コード例 #1
0
ファイル: player.cpp プロジェクト: weepingwillowben/qtwargame
bool Player::GetPath(vector<Point> & OutPath,Point Start, Point End, int MaxRange){
    OutPath.clear();
    if (Start == End){
        OutPath.push_back(Start);
        return true;
    }
    Array2d<bool> HasPassed(false);
    struct Path{
        Point P;
        Path * LastPath;
        Path(){ LastPath = NULL; }
        Path(Point InP, Path * InLastPath){
            P = InP;
            LastPath = InLastPath;
        };
        void PushPath(vector<Point> & OutPath){
            if (LastPath != NULL)
                LastPath->PushPath(OutPath);
            OutPath.push_back(P);
        }
    };
    vector<vector<Path>> Paths(MaxRange);
    //sets the original point in the vector
    Paths[0].push_back(Path(Start, NULL));
    for (int r = 0; r < MaxRange - 1; r++){
        vector<Path> & PrevPath = Paths[r];
        vector<Path> & CurPath = Paths[r+1];
        for (Path & PPath : PrevPath){
            for (Point NewP:SquareIterate(PPath.P, 1)){
                //not necessary, but possibly a more efficient alternative to the bool array method
                //bool IsFurthurFromDest = GetBoardDistance(NewP, Start) >= GetBoardDistance(PPath.P, Start);
                //bool IsCloserToEnd = GetBoardDistance(NewP, End) <= GetBoardDistance(PPath.P, End);
                if (!HasPassed[NewP] && BlankPoint(NewP)){// && (IsFurthurFromDest || IsCloserToEnd)){
                    HasPassed[NewP] = true;
                    CurPath.push_back(Path(NewP, &PPath));
                    if (NewP == End){
                        Path NewPath = Path(NewP, &PPath);
                        NewPath.PushPath(OutPath);
                        return true;
                    }
                }
            }
        }
    }
    return false;
}
コード例 #2
0
ファイル: player.cpp プロジェクト: weepingwillowben/qtwargame
 void PushPath(vector<Point> & OutPath){
     if (LastPath != NULL)
         LastPath->PushPath(OutPath);
     OutPath.push_back(P);
 }