Matei
1e3f5f5d3e
- Entity templates are now per-player, along with an unowned "unmodified" version of each template that should be used to find the original values of the stats. This can be accessed in the scripts as <template>.unmodified. - Fixed a pathfinder crash when the last path from the engine had 0 elements (just ignoring this for now). - Units should no longer become purple when they upgrade in rank. Refs #3. This was SVN commit r3863.
89 lines
2.4 KiB
C++
89 lines
2.4 KiB
C++
#include "precompiled.h"
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#include "Profile.h"
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#include "EntityOrders.h"
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#include "Entity.h"
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#include "PathfindEngine.h"
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CPathfindEngine::CPathfindEngine()
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{
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}
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void CPathfindEngine::requestPath( HEntity entity, const CVector2D& destination )
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{
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/* TODO: Add code to generate high level path
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For now, just the one high level waypoint to the final
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destination is added
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*/
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CEntityOrder waypoint;
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waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT;
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waypoint.m_data[0].location = destination;
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entity->m_orderQueue.push_front( waypoint );
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}
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void CPathfindEngine::requestLowLevelPath( HEntity entity, const CVector2D& destination, bool contact )
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{
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PROFILE_START("Pathfinding");
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CVector2D source( entity->m_position.X, entity->m_position.Z );
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if ( mLowPathfinder.findPath(source, destination, entity->m_player) )
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{
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std::vector<CVector2D> path = mLowPathfinder.getLastPath();
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if( path.size() > 0 )
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{
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std::vector<CVector2D>::iterator it;
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CEntityOrder node;
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for( it = path.begin(); (it+1) != path.end(); it++ )
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{
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if ( !contact )
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{
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node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING;
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}
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else
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{
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// TODO: Is this right?
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node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING;
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}
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node.m_data[0].location = *it;
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entity->m_orderQueue.push_back(node);
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}
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node.m_type = CEntityOrder::ORDER_PATH_END_MARKER;
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node.m_data[0].location = *it;
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entity->m_orderQueue.push_back(node);
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}
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}
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else
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{
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// If no path was found, then unsolvable
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// TODO: Figure out what to do in this case
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}
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PROFILE_END("Pathfinding");
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}
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void CPathfindEngine::requestContactPath( HEntity entity, CEntityOrder* current )
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{
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/* TODO: Same as non-contact: need high-level planner */
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CEntityOrder waypoint;
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waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT_CONTACT;
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waypoint.m_data[0].location = current->m_data[0].entity->m_position;
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entity->m_orderQueue.push_front( waypoint );
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//pathSparse( entity, current->m_data[0].entity->m_position );
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//// For attack orders, do some additional postprocessing (replace goto/nopathing
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//// with attack/nopathing, up until the attack order marker)
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//std::deque<CEntityOrder>::iterator it;
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//for( it = entity->m_orderQueue.begin(); it != entity->m_orderQueue.end(); it++ )
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//{
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// if( it->m_type == CEntityOrder::ORDER_PATH_END_MARKER )
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// break;
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// if( it->m_type == CEntityOrder::ORDER_GOTO_NOPATHING )
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// {
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// *it = *current;
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// }
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//}
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}
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