The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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85 lines
3.2 KiB
85 lines
3.2 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "olcPixelGameEngine.h"
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#include <set>
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struct Pathfinding{
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struct sNode
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{
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int x=0; // Nodes position in 2D space
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int y=0;
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bool bObstacle = false; // Is the node an obstruction?
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bool bObstacleUpper = false; // Is the node an obstruction on the upper level?
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bool bVisited = false; // Have we searched this node before?
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float fGlobalGoal=0; // Distance to goal so far
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float fLocalGoal=0; // Distance to goal if we took the alternative route
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std::vector<sNode*> vecNeighbours; // Connections to neighbours
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sNode* parent=nullptr; // Node connecting to this node that offers shortest parent
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};
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struct sPoint2D
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{
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vf2d pos;
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float length;
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};
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struct sSpline
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{
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std::vector<sPoint2D> points;
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float fTotalSplineLength = 0.0f;
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void Initialize(const std::vector<vf2d>&points);
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sPoint2D GetSplinePoint(float t, bool bLooped = true);
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sPoint2D GetSplineGradient(float t, bool bLooped = true);
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float CalculateSegmentLength(int node, bool bLooped = true);
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float GetNormalisedOffset(float p);
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};
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std::map<vi2d,sNode>nodes;
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sNode *nodeStart = nullptr;
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sNode *nodeEnd = nullptr;
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const vi2d gridSpacing = {12,12}; //Decrease this for more precision
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void Initialize();
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//maxRange in tiles. Returns the path as points.
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[[nodiscard]]
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std::vector<vf2d> Solve_AStar(vf2d startPos,vf2d endPos,float maxRange=8,bool upperLevel=false);
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sSpline Solve_WalkPath(vf2d startPos,vf2d endPos,float maxRange=8,bool upperLevel=false);
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}; |