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// PathfindEngine.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// The pathfinding engine singleton.
//
// Usage: g_Pathfinder.requestPath( HEntity me, float x, float y );
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
#ifndef PATHFIND_ENGINE_INCLUDED
#define PATHFIND_ENGINE_INCLUDED
#include "ps/Singleton.h"
#include "EntityHandles.h"
#include "ps/Vector2D.h"
#include "AStarEngine.h"
#define g_Pathfinder CPathfindEngine::GetSingleton()
class CEntityOrder;
enum EPathType
{
PF_STANDARD,
PF_ATTACK_MELEE,
};
class CPathfindEngine : public Singleton<CPathfindEngine>
{
public:
CPathfindEngine();
void requestPath( HEntity entity, const CVector2D& destination,
CEntityOrder::EOrderSource orderSource );
void requestLowLevelPath( HEntity entity, const CVector2D& destination, bool contact,
float radius, CEntityOrder::EOrderSource orderSource );
# Housekeeping and pathfinder enhancements / optimization when dealing with ranged actions. - Modified Xeromyces to no longer automatically convert element and attribute names to lowercase, so that we can have camelCase names. We should now be able to convert all the multi-word entity properties, like pass_through_allies, to camelCase, like passThroughAllies, which is more consistent with the rest of our JavaScript naming conventions. To support the existing code that assumes lowercase element names, I made the getElementID and getAttributeID methods (used in the EL and AT macros) ignore case, and I changed any code that directly accessed element names to use the right case. CEntityTemplate now converts Names_LikeThis to names_likeThis (changing each separate "word" in the name to camelCase). Changed the version letter in XMB filenames from A to B to support this without requiring people to delete old XMBs. - Enhanced the pathfinder's handling of contact paths, resulting in a very large speedup for actions like attacking, construction, etc. The problem was that the pathfinder used to not count a given state as the goal unless it was exactly coincident with the target location. This is fine when you order a unit to go exactly to a certain spot, but if you're ordering a unit to build, gather or attack something, then the target tile is impassable (because your target is there) and therefore the pathfinder never declares a state final. As a result, the pathfinder tries hundreds of extra tiles in case there is a long path that gets to the goal, and after failing to find any path that reaches the goal, it gives you one to the closest point it got to. To fix it, I made the pathfinder take into account a radius around the goal in which it's OK to be, which depends on the size of the target unit and the range of your action. This was SVN commit r4186.
2006-08-01 05:41:21 +02:00
void requestContactPath( HEntity entity, CEntityOrder* current, float range );
private:
CAStarEngineLowLevel mLowPathfinder;
};
#endif