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https://github.com/wesnoth/wesnoth
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123 lines
4.6 KiB
C++
123 lines
4.6 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
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Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef PATHFIND_H_INCLUDED
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#define PATHFIND_H_INCLUDED
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#include "array.hpp"
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class gamestatus;
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#include "log.hpp"
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#include "map.hpp"
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#include "pathutils.hpp"
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#include "unit.hpp"
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#include <map>
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#include <list>
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#include <set>
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#include <vector>
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//this module contains various pathfinding functions and utilities.
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//a convenient type for storing a list of tiles adjacent to a certain tile
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typedef util::array<gamemap::location,6> adjacent_tiles_array;
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//function which, given a location, will find all tiles within 'radius' of that tile
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void get_tiles_radius(const gamemap::location& a, size_t radius, std::set<gamemap::location>& res);
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//function which, given a set of locations, will find all tiles within 'radius' of those tiles
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void get_tiles_radius(const gamemap& map, const std::vector<gamemap::location>& locs, size_t radius,
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std::set<gamemap::location>& res);
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enum VACANT_TILE_TYPE { VACANT_CASTLE, VACANT_ANY };
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//function which will find a location on the board that is as near to loc as
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//possible, but which is unoccupied by any units. If terrain is not 0, then
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//the location found must be of the given terrain type, and must have a path
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//of that terrain type to loc.
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//
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//if no valid location can be found, it will return a null location.
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gamemap::location find_vacant_tile(const gamemap& map,
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const std::map<gamemap::location,unit>& un,
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const gamemap::location& loc,
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VACANT_TILE_TYPE vacancy=VACANT_ANY);
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//function which determines if a given location is an enemy zone of control
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bool enemy_zoc(const gamemap& map,const gamestatus& status,
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const std::map<gamemap::location,unit>& units,
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const std::vector<team>& teams,
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const gamemap::location& loc,const team& current_team,int side);
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struct cost_calculator
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{
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virtual double cost(const gamemap::location& loc, const double so_far, const bool isDst) const = 0;
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virtual ~cost_calculator() {}
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inline double getNoPathValue(void) const { return (42424242.0); }
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};
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//object which contains all the possible locations a unit can move to, with
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//associated best routes to those locations.
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struct paths
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{
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paths() {}
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//construct a list of paths for the unit at loc.
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//ignore_zocs: determines whether unit has to stop upon entering an ezoc
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//allow_teleport: indicates whether unit teleports between villages
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//additional_turns: if 0, paths for how far the unit can move this turn
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//will be calculated. If 1, paths for how far the unit can move by the
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//end of next turn will be calculated, and so forth.
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paths(const gamemap& map, const gamestatus& status,
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const game_data& gamedata,
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const std::map<gamemap::location,unit>& units,
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const gamemap::location& loc, std::vector<team>& teams,
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bool ignore_zocs, bool allow_teleport, int additional_turns=0);
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//structure which holds a single route between one location and another.
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struct route
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{
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route() : move_left(0) {}
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std::vector<gamemap::location> steps;
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int move_left; //movement unit will have left at end of the route.
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};
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typedef std::map<gamemap::location,route> routes_map;
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routes_map routes;
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};
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paths::route a_star_search(gamemap::location const &src, gamemap::location const &dst,
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double stop_at, cost_calculator const *costCalculator,
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const size_t parWidth, const size_t parHeight,
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std::set<gamemap::location> const *teleports = NULL);
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//function which, given a unit and a route the unit can move on, will
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//return the number of turns it will take the unit to traverse the route.
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int route_turns_to_complete(const unit& u, const gamemap& map,
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const paths::route& rt);
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struct shortest_path_calculator : cost_calculator
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{
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shortest_path_calculator(const unit& u, const team& t,
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const unit_map& units, const std::vector<team>& teams,
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const gamemap& map, const gamestatus& status);
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virtual double cost(const gamemap::location& loc, const double so_far, const bool isDst) const;
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private:
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const unit& unit_;
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const team& team_;
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const unit_map& units_;
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const std::vector<team>& teams_;
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const gamemap& map_;
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const gamestatus& status_;
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};
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#endif
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