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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