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# include "StdInc.h"
# include "CPathfinder.h"
# include "CHeroHandler.h"
# include "mapping/CMap.h"
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# include "CGameState.h"
# include "mapObjects/CGHeroInstance.h"
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# include "GameConstants.h"
# include "CStopWatch.h"
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# include "CConfigHandler.h"
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# include "../lib/CPlayerState.h"
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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
*
*/
CPathfinder : : PathfinderOptions : : PathfinderOptions ( )
{
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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 ( ) ;
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useCastleGate = settings [ " pathfinder " ] [ " teleports " ] [ " castleGate " ] . Bool ( ) ;
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lightweightFlyingMode = settings [ " pathfinder " ] [ " lightweightFlyingMode " ] . Bool ( ) ;
oneTurnSpecialLayersLimit = settings [ " pathfinder " ] [ " oneTurnSpecialLayersLimit " ] . Bool ( ) ;
originalMovementRules = settings [ " pathfinder " ] [ " originalMovementRules " ] . Bool ( ) ;
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}
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CPathfinder : : CPathfinder ( CPathsInfo & _out , CGameState * _gs , const CGHeroInstance * _hero )
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: CGameInfoCallback ( _gs , boost : : optional < PlayerColor > ( ) ) , out ( _out ) , hero ( _hero ) , FoW ( getPlayerTeam ( hero - > tempOwner ) - > fogOfWarMap ) , patrolTiles ( { } )
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{
assert ( hero ) ;
assert ( hero = = getHero ( hero - > id ) ) ;
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cp = dp = nullptr ;
ct = dt = nullptr ;
ctObj = dtObj = nullptr ;
destAction = CGPathNode : : UNKNOWN ;
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out . hero = hero ;
out . hpos = hero - > getPosition ( false ) ;
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if ( ! isInTheMap ( out . hpos ) /* || !gs->map->isInTheMap(dest)*/ ) //check input
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{
logGlobal - > errorStream ( ) < < " CGameState::calculatePaths: Hero outside the gs->map? How dare you... " ;
throw std : : runtime_error ( " Wrong checksum " ) ;
}
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hlp = make_unique < CPathfinderHelper > ( hero , options ) ;
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initializePatrol ( ) ;
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initializeGraph ( ) ;
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neighbourTiles . reserve ( 8 ) ;
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neighbours . reserve ( 16 ) ;
}
void CPathfinder : : calculatePaths ( )
{
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auto passOneTurnLimitCheck = [ & ] ( ) - > bool
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{
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if ( ! options . oneTurnSpecialLayersLimit )
return true ;
if ( cp - > layer = = ELayer : : WATER )
return false ;
if ( cp - > layer = = ELayer : : AIR )
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{
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if ( options . originalMovementRules & & cp - > accessible = = CGPathNode : : ACCESSIBLE )
return true ;
else
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return false ;
}
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return true ;
} ;
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auto isBetterWay = [ & ] ( int remains , int turn ) - > bool
{
if ( dp - > turns = = 0xff ) //we haven't been here before
return true ;
else if ( dp - > turns > turn )
return true ;
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else if ( dp - > turns > = turn & & dp - > moveRemains < remains ) //this route is faster
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return true ;
return false ;
} ;
//logGlobal->infoStream() << boost::format("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
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CGPathNode * initialNode = out . getNode ( out . hpos , hero - > boat ? ELayer : : SAIL : ELayer : : LAND ) ;
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initialNode - > turns = 0 ;
initialNode - > moveRemains = hero - > movement ;
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if ( isHeroPatrolLocked ( ) )
return ;
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pq . push ( initialNode ) ;
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while ( ! pq . empty ( ) )
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{
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cp = pq . top ( ) ;
pq . pop ( ) ;
cp - > locked = true ;
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int movement = cp - > moveRemains , turn = cp - > turns ;
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hlp - > updateTurnInfo ( turn ) ;
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if ( ! movement )
{
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hlp - > updateTurnInfo ( + + turn ) ;
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movement = hlp - > getMaxMovePoints ( cp - > layer ) ;
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if ( ! passOneTurnLimitCheck ( ) )
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continue ;
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}
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ct = & gs - > map - > getTile ( cp - > coord ) ;
ctObj = ct - > topVisitableObj ( isSourceInitialPosition ( ) ) ;
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//add accessible neighbouring nodes to the queue
