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/**
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* @file path.h
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*
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* Interface of the path finding algorithms.
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*/
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#pragma once
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#include <cstdint>
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#include <limits>
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#include <optional>
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#include <SDL.h>
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#include <function_ref.hpp>
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#include "engine/direction.hpp"
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#include "engine/point.hpp"
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namespace devilution {
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constexpr size_t MaxPathLength = 25;
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bool IsTileNotSolid(Point position);
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bool IsTileSolid(Point position);
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/**
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* @brief Checks the position is solid or blocked by an object
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*/
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bool IsTileWalkable(Point position, bool ignoreDoors = false);
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/**
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* @brief Checks if the position contains an object, player, monster, or solid dungeon piece
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*/
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bool IsTileOccupied(Point position);
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/**
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* @brief Find the shortest path from startPosition to destinationPosition, using PosOk(Point) to check that each step is a valid position.
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* Store the step directions (corresponds to an index in PathDirs) in path, which must have room for 24 steps
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*/
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int FindPath(tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t path[MaxPathLength]);
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/**
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* @brief check if stepping from a given position to a neighbouring tile cuts a corner.
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*
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* If you step from A to B, both Xs need to be clear:
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*
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* AX
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* XB
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*
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* @return true if step is allowed
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*/
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bool path_solid_pieces(Point startPosition, Point destinationPosition);
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/** For iterating over the 8 possible movement directions */
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const Displacement PathDirs[8] = {
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// clang-format off
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{ -1, -1 }, //Direction::North
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{ -1, 1 }, //Direction::West
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{ 1, -1 }, //Direction::East
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{ 1, 1 }, //Direction::South
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{ -1, 0 }, //Direction::NorthWest
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{ 0, -1 }, //Direction::NorthEast
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{ 1, 0 }, //Direction::SouthEast
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{ 0, 1 }, //Direction::SouthWest
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// clang-format on
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};
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/**
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* @brief Searches for the closest position that passes the check in expanding "rings".
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*
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* The search space is roughly equivalent to a square of tiles where the walking distance is equal to the radius except
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* the corners are "rounded" (inset) by one tile. For example the following is a search space of radius 4:
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* _XXXXXXX_
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* XX_____XX
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* X_______X
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* < snip >
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* X_______X
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* XX_____XX
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* _XXXXXXX_
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*
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* @param posOk Used to check if a position is valid
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* @param startingPosition dungeon tile location to start the search from
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* @param minimumRadius A value from 0 to 50, allows skipping nearby tiles (e.g. specify radius 1 to skip checking the starting tile)
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* @param maximumRadius The maximum distance to check, defaults to 18 for vanilla compatibility but supports values up to 50
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* @return either the closest valid point or an empty optional
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*/
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std::optional<Point> FindClosestValidPosition(tl::function_ref<bool(Point)> posOk, Point startingPosition, unsigned int minimumRadius = 0, unsigned int maximumRadius = 18);
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} // namespace devilution
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