const; //destination point
 
- };
 
- struct DLL_LINKAGE CPathsInfo
 
- {
 
- 	using ELayer = EPathfindingLayer;
 
- 	const CGHeroInstance * hero;
 
- 	int3 hpos;
 
- 	int3 sizes;
 
- 	/// Bonus tree version for which this information can be considered to be valid
 
- 	int heroBonusTreeVersion = 0;
 
- 	boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
 
- 	CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
 
- 	~CPathsInfo();
 
- 	const CGPathNode * getPathInfo(const int3 & tile) const;
 
- 	bool getPath(CGPath & out, const int3 & dst) const;
 
- 	const CGPathNode * getNode(const int3 & coord) const;
 
- 	STRONG_INLINE
 
- 	CGPathNode * getNode(const int3 & coord, const ELayer layer)
 
- 	{
 
- 		return &nodes[layer.getNum()][coord.z][coord.x][coord.y];
 
- 	}
 
- };
 
- struct DLL_LINKAGE PathNodeInfo
 
- {
 
- 	CGPathNode * node;
 
- 	const CGObjectInstance * nodeObject;
 
- 	const CGHeroInstance * nodeHero;
 
- 	const TerrainTile * tile;
 
- 	int3 coord;
 
- 	bool guarded;
 
- 	PlayerRelations objectRelations;
 
- 	PlayerRelations heroRelations;
 
- 	bool isInitialPosition;
 
- 	PathNodeInfo();
 
- 	virtual void setNode(CGameState * gs, CGPathNode * n);
 
- 	void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
 
- 	bool isNodeObjectVisitable() const;
 
- };
 
- struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
 
- {
 
- 	EPathNodeAction action;
 
- 	int turn;
 
- 	int movementLeft;
 
- 	float cost; //same as CGPathNode::cost
 
- 	bool blocked;
 
- 	bool isGuardianTile;
 
- 	CDestinationNodeInfo();
 
- 	void setNode(CGameState * gs, CGPathNode * n) override;
 
- 	virtual bool isBetterWay() const;
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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