vehicles find paths according to the map regions they occupy

This commit is contained in:
devZoGok
2026-04-26 17:38:21 +03:00
parent 8d74d09e39
commit 8b180181d2
6 changed files with 53 additions and 23 deletions
+7 -5
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@@ -522,6 +522,7 @@ namespace battleship{
}
//TODO implement toggleable cell rendering
//TODO remove srcCellId from the Edge struct
void Map::loadCells(){
sol::state_view SOL_LUA_VIEW = generateView();
sol::table cellsTable = SOL_LUA_VIEW["cells"];
@@ -531,10 +532,13 @@ namespace battleship{
sol::table cellTable = cellsTable[i + 1], posTable = cellTable["pos"];
int numEdges = cellTable["numEdges"];
vector<Edge> edges;
int id = -1;
for(int j = 0; j < numEdges; j++){
sol::table edgeTable = cellTable["edges"][j + 1];
edges.push_back(Edge(edgeTable["weight"], edgeTable["srcCellId"], edgeTable["destCellId"]));
if(id == -1) id = edgeTable["srcCellId"];
}
int numUnderWaterCells = cellTable["numUnderWaterCells"];
@@ -556,7 +560,6 @@ namespace battleship{
*/
cells.push_back(Cell(cellPos, cellType, edges, underWaterCellIds));
}
}
@@ -626,11 +629,10 @@ namespace battleship{
reg.second.push_back(&cells[ucId]);
}
}
/*
pair<Map::Cell::Type, vector<Map::Cell&>>& Map::getRegionByCellId(int id){
return regions[0];
bool Map::regionContainsCell(int regId, int cellId){
return find(regions[regId].second.begin(), regions[regId].second.end(), &cells[cellId]) != regions[regId].second.end();
}
*/
void Map::load(string mapName){
this->mapName = mapName;
+5 -2
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@@ -38,6 +38,7 @@ namespace battleship{
struct Cell{
enum Type{LAND, WATER};
int id;
Type type;
vb01::Vector3 pos;
std::vector<Edge> edges;
@@ -45,7 +46,7 @@ namespace battleship{
std::vector<int> underWaterCellIds;
Cell(){}
Cell(vb01::Vector3 p, Type t, std::vector<Edge> e = std::vector<Edge>{}, std::vector<int> uc = std::vector<int>{}): pos(p), type(t), edges(e), underWaterCellIds(uc){}
Cell(vb01::Vector3 p, Type t, std::vector<Edge> e = std::vector<Edge>{}, std::vector<int> uc = std::vector<int>{}) : pos(p), type(t), edges(e), underWaterCellIds(uc){}
};
class Minimap{
@@ -83,7 +84,9 @@ namespace battleship{
std::vector<int> getSurroundingCells(vb01::Vector3, int);
void blockCells(Unit*);
void unblockCells(Unit*);
//const std::pair<Cell::Type, std::vector<Cell*>>& getRegionByCellId(int);
bool regionContainsCell(int, int);
inline std::pair<Cell::Type, std::vector<Cell*>>& getRegion(int i){return regions[i];}
inline int getNumRegions(){return regions.size();}
inline Map::Cell getCell(int i){return cells[i];}
inline std::string getMapName(){return mapName;}
inline vb01::Node* getNodeParent(){return terrainNode;}
+1 -1
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@@ -95,7 +95,7 @@ namespace battleship{
int weightMult = 1;
if((ut == UnitType::LAND && ct == Map::Cell::WATER) || (ship && ct == Map::Cell::LAND))
weightMult = 10;
continue;
/*
if(vehicleType != -1){
UnitType unitType = vehicle->getType();
+8 -8
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@@ -18,7 +18,7 @@ namespace battleship{
for(int i = 0; i < numCellsOnSide; i++)
for(int j = 0; j < numCellsOnSide; j++){
vector<Map::Edge> edges = Map::generateAdjacentNodeEdges(numCellsOnSide, i, numCellsOnSide, j, 1000);
cells.push_back(Map::Cell(Vector3(j * cellSize, 0, i * cellSize), Map::Cell::Type::LAND, edges));
cells.push_back(Map::Cell(i * numCellsOnSide + j, Vector3(j * cellSize, 0, i * cellSize), Map::Cell::Type::LAND, edges));
}
return cells;
@@ -53,13 +53,13 @@ namespace battleship{
void PathfinderTest::testFindPath(){
cells = vector<Map::Cell>{
