Documented the c++ interface to the [tunnel] feature.
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1 changed files with 62 additions and 10 deletions
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@ -35,45 +35,62 @@ typedef std::pair<std::set<map_location>, std::set<map_location> >
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class teleport_group: public savegame::savegame_config {
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public:
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/*
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* Used to create the object from a saved file.
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* Constructs the object from a saved file.
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* @param cfg the contents of a [tunnel] tag
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*/
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teleport_group(const config& cfg);
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/*
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*
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* Constructs the object from a config file.
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* @param cfg the contents of a [tunnel] tag
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* @param way_back inverts the direction of the teleport
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*/
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teleport_group(const vconfig& cfg, bool way_back = false);
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/*
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* Fills the argument loc_pair if the unit u matches the groups filter.
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* @param loc_pair returned teleport_pair if the unit matches
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* @param u this unit must match the group's filter
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* @param ignore_units don't consider zoc and blocking when calculating the shorted path between
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*/
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void get_teleport_pair(
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teleport_pair& loc_pair
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, const unit& u
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, const bool ignore_units) const;
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/*
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* Returns the unique id of the teleport group.
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* Can be set by the id attribute or is randomly chosen.
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* @return unique id of the teleport group
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*/
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const std::string& get_teleport_id() const;
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/*
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* Returns whether the group should always be visible,
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* even for enemy movement under shroud.
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* @return visibility of the teleport group
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*/
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bool always_visible() const;
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/** Inherited from savegame_config. */
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config to_config() const;
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private:
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config cfg_;
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bool reversed_;
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std::string id_;
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config cfg_; // unexpanded contents of a [tunnel] tag
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bool reversed_; // Whether the tunnel's direction is reversed
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std::string id_; // unique id of the group
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};
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class teleport_map {
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public:
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/*
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* @param teleport_groups
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* @param u
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* @param viewing_team
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* @param see_all
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* @param ignore_units
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*/
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teleport_map(
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const std::vector<teleport_group>& teleport_groups
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, const unit& u
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@ -81,15 +98,29 @@ public:
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, const bool see_all
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, const bool ignore_units);
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/*
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* Constructs an empty teleport map.
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*/
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teleport_map() :
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teleport_map_(), sources_(), targets_() {
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}
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;
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teleport_map_(), sources_(), targets_() {};
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/*
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* @param adjacents used to return the adjacent hexes
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* @param loc the map location for which we want to know the adjacent hexes
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*/
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void get_adjacents(std::set<map_location>& adjacents, map_location loc) const;
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/*
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* @param sources used to return the locations that are an entrance of the tunnel
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*/
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void get_sources(std::set<map_location>& sources) const;
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/*
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* @param targets used to return the locations that are an exit of the tunnel
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*/
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void get_targets(std::set<map_location>& targets) const;
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/*
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* @returns whether the teleport_map does contain any defined tunnel
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*/
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bool empty() const {
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return sources_.empty();
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}
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@ -100,6 +131,13 @@ private:
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std::map<std::string, std::set<map_location> > targets_;
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};
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/*
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* @param u The unit that is processed by pathfinding
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* @param viewing_team The team the player belongs to
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* @param see_all Whether the teleport can be seen below shroud
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* @param ignore_units Whether to ignore zoc and blocking by units
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* @returns a teleport_map
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*/
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const teleport_map get_teleport_locations(const unit &u, const team &viewing_team,
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bool see_all = false, bool ignore_units = false);
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@ -107,13 +145,27 @@ class manager: public savegame::savegame_config {
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public:
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manager(const config &cfg);
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/*
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* @param group teleport_group to be added
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*/
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void add(const teleport_group &group);
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/*
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* @param id id of the teleport_group that is to be removed by the method
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*/
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void remove(const std::string &id);
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/*
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* @return all registered teleport groups on the game field
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*/
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const std::vector<teleport_group>& get() const;
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/** Inherited from savegame_config. */
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config to_config() const;
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// For unique tunnel IDs
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/*
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* @returns the next free unique id for a teleport group
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*/
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std::string next_unique_id();
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private:
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std::vector<teleport_group> tunnels_;
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