#include "precompiled.h" #include "ps/Profile.h" #include "EntityOrders.h" #include "Entity.h" #include "EntityTemplate.h" #include "PathfindEngine.h" CPathfindEngine::CPathfindEngine() { } void CPathfindEngine::requestPath( HEntity entity, const CVector2D& destination ) { /* TODO: Add code to generate high level path For now, just the one high level waypoint to the final destination is added */ CEntityOrder waypoint; waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT; waypoint.m_data[0].location = destination; *((float*)&waypoint.m_data[0].data) = 0.0f; entity->m_orderQueue.push_front( waypoint ); } void CPathfindEngine::requestLowLevelPath( HEntity entity, const CVector2D& destination, bool UNUSED(contact), float radius ) { PROFILE_START("Pathfinding"); CVector2D source( entity->m_position.X, entity->m_position.Z ); if ( mLowPathfinder.findPath(source, destination, entity->GetPlayer(), radius) ) { std::vector path = mLowPathfinder.getLastPath(); if( path.size() > 0 ) { // Push the path onto the front of our order queue in reverse order, // so that we run through it before continuing other orders. CEntityOrder node; // Hack to make pathfinding slightly more precise: // If the radius was 0, make the final node be exactly at the destination // (otherwise, go to wherever the pathfinder tells us since we just want to be in range) CVector2D finalDest = (radius==0 ? destination : path[path.size()-1]); node.m_type = CEntityOrder::ORDER_PATH_END_MARKER; // push end marker (used as a sentinel when repathing) node.m_data[0].location = finalDest; entity->m_orderQueue.push_front(node); node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING; // push final goto step node.m_data[0].location = finalDest; entity->m_orderQueue.push_front(node); for( int i = ((int) path.size()) - 2; i >= 0; i-- ) { node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING; // TODO: For non-contact paths, do we want some other order type? node.m_data[0].location = path[i]; entity->m_orderQueue.push_front(node); } } else { // Hack to make pathfinding slightly more precise: // If radius = 0, we have an empty path but the user still wants us to move // within the same tile, so add a GOTO order anyway if(radius == 0) { CEntityOrder node; node.m_type = CEntityOrder::ORDER_PATH_END_MARKER; node.m_data[0].location = destination; entity->m_orderQueue.push_front(node); node.m_type = CEntityOrder::ORDER_GOTO_NOPATHING; node.m_data[0].location = destination; entity->m_orderQueue.push_front(node); } } } else { // If no path was found, then unsolvable // TODO: Figure out what to do in this case } PROFILE_END("Pathfinding"); } void CPathfindEngine::requestContactPath( HEntity entity, CEntityOrder* current, float range ) { /* TODO: Same as non-contact: need high-level planner */ CEntityOrder waypoint; waypoint.m_type = CEntityOrder::ORDER_GOTO_WAYPOINT_CONTACT; waypoint.m_data[0].location = current->m_data[0].entity->m_position; *((float*)&waypoint.m_data[0].data) = std::max( current->m_data[0].entity->m_bounds->m_radius, range ); entity->m_orderQueue.push_front( waypoint ); //pathSparse( entity, current->m_data[0].entity->m_position ); //// For attack orders, do some additional postprocessing (replace goto/nopathing //// with attack/nopathing, up until the attack order marker) //std::deque::iterator it; //for( it = entity->m_orderQueue.begin(); it != entity->m_orderQueue.end(); it++ ) //{ // if( it->m_type == CEntityOrder::ORDER_PATH_END_MARKER ) // break; // if( it->m_type == CEntityOrder::ORDER_GOTO_NOPATHING ) // { // *it = *current; // } //} }