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ICmpPathfinder Class Referenceabstract

Pathfinder algorithms. More...

#include <ICmpPathfinder.h>

Inheritance diagram for ICmpPathfinder:
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Collaboration diagram for ICmpPathfinder:
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Public Member Functions

virtual void GetPassabilityClasses (std::map< std::string, pass_class_t > &passClasses) const =0
 Get the list of all known passability classes. More...
 
virtual void GetPassabilityClasses (std::map< std::string, pass_class_t > &nonPathfindingPassClasses, std::map< std::string, pass_class_t > &pathfindingPassClasses) const =0
 Get the list of passability classes, separating pathfinding classes and others. More...
 
virtual pass_class_t GetPassabilityClass (const std::string &name) const =0
 Get the tag for a given passability class name. More...
 
virtual entity_pos_t GetClearance (pass_class_t passClass) const =0
 
virtual entity_pos_t GetMaximumClearance () const =0
 Get the larger clearance in all passability classes. More...
 
virtual const Grid< NavcellData > & GetPassabilityGrid ()=0
 
virtual const GridUpdateInformationGetDirtinessData () const =0
 Passes the lazily-stored dirtiness data collected from the obstruction manager during the previous grid update. More...
 
virtual Grid< u16ComputeShoreGrid (bool expandOnWater=false)=0
 Get a grid representing the distance to the shore of the terrain tile. More...
 
virtual void ComputePath (entity_pos_t x0, entity_pos_t z0, const PathGoal &goal, pass_class_t passClass, WaypointPath &ret)=0
 Compute a tile-based path from the given point to the goal, and return the set of waypoints. More...
 
virtual u32 ComputePathAsync (entity_pos_t x0, entity_pos_t z0, const PathGoal &goal, pass_class_t passClass, entity_id_t notify)=0
 Asynchronous version of ComputePath. More...
 
virtual void SetDebugPath (entity_pos_t x0, entity_pos_t z0, const PathGoal &goal, pass_class_t passClass)=0
 If the debug overlay is enabled, render the path that will computed by ComputePath. More...
 
virtual void ComputeShortPath (const IObstructionTestFilter &filter, entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range, const PathGoal &goal, pass_class_t passClass, WaypointPath &ret)=0
 Compute a precise path from the given point to the goal, and return the set of waypoints. More...
 
virtual u32 ComputeShortPathAsync (entity_pos_t x0, entity_pos_t z0, entity_pos_t clearance, entity_pos_t range, const PathGoal &goal, pass_class_t passClass, bool avoidMovingUnits, entity_id_t group, entity_id_t notify)=0
 Asynchronous version of ComputeShortPath (using ControlGroupObstructionFilter). More...
 
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) const =0
 Check whether the given movement line is valid and doesn't hit any obstructions or impassable terrain. More...
 
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=false) const =0
 Check whether a unit placed here is valid and doesn't hit any obstructions or impassable terrain. More...
 
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) const =0
 Check whether a building placed here is valid and doesn't hit any obstructions or impassable terrain. More...
 
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) const =0
 Check whether a building placed here is valid and doesn't hit any obstructions or impassable terrain. More...
 
virtual void SetDebugOverlay (bool enabled)=0
 Toggle the storage and rendering of debug info. More...
 
virtual void SetHierDebugOverlay (bool enabled)=0
 Toggle the storage and rendering of debug info for the hierarchical pathfinder. More...
 
virtual void FinishAsyncRequests ()=0
 Finish computing asynchronous path requests and send the CMessagePathResult messages. More...
 
virtual void ProcessSameTurnMoves ()=0
 Process moves during the same turn they were created in to improve responsiveness. More...
 
virtual void UpdateGrid ()=0
 Regenerates the grid based on the current obstruction list, if necessary. More...
 
virtual void GetDebugData (u32 &steps, double &time, Grid< u8 > &grid) const =0
 Returns some stats about the last ComputePath. More...
 
virtual void SetAtlasOverlay (bool enable, pass_class_t passClass=0)=0
 Sets up the pathfinder passability overlay in Atlas. More...
 
- Public Member Functions inherited from IComponent
virtual ~IComponent ()
 
virtual void Init (const CParamNode &paramNode)=0
 
virtual void Deinit ()=0
 
virtual void HandleMessage (const CMessage &msg, bool global)
 
CEntityHandle GetEntityHandle () const
 
void SetEntityHandle (CEntityHandle ent)
 
entity_id_t GetEntityId () const
 
CEntityHandle GetSystemEntity () const
 
const CSimContextGetSimContext () const
 
void SetSimContext (const CSimContext &context)
 
virtual void Serialize (ISerializer &serialize)=0
 
virtual void Deserialize (const CParamNode &paramNode, IDeserializer &deserialize)=0
 
virtual bool NewJSObject (ScriptInterface &scriptInterface, JS::MutableHandleObject out) const
 Returns false by default, indicating that a scripted wrapper of this IComponent is not supported. More...
 
virtual JS::Value GetJSInstance () const
 
virtual int GetComponentTypeId () const =0
 

Additional Inherited Members

- Static Public Member Functions inherited from IComponent
static std::string GetSchema ()
 
static u8 GetSerializationVersion ()
 

Detailed Description

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 PathGoal: 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.

