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/**
* @file path.h
*
* Interface of the path finding algorithms.
*/
#pragma once
#include <cstdint>
#include <optional>
#include <function_ref.hpp>
#include "engine/point.hpp"
#include "utils/attributes.h"
namespace devilution {
constexpr size_t MaxPathLength = 25;
bool IsTileNotSolid(Point position);
bool IsTileSolid(Point position);
/**
* @brief Checks the position is solid or blocked by an object
*/
bool IsTileWalkable(Point position, bool ignoreDoors = false);
/**
* @brief Checks if the position contains an object, player, monster, or solid dungeon piece
*/
bool IsTileOccupied(Point position);
/**
* @brief Find the shortest path from startPosition to destinationPosition, using PosOk(Point) to check that each step is a valid position.
* Store the step directions (corresponds to an index in PathDirs) in path, which must have room for 24 steps
*/
int FindPath(tl::function_ref<bool(Point)> posOk, Point startPosition, Point destinationPosition, int8_t path[MaxPathLength]);
/**
* @brief check if stepping from a given position to a neighbouring tile cuts a corner.
*
* If you step from A to B, both Xs need to be clear:
*
* AX
* XB
*
* @return true if step is allowed
*/
bool CanStep(Point startPosition, Point destinationPosition);
/** 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
};
/**
* @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