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addNeighbours ( ) ;
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for ( auto & neighbour : neighbours )
{
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if ( ! isPatrolMovementAllowed ( neighbour ) )
continue ;
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dt = & gs - > map - > getTile ( neighbour ) ;
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dtObj = dt - > topVisitableObj ( ) ;
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for ( ELayer i = ELayer : : LAND ; i < = ELayer : : AIR ; i . advance ( 1 ) )
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{
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if ( ! hlp - > isLayerAvailable ( i ) )
continue ;
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/// Check transition without tile accessability rules
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if ( cp - > layer ! = i & & ! isLayerTransitionPossible ( i ) )
continue ;
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dp = out . getNode ( neighbour , i ) ;
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if ( dp - > locked )
continue ;
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if ( dp - > accessible = = CGPathNode : : NOT_SET )
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continue ;
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/// Check transition using tile accessability rules
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if ( cp - > layer ! = i & & ! isLayerTransitionPossible ( ) )
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continue ;
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if ( ! isMovementToDestPossible ( ) )
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continue ;
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destAction = getDestAction ( ) ;
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int turnAtNextTile = turn , moveAtNextTile = movement ;
int cost = CPathfinderHelper : : getMovementCost ( hero , cp - > coord , dp - > coord , ct , dt , moveAtNextTile , hlp - > getTurnInfo ( ) ) ;
int remains = moveAtNextTile - cost ;
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if ( remains < 0 )
{
//occurs rarely, when hero with low movepoints tries to leave the road
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hlp - > updateTurnInfo ( + + turnAtNextTile ) ;
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moveAtNextTile = hlp - > getMaxMovePoints ( i ) ;
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cost = CPathfinderHelper : : getMovementCost ( hero , cp - > coord , dp - > coord , ct , dt , moveAtNextTile , hlp - > getTurnInfo ( ) ) ; //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost ;
}
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if ( destAction = = CGPathNode : : EMBARK | | destAction = = 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 , destAction - 1 , hlp - > getTurnInfo ( ) ) ;
cost = moveAtNextTile - remains ;
}
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if ( isBetterWay ( remains , turnAtNextTile ) & &
( ( cp - > turns = = turnAtNextTile & & remains ) | | passOneTurnLimitCheck ( ) ) )
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{
assert ( dp ! = cp - > theNodeBefore ) ; //two tiles can't point to each other
dp - > moveRemains = remains ;
dp - > turns = turnAtNextTile ;
dp - > theNodeBefore = cp ;
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dp - > action = destAction ;
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if ( isMovementAfterDestPossible ( ) )
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pq . push ( dp ) ;
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}
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}
} //neighbours loop
//just add all passable teleport exits
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addTeleportExits ( ) ;
for ( auto & neighbour : neighbours )
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{
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dp = out . getNode ( neighbour , cp - > layer ) ;
if ( dp - > locked )
continue ;
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/// 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 ( dp - > accessible = = CGPathNode : : BLOCKED )
continue ;
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if ( isBetterWay ( movement , turn ) )
{
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dtObj = gs - > map - > getTile ( neighbour ) . topVisitableObj ( ) ;
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dp - > moveRemains = movement ;
dp - > turns = turn ;
dp - > theNodeBefore = cp ;
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dp - > action = getTeleportDestAction ( ) ;
if ( dp - > action = = CGPathNode : : TELEPORT_NORMAL )
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pq . push ( dp ) ;
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}
}
} //queue loop
}
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void CPathfinder : : addNeighbours ( )
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{
neighbours . clear ( ) ;
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neighbourTiles . clear ( ) ;
CPathfinderHelper : : getNeighbours ( gs - > map , * ct , cp - > coord , neighbourTiles , boost : : logic : : indeterminate , cp - > layer = = ELayer : : SAIL ) ;
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if ( isSourceVisitableObj ( ) )
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{
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for ( int3 tile : neighbourTiles )
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{
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if ( canMoveBetween ( tile , ctObj - > visitablePos ( ) ) )
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neighbours . push_back ( tile ) ;
