PathfinderUtil.h 2.3 KB

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  1. /*
  2. * PathfinderUtil.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../mapObjects/CGObjectInstance.h"
  12. #include "../mapping/CMapDefines.h"
  13. #include "../callback/IGameInfoCallback.h"
  14. #include "CGPathNode.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. namespace PathfinderUtil
  17. {
  18. using FoW = boost::multi_array<ui8, 3>;
  19. using ELayer = EPathfindingLayer;
  20. template<EPathfindingLayer::Type layer>
  21. EPathAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile & tinfo, const FoW & fow, const PlayerColor player, const IGameInfoCallback & gameInfo)
  22. {
  23. if(!fow[pos.z][pos.x][pos.y])
  24. return EPathAccessibility::BLOCKED;
  25. switch(layer)
  26. {
  27. case ELayer::LAND:
  28. case ELayer::SAIL:
  29. if(tinfo.visitable())
  30. {
  31. auto frontVisitable = gameInfo.getObjInstance(tinfo.visitableObjects.front());
  32. auto backVisitable = gameInfo.getObjInstance(tinfo.visitableObjects.front());
  33. if(frontVisitable->ID == Obj::SANCTUARY && backVisitable->ID == Obj::HERO && backVisitable->getOwner() != player) //non-owned hero stands on Sanctuary
  34. {
  35. return EPathAccessibility::BLOCKED;
  36. }
  37. else
  38. {
  39. bool hasBlockedVisitable = false;
  40. bool hasVisitable = false;
  41. for(const auto objID : tinfo.visitableObjects)
  42. {
  43. auto obj = gameInfo.getObjInstance(objID);
  44. if(obj->isBlockedVisitable())
  45. hasBlockedVisitable = true;
  46. else if(!obj->passableFor(player) && obj->ID != Obj::EVENT)
  47. hasVisitable = true;
  48. }
  49. if(hasBlockedVisitable)
  50. return EPathAccessibility::BLOCKVIS;
  51. if(hasVisitable)
  52. return EPathAccessibility::VISITABLE;
  53. return EPathAccessibility::ACCESSIBLE;
  54. }
  55. }
  56. else if(tinfo.blocked())
  57. {
  58. return EPathAccessibility::BLOCKED;
  59. }
  60. else if(gameInfo.guardingCreaturePosition(pos).isValid())
  61. {
  62. // Monster close by; blocked visit for battle
  63. return EPathAccessibility::GUARDED;
  64. }
  65. break;
  66. case ELayer::WATER:
  67. if(tinfo.blocked() || tinfo.isLand())
  68. return EPathAccessibility::BLOCKED;
  69. break;
  70. case ELayer::AIR:
  71. return EPathAccessibility::FLYABLE;
  72. break;
  73. }
  74. return EPathAccessibility::ACCESSIBLE;
  75. }
  76. }
  77. VCMI_LIB_NAMESPACE_END