0ad/source/simulation/PathfindEngine.cpp
Ykkrosh 8e02ec84f9 Updated OpenAL to 1.1 (which no longer includes ALUT).
Changed player-id code a bit so the entity and actor and unit should
stay in sync more often. (The entity/actor/unit mixing still looks a bit
dodgy and unreliable, though.)
Simplified console help code.
Allowed init/shutdown to be done with the simulation/world/etc parts
disabled (so the actor viewer can load faster).

This was SVN commit r4289.
2006-09-02 21:20:25 +00:00

110 lines
3.7 KiB
C++

#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<CVector2D> 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<CEntityOrder>::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;
// }
//}
}