/** * @file path.h * * Interface of the path finding algorithms. */ #pragma once #include #include #include #include #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 canStep, tl::function_ref 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 FindClosestValidPosition(tl::function_ref posOk, Point startingPosition, unsigned int minimumRadius = 0, unsigned int maximumRadius = 18); } // namespace devilution