Пример #1
0
/**
 * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible
 * the unit goes upstairs or falls down while walking.
 * @param startPosition
 * @param direction
 * @param endPosition pointer
 * @param unit
 * @return TU cost - 255 if movement impossible
 */
int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit)
{
	_unit = unit;
	directionToVector(direction, endPosition);
	*endPosition += startPosition;
	bool fellDown = false;
	bool triedStairs = false;
	int size = _unit->getArmor()->getSize() - 1;
	int cost = 0;
	int numberOfPartsChangingLevel = 0;


	for (int x = size; x >= 0; x--)
	{
		for (int y = size; y >= 0; y--)
		{

			Tile *startTile = _save->getTile(startPosition + Position(x,y,0));
			Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0));

			cost = 0;
			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if the destination tile can be walked over
			if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT))
				return 255;

			// can't walk on top of other units
			if (_save->getTile(*endPosition + Position(x,y,-1))
				&& _save->getTile(*endPosition + Position(x,y,-1))->getUnit()
				&& _save->getTile(*endPosition + Position(x,y,-1))->getUnit() != _unit
				&& _movementType != MT_FLY)
				return 255;


			if (direction < DIR_UP)
			{
				// check if we can go this way
				if (isBlocked(startTile, destinationTile, direction))
					return 255;
				if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0)
					return 255;

			}
			else
			{
				// check if we can go up or down through gravlift or fly
				if (validateUpDown(unit, startPosition, direction))
				{
					cost = 8; // vertical movement by flying suit or grav lift
				}
				else
				{
					return 255;
				}
			}


			// if we are on a stairs try to go up a level
			if (direction < DIR_UP && startTile->getTerrainLevel() < -12 && x==0 && y==0)
			{
				endPosition->z++;
				destinationTile = _save->getTile(*endPosition);
				triedStairs = true;
			}

			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			int wallcost = 0; // walking through rubble walls
			if (direction == 7 || direction == 0 || direction == 1)
				wallcost += startTile->getTUCost(MapData::O_NORTHWALL, _movementType);
			if (direction == 1 || direction == 2 || direction == 3)
				wallcost += destinationTile->getTUCost(MapData::O_WESTWALL, _movementType);
			if (direction == 3 || direction == 4 || direction == 5)
				wallcost += destinationTile->getTUCost(MapData::O_NORTHWALL, _movementType);
			if (direction == 5 || direction == 6 || direction == 7)
				wallcost += startTile->getTUCost(MapData::O_WESTWALL, _movementType);

			// check if we have floor, else fall down
			while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0)
			{
				endPosition->z--;
				destinationTile = _save->getTile(*endPosition);
				fellDown = true;
				numberOfPartsChangingLevel++;
			}

			// if we don't want to fall down and there is no floor, we can't know the TUs so it's default to 4
			if (direction < DIR_UP && !fellDown && destinationTile->hasNoFloor() && x==0 && y==0)
			{
				cost = 4;
			}

			// check if the destination tile can be walked over
			if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown)
			{
				return 255;
			}

			// calculate the cost by adding floor walk cost and object walk cost
			if (direction < DIR_UP)
			{
				cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType);
				if (!fellDown)
				{
					cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType);
				}
			}

			// diagonal walking (uneven directions) costs 50% more tu's
			if (direction < DIR_UP && direction & 1)
			{
				wallcost /= 2;
				cost = (int)((double)cost * 1.5);
			}

			cost += wallcost;

			if (startTile->getTerrainLevel() != destinationTile->getTerrainLevel())
			{
				numberOfPartsChangingLevel++;
			}

		}
	}

	// for bigger sized units, check the path between part 1,1 and part 0,0 at end position
	if (size)
	{
			Tile *startTile = _save->getTile(*endPosition + Position(1,1,0));
			Tile *destinationTile = _save->getTile(*endPosition);
			int tmpDirection = 7;
			if (isBlocked(startTile, destinationTile, tmpDirection))
				return 255;

			// also check if we change level, that there are two parts changing level,
			// so a big sized unit can not go up a small sized stairs
			if (numberOfPartsChangingLevel == 1)
				return 255;
	}

	return cost;
}
Пример #2
0
/**
 * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible
 * the unit goes upstairs or falls down while walking.
 * @param startPosition
 * @param direction
 * @param endPosition pointer
 * @param unit
 * @return TU cost - 255 if movement impossible
 */
int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit)
{
	_unit = unit;
	directionToVector(direction, endPosition);
	*endPosition += startPosition;
	bool fellDown = false;
	bool triedStairs = false;
	int size = _unit->getUnit()->getArmor()->getSize() - 1;
	int cost = 0;


	for (int x = size; x >= 0; x--)
	{
		for (int y = size; y >= 0; y--)
		{

			Tile *startTile = _save->getTile(startPosition + Position(x,y,0));
			Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0));

			cost = 0;
			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if the destination tile can be walked over
			if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT))
				return 255;


			if (direction < DIR_UP)
			{
				// check if we can go this way
				if (isBlocked(startTile, destinationTile, direction))
					return 255;
				if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0)
					return 255;

			}
			else
			{
				// check if we can go up or down through gravlift or fly
				if (validateUpDown(unit, startPosition, direction))
				{
					cost += 4; // vertical movement
				}
				else
				{
					return 255;
				}
			}


			// if we are on a stairs try to go up a level
			if (startTile->getTerrainLevel() < -12 && x==0 && y==0)
			{
				endPosition->z++;
				destinationTile = _save->getTile(*endPosition);
				triedStairs = true;
			}

			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if we have floor, else fall down
			while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0)
			{
				endPosition->z--;
				destinationTile = _save->getTile(*endPosition);
				fellDown = true;
			}

			// if we don't want to fall down and there is no floor, it ends here
			if (!fellDown && destinationTile->hasNoFloor() && x==0 && y==0)
			{
				if (_movementType != MT_FLY)
					return 255;
				else
					cost = 4;
			}

			// check if the destination tile can be walked over
			if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown)
			{
				return 255;
			}

			// calculate the cost by adding floor walk cost and object walk cost
			cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType);
			if (!fellDown)
			{
				cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType);
			}

			// diagonal walking (uneven directions) costs 50% more tu's
			if (direction & 1)
			{
				cost = (int)((double)cost * 1.5);
			}

		}
	}

	// for bigger sized units, check the path between part 1,1 and part 0,0 at end position
	if (size)
	{
			Tile *startTile = _save->getTile(*endPosition + Position(1,1,0));
			Tile *destinationTile = _save->getTile(*endPosition);
			int tmpDirection = 7;
			if (isBlocked(startTile, destinationTile, tmpDirection))
				return 255;
	}

	return cost;
}