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/*
* ReachabilityInfo.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 "BattleHex.h"
#include "CBattleInfoEssentials.h"
#include "AccessibilityInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
// startPosition and perpective.
struct DLL_LINKAGE ReachabilityInfo
{
typedef std::array<int, GameConstants::BFIELD_SIZE> TDistances;
typedef std::array<BattleHex, GameConstants::BFIELD_SIZE> TPredecessors;
enum { INFINITE_DIST = 1000000 };
struct DLL_LINKAGE Parameters
{
ui8 side;
bool doubleWide;
bool flying;
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
BattleHex startPosition; //assumed position of stack
BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
Parameters();
Parameters(const battle::Unit * Stack, BattleHex StartPosition);
};
Parameters params;
AccessibilityInfo accessibility;
TDistances distances;
TPredecessors predecessors;
ReachabilityInfo();
bool isReachable(BattleHex hex) const;
int distToNearestNeighbour(
const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex = nullptr) const;
int distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex = nullptr) const;
};
VCMI_LIB_NAMESPACE_END
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