Member Function Documentation

virtual ICmpObstruction::EFoundationCheck ICmpPathfinder::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 
) const
pure virtual

Check whether a building placed here is valid and doesn't hit any obstructions or impassable terrain.

Returns
ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else a value describing the type of failure.

Implemented in CCmpPathfinder.

virtual ICmpObstruction::EFoundationCheck ICmpPathfinder::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 
) const
pure virtual

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

Returns
ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else a value describing the type of failure.

Implemented in CCmpPathfinder.

virtual bool ICmpPathfinder::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 
) const
pure virtual

Check whether the given movement line is valid and doesn't hit any obstructions or impassable terrain.

Returns true if the movement is okay.

Implemented in CCmpPathfinder.

virtual ICmpObstruction::EFoundationCheck ICmpPathfinder::CheckUnitPlacement ( const IObstructionTestFilter filter,
entity_pos_t  x,
entity_pos_t  z,
entity_pos_t  r,
pass_class_t  passClass,
bool  onlyCenterPoint = false 
) const
pure virtual

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

Returns
ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else a value describing the type of failure.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::ComputePath ( entity_pos_t  x0,
entity_pos_t  z0,
const PathGoal goal,
pass_class_t  passClass,
WaypointPath ret 
)
pure virtual

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.

Implemented in CCmpPathfinder.

virtual u32 ICmpPathfinder::ComputePathAsync ( entity_pos_t  x0,
entity_pos_t  z0,
const PathGoal goal,
pass_class_t  passClass,
entity_id_t  notify 
)
pure virtual

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.

Implemented in CCmpPathfinder.

virtual Grid<u16> ICmpPathfinder::ComputeShoreGrid ( bool  expandOnWater = false)
pure virtual

Get a grid representing the distance to the shore of the terrain tile.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::ComputeShortPath ( const IObstructionTestFilter filter,
entity_pos_t  x0,
entity_pos_t  z0,
entity_pos_t  clearance,
entity_pos_t  range,
const PathGoal goal,
pass_class_t  passClass,
WaypointPath ret 
)
pure virtual

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 clearance 'clearance' will be able to follow the path with no collisions. The path is restricted to a box of radius 'range' from the starting point.

Implemented in CCmpPathfinder.

virtual u32 ICmpPathfinder::ComputeShortPathAsync ( entity_pos_t  x0,
entity_pos_t  z0,
entity_pos_t  clearance,
entity_pos_t  range,
const PathGoal goal,
pass_class_t  passClass,
bool  avoidMovingUnits,
entity_id_t  group,
entity_id_t  notify 
)
pure virtual

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.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::FinishAsyncRequests ( )
pure virtual

Finish computing asynchronous path requests and send the CMessagePathResult messages.

Implemented in CCmpPathfinder.

virtual entity_pos_t ICmpPathfinder::GetClearance ( pass_class_t  passClass) const
pure virtual

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::GetDebugData ( u32 steps,
double &  time,
Grid< u8 > &  grid 
) const
pure virtual

Returns some stats about the last ComputePath.

Implemented in CCmpPathfinder.

virtual const GridUpdateInformation& ICmpPathfinder::GetDirtinessData ( ) const
pure virtual

Passes the lazily-stored dirtiness data collected from the obstruction manager during the previous grid update.

Implemented in CCmpPathfinder.

virtual entity_pos_t ICmpPathfinder::GetMaximumClearance ( ) const
pure virtual

Get the larger clearance in all passability classes.

Implemented in CCmpPathfinder.

virtual pass_class_t ICmpPathfinder::GetPassabilityClass ( const std::string &  name) const
pure virtual

Get the tag for a given passability class name.

Logs an error and returns something acceptable if the name is unrecognised.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::GetPassabilityClasses ( std::map< std::string, pass_class_t > &  passClasses) const
pure virtual

Get the list of all known passability classes.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::GetPassabilityClasses ( std::map< std::string, pass_class_t > &  nonPathfindingPassClasses,
std::map< std::string, pass_class_t > &  pathfindingPassClasses 
) const
pure virtual

Get the list of passability classes, separating pathfinding classes and others.

Implemented in CCmpPathfinder.

virtual const Grid<NavcellData>& ICmpPathfinder::GetPassabilityGrid ( )
pure virtual

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::ProcessSameTurnMoves ( )
pure virtual

Process moves during the same turn they were created in to improve responsiveness.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::SetAtlasOverlay ( bool  enable,
pass_class_t  passClass = 0 
)
pure virtual

Sets up the pathfinder passability overlay in Atlas.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::SetDebugOverlay ( bool  enabled)
pure virtual

Toggle the storage and rendering of debug info.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::SetDebugPath ( entity_pos_t  x0,
entity_pos_t  z0,
const PathGoal goal,
pass_class_t  passClass 
)
pure virtual

If the debug overlay is enabled, render the path that will computed by ComputePath.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::SetHierDebugOverlay ( bool  enabled)
pure virtual

Toggle the storage and rendering of debug info for the hierarchical pathfinder.

Implemented in CCmpPathfinder.

virtual void ICmpPathfinder::UpdateGrid ( )
pure virtual

Regenerates the grid based on the current obstruction list, if necessary.

Implemented in CCmpPathfinder.


The documentation for this class was generated from the following file: