MegaGlest/source/glest_game/ai/path_finder.h

100 lines
2.4 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_PATHFINDER_H_
#define _GLEST_GAME_PATHFINDER_H_
#include "vec.h"
#include <vector>
#include <map>
#include "game_constants.h"
#include "skill_type.h"
#include "leak_dumper.h"
using std::vector;
using Shared::Graphics::Vec2i;
namespace Glest { namespace Game {
class Map;
class Unit;
// =====================================================
// class PathFinder
//
/// Finds paths for units using a modification of the A* algorithm
// =====================================================
class PathFinder {
public:
class Node {
public:
Node() {
clear();
}
void clear() {
pos.x = 0;
pos.y = 0;
next=NULL;
prev=NULL;
heuristic=0.0;
exploredCell=false;
}
Vec2i pos;
Node *next;
Node *prev;
float heuristic;
bool exploredCell;
};
typedef vector<Node*> Nodes;
public:
static const int maxFreeSearchRadius;
static int pathFindNodesMax;
static const int pathFindRefresh;
static const int pathFindBailoutRadius;
private:
std::map<Vec2i, bool> openPosList;
std::map<float, Nodes> openNodesList;
std::map<float, Nodes> closedNodesList;
std::vector<Node> nodePool;
int nodePoolCount;
const Map *map;
RandomGen random;
int useMaxNodeCount;
public:
PathFinder();
PathFinder(const Map *map);
~PathFinder();
void init(const Map *map);
TravelState findPath(Unit *unit, const Vec2i &finalPos, bool *wasStuck=NULL);
private:
TravelState aStar(Unit *unit, const Vec2i &finalPos, bool inBailout);
Node *newNode();
Vec2i computeNearestFreePos(const Unit *unit, const Vec2i &targetPos);
float heuristic(const Vec2i &pos, const Vec2i &finalPos);
bool openPos(const Vec2i &sucPos);
Node * minHeuristicFastLookup();
bool processNode(Unit *unit, Node *node,const Vec2i finalPos, int i, int j, bool &nodeLimitReached);
void processNearestFreePos(const Vec2i &finalPos, int i, int j, int size, Field field, int teamIndex,Vec2i unitPos, Vec2i &nearestPos, float &nearestDist);
};
}}//end namespace
#endif