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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;
- class IGameInfoCallback;
- struct PathNodeInfo;
- struct CPathsInfo;
- struct DLL_LINKAGE PathfinderOptions
- {
- bool useFlying;
- bool useWaterWalking;
- bool ignoreGuards;
- 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)
- bool forceUseTeleportWhirlpool; // 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.
- /// Further work can also be done to mimic SoD quirks if needed
- /// (such as picking unoptimal paths on purpose when targeting guards or being interrupted on guarded resource tile when picking it during diagonal u-turn)
- bool originalFlyRules;
- /// 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;
- /// <summary>
- /// For AI. AI pathfinder needs to ignore this rule as it simulates battles on the way
- /// </summary>
- bool allowLayerTransitioningAfterBattle;
- PathfinderOptions(const IGameInfoCallback & callback);
- };
- 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,
- const IGameInfoCallback & callback,
- std::vector<std::shared_ptr<IPathfindingRule>> rules);
- virtual ~PathfinderConfig() = default;
- virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, const IGameInfoCallback & gameInfo) = 0;
- };
- class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
- {
- private:
- std::unique_ptr<CPathfinderHelper> pathfinderHelper;
- const CGHeroInstance * hero;
- public:
- SingleHeroPathfinderConfig(CPathsInfo & out, const IGameInfoCallback & gs, const CGHeroInstance * hero);
- virtual ~SingleHeroPathfinderConfig();
- CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, const IGameInfoCallback & gameInfo) override;
- static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
- };
- VCMI_LIB_NAMESPACE_END
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