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source/simulation2/components/CCmpPathfinder_Common.h
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#include "ICmpPathfinder.h" | #include "ICmpPathfinder.h" | ||||
#include "graphics/Overlay.h" | #include "graphics/Overlay.h" | ||||
#include "graphics/Terrain.h" | #include "graphics/Terrain.h" | ||||
#include "maths/MathUtil.h" | #include "maths/MathUtil.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "renderer/TerrainOverlay.h" | #include "renderer/TerrainOverlay.h" | ||||
#include "simulation2/components/ICmpObstructionManager.h" | #include "simulation2/components/ICmpObstructionManager.h" | ||||
#include "simulation2/helpers/VertexPathfinder.h" | |||||
class HierarchicalPathfinder; | class HierarchicalPathfinder; | ||||
class LongPathfinder; | class LongPathfinder; | ||||
class VertexPathfinder; | |||||
class SceneCollector; | class SceneCollector; | ||||
class AtlasOverlay; | class AtlasOverlay; | ||||
#ifdef NDEBUG | #ifdef NDEBUG | ||||
#define PATHFIND_DEBUG 0 | #define PATHFIND_DEBUG 0 | ||||
#else | #else | ||||
#define PATHFIND_DEBUG 1 | #define PATHFIND_DEBUG 1 | ||||
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// Keep clever updates in memory to avoid memory fragmentation from the grid. | // Keep clever updates in memory to avoid memory fragmentation from the grid. | ||||
// This should be used only in UpdateGrid(), there is no guarantee the data is properly initialized anywhere else. | // This should be used only in UpdateGrid(), there is no guarantee the data is properly initialized anywhere else. | ||||
GridUpdateInformation m_DirtinessInformation; | GridUpdateInformation m_DirtinessInformation; | ||||
// The data from clever updates is stored for the AI manager | // The data from clever updates is stored for the AI manager | ||||
GridUpdateInformation m_AIPathfinderDirtinessInformation; | GridUpdateInformation m_AIPathfinderDirtinessInformation; | ||||
bool m_TerrainDirty; | bool m_TerrainDirty; | ||||
std::unique_ptr<VertexPathfinder> m_VertexPathfinder; | VertexPathfinder m_VertexPathfinder; | ||||
std::unique_ptr<HierarchicalPathfinder> m_PathfinderHier; | std::unique_ptr<HierarchicalPathfinder> m_PathfinderHier; | ||||
std::unique_ptr<LongPathfinder> m_LongPathfinder; | std::unique_ptr<LongPathfinder> m_LongPathfinder; | ||||
// For responsiveness we will process some moves in the same turn they were generated in | // For responsiveness we will process some moves in the same turn they were generated in | ||||
u16 m_MaxSameTurnMoves; // max number of moves that can be created and processed in the same turn | u16 m_MaxSameTurnMoves; // max number of moves that can be created and processed in the same turn | ||||
AtlasOverlay* m_AtlasOverlay; | AtlasOverlay* m_AtlasOverlay; | ||||
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Wildfire Games · Phabricator