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/*
* CPathfinder.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 "CGPathNode.h"
#include "../IGameCallback.h"
#include "../bonuses/BonusEnum.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGWhirlpool;
class TurnInfo;
struct PathfinderOptions;
// Optimized storage - tile can have 0-8 neighbour tiles
// static_vector uses fixed, preallocated storage (capacity) and dynamic size
// this avoid dynamic allocations on huge number of neighbour list queries
using NeighbourTilesVector = boost::container::static_vector<int3, 8>;
// Optimized storage to minimize dynamic allocations - most of teleporters have only one exit, but some may have more (premade maps, castle gates)
using TeleporterTilesVector = boost::container::small_vector<int3, 4>;
class DLL_LINKAGE CPathfinder
{
public:
friend class CPathfinderHelper;
CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config);
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private:
CGameState * gamestate;
using ELayer = EPathfindingLayer;
std::shared_ptr<PathfinderConfig> config;
boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
PathNodeInfo source; //current (source) path node -> we took it from the queue
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
bool isLayerTransitionPossible() const;
EPathNodeAction getTeleportDestAction() const;
bool isDestinationGuardian() const;
void initializeGraph();
STRONG_INLINE
void push(CGPathNode * node);
STRONG_INLINE
CGPathNode * topAndPop();
};
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{
public:
enum EPatrolState
{
PATROL_NONE = 0,
PATROL_LOCKED = 1,
PATROL_RADIUS
} patrolState;
std::unordered_set<int3> patrolTiles;
int turn;
PlayerColor owner;
const CGHeroInstance * hero;
std::vector<std::unique_ptr<TurnInfo>> turnsInfo;
const PathfinderOptions & options;
bool canCastFly;
bool canCastWaterWalk;
bool whirlpoolProtection;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
virtual ~CPathfinderHelper();
void initializePatrol();
bool isHeroPatrolLocked() const;
bool canMoveFromNode(const PathNodeInfo & source) const;
bool isPatrolMovementAllowed(const int3 & dst) const;
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
const TurnInfo * getTurnInfo() const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
TeleporterTilesVector getCastleGates(const PathNodeInfo & source) const;
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
TeleporterTilesVector getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
void calculateNeighbourTiles(NeighbourTilesVector & result, const PathNodeInfo & source) const;
TeleporterTilesVector getTeleportExits(const PathNodeInfo & source) const;
void getNeighbours(
const TerrainTile & srcTile,
const int3 & srcCoord,
NeighbourTilesVector & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints = -1,
const bool checkLast = true,
boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
int getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints = -1,
const bool checkLast = true) const;
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
int getGuardiansCount(int3 tile) const;
};
VCMI_LIB_NAMESPACE_END
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