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https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
vehicles find paths according to the map regions they occupy
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+31
-6
@@ -319,11 +319,11 @@ namespace battleship{
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//TODO allow ships to attack land targets and vice versa
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//TODO recursively search for vacant dest cell neibourghss
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bool Vehicle::canReachTarget(Vector3 destPos, int &source, int &dest){
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bool Vehicle::adjustDest(Vector3 destPos, int ®ionId, int &source, int &dest){
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Map *map = Map::getSingleton();
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vector<Map::Cell> &cells = map->getCells();
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source = map->getCellId(pos);
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bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
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bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER);
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bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND);
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@@ -332,7 +332,30 @@ namespace battleship{
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dest = map->getCellId(destPos);
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if(type != UnitType::UNDERWATER && type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
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if(type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return false;
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if(type != UnitType::HOVER){
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pair<Map::Cell::Type, vector<Map::Cell*>> srcRegion;
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for(int i = 0; i < map->getNumRegions(); i++)
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if(map->regionContainsCell(i, source)){
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srcRegion = map->getRegion(i);
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regionId = i;
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}
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if(find(srcRegion.second.begin(), srcRegion.second.end(), &cells[dest]) == srcRegion.second.end()){
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int minDistId = 0;
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for(int i = 0; i < srcRegion.second.size(); i++){
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float currDist = cells[dest].pos.getDistanceFrom(srcRegion.second[i]->pos);
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float minDist = cells[dest].pos.getDistanceFrom(srcRegion.second[minDistId]->pos);
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if(currDist < minDist) minDistId = i;
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}
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dest = map->getCellId(srcRegion.second[minDistId]->pos);
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}
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}
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if(cells[dest].blockedBy){
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vector<int> surrCellIds = map->getSurroundingCells(cells[dest].pos, 1);
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@@ -361,6 +384,7 @@ namespace battleship{
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return false;
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}
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else return true;
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}
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@@ -434,10 +458,11 @@ namespace battleship{
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void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
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removeAllPathpoints();
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vector<Map::Cell> &cells = Map::getSingleton()->getCells();
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int source, dest;
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Map *map = Map::getSingleton();
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vector<Map::Cell> &cells = map->getCells(), regionCells;
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int regionId = -1, source, dest;
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if(!canReachTarget(destPos, source, dest)) return;
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if(!adjustDest(destPos, regionId, source, dest)) return;
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vector<float> heurs;
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Pathfinder *pf = Pathfinder::getSingleton();
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