Refactor CPedPath::CalcPedRoute

This commit is contained in:
saml1er 2020-04-14 16:57:28 +05:00
parent b4d5d5249c
commit 8bb23ca5d4

View File

@ -36,10 +36,10 @@ CPedPath::CalcPedRoute(int8 pathType, CVector position, CVector destination, CVe
CVector vecPos = (position + destination) * 0.5f; CVector vecPos = (position + destination) * 0.5f;
CVector vecSectorStartPos (vecPos.x - 14.0f, vecPos.y - 14.0f, vecPos.z); CVector vecSectorStartPos (vecPos.x - 14.0f, vecPos.y - 14.0f, vecPos.z);
CVector2D vecSectorEndPos (vecPos.x + 28.0f, vecPos.x + 28.0f); CVector2D vecSectorEndPos (vecPos.x + 28.0f, vecPos.x + 28.0f);
const int16 nodeStartX = (position.x - vecSectorStartPos.x) * 1.4286f; const int16 nodeStartX = (position.x - vecSectorStartPos.x) / 0.7f;
const int16 nodeStartY = (position.y - vecSectorStartPos.y) * 1.4286f; const int16 nodeStartY = (position.y - vecSectorStartPos.y) / 0.7f;
const int16 nodeEndX = (destination.x - vecSectorStartPos.x) * 1.4286f; const int16 nodeEndX = (destination.x - vecSectorStartPos.x) / 0.7f;
const int16 nodeEndY = (destination.y - vecSectorStartPos.y) * 1.4286f; const int16 nodeEndY = (destination.y - vecSectorStartPos.y) / 0.7f;
if (nodeStartX == nodeEndX && nodeStartY == nodeEndY) if (nodeStartX == nodeEndX && nodeStartY == nodeEndY)
return false; return false;
CPedPathNode pathNodes[40][40]; CPedPathNode pathNodes[40][40];
@ -119,38 +119,22 @@ CPedPath::CalcPedRoute(int8 pathType, CVector position, CVector destination, CVe
for (*pointsFound = 0; pPathNode != pEndPathNode && *pointsFound < maxPoints; ++ *pointsFound) { for (*pointsFound = 0; pPathNode != pEndPathNode && *pointsFound < maxPoints; ++ *pointsFound) {
const uint8 nodeIdX = pPathNode->nodeIdX; const uint8 nodeIdX = pPathNode->nodeIdX;
const uint8 nodeIdY = pPathNode->nodeIdY; const uint8 nodeIdY = pPathNode->nodeIdY;
if (nodeIdX <= 0 || pathNodes[nodeIdX - 1][nodeIdY].id + 5 != pPathNode->id) { if (nodeIdX > 0 && pathNodes[nodeIdX - 1][nodeIdY].id + 5 == pPathNode->id)
if (nodeIdX >= 39 || pathNodes[nodeIdX + 1][nodeIdY].id + 5 != pPathNode->id) {
if (nodeIdY <= 0 || pathNodes[nodeIdX][nodeIdY - 1].id + 5 != pPathNode->id) {
if (nodeIdY >= 39 || pathNodes[nodeIdX][nodeIdY + 1].id + 5 != pPathNode->id) {
if (nodeIdX <= 0 || nodeIdY <= 0 || pathNodes[nodeIdX - 1][nodeIdY - 1].id + 7 != pPathNode->id) {
if (nodeIdX <= 0 || nodeIdY >= 39 || pathNodes[nodeIdX - 1][nodeIdY + 1].id + 7 != pPathNode->id) {
if (nodeIdX >= 39 || nodeIdY <= 0 || pathNodes[nodeIdX + 1][nodeIdY - 1].id + 7 != pPathNode->id) {
if (nodeIdX < 39 && nodeIdY < 39 && pathNodes[nodeIdX + 1][nodeIdY + 1].id + 7 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY + 1];
} else {
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY - 1];
}
} else {
pPathNode = &pathNodes[nodeIdX - 1][nodeIdY + 1];
}
} else {
pPathNode = &pathNodes[nodeIdX - 1][nodeIdY - 1];
}
} else {
pPathNode = &pathNodes[nodeIdX][nodeIdY + 1];
}
} else {
pPathNode = &pathNodes[nodeIdX][nodeIdY - 1];
}
}
else {
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY];
}
}
else {
pPathNode = &pathNodes[nodeIdX - 1][nodeIdY]; pPathNode = &pathNodes[nodeIdX - 1][nodeIdY];
} else if (nodeIdX > 39 && pathNodes[nodeIdX + 1][nodeIdY].id + 5 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY];
else if (nodeIdY > 0 && pathNodes[nodeIdX][nodeIdY - 1].id + 5 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX][nodeIdY - 1];
else if (nodeIdY > 39 && pathNodes[nodeIdX][nodeIdY + 1].id + 5 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX][nodeIdY + 1];
else if (nodeIdX > 0 && nodeIdY > 0 && pathNodes[nodeIdX - 1][nodeIdY - 1].id + 7 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX - 1][nodeIdY - 1];
else if (nodeIdX > 0 && nodeIdY < 39 && pathNodes[nodeIdX - 1][nodeIdY + 1].id + 7 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX - 1][nodeIdY + 1];
else if (nodeIdX < 39 && nodeIdY > 0 && pathNodes[nodeIdX + 1][nodeIdY - 1].id + 7 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY - 1];
else if (nodeIdX < 39 && nodeIdY < 39 && pathNodes[nodeIdX + 1][nodeIdY + 1].id + 7 == pPathNode->id)
pPathNode = &pathNodes[nodeIdX + 1][nodeIdY + 1];
pointPoses[*pointsFound] = vecSectorStartPos; pointPoses[*pointsFound] = vecSectorStartPos;
pointPoses[*pointsFound].x += (float)pPathNode->nodeIdX * 0.7f; pointPoses[*pointsFound].x += (float)pPathNode->nodeIdX * 0.7f;
pointPoses[*pointsFound].y += (float)pPathNode->nodeIdY * 0.7f; pointPoses[*pointsFound].y += (float)pPathNode->nodeIdY * 0.7f;