colobot/colobot-base/object/task/taskgoto.h

169 lines
7.0 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#pragma once
#include "object/task/task.h"
#include <glm/glm.hpp>
#include <array>
#include <cstdint>
#include <memory>
#include <vector>
class CObject;
const int MAXPOINTS = 50000;
const int NUMQUEUEBUCKETS = 32;
enum TaskGotoGoal
{
TGG_DEFAULT = -1, // default mode
TGG_STOP = 0, // goes to destination pausing with precision
TGG_EXPRESS = 1, // goes to destination without stopping
};
enum TaskGotoCrash
{
TGC_DEFAULT = -1, // default mode
TGC_HALT = 0, // stops if collision
TGC_RIGHTLEFT = 1, // right-left
TGC_LEFTRIGHT = 2, // left-right
TGC_LEFT = 3, // left
TGC_RIGHT = 4, // right
TGC_BEAM = 5, // algorithm "sunlight"
};
enum TaskGotoPhase
{
TGP_ADVANCE = 1, // advance
TGP_LAND = 2, // landed
TGP_TURN = 3, // turns to finish
TGP_MOVE = 4, // advance to finish
TGP_CRWAIT = 5, // waits after collision
TGP_CRTURN = 6, // turns right after collision
TGP_CRADVANCE = 7, // advance to the right after collision
TGP_CLWAIT = 8, // waits after collision
TGP_CLTURN = 9, // turns left after collision
TGP_CLADVANCE = 10, // advance to the left after collision
TGP_BEAMLEAK = 11, // beam: leak (leaking)
TGP_BEAMSEARCH = 12, // beam: search
TGP_BEAMWCOLD = 13, // beam: expects cool reactor
TGP_BEAMUP = 14, // beam: off
TGP_BEAMGOTO = 15, // beam: goto dot list
TGP_BEAMDOWN = 16, // beam: landed
};
class CTaskGoto : public CForegroundTask
{
public:
CTaskGoto(COldObject* object);
~CTaskGoto();
bool EventProcess(const Event &event) override;
Error Start(glm::vec3 goal, float altitude, TaskGotoGoal goalMode, TaskGotoCrash crashMode);
Error IsEnded() override;
protected:
CObject* WormSearch(glm::vec3 &impact);
void WormFrame(float rTime);
CObject* SearchTarget(glm::vec3 pos, float margin);
bool AdjustTarget(CObject* pObj, glm::vec3 &pos, float &distance);
bool AdjustBuilding(glm::vec3 &pos, float margin, float &distance);
bool GetHotPoint(CObject *pObj, glm::vec3 &pos, bool bTake, float distance, float &suppl);
bool LeakSearch(glm::vec3 &pos, float &delay);
void ComputeRepulse(glm::vec2& dir);
void ComputeFlyingRepulse(float &dir);
int PathFindingShortcut();
void PathFindingStart();
void PathFindingInit();
Error PathFindingSearch(const glm::vec3 &start, const glm::vec3 &goal, float goalRadius);
bool BitmapTestLine(const glm::vec3 &start, const glm::vec3 &goal);
void BitmapObject();
void BitmapTerrain(const glm::vec3 &min, const glm::vec3 &max);
void BitmapTerrain(int minx, int miny, int maxx, int maxy);
bool BitmapOpen();
bool BitmapClose();
void BitmapSetCircle(const glm::vec3 &pos, float radius);
void BitmapClearCircle(const glm::vec3 &pos, float radius);
void BitmapSetDot(int rank, int x, int y);
void BitmapClearDot(int rank, int x, int y);
bool BitmapTestDot(int rank, int x, int y);
bool BitmapTestDotIsVisitable(int x, int y);
protected:
glm::vec3 m_goal = { 0, 0, 0 };
glm::vec3 m_goalObject = { 0, 0, 0 };
float m_angle = 0.0f;
float m_altitude = 0.0f;
TaskGotoCrash m_crashMode = TGC_DEFAULT;
TaskGotoGoal m_goalMode = TGG_DEFAULT;
TaskGotoPhase m_phase = TGP_ADVANCE;
int m_try = 0;
Error m_error = ERR_OK;
bool m_bTake = false;
float m_stopLength = 0.0f; // braking distance
float m_time = 0.0f;
glm::vec3 m_pos = { 0, 0, 0 };
bool m_bWorm = false;
bool m_bApprox = false;
float m_wormLastTime = 0.0f;
float m_lastDistance = 0.0f;
bool m_bmChanged = true;
int m_bmSize = 0; // width or height of the table
int m_bmOffset = 0; // m_bmSize/2
int m_bmLine = 0; // increment line m_bmSize/8
std::unique_ptr<unsigned char[]> m_bmArray; // Bit table
std::unique_ptr<int32_t[]> m_bfsDistances; // Distances to the goal for breadth-first search.
std::array<std::vector<uint32_t>, NUMQUEUEBUCKETS + 1> m_bfsQueue; // Priority queue with indices to nodes. Nodes are sorted into buckets. The last bucket contains oversized costs.
int m_bfsQueueMin = 0; // Front of the queue. This value mod 8 is the index to the bucket with the next node to be expanded.
int m_bfsQueueCountPushed = 0; // Number of nodes inserted into the queue.
int m_bfsQueueCountPopped = 0; // Number of nodes extacted from the queue.
int m_bfsQueueCountRepeated = 0; // Number of nodes re-inserted into the queue.
int m_bfsQueueCountSkipped = 0; // Number of nodes skipped because of unexpected distance (likely re-added).
int m_bmMinX = 0, m_bmMinY = 0;
int m_bmMaxX = 0, m_bmMaxY = 0;
int m_bmTotal = 0; // index of final point in m_bmPoints
int m_bmIndex = 0; // index in m_bmPoints
glm::vec3 m_bmPoints[MAXPOINTS+2];
signed char m_bmIter[MAXPOINTS+2] = {};
int m_bmIterCounter = 0;
CObject* m_bmCargoObject = nullptr;
float m_bmFinalMove = 0.0f; // final advance distance
float m_bmFinalDist = 0.0f; // effective distance to advance
glm::vec3 m_bmFinalPos = { 0, 0, 0 }; // initial position before advance
float m_bmTimeLimit = 0.0f;
int m_bmStep = 0;
glm::vec3 m_bmWatchDogPos = { 0, 0, 0 };
float m_bmWatchDogTime = 0.0f;
glm::vec3 m_leakPos = { 0, 0, 0 }; // initial position leak
float m_leakDelay = 0.0f;
float m_leakTime = 0.0f;
bool m_bLeakRecede = false;
};