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vcmi/lib/CPathfinder.cpp

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/*
* CPathfinder.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CPathfinder.h"
#include "CHeroHandler.h"
#include "mapping/CMap.h"
#include "CGameState.h"
#include "mapObjects/CGHeroInstance.h"
#include "GameConstants.h"
#include "CStopWatch.h"
#include "CConfigHandler.h"
#include "../lib/CPlayerState.h"
bool canSeeObj(const CGObjectInstance * obj)
{
/// Pathfinder should ignore placed events
return obj != nullptr && obj->ID != Obj::EVENT;
}
CNeighbourFinder::CNeighbourFinder()
{
}
std::vector<CGPathNode *> CNeighbourFinder::calculateNeighbours(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const
{
std::vector<CGPathNode *> neighbours;
auto accessibleNeighbourTiles = getNeighbourTiles(source, pathfinderHelper);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto node = nodeHelper->getNode(neighbour, i);
if(node->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(node);
}
}
return neighbours;
}
std::vector<CGPathNode *> CNeighbourFinder::calculateTeleportations(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper,
CNodeHelper * nodeHelper) const
{
std::vector<CGPathNode *> neighbours;
auto accessibleExits = getTeleportExits(source, pathfinderHelper);
for(auto & neighbour : accessibleExits)
{
auto node = nodeHelper->getNode(neighbour, source.node->layer);
neighbours.push_back(node);
}
return neighbours;
}
std::vector<int3> CNeighbourFinder::getNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper) const
{
std::vector<int3> neighbourTiles;
pathfinderHelper->getNeighbours(
*source.tile,
source.node->coord,
neighbourTiles,
boost::logic::indeterminate,
source.node->layer == EPathfindingLayer::SAIL);
if(source.isNodeObjectVisitable())
{
vstd::erase_if(neighbourTiles, [&](int3 tile) -> bool
{
return !pathfinderHelper->canMoveBetween(tile, source.nodeObject->visitablePos());
});
}
return neighbourTiles;
}
class CPathfinderNodeHelper : public CNodeHelper
{
private:
CPathsInfo & out;
public:
CPathfinderNodeHelper(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
:out(pathsInfo)
{
out.hero = hero;
out.hpos = hero->getPosition(false);
}
virtual CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
virtual CGPathNode * getInitialNode()
{
auto initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
initialNode->turns = 0;
initialNode->moveRemains = out.hero->movement;
return initialNode;
}
};
PathfinderOptions::PathfinderOptions()
{
useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
}
CPathfinder::CPathfinder(
CPathsInfo & _out,
CGameState * _gs,
const CGHeroInstance * _hero)
:CPathfinder(
_gs,
_hero,
std::make_shared<CPathfinderNodeHelper>(_out, _hero),
std::make_shared<CNeighbourFinder>())
{
}
CPathfinder::CPathfinder(
CGameState * _gs,
const CGHeroInstance * _hero,
std::shared_ptr<CNodeHelper> nodeHelper,
std::shared_ptr<CNeighbourFinder> neighbourFinder)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
, hero(_hero)
, FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
, nodeHelper(nodeHelper)
, neighbourFinder(neighbourFinder)
, source()
, destination()
{
assert(hero);
assert(hero == getHero(hero->id));
hlp = make_unique<CPathfinderHelper>(_gs, hero, options);
initializePatrol();
initializeGraph();
}
void CPathfinder::calculatePaths()
{
auto passOneTurnLimitCheck = [&]() -> bool
{
if(!options.oneTurnSpecialLayersLimit)
return true;
if(source.node->layer == ELayer::WATER)
return false;
if(source.node->layer == ELayer::AIR)
{
if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
return true;
else
return false;
}
return true;
};
auto isBetterWay = [&](int remains, int turn) -> bool
{
if(destination.node->turns == 0xff) //we haven't been here before
return true;
else if(destination.node->turns > turn)
return true;
else if(destination.node->turns >= turn && destination.node->moveRemains < remains) //this route is faster
return true;
return false;
};
2017-08-10 20:59:55 +02:00
//logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner);
//initial tile - set cost on 0 and add to the queue
CGPathNode * initialNode = nodeHelper->getInitialNode();
if(!isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
throw std::runtime_error("Wrong checksum");
}
if(isHeroPatrolLocked())
return;
pq.push(initialNode);
while(!pq.empty())
{
auto node = pq.top();
auto excludeOurHero = node->coord == initialNode->coord;
source.setNode(gs, node, excludeOurHero);
pq.pop();
source.node->locked = true;
int movement = source.node->moveRemains, turn = source.node->turns;
hlp->updateTurnInfo(turn);
if(!movement)
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(source.node->layer);
if(!passOneTurnLimitCheck())
continue;
}
source.guarded = isSourceGuarded();
if(source.nodeObject)
source.objectRelations = gs->getPlayerRelations(hero->tempOwner, source.nodeObject->tempOwner);
