|
|
|
|
/**
|
|
|
|
|
* @file path.h
|
|
|
|
|
*
|
|
|
|
|
* Interface of the path finding algorithms.
|
|
|
|
|
*/
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
|
|
#include <cstddef>
|
|
|
|
|
#include <cstdint>
|
|
|
|
|
#include <optional>
|
|
|
|
|
|
|
|
|
|
#include <function_ref.hpp>
|
|
|
|
|
|
|
|
|
|
#include "engine/displacement.hpp"
|
|
|
|
|
#include "engine/point.hpp"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
constexpr size_t MaxPathLengthMonsters = 25;
|
|
|
|
|
constexpr size_t MaxPathLengthPlayer = 100;
|
|
|
|
|
|
|
|
|
|
// Cost for an axis-aligned step (up/down/left/right). Visible for testing.
|
|
|
|
|
extern const int PathAxisAlignedStepCost;
|
|
|
|
|
|
|
|
|
|
// Cost for a diagonal step. Visible for testing.
|
|
|
|
|
extern const int PathDiagonalStepCost;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Find the shortest path from `startPosition` to `destinationPosition`.
|
|
|
|
|
*
|
|
|
|
|
* @param canStep specifies whether a step between two adjacent points is allowed.
|
|
|
|
|
* @param posOk specifies whether a position can be stepped on.
|
|
|
|
|
* @param startPosition
|
|
|
|
|
* @param destinationPosition
|
|
|
|
|
* @param path Resulting path represented as the step directions, which are indices in `PathDirs`. Must have room for `maxPathLength` steps.
|
|
|
|
|
* @param maxPathLength The maximum allowed length of the resulting path.
|
|
|
|
|
* @return The length of the resulting path, or 0 if there is no valid path.
|
|
|
|
|
*/
|
|
|
|
|
int FindPath(tl::function_ref<bool(Point, Point)> canStep, tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t *path, size_t maxPathLength);
|
|
|
|
|
|
|
|
|
|
/** For iterating over the 8 possible movement directions */
|
|
|
|
|
const Displacement PathDirs[8] = {
|
|
|
|
|
// clang-format off
|
|
|
|
|
{ -1, -1 }, //Direction::North
|
|
|
|
|
{ -1, 1 }, //Direction::West
|
|
|
|
|
{ 1, -1 }, //Direction::East
|
|
|
|
|
{ 1, 1 }, //Direction::South
|
|
|
|
|
{ -1, 0 }, //Direction::NorthWest
|
|
|
|
|
{ 0, -1 }, //Direction::NorthEast
|
|
|
|
|
{ 1, 0 }, //Direction::SouthEast
|
|
|
|
|
{ 0, 1 }, //Direction::SouthWest
|
|
|
|
|
// clang-format on
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Returns a number representing the direction from a starting tile to a neighbouring tile.
|
|
|
|
|
*
|
|
|
|
|
* Used in the pathfinding code, each step direction is assigned a number like this:
|
|
|
|
|
* dx
|
|
|
|
|
* -1 0 1
|
|
|
|
|
* +-----
|
|
|
|
|
* -1|5 1 6
|
|
|
|
|
* dy 0|2 0 3
|
|
|
|
|
* 1|8 4 7
|
|
|
|
|
*/
|
|
|
|
|
[[nodiscard]] int8_t GetPathDirection(Point startPosition, Point destinationPosition);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Searches for the closest position that passes the check in expanding "rings".
|
|
|
|
|
*
|
|
|
|
|
* The search space is roughly equivalent to a square of tiles where the walking distance is equal to the radius except
|
|
|
|
|
* the corners are "rounded" (inset) by one tile. For example the following is a search space of radius 4:
|
|
|
|
|
* _XXXXXXX_
|
|
|
|
|
* XX_____XX
|
|
|
|
|
* X_______X
|
|
|
|
|
* < snip >
|
|
|
|
|
* X_______X
|
|
|
|
|
* XX_____XX
|
|
|
|
|
* _XXXXXXX_
|
|
|
|
|
*
|
|
|
|
|
* @param posOk Used to check if a position is valid
|
|
|
|
|
* @param startingPosition dungeon tile location to start the search from
|
|
|
|
|
* @param minimumRadius A value from 0 to 50, allows skipping nearby tiles (e.g. specify radius 1 to skip checking the starting tile)
|
|
|
|
|
* @param maximumRadius The maximum distance to check, defaults to 18 for vanilla compatibility but supports values up to 50
|
|
|
|
|
* @return either the closest valid point or an empty optional
|
|
|
|
|
*/
|
|
|
|
|
std::optional<Point> FindClosestValidPosition(tl::function_ref<bool(Point)> posOk, Point startingPosition, unsigned int minimumRadius = 0, unsigned int maximumRadius = 18);
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|