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0ad/source/simulation2/components/ICmpPathfinder.h
2013-07-07 22:44:47 +00:00

207 lines
7.9 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPPATHFINDER
#define INCLUDED_ICMPPATHFINDER
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/helpers/Position.h"
#include "maths/FixedVector2D.h"
#include <map>
#include <vector>
class IObstructionTestFilter;
template<typename T> class Grid;
/**
* Pathfinder algorithms.
*
* There are two different modes: a tile-based pathfinder that works over long distances and
* accounts for terrain costs but ignore units, and a 'short' vertex-based pathfinder that
* provides precise paths and avoids other units.
*
* Both use the same concept of a Goal: either a point, circle or square.
* (If the starting point is inside the goal shape then the path will move outwards
* to reach the shape's outline.)
*
* The output is a list of waypoints.
*/
class ICmpPathfinder : public IComponent
{
public:
typedef u16 pass_class_t;
typedef u8 cost_class_t;
struct Goal
{
enum Type {
POINT,
CIRCLE,
SQUARE
} type;
entity_pos_t x, z; // position of center
CFixedVector2D u, v; // if SQUARE, then orthogonal unit axes
entity_pos_t hw, hh; // if SQUARE, then half width & height; if CIRCLE, then hw is radius
};
struct Waypoint
{
entity_pos_t x, z;
};
/**
* Returned path.
* Waypoints are in *reverse* order (the earliest is at the back of the list)
*/
struct Path
{
std::vector<Waypoint> m_Waypoints;
};
/**
* Get the list of all known passability classes.
*/
virtual std::map<std::string, pass_class_t> GetPassabilityClasses() = 0;
/**
* Get the tag for a given passability class name.
* Logs an error and returns something acceptable if the name is unrecognised.
*/
virtual pass_class_t GetPassabilityClass(const std::string& name) = 0;
/**
* Get the tag for a given movement cost class name.
* Logs an error and returns something acceptable if the name is unrecognised.
*/
virtual cost_class_t GetCostClass(const std::string& name) = 0;
virtual const Grid<u16>& GetPassabilityGrid() = 0;
/**
* Compute a tile-based path from the given point to the goal, and return the set of waypoints.
* The waypoints correspond to the centers of horizontally/vertically adjacent tiles
* along the path.
*/
virtual void ComputePath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, pass_class_t passClass, cost_class_t costClass, Path& ret) = 0;
/**
* Asynchronous version of ComputePath.
* The result will be sent as CMessagePathResult to 'notify'.
* Returns a unique non-zero number, which will match the 'ticket' in the result,
* so callers can recognise each individual request they make.
*/
virtual u32 ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const Goal& goal, pass_class_t passClass, cost_class_t costClass, entity_id_t notify) = 0;
/**
* If the debug overlay is enabled, render the path that will computed by ComputePath.
*/
virtual void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const Goal& goal, pass_class_t passClass, cost_class_t costClass) = 0;
/**
* Compute a precise path from the given point to the goal, and return the set of waypoints.
* The path is based on the full set of obstructions that pass the filter, such that
* a unit of radius 'r' will be able to follow the path with no collisions.
* The path is restricted to a box of radius 'range' from the starting point.
*/
virtual void ComputeShortPath(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t r, entity_pos_t range, const Goal& goal, pass_class_t passClass, Path& ret) = 0;
/**
* Asynchronous version of ComputeShortPath (using ControlGroupObstructionFilter).
* The result will be sent as CMessagePathResult to 'notify'.
* Returns a unique non-zero number, which will match the 'ticket' in the result,
* so callers can recognise each individual request they make.
*/
virtual u32 ComputeShortPathAsync(entity_pos_t x0, entity_pos_t z0, entity_pos_t r, entity_pos_t range, const Goal& goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t group, entity_id_t notify) = 0;
/**
* Find the speed factor (typically around 1.0) for a unit of the given cost class
* at the given position.
*/
virtual fixed GetMovementSpeed(entity_pos_t x0, entity_pos_t z0, cost_class_t costClass) = 0;
/**
* Returns the coordinates of the point on the goal that is closest to pos in a straight line.
*/
virtual CFixedVector2D GetNearestPointOnGoal(CFixedVector2D pos, const Goal& goal) = 0;
/**
* Check whether the given movement line is valid and doesn't hit any obstructions
* or impassable terrain.
* Returns true if the movement is okay.
*/
virtual bool CheckMovement(const IObstructionTestFilter& filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t x1, entity_pos_t z1, entity_pos_t r, pass_class_t passClass) = 0;
/**
* Check whether a unit placed here is valid and doesn't hit any obstructions
* or impassable terrain.
* @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
* a value describing the type of failure.
*/
virtual ICmpObstruction::EFoundationCheck CheckUnitPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass) = 0;
/**
* Check whether a unit placed here is valid and doesn't hit any obstructions
* or impassable terrain.
* When onlyCenterPoint = true, only check the center tile of the unit
* @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
* a value describing the type of failure.
*/
virtual ICmpObstruction::EFoundationCheck CheckUnitPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t r, pass_class_t passClass, bool onlyCenterPoint) = 0;
/**
* Check whether a building placed here is valid and doesn't hit any obstructions
* or impassable terrain.
* @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
* a value describing the type of failure.
*/
virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass) = 0;
/**
* Check whether a building placed here is valid and doesn't hit any obstructions
* or impassable terrain.
* when onlyCenterPoint = true, only check the center tile of the building
* @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
* a value describing the type of failure.
*/
virtual ICmpObstruction::EFoundationCheck CheckBuildingPlacement(const IObstructionTestFilter& filter, entity_pos_t x, entity_pos_t z, entity_pos_t a, entity_pos_t w, entity_pos_t h, entity_id_t id, pass_class_t passClass, bool onlyCenterPoint) = 0;
/**
* Toggle the storage and rendering of debug info.
*/
virtual void SetDebugOverlay(bool enabled) = 0;
/**
* Finish computing asynchronous path requests and send the CMessagePathResult messages.
*/
virtual void FinishAsyncRequests() = 0;
/**
* Process moves during the same turn they were created in to improve responsiveness.
*/
virtual void ProcessSameTurnMoves() = 0;
DECLARE_INTERFACE_TYPE(Pathfinder)
};
#endif // INCLUDED_ICMPPATHFINDER