0ad/source/simulation2/components/ICmpPathfinder.h
Ykkrosh 2b57f4f998 # Initial support for formation movement.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.

This was SVN commit r8058.
2010-09-03 09:55:14 +00:00

152 lines
5.2 KiB
C++

/* Copyright (C) 2010 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/helpers/Position.h"
#include "maths/FixedVector2D.h"
#include <vector>
class IObstructionTestFilter;
/**
* 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:
struct Goal
{
enum {
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 class names.
*/
virtual std::vector<std::string> GetPassabilityClasses() = 0;
/**
* Get the tag for a given passability class name.
* Logs an error and returns something acceptable if the name is unrecognised.
*/
virtual u8 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 u8 GetCostClass(const std::string& name) = 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, u8 passClass, u8 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, u8 passClass, u8 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, u8 passClass, u8 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, u8 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, u8 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, u8 costClass) = 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, u8 passClass) = 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;
DECLARE_INTERFACE_TYPE(Pathfinder)
};
#endif // INCLUDED_ICMPPATHFINDER