//add accessible neighbouring nodes to the queue
auto neighbourNodes = neighbourFinder->calculateNeighbours(source, hlp.get(), nodeHelper.get());
for(CGPathNode * neighbour : neighbourNodes)
{
destination.setNode(gs, neighbour);
if(destination.node->locked)
continue;
if(!isPatrolMovementAllowed(destination.node->coord))
continue;
if(!hlp->isLayerAvailable(destination.node->layer))
continue;
/// Check transition without tile accessability rules
if(source.node->layer != destination.node->layer && !isLayerTransitionPossible(destination.node->layer))
continue;
/// Check transition using tile accessability rules
if(source.node->layer != destination.node->layer && !isLayerTransitionPossible())
continue;
destination.guarded = isDestinationGuarded();
if(destination.nodeObject)
destination.objectRelations = gs->getPlayerRelations(hero->tempOwner, destination.nodeObject->tempOwner);
if(!isMovementToDestPossible())
continue;
destination.action = getDestAction();
int turnAtNextTile = turn, moveAtNextTile = movement;
int cost = hlp->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
hlp->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = hlp->getMaxMovePoints(destination.node->layer);
cost = hlp->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
{
/// FREE_SHIP_BOARDING bonus only remove additional penalty
/// land <-> sail transition still cost movement points as normal movement
remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1, hlp->getTurnInfo());
cost = moveAtNextTile - remains;
}
if(isBetterWay(remains, turnAtNextTile) &&
((source.node->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
{
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
destination.node->moveRemains = remains;
destination.node->turns = turnAtNextTile;
destination.node->theNodeBefore = source.node;
destination.node->action = destination.action;
CMovementAfterDestinationRule rl = CMovementAfterDestinationRule();
rl.process(hlp.get(), source, destination);
if(!destination.furtherProcessingImpossible)
pq.push(destination.node);
}
} //neighbours loop
//just add all passable teleport exits
/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
if(!source.isNodeObjectVisitable() || patrolState == PATROL_RADIUS)
continue;
auto teleportationNodes = neighbourFinder->calculateTeleportations(source, hlp.get(), nodeHelper.get());
for(CGPathNode * teleportNode : teleportationNodes)
{
if(teleportNode->locked)
continue;
/// TODO: We may consider use invisible exits on FoW border in future
/// Useful for AI when at least one tile around exit is visible and passable
/// Objects are usually visible on FoW border anyway so it's not cheating.
///
/// For now it's disabled as it's will cause crashes in movement code.
if(teleportNode->accessible == CGPathNode::BLOCKED)
continue;
destination.setNode(gs, teleportNode);
if(isBetterWay(movement, turn))
{
destination.node->moveRemains = movement;
destination.node->turns = turn;
destination.node->theNodeBefore = source.node;
destination.node->action = getTeleportDestAction();
if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
pq.push(destination.node);
}
}
} //queue loop
}
std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(TeleportChannelID channelID) const
{
std::vector<int3> allowedExits;
for(auto objId : getTeleportChannelExits(channelID, hero->tempOwner))
{
auto obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(obj))
{
auto pos = obj->getBlockedPos();
for(auto p : pos)
{
if(gs->map->getTile(p).topVisitableId() == obj->ID)
allowedExits.push_back(p);
}
}
else if(CGTeleport::isExitPassable(gs, hero, obj))
allowedExits.push_back(obj->visitablePos());
}
return allowedExits;
}
std::vector<int3> CPathfinderHelper::getCastleGates(CPathNodeInfo & source) const
{
std::vector<int3> allowedExits;
auto towns = getPlayer(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != source.nodeObject->id && town->visitingHero == nullptr
&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
allowedExits.push_back(town->visitablePos());
}
}
return allowedExits;
}
std::vector<int3> CNeighbourFinder::getTeleportExits(
CPathNodeInfo & source,
CPathfinderHelper * pathfinderHelper) const
{
std::vector<int3> teleportationExits;
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
{
for(auto exit : pathfinderHelper->getAllowedTeleportChannelExits(objTeleport->channel))
{
teleportationExits.push_back(exit);
}
}
else if(pathfinderHelper->options.useCastleGate
&& (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
&& source.objectRelations != PlayerRelations::ENEMIES))
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
for(auto exit : pathfinderHelper->getCastleGates(source))
{
teleportationExits.push_back(exit);
}
}
return teleportationExits;
}
bool CPathfinder::isHeroPatrolLocked() const
{
return patrolState == PATROL_LOCKED;
}
bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
{
if(patrolState == PATROL_RADIUS)
{
if(!vstd::contains(patrolTiles, dst))