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}
}
else
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vstd : : concatenate ( neighbours , neighbourTiles ) ;
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}
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void CPathfinder : : addTeleportExits ( )
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{
neighbours . clear ( ) ;
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/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
if ( ! isSourceVisitableObj ( ) | | patrolState = = PATROL_RADIUS )
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return ;
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const CGTeleport * objTeleport = dynamic_cast < const CGTeleport * > ( ctObj ) ;
if ( isAllowedTeleportEntrance ( objTeleport ) )
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{
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for ( auto objId : getTeleportChannelExits ( objTeleport - > channel , hero - > tempOwner ) )
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{
auto obj = getObj ( objId ) ;
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if ( dynamic_cast < const CGWhirlpool * > ( obj ) )
{
auto pos = obj - > getBlockedPos ( ) ;
for ( auto p : pos )
{
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if ( gs - > map - > getTile ( p ) . topVisitableId ( ) = = obj - > ID )
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neighbours . push_back ( p ) ;
}
}
else if ( CGTeleport : : isExitPassable ( gs , hero , obj ) )
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neighbours . push_back ( obj - > visitablePos ( ) ) ;
}
}
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if ( options . useCastleGate
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& & ( ctObj - > ID = = Obj : : TOWN & & ctObj - > subID = = ETownType : : INFERNO
& & getPlayerRelations ( hero - > tempOwner , ctObj - > tempOwner ) ! = PlayerRelations : : ENEMIES ) )
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{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
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auto towns = getPlayer ( hero - > tempOwner ) - > towns ;
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for ( const auto & town : towns )
{
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if ( town - > id ! = ctObj - > id & & town - > visitingHero = = nullptr
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& & town - > hasBuilt ( BuildingID : : CASTLE_GATE , ETownType : : INFERNO ) )
{
neighbours . push_back ( town - > visitablePos ( ) ) ;
}
}
}
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}
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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 ;
}
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bool CPathfinder : : isLayerTransitionPossible ( const ELayer destLayer ) const
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{
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/// No layer transition allowed when previous node action is BATTLE
if ( cp - > action = = CGPathNode : : BATTLE )
return false ;
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switch ( cp - > layer )
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{
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case ELayer : : LAND :
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if ( destLayer = = ELayer : : AIR )
{
if ( ! options . lightweightFlyingMode | | isSourceInitialPosition ( ) )
return true ;
}
else if ( destLayer = = ELayer : : SAIL )
{
if ( dt - > isWater ( ) )
return true ;
}
else
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return true ;
break ;
case ELayer : : SAIL :
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if ( destLayer = = ELayer : : LAND & & ! dt - > isWater ( ) )
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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 ( cp - > layer )
{
case ELayer : : LAND :
if ( dp - > layer = = ELayer : : SAIL )
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{
/// Cannot enter empty water tile from land -> it has to be visitable
if ( dp - > 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 ( ( dp - > accessible ! = CGPathNode : : ACCESSIBLE & & ( dp - > accessible ! = CGPathNode : : BLOCKVIS | | dt - > blocked ) )
| | dt - > visitable ) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
{
return false ;
}
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break ;
case ELayer : : AIR :
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if ( options . originalMovementRules )
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{
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if ( ( cp - > accessible ! = CGPathNode : : ACCESSIBLE & &
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cp - > accessible ! = CGPathNode : : VISITABLE ) & &
( dp - > accessible ! = CGPathNode : : VISITABLE & &
dp - > accessible ! = CGPathNode : : ACCESSIBLE ) )
{
return false ;
}
}
else if ( cp - > accessible ! = CGPathNode : : ACCESSIBLE & & dp - > accessible ! = CGPathNode : : ACCESSIBLE )
{
/// Hero that fly can only land on accessible tiles
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return false ;
}
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break ;
case ELayer : : WATER :
if ( dp - > accessible ! = CGPathNode : : ACCESSIBLE & & dp - > 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 ;
}
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break ;
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}
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return true ;
}
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bool CPathfinder : : isMovementToDestPossible ( ) const
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{
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if ( dp - > accessible = = CGPathNode : : BLOCKED )
return false ;
