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engines/crab/PathfindingGraphNode.h
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92
engines/crab/PathfindingGraphNode.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_PATHFINDINGGRAPHNODE_H
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#define CRAB_PATHFINDINGGRAPHNODE_H
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#include "crab/Rectangle.h"
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#include "crab/vectors.h"
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namespace Crab {
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// This is the basic pathfinding node that will construct the pathfinding graph. (SZ)
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// Although Unrest is using a square grid based pathfinding map, this is made to be a general use pathfinding node.
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class PathfindingGraphNode {
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friend class PathfindingGrid;
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int _id; // Each ID will be assigned when the pathfinding graph is generated and will identify each node.
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float _movementCost; // 1 is open terrain, >1 is impeding terrain, <0 is completely obstructed
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Vector2f _position; // Position of the node
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Rect _collisionRect; // Represents spaced covered by the node.
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public:
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Common::Array<PathfindingGraphNode *> _neighborNodes;
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Common::Array<float> _neighborCosts; // The movement cost for the neighbor nodes (distance to the node X the nodes movement cost)
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// This is stored to prevent having to recalculate each frame.
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PathfindingGraphNode();
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PathfindingGraphNode(Vector2f pos, int i);
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~PathfindingGraphNode();
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float getMovementCost() {
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return _movementCost;
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}
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Vector2f getPosition() const {
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return _position;
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}
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// Adds node to neighbor vector and cost to neighbor costs
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void addNeighbor(PathfindingGraphNode *node);
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// Same as above, but does not calculate distance. Used when all nodes
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// are equidistant
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void addNeighbor(PathfindingGraphNode *node, bool ignoreDistance);
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// const Common::Array< PathfindingGraphNode*>& GetNeighbors() const;
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Rect getRect() const {
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return _collisionRect;
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}
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// Return true if the node is adjacent to a blocked node
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bool adjacentToObstacle() const;
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// Return true if the node is adjacent to the otherNode
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bool adjacentToNode(PathfindingGraphNode *otherNode);
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};
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} // End of namespace Crab
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#endif // CRAB_PATHFINDINGGRAPHNODE_H
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