return false;
}
return true;
}
bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
{
/// No layer transition allowed when previous node action is BATTLE
if(source.node->action == CGPathNode::BATTLE)
return false;
switch(source.node->layer)
{
case ELayer::LAND:
if(destLayer == ELayer::AIR)
{
if(!options.lightweightFlyingMode || isSourceInitialPosition())
return true;
}
else if(destLayer == ELayer::SAIL)
{
if(destination.tile->isWater())
return true;
}
else
return true;
break;
case ELayer::SAIL:
if(destLayer == ELayer::LAND && !destination.tile->isWater())
return true;
break;
case ELayer::AIR:
if(destLayer == ELayer::LAND)
return true;
break;
case ELayer::WATER:
if(destLayer == ELayer::LAND)
return true;
break;
}
return false;
}
bool CPathfinder::isLayerTransitionPossible() const
{
switch(source.node->layer)
{
case ELayer::LAND:
if(destination.node->layer == ELayer::SAIL)
{
/// Cannot enter empty water tile from land -> it has to be visitable
if(destination.node->accessible == CGPathNode::ACCESSIBLE)
return false;
}
break;
case ELayer::SAIL:
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
if((destination.node->accessible != CGPathNode::ACCESSIBLE && (destination.node->accessible != CGPathNode::BLOCKVIS || destination.tile->blocked))
|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
{
return false;
}
break;
case ELayer::AIR:
if(options.originalMovementRules)
{
if((source.node->accessible != CGPathNode::ACCESSIBLE &&
source.node->accessible != CGPathNode::VISITABLE) &&
(destination.node->accessible != CGPathNode::VISITABLE &&
destination.node->accessible != CGPathNode::ACCESSIBLE))
{
return false;
}
}
else if(source.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::ACCESSIBLE)
{
/// Hero that fly can only land on accessible tiles
return false;
}
break;
case ELayer::WATER:
if(destination.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::VISITABLE)
{
/// Hero that walking on water can transit to accessible and visitable tiles
/// Though hero can't interact with blocking visit objects while standing on water
return false;
}
break;
}
return true;
}
bool CPathfinder::isMovementToDestPossible() const
{
if(destination.node->accessible == CGPathNode::BLOCKED)
return false;
switch(destination.node->layer)
{
case ELayer::LAND:
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
return false;
if(isSourceGuarded())
{
if(!(options.originalMovementRules && source.node->layer == ELayer::AIR) &&
!isDestinationGuardian()) // Can step into tile of guard
{
return false;
}
}
break;
case ELayer::SAIL:
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
return false;
if(isSourceGuarded())
{
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(source.node->action != CGPathNode::EMBARK && !isDestinationGuardian())
return false;
}
if(source.node->layer == ELayer::LAND)
{
if(!destination.isNodeObjectVisitable())
return false;
if(destination.nodeObject->ID != Obj::BOAT && destination.nodeObject->ID != Obj::HERO)
return false;
}
else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
{
/// Hero in boat can't visit empty boats
return false;
}
break;
case ELayer::WATER:
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
return false;
if(isDestinationGuarded())
return false;
break;
}
return true;
}
void CMovementAfterDestinationRule::process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination)
{
switch(destination.action)
{
/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
/// Likely in many cases we don't need to add visitable tile to queue when hero don't fly
case CGPathNode::VISIT:
{
/// For now we only add visitable tile into queue when it's teleporter that allow transit
/// Movement from visitable tile when hero is standing on it is possible into any layer
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero protected
return;
}
else if(destination.nodeObject->ID == Obj::GARRISON
|| destination.nodeObject->ID == Obj::GARRISON2
|| destination.nodeObject->ID == Obj::BORDER_GATE)
{
/// Transit via unguarded garrisons is always possible
return;
}
break;
}
case CGPathNode::NORMAL:
return;
case CGPathNode::EMBARK:
if(pathfinderHelper->options.useEmbarkAndDisembark)
return;
break;
case CGPathNode::DISEMBARK:
if(pathfinderHelper->options.useEmbarkAndDisembark && !destination.guarded)
return;
break;
case CGPathNode::BATTLE:
/// Movement after BATTLE action only possible from guarded tile to guardian tile
if(destination.guarded)
return;
break;
}
destination.furtherProcessingImpossible = true;
}
CGPathNode::ENodeAction CPathfinder::getDestAction() const
{
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
switch(destination.node->layer)
{
case ELayer::LAND:
if(source.node->layer == ELayer::SAIL)
{
// TODO: Handle dismebark into guarded areaa
action = CGPathNode::DISEMBARK;
break;
}
/// don't break - next case shared for both land and sail layers
FALLTHROUGH
case ELayer::SAIL:
if(destination.isNodeObjectVisitable())
{