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 0, 0), Map::Edge(2, 0, 1), Map::Edge(4, 0, 2)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 1, 1), Map::Edge(1, 1, 2), Map::Edge(9, 1, 3), Map::Edge(13, 1, 4)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 2, 2), Map::Edge(2, 2, 1), Map::Edge(4, 2, 4), Map::Edge(5, 2, 5)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 3, 3), Map::Edge(1, 3, 6)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 4, 4), Map::Edge(1, 4, 1), Map::Edge(1, 4, 3), Map::Edge(2, 4, 5), Map::Edge(3, 4, 6)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 5, 5), Map::Edge(9, 5, 4), Map::Edge(2, 5, 6)}),
Map::Cell(Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 6, 6)})
Map::Cell(0, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 0, 0), Map::Edge(2, 0, 1), Map::Edge(4, 0, 2)}),
Map::Cell(1, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 1, 1), Map::Edge(1, 1, 2), Map::Edge(9, 1, 3), Map::Edge(13, 1, 4)}),
Map::Cell(2, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 2, 2), Map::Edge(2, 2, 1), Map::Edge(4, 2, 4), Map::Edge(5, 2, 5)}),
Map::Cell(3, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 3, 3), Map::Edge(1, 3, 6)}),
Map::Cell(4, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 4, 4), Map::Edge(1, 4, 1), Map::Edge(1, 4, 3), Map::Edge(2, 4, 5), Map::Edge(3, 4, 6)}),
Map::Cell(5, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 5, 5), Map::Edge(9, 5, 4), Map::Edge(2, 5, 6)}),
Map::Cell(6, Vector3::VEC_ZERO, Map::Cell::Type::LAND, vector<Map::Edge>{Map::Edge(0, 6, 6)})
};
int src = 0, dest = cells.size() - 1;
+31 -6
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@@ -319,11 +319,11 @@ namespace battleship{
//TODO allow ships to attack land targets and vice versa
//TODO recursively search for vacant dest cell neibourghss
bool Vehicle::canReachTarget(Vector3 destPos, int &source, int &dest){
bool Vehicle::adjustDest(Vector3 destPos, int &regionId, int &source, int &dest){
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells();
source = map->getCellId(pos);
bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER);
bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND);
@@ -332,7 +332,30 @@ namespace battleship{
dest = map->getCellId(destPos);
if(type != UnitType::UNDERWATER && type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
if(type != UnitType::HOVER){
pair<Map::Cell::Type, vector<Map::Cell*>> srcRegion;
for(int i = 0; i < map->getNumRegions(); i++)
if(map->regionContainsCell(i, source)){
srcRegion = map->getRegion(i);
regionId = i;
}
if(find(srcRegion.second.begin(), srcRegion.second.end(), &cells[dest]) == srcRegion.second.end()){
int minDistId = 0;
for(int i = 0; i < srcRegion.second.size(); i++){
float currDist = cells[dest].pos.getDistanceFrom(srcRegion.second[i]->pos);
float minDist = cells[dest].pos.getDistanceFrom(srcRegion.second[minDistId]->pos);
if(currDist < minDist) minDistId = i;
}
dest = map->getCellId(srcRegion.second[minDistId]->pos);
}
}
if(cells[dest].blockedBy){
vector<int> surrCellIds = map->getSurroundingCells(cells[dest].pos, 1);
@@ -361,6 +384,7 @@ namespace battleship{
return false;
}
else return true;
}
@@ -434,10 +458,11 @@ namespace battleship{
void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
removeAllPathpoints();
vector<Map::Cell> &cells = Map::getSingleton()->getCells();
int source, dest;
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells(), regionCells;
int regionId = -1, source, dest;
if(!canReachTarget(destPos, source, dest)) return;
if(!adjustDest(destPos, regionId, source, dest)) return;
vector<float> heurs;
Pathfinder *pf = Pathfinder::getSingleton();
+1 -1
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@@ -25,7 +25,7 @@ namespace battleship{
vb01::s64 lastBuildTime = 0;
inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}
bool canReachTarget(vb01::Vector3, int&, int&);
bool adjustDest(vb01::Vector3, int&, int&, int&);
bool truncatePath(Order&, std::vector<int>&, vb01::Vector3, bool);
void startCurrentOrder();
bool validateGarrisonOrder(Order);