LCOV - code coverage report
Current view: top level - source/simulation2/components - ICmpPathfinder.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 2 4 50.0 %
Date: 2023-01-19 00:18:29 Functions: 3 7 42.9 %

          Line data    Source code
       1             : /* Copyright (C) 2021 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_ICMPPATHFINDER
      19             : #define INCLUDED_ICMPPATHFINDER
      20             : 
      21             : #include "simulation2/system/Interface.h"
      22             : 
      23             : #include "simulation2/components/ICmpObstruction.h"
      24             : #include "simulation2/helpers/Pathfinding.h"
      25             : 
      26             : #include <map>
      27             : 
      28             : class IObstructionTestFilter;
      29             : class PathGoal;
      30             : 
      31             : template<typename T> class Grid;
      32             : 
      33             : // Returned by asynchronous workers, used to send messages in the main thread.
      34             : struct WaypointPath;
      35             : 
      36           0 : struct PathResult
      37             : {
      38           0 :     PathResult() = default;
      39             :     PathResult(u32 t, entity_id_t n, WaypointPath p) : ticket(t), notify(n), path(p) {};
      40             : 
      41             :     u32 ticket;
      42             :     entity_id_t notify;
      43             :     WaypointPath path;
      44             : };
      45             : 
      46             : /**
      47             :  * Pathfinder algorithms.
      48             :  *
      49             :  * There are two different modes: a tile-based pathfinder that works over long distances and
      50             :  * accounts for terrain costs but ignore units, and a 'short' vertex-based pathfinder that
      51             :  * provides precise paths and avoids other units.
      52             :  *
      53             :  * Both use the same concept of a PathGoal: either a point, circle or square.
      54             :  * (If the starting point is inside the goal shape then the path will move outwards
      55             :  * to reach the shape's outline.)
      56             :  *
      57             :  * The output is a list of waypoints.
      58             :  */
      59           6 : class ICmpPathfinder : public IComponent
      60             : {
      61             : public:
      62             : 
      63             :     /**
      64             :      * Get the list of all known passability classes.
      65             :      */
      66             :     virtual void GetPassabilityClasses(std::map<std::string, pass_class_t>& passClasses) const = 0;
      67             : 
      68             :     /**
      69             :     * Get the list of passability classes, separating pathfinding classes and others.
      70             :     */
      71             :     virtual void GetPassabilityClasses(
      72             :         std::map<std::string, pass_class_t>& nonPathfindingPassClasses,
      73             :         std::map<std::string, pass_class_t>& pathfindingPassClasses) const = 0;
      74             : 
      75             :     /**
      76             :      * Get the tag for a given passability class name.
      77             :      * Logs an error and returns something acceptable if the name is unrecognised.
      78             :      */
      79             :     virtual pass_class_t GetPassabilityClass(const std::string& name) const = 0;
      80             : 
      81             :     virtual entity_pos_t GetClearance(pass_class_t passClass) const = 0;
      82             : 
      83             :     /**
      84             :      * Get the larger clearance in all passability classes.
      85             :      */
      86             :     virtual entity_pos_t GetMaximumClearance() const = 0;
      87             : 
      88             :     virtual const Grid<NavcellData>& GetPassabilityGrid() = 0;
      89             : 
      90             :     /**
      91             :      * Get the accumulated dirtiness information since the last time the AI accessed and flushed it.
      92             :      */
      93             :     virtual const GridUpdateInformation& GetAIPathfinderDirtinessInformation() const = 0;
      94             :     virtual void FlushAIPathfinderDirtinessInformation() = 0;
      95             : 
      96             :     /**
      97             :      * Get a grid representing the distance to the shore of the terrain tile.
      98             :      */
      99             :     virtual Grid<u16> ComputeShoreGrid(bool expandOnWater = false) = 0;
     100             : 
     101             :     /**
     102             :      * Asynchronous version of ComputePath.
     103             :      * Request a long path computation, asynchronously.
     104             :      * The result will be sent as CMessagePathResult to 'notify'.
     105             :      * Returns a unique non-zero number, which will match the 'ticket' in the result,
     106             :      * so callers can recognise each individual request they make.