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
if(destination.nodeObject->ID == Obj::BOAT)
action = CGPathNode::EMBARK;
else if(destination.nodeObject->ID == Obj::HERO)
{
if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
else
action = CGPathNode::BLOCKING_VISIT;
}
else if(destination.nodeObject->ID == Obj::TOWN)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
action = CGPathNode::VISIT;
else if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
}
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(isDestinationGuarded())
action = CGPathNode::BATTLE;
}
else if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
}
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(isDestinationGuarded())
action = CGPathNode::BATTLE;
}
else
action = CGPathNode::BLOCKING_VISIT;
}
else if(isDestinationGuardian())
action = CGPathNode::BATTLE;
else if(destination.nodeObject->blockVisit && !(options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
action = CGPathNode::BLOCKING_VISIT;
if(action == CGPathNode::NORMAL)
{
if(options.originalMovementRules && isDestinationGuarded())
action = CGPathNode::BATTLE;
else
action = CGPathNode::VISIT;
}
}
else if(isDestinationGuarded())
action = CGPathNode::BATTLE;
break;
}
return action;
}
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
{
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::HERO)
{
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::TELEPORT_BATTLE;
else
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
}
return action;
}
bool CPathfinder::isSourceInitialPosition() const
{
return source.node->coord == nodeHelper->getInitialNode()->coord;
}
bool CPathfinder::isSourceGuarded() const
{
/// Hero can move from guarded tile if movement started on that tile
/// It's possible at least in these cases:
/// - Map start with hero on guarded tile
/// - Dimention door used
/// TODO: check what happen when there is several guards
if(gs->guardingCreaturePosition(source.node->coord).valid() && !isSourceInitialPosition())
{
return true;
}
return false;
}
bool CPathfinder::isDestinationGuarded() const
{
/// isDestinationGuarded is exception needed for garrisons.
/// When monster standing behind garrison it's visitable and guarded at the same time.
return gs->guardingCreaturePosition(destination.node->coord).valid();
}
bool CPathfinder::isDestinationGuardian() const
{
return gs->guardingCreaturePosition(source.node->coord) == destination.node->coord;
}
void CPathfinder::initializePatrol()
{
auto state = PATROL_NONE;
if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
{
if(hero->patrol.patrolRadius)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
}
else
state = PATROL_LOCKED;
}
patrolState = state;
}
void CPathfinder::initializeGraph()
{
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
{
auto node = nodeHelper->getNode(pos, layer);
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
node->update(pos, layer, accessibility);
};
int3 pos;
int3 sizes = gs->getMapSize();
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
const TerrainTile * tinfo = &gs->map->getTile(pos);
switch(tinfo->terType)
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
updateNode(pos, ELayer::SAIL, tinfo);
if(options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
if(options.useWaterWalking)
updateNode(pos, ELayer::WATER, tinfo);
break;
default:
updateNode(pos, ELayer::LAND, tinfo);
if(options.useFlying)
updateNode(pos, ELayer::AIR, tinfo);
break;
}
}
}
}
}
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const
{
if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
return CGPathNode::BLOCKED;
switch(layer)
{
case ELayer::LAND:
case ELayer::SAIL:
if(tinfo->visitable)
{
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
{
return CGPathNode::BLOCKED;
}
else
{
for(const CGObjectInstance * obj : tinfo->visitableObjects)
{
if(obj->blockVisit)
{
return CGPathNode::BLOCKVIS;
}
else if(obj->passableFor(hero->tempOwner))
{
return CGPathNode::ACCESSIBLE;
}
else if(canSeeObj(obj))
{
return CGPathNode::VISITABLE;
}
}
}
}
else if(tinfo->blocked)
{
return CGPathNode::BLOCKED;
}
else if(gs->guardingCreaturePosition(pos).valid())
{
// Monster close by; blocked visit for battle
return CGPathNode::BLOCKVIS;
}
break;
case ELayer::WATER:
if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
return CGPathNode::BLOCKED;
break;
case ELayer::AIR:
if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
return CGPathNode::FLYABLE;
break;
}
return CGPathNode::ACCESSIBLE;
}
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
{
return gs->checkForVisitableDir(a, b);
}
bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
{
if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
if(whirlpool)
{
if(addTeleportWhirlpool(whirlpool))
return true;
}
else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
return true;
return false;
}
bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const
{
