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