/* Copyright (C) 2009 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 . */ // PathfindEngine.h // // The pathfinding engine singleton. // // Usage: g_Pathfinder.RequestPath( HEntity me, float x, float y ); // // Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com #ifndef INCLUDED_PATHFINDENGINE #define INCLUDED_PATHFINDENGINE #include "ps/Singleton.h" #include "EntityHandles.h" #include "ps/Vector2D.h" #include "AStarEngine.h" #ifdef USE_DCDT # include "dcdt/se/se_dcdt.h" # include "TRAStarEngine.h" class TriangulationTerrainOverlay; #endif // USE_DCDT #define g_Pathfinder CPathfindEngine::GetSingleton() class CEntityOrder; enum EPathType { PF_STANDARD, PF_ATTACK_MELEE, }; class CPathfindEngine : public Singleton { NONCOPYABLE(CPathfindEngine); public: #ifdef USE_DCDT //Kai: added for dcdt const float OABBBOUNDREDUCTION ; const float CIRCLEBOUNDREDUCTION ; const float RADIUSINCREMENT ; static SrArray processing; bool dcdtInitialized; SeDcdt dcdtPathfinder; void initBoundary(); void insertObstacles(); void drawTriangulation(); //Kai:added tile overlay for pathfinding TriangulationTerrainOverlay* triangulationOverlay; #endif CPathfindEngine(); ~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 ); void RequestContactPath( HEntity entity, CEntityOrder* current, float range ); bool RequestAvoidPath( HEntity entity, CEntityOrder* current, float avoidRange ); #ifdef USE_DCDT void RequestTriangulationPath( HEntity entity, const CVector2D& destination, bool contact, float radius, CEntityOrder::EOrderSource orderSource ); #endif private: CAStarEngineLowLevel mLowPathfinder; #ifdef USE_DCDT CTRAStarEngine mTriangulationPathfinder; #endif }; #endif