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() == 1)
return true;
}
return false;
}
bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
return true;
}
return false;
}
bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
}
TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
{
noTerrainPenalty.reserve(ETerrainType::ROCK);
for(int i = 0; i < ETerrainType::ROCK; i++)
{
noTerrainPenalty.push_back(static_cast<bool>(
bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
}
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)));
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)));
flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
waterWalking = static_cast<bool>(bl->getFirst(Selector::type(Bonus::WATER_WALKING)));
waterWalkingVal = bl->valOfBonuses(Selector::type(Bonus::WATER_WALKING));
}
TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
: hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
{
std::stringstream cachingStr;
cachingStr << "days_" << turn;
bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str());
bonusCache = make_unique<BonusCache>(bonuses);
nativeTerrain = hero->getNativeTerrain();
}
bool TurnInfo::isLayerAvailable(const EPathfindingLayer layer) const
{
switch(layer)
{
case EPathfindingLayer::AIR:
if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
return false;
break;
case EPathfindingLayer::WATER:
if(!hasBonusOfType(Bonus::WATER_WALKING))
return false;
break;
}
return true;
}
bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
{
switch(type)
{
case Bonus::FREE_SHIP_BOARDING:
return bonusCache->freeShipBoarding;
case Bonus::FLYING_MOVEMENT:
return bonusCache->flyingMovement;
case Bonus::WATER_WALKING:
return bonusCache->waterWalking;
case Bonus::NO_TERRAIN_PENALTY:
return bonusCache->noTerrainPenalty[subtype];
}
return static_cast<bool>(
bonuses->getFirst(Selector::type(type).And(Selector::subtype(subtype))));
}
int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
{
switch(type)
{
case Bonus::FLYING_MOVEMENT:
return bonusCache->flyingMovementVal;
case Bonus::WATER_WALKING:
return bonusCache->waterWalkingVal;
}
return bonuses->valOfBonuses(Selector::type(type).And(Selector::subtype(subtype)));
}
int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
{
if(maxMovePointsLand == -1)
maxMovePointsLand = hero->maxMovePoints(true, this);
if(maxMovePointsWater == -1)
maxMovePointsWater = hero->maxMovePoints(false, this);
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
}
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
: CGameInfoCallback(gs, boost::optional<PlayerColor>()), turn(-1), hero(Hero), options(Options)
{
turnsInfo.reserve(16);
updateTurnInfo();
}
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CPathfinderHelper::~CPathfinderHelper()
{
for(auto ti : turnsInfo)
delete ti;
}
void CPathfinderHelper::updateTurnInfo(const int Turn)
{
if(turn != Turn)
{
turn = Turn;
if(turn >= turnsInfo.size())
{
auto ti = new TurnInfo(hero, turn);
turnsInfo.push_back(ti);
}
}
}
bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer layer) const
{
switch(layer)
{
case EPathfindingLayer::AIR:
if(!options.useFlying)
return false;
break;
case EPathfindingLayer::WATER:
if(!options.useWaterWalking)
return false;
break;
}
return turnsInfo[turn]->isLayerAvailable(layer);
}
const TurnInfo * CPathfinderHelper::getTurnInfo() const
{
return turnsInfo[turn];
}
bool CPathfinderHelper::hasBonusOfType(const Bonus::BonusType type, const int subtype) const
{
return turnsInfo[turn]->hasBonusOfType(type, subtype);
}
int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
{
return turnsInfo[turn]->getMaxMovePoints(layer);
}
void CPathfinderHelper::getNeighbours(const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
{
CMap * map = gs->map;
static const int3 dirs[] = {
int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0)
};
for(auto & dir : dirs)
{
const int3 hlp = tile + dir;
if(!map->isInTheMap(hlp))
continue;
const TerrainTile & hlpt = map->getTile(hlp);
if(hlpt.terType == ETerrainType::ROCK)
continue;
// //we cannot visit things from blocked tiles
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
// {
// continue;
// }
/// Following condition let us avoid diagonal movement over coast when sailing
if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
{
int3 hlp1 = tile,
hlp2 = tile;
hlp1.x += dir.x;
hlp2.y += dir.y;
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
continue;
}
if(indeterminate(onLand) || onLand == (hlpt.terType != ETerrainType::WATER))
{
vec.push_back(hlp);
}
}
}
int CPathfinderHelper::getMovementCost(const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const bool checkLast)
{
if(src == dst) //same tile
return 0;
auto ti = getTurnInfo();
if(ct == nullptr || dt == nullptr)
{
ct = hero->cb->getTile(src);
dt = hero->cb->getTile(dst);
}
/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
/// Also flying movement only has penalty when player moving over blocked tiles.
