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/**
* @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