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source/simulation2/helpers/Pathfinding.h
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*/ | */ | ||||
#ifndef INCLUDED_PATHFINDING | #ifndef INCLUDED_PATHFINDING | ||||
#define INCLUDED_PATHFINDING | #define INCLUDED_PATHFINDING | ||||
#include "maths/MathUtil.h" | #include "maths/MathUtil.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "simulation2/system/Entity.h" | |||||
#include "simulation2/system/ParamNode.h" | #include "simulation2/system/ParamNode.h" | ||||
#include "graphics/Terrain.h" | #include "graphics/Terrain.h" | ||||
#include "Grid.h" | #include "Grid.h" | ||||
#include "PathGoal.h" | #include "PathGoal.h" | ||||
typedef u16 pass_class_t; | typedef u16 pass_class_t; | ||||
struct AsyncLongPathRequest | |||||
Stan: Why the async prefix, can't they be used a non async calls ? | |||||
wraitiiAuthorUnsubmitted Done Inline ActionsSee D1854 wraitii: See D1854 | |||||
{ | |||||
u32 ticket; | |||||
entity_pos_t x0; | |||||
entity_pos_t z0; | |||||
PathGoal goal; | |||||
pass_class_t passClass; | |||||
entity_id_t notify; | |||||
}; | |||||
struct AsyncShortPathRequest | |||||
{ | |||||
u32 ticket; | |||||
entity_pos_t x0; | |||||
entity_pos_t z0; | |||||
entity_pos_t clearance; | |||||
entity_pos_t range; | |||||
PathGoal goal; | |||||
pass_class_t passClass; | |||||
bool avoidMovingUnits; | |||||
entity_id_t group; | |||||
entity_id_t notify; | |||||
}; | |||||
struct Waypoint | struct Waypoint | ||||
{ | { | ||||
entity_pos_t x, z; | entity_pos_t x, z; | ||||
}; | }; | ||||
/** | /** | ||||
* Returned path. | * Returned path. | ||||
* Waypoints are in *reverse* order (the earliest is at the back of the list) | * Waypoints are in *reverse* order (the earliest is at the back of the list) | ||||
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Wildfire Games · Phabricator
Why the async prefix, can't they be used a non async calls ?