/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
int ret = hero->getTileCost(*dt, *ct, ti);
/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
/// Difference in cost calculation on client and server is much worse than incorrect cost.
/// So this one is waiting till server going to use pathfinder rules for path validation.
if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
{
ret *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
}
else if(dt->terType == ETerrainType::WATER)
{
if(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
ret *= 0.666;
else if(!hero->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
{
ret *= (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
}
}
if(src.x != dst.x && src.y != dst.y) //it's diagonal move
{
int old = ret;
ret *= 1.414213;
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
if(ret > remainingMovePoints && remainingMovePoints >= old)
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{
return remainingMovePoints;
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}
}
/// TODO: This part need rework in order to work properly with flying and water walking
/// Currently it's only work properly for normal movement or sailing
int left = remainingMovePoints-ret;
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
vec.reserve(8); //optimization
getNeighbours(*dt, dst, vec, ct->terType != ETerrainType::WATER, true);
for(auto & elem : vec)
{
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
if(fcost <= left)
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{
return ret;
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}
}
ret = remainingMovePoints;
}
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return ret;
}
CGPathNode::CGPathNode()
: coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
{
reset();
}
void CGPathNode::reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
}
void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
reset();
accessible = Accessible;
}
bool CGPathNode::reachable() const
{
return turns < 255;
}
int3 CGPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
int3 CGPath::endPos() const
{
return nodes[0].coord;
}
void CGPath::convert(ui8 mode)
{
if(mode==0)
{
for(auto & elem : nodes)
{
elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
}
}
}
CPathsInfo::CPathsInfo(const int3 & Sizes)
: sizes(Sizes)
{
hero = nullptr;
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
}
CPathsInfo::~CPathsInfo()
{
}
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
{
assert(vstd::iswithin(tile.x, 0, sizes.x));
assert(vstd::iswithin(tile.y, 0, sizes.y));
assert(vstd::iswithin(tile.z, 0, sizes.z));
boost::unique_lock<boost::mutex> pathLock(pathMx);
return getNode(tile);
}
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
out.nodes.clear();
const CGPathNode * curnode = getNode(dst);
if(!curnode->theNodeBefore)
return false;
while(curnode)
{
const CGPathNode cpn = * curnode;
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
int CPathsInfo::getDistance(const int3 & tile) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
CGPath ret;
if(getPath(ret, tile))
return ret.nodes.size();
else
return 255;
}
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
{
auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
if(landNode->reachable())
return landNode;
else
return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
}
CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
{
return &nodes[coord.x][coord.y][coord.z][layer];
}
CPathNodeInfo::CPathNodeInfo()
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false)
{
}
void CPathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
{
node = n;
if(coord != node->coord)
{
assert(node->coord.valid());
coord = node->coord;
tile = gs->getTile(coord);
nodeObject = tile->topVisitableObj(excludeTopObject);
}
guarded = false;
}
CDestinationNodeInfo::CDestinationNodeInfo()
: CPathNodeInfo(), blocked(false), furtherProcessingImpossible(false), action(CGPathNode::ENodeAction::UNKNOWN)
{
}
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
{
CPathNodeInfo::setNode(gs, n, excludeTopObject);
blocked = false;
furtherProcessingImpossible = false;
action = CGPathNode::ENodeAction::UNKNOWN;
}
bool CPathNodeInfo::isNodeObjectVisitable() const
{
/// Hero can't visit objects while walking on water or flying
return canSeeObj(nodeObject) && (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL);
}