     107             :      */
     108             :     virtual u32 ComputePathAsync(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, entity_id_t notify) = 0;
     109             : 
     110             :     /*
     111             :      * Request a long-path computation immediately
     112             :      */
     113             :     virtual void ComputePathImmediate(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass, WaypointPath& ret) const = 0;
     114             : 
     115             :     /**
     116             :      * Request a short path computation, asynchronously.
     117             :      * The result will be sent as CMessagePathResult to 'notify'.
     118             :      * Returns a unique non-zero number, which will match the 'ticket' in the result,
     119             :      * so callers can recognise each individual request they make.
     120             :      */
     121             :     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 controller, entity_id_t notify) = 0;
     122             : 
     123             :     /*
     124             :      * Request a short-path computation immediately.
     125             :      */
     126             :     virtual WaypointPath ComputeShortPathImmediate(const ShortPathRequest& request) const = 0;
     127             : 
     128             :     /**
     129             :      * If the debug overlay is enabled, render the path that will computed by ComputePath.
     130             :      */
     131             :     virtual void SetDebugPath(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass) = 0;
     132             : 
     133             :     /**
     134             :      * @return true if the goal is reachable from (x0, z0) for the given passClass, false otherwise.
     135             :      * Warning: this is synchronous, somewhat expensive and not should not be called too liberally.
     136             :      */
     137             :     virtual bool IsGoalReachable(entity_pos_t x0, entity_pos_t z0, const PathGoal& goal, pass_class_t passClass) = 0;
     138             : 
     139             :     /**
     140             :      * Check whether the given movement line is valid and doesn't hit any obstructions
     141             :      * or impassable terrain.
     142             :      * Returns true if the movement is okay.
     143             :      */
     144             :     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;
     145             : 
     146             :     /**
     147             :      * Check whether a unit placed here is valid and doesn't hit any obstructions
     148             :      * or impassable terrain.
     149             :      * When onlyCenterPoint = true, only check the center tile of the unit
     150             :      * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
     151             :      *  a value describing the type of failure.
     152             :      */
     153             :     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;
     154             : 
     155             :     /**
     156             :      * Check whether a building placed here is valid and doesn't hit any obstructions
     157             :      * or impassable terrain.
     158             :      * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
     159             :      *  a value describing the type of failure.
     160             :      */
     161             :     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;
     162             : 
     163             :     /**
     164             :      * Check whether a building placed here is valid and doesn't hit any obstructions
     165             :      * or impassable terrain.
     166             :      * when onlyCenterPoint = true, only check the center tile of the building
     167             :      * @return ICmpObstruction::FOUNDATION_CHECK_SUCCESS if the placement is okay, else
     168             :      *  a value describing the type of failure.
     169             :      */
     170             :     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;
     171             : 
     172             : 
     173             :     /**
     174             :      * Toggle the storage and rendering of debug info.
     175             :      */
     176             :     virtual void SetDebugOverlay(bool enabled) = 0;
     177             : 
     178             :     /**
     179             :      * Toggle the storage and rendering of debug info for the hierarchical pathfinder.
     180             :      */
     181             :     virtual void SetHierDebugOverlay(bool enabled) = 0;
     182             : 
     183             :     /**
     184             :      * Finish computing asynchronous path requests and send the CMessagePathResult messages.
     185             :      */
     186             :     virtual void SendRequestedPaths() = 0;
     187             : 
     188             :     /**
     189             :      * Tell asynchronous pathfinder threads that they can begin computing paths.
     190             :      */
     191             :     virtual void StartProcessingMoves(bool useMax) = 0;
     192             : 
     193             :     /**
     194             :      * Regenerates the grid based on the current obstruction list, if necessary
     195             :      */
     196             :     virtual void UpdateGrid() = 0;
     197             : 
     198             :     /**
     199             :      * Returns some stats about the last ComputePath.
     200             :      */
     201             :     virtual void GetDebugData(u32& steps, double& time, Grid<u8>& grid) const = 0;
     202             : 
     203             :     /**
     204             :      * Sets up the pathfinder passability overlay in Atlas.
     205             :      */
     206             :     virtual void SetAtlasOverlay(bool enable, pass_class_t passClass = 0) = 0;
     207             : 
     208         134 :     DECLARE_INTERFACE_TYPE(Pathfinder)
     209             : };
     210             : 
     211             : #endif // INCLUDED_ICMPPATHFINDER

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