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switch ( dp - > layer )
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{
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case ELayer : : LAND :
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if ( ! canMoveBetween ( cp - > coord , dp - > coord ) )
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return false ;
if ( isSourceGuarded ( ) )
{
if ( ! ( options . originalMovementRules & & cp - > layer = = ELayer : : AIR ) & &
! isDestinationGuardian ( ) ) // Can step into tile of guard
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{
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return false ;
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}
}
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break ;
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case ELayer : : SAIL :
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if ( ! canMoveBetween ( cp - > coord , dp - > coord ) )
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return false ;
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if ( isSourceGuarded ( ) )
{
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if ( cp - > action ! = CGPathNode : : EMBARK & & ! isDestinationGuardian ( ) )
return false ;
}
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if ( cp - > layer = = ELayer : : LAND )
{
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if ( ! isDestVisitableObj ( ) )
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return false ;
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if ( dtObj - > ID ! = Obj : : BOAT & & dtObj - > ID ! = Obj : : HERO )
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return false ;
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}
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else if ( isDestVisitableObj ( ) & & dtObj - > ID = = Obj : : BOAT )
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{
/// Hero in boat can't visit empty boats
return false ;
}
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break ;
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case ELayer : : WATER :
if ( ! canMoveBetween ( cp - > coord , dp - > coord ) | | dp - > accessible ! = CGPathNode : : ACCESSIBLE )
return false ;
if ( isDestinationGuarded ( ) )
return false ;
break ;
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}
return true ;
}
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bool CPathfinder : : isMovementAfterDestPossible ( ) const
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{
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switch ( destAction )
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{
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/// 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 :
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{
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/// 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
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const CGTeleport * objTeleport = dynamic_cast < const CGTeleport * > ( dtObj ) ;
if ( isAllowedTeleportEntrance ( objTeleport ) )
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{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero protected
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return true ;
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}
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else if ( dtObj - > ID = = Obj : : GARRISON | | dtObj - > ID = = Obj : : GARRISON2 | | dtObj - > ID = = Obj : : BORDER_GATE )
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{
/// Transit via unguarded garrisons is always possible
return true ;
}
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break ;
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}
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case CGPathNode : : NORMAL :
return true ;
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case CGPathNode : : EMBARK :
if ( options . useEmbarkAndDisembark )
return true ;
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break ;
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case CGPathNode : : DISEMBARK :
if ( options . useEmbarkAndDisembark & & ! isDestinationGuarded ( ) )
return true ;
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break ;
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case CGPathNode : : BATTLE :
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/// Movement after BATTLE action only possible from guarded tile to guardian tile
if ( isDestinationGuarded ( ) )
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return true ;
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break ;
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}
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return false ;
}
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CGPathNode : : ENodeAction CPathfinder : : getDestAction ( ) const
{
CGPathNode : : ENodeAction action = CGPathNode : : NORMAL ;
switch ( dp - > layer )
{
case ELayer : : LAND :
if ( cp - > layer = = ELayer : : SAIL )
{
// TODO: Handle dismebark into guarded areaa
action = CGPathNode : : DISEMBARK ;
break ;
}
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/// don't break - next case shared for both land and sail layers
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case ELayer : : SAIL :
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if ( isDestVisitableObj ( ) )
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{
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auto objRel = getPlayerRelations ( dtObj - > tempOwner , hero - > tempOwner ) ;
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if ( dtObj - > ID = = Obj : : BOAT )
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action = CGPathNode : : EMBARK ;
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else if ( dtObj - > ID = = Obj : : HERO )
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{
if ( objRel = = PlayerRelations : : ENEMIES )
action = CGPathNode : : BATTLE ;
else
action = CGPathNode : : BLOCKING_VISIT ;
}
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else if ( dtObj - > ID = = Obj : : TOWN )
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{
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if ( dtObj - > passableFor ( hero - > tempOwner ) )
action = CGPathNode : : VISIT ;
else if ( objRel = = PlayerRelations : : ENEMIES )
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action = CGPathNode : : BATTLE ;
}
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else if ( dtObj - > ID = = Obj : : GARRISON | | dtObj - > ID = = Obj : : GARRISON2 )
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{
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if ( dtObj - > passableFor ( hero - > tempOwner ) )
{
if ( isDestinationGuarded ( true ) )
action = CGPathNode : : BATTLE ;
}
else if ( objRel = = PlayerRelations : : ENEMIES )
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action = CGPathNode : : BATTLE ;
}
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else if ( dtObj - > ID = = Obj : : BORDER_GATE )
{
if ( dtObj - > passableFor ( hero - > tempOwner ) )
{
if ( isDestinationGuarded ( true ) )
action = CGPathNode : : BATTLE ;
}
else
action = CGPathNode : : BLOCKING_VISIT ;
}
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else if ( isDestinationGuardian ( ) )
action = CGPathNode : : BATTLE ;
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else if ( dtObj - > blockVisit & & ! ( options . useCastleGate & & dtObj - > ID = = Obj : : TOWN ) )
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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 ;
}
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CGPathNode : : ENodeAction CPathfinder : : getTeleportDestAction ( ) const
{
CGPathNode : : ENodeAction action = CGPathNode : : TELEPORT_NORMAL ;
if ( isDestVisitableObj ( ) & & dtObj - > ID = = Obj : : HERO )
{
auto objRel = getPlayerRelations ( dtObj - > tempOwner , hero - > tempOwner ) ;
if ( objRel = = PlayerRelations : : ENEMIES )
action = CGPathNode : : TELEPORT_BATTLE ;
else
action = CGPathNode : : TELEPORT_BLOCKING_VISIT ;
}
return action ;
}
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bool CPathfinder : : isSourceInitialPosition ( ) const
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{
return cp - > coord = = out . hpos ;
}
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bool CPathfinder : : isSourceVisitableObj ( ) const
{
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return isVisitableObj ( ctObj , cp - > layer ) ;
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}
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bool CPathfinder : : isSourceGuarded ( ) const
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{
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/// 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
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/// TODO: check what happen when there is several guards
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if ( gs - > guardingCreaturePosition ( cp - > coord ) . valid ( ) & & ! isSourceInitialPosition ( ) )
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{
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return true ;
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}
return false ;
}
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bool CPathfinder : : isDestVisitableObj ( ) const
{
return isVisitableObj ( dtObj , dp - > layer ) ;
}
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bool CPathfinder : : isDestinationGuarded ( const bool ignoreAccessibility ) const
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{
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/// isDestinationGuarded is exception needed for garrisons.
/// When monster standing behind garrison it's visitable and guarded at the same time.
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if ( gs - > guardingCreaturePosition ( dp - > coord ) . valid ( )
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& & ( ignoreAccessibility | | dp - > accessible = = CGPathNode : : BLOCKVIS ) )
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{
return true ;
}
return false ;
}
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bool CPathfinder : : isDestinationGuardian ( ) const
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{
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return gs - > guardingCreaturePosition ( cp - > coord ) = = dp - > coord ;
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}
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void CPathfinder : : initializePatrol ( )
{
auto state = PATROL_NONE ;
if ( hero - > patrol . patrolling & & ! getPlayer ( hero - > tempOwner ) - > human )
{
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if ( hero - > patrol . patrolRadius )
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{
state = PATROL_RADIUS ;
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gs - > getTilesInRange ( patrolTiles , hero - > patrol . initialPos , hero - > patrol . patrolRadius , boost : : optional < PlayerColor > ( ) , 0 , true ) ;
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}
else
state = PATROL_LOCKED ;
}
patrolState = state ;
}
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void CPathfinder : : initializeGraph ( )
{
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auto updateNode = [ & ] ( int3 pos , ELayer layer , const TerrainTile * tinfo )
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{
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auto node = out . getNode ( pos , layer ) ;
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auto accessibility = evaluateAccessibility ( pos , tinfo , layer ) ;
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node - > update ( pos , layer , accessibility ) ;
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} ;
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int3 pos ;
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for ( pos . x = 0 ; pos . x < out . sizes . x ; + + pos . x )
{
for ( pos . y = 0 ; pos . y < out . sizes . y ; + + pos . y )
{
for ( pos . z = 0 ; pos . z < out . sizes . z ; + + pos . z )
{
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const TerrainTile * tinfo = & gs - > map - > getTile ( pos ) ;
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switch ( tinfo - > terType )
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{
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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 ;
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}
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}
}
}
}
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CGPathNode : : EAccessibility CPathfinder : : evaluateAccessibility ( const int3 & pos , const TerrainTile * tinfo , const ELayer layer ) const
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{
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if ( tinfo - > terType = = ETerrainType : : ROCK | | ! FoW [ pos . x ] [ pos . y ] [ pos . z ] )
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return CGPathNode : : BLOCKED ;
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switch ( layer )
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{
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case ELayer : : LAND :
case ELayer : : SAIL :
if ( tinfo - > visitable )
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{
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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
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{
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return CGPathNode : : BLOCKED ;
}
else
{
for ( const CGObjectInstance * obj : tinfo - > visitableObjects )
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{
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if ( obj - > blockVisit )
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{
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return CGPathNode : : BLOCKVIS ;
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}
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else if ( obj - > passableFor ( hero - > tempOwner ) )
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{
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return CGPathNode : : ACCESSIBLE ;
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}
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else if ( canSeeObj ( obj ) )
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{
return CGPathNode : : VISITABLE ;
}
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}
}
}
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else if ( tinfo - > blocked )
{
return CGPathNode : : BLOCKED ;
}
else if ( gs - > guardingCreaturePosition ( pos ) . valid ( ) )
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{
// 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 ;
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}
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return CGPathNode : : ACCESSIBLE ;
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}
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bool CPathfinder : : isVisitableObj ( const CGObjectInstance * obj , const ELayer layer ) const
{
/// Hero can't visit objects while walking on water or flying
return canSeeObj ( obj ) & & ( layer = = ELayer : : LAND | | layer = = ELayer : : SAIL ) ;
}
bool CPathfinder : : canSeeObj ( const CGObjectInstance * obj ) const
{
/// Pathfinder should ignore placed events
return obj ! = nullptr & & obj - > ID ! = Obj : : EVENT ;
}
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bool CPathfinder : : canMoveBetween ( const int3 & a , const int3 & b ) const
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{
return gs - > checkForVisitableDir ( a , b ) ;
}
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bool CPathfinder : : isAllowedTeleportEntrance ( const CGTeleport * obj ) const
{
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if ( ! obj | | ! isTeleportEntrancePassable ( obj , hero - > tempOwner ) )
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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 ;
}
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bool CPathfinder : : addTeleportTwoWay ( const CGTeleport * obj ) const
{
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return options . useTeleportTwoWay & & isTeleportChannelBidirectional ( obj - > channel , hero - > tempOwner ) ;
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}
bool CPathfinder : : addTeleportOneWay ( const CGTeleport * obj ) const
{
if ( options . useTeleportOneWay & & isTeleportChannelUnidirectional ( obj - > channel , hero - > tempOwner ) )
{
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auto passableExits = CGTeleport : : getPassableExits ( gs , hero , getTeleportChannelExits ( obj - > channel , hero - > tempOwner ) ) ;
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if ( passableExits . size ( ) = = 1 )
return true ;
}
return false ;
}
bool CPathfinder : : addTeleportOneWayRandom ( const CGTeleport * obj ) const
{
if ( options . useTeleportOneWayRandom & & isTeleportChannelUnidirectional ( obj - > channel , hero - > tempOwner ) )
{
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auto passableExits = CGTeleport : : getPassableExits ( gs , hero , getTeleportChannelExits ( obj - > channel , hero - > tempOwner ) ) ;
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if ( passableExits . size ( ) > 1 )
return true ;
}
return false ;
}
bool CPathfinder : : addTeleportWhirlpool ( const CGWhirlpool * obj ) const
{
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return options . useTeleportWhirlpool & & hlp - > hasBonusOfType ( Bonus : : WHIRLPOOL_PROTECTION ) & & obj ;
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}
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TurnInfo : : BonusCache : : BonusCache ( TBonusListPtr bl )
{
noTerrainPenalty . reserve ( ETerrainType : : ROCK ) ;
for ( int i = 0 ; i < ETerrainType : : ROCK ; i + + )
{
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noTerrainPenalty . push_back ( static_cast < bool > (
bl - > getFirst ( Selector : : type ( Bonus : : NO_TERRAIN_PENALTY ) . And ( Selector : : subtype ( i ) ) ) ) ) ;
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}
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freeShipBoarding = static_cast < bool > ( bl - > getFirst ( Selector : : type ( Bonus : : FREE_SHIP_BOARDING ) ) ) ;
flyingMovement = static_cast < bool > ( bl - > getFirst ( Selector : : type ( Bonus : : FLYING_MOVEMENT ) ) ) ;
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flyingMovementVal = bl - > valOfBonuses ( Selector : : type ( Bonus : : FLYING_MOVEMENT ) ) ;
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waterWalking = static_cast < bool > ( bl - > getFirst ( Selector : : type ( Bonus : : WATER_WALKING ) ) ) ;
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waterWalkingVal = bl - > valOfBonuses ( Selector : : type ( Bonus : : WATER_WALKING ) ) ;
}
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TurnInfo : : TurnInfo ( const CGHeroInstance * Hero , const int turn )
: hero ( Hero ) , maxMovePointsLand ( - 1 ) , maxMovePointsWater ( - 1 )
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{
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std : : stringstream cachingStr ;
cachingStr < < " days_ " < < turn ;
bonuses = hero - > getAllBonuses ( Selector : : days ( turn ) , nullptr , nullptr , cachingStr . str ( ) ) ;
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bonusCache = make_unique < BonusCache > ( bonuses ) ;
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nativeTerrain = hero - > getNativeTerrain ( ) ;
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}
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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 ;
}
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bool TurnInfo : : hasBonusOfType ( Bonus : : BonusType type , int subtype ) const
{
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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 ] ;
}
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return static_cast < bool > (
bonuses - > getFirst ( Selector : : type ( type ) . And ( Selector : : subtype ( subtype ) ) ) ) ;
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}
int TurnInfo : : valOfBonuses ( Bonus : : BonusType type , int subtype ) const
{
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switch ( type )
{
case Bonus : : FLYING_MOVEMENT :
return bonusCache - > flyingMovementVal ;
case Bonus : : WATER_WALKING :
return bonusCache - > waterWalkingVal ;
}
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return bonuses - > valOfBonuses ( Selector : : type ( type ) . And ( Selector : : subtype ( subtype ) ) ) ;
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}
int TurnInfo : : getMaxMovePoints ( const EPathfindingLayer layer ) const
{
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if ( maxMovePointsLand = = - 1 )
maxMovePointsLand = hero - > maxMovePoints ( true , this ) ;
if ( maxMovePointsWater = = - 1 )
maxMovePointsWater = hero - > maxMovePoints ( false , this ) ;
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return layer = = EPathfindingLayer : : SAIL ? maxMovePointsWater : maxMovePointsLand ;
}
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CPathfinderHelper : : CPathfinderHelper ( const CGHeroInstance * Hero , const CPathfinder : : PathfinderOptions & Options )
: turn ( - 1 ) , hero ( Hero ) , options ( Options )
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{
turnsInfo . reserve ( 16 ) ;
updateTurnInfo ( ) ;
}
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CPathfinderHelper : : ~ CPathfinderHelper ( )
{
for ( auto ti : turnsInfo )
delete ti ;
}
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void CPathfinderHelper : : updateTurnInfo ( const int Turn )
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{
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if ( turn ! = Turn )
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{
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turn = Turn ;
if ( turn > = turnsInfo . size ( ) )
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{
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auto ti = new TurnInfo ( hero , turn ) ;
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turnsInfo . push_back ( ti ) ;
}
}
}
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bool CPathfinderHelper : : isLayerAvailable ( const EPathfindingLayer layer ) const
{
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switch ( layer )
{
case EPathfindingLayer : : AIR :
if ( ! options . useFlying )
return false ;
break ;
case EPathfindingLayer : : WATER :
if ( ! options . useWaterWalking )
return false ;
break ;
}
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return turnsInfo [ turn ] - > isLayerAvailable ( layer ) ;
}
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const TurnInfo * CPathfinderHelper : : getTurnInfo ( ) const
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{
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return turnsInfo [ turn ] ;
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}
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bool CPathfinderHelper : : hasBonusOfType ( const Bonus : : BonusType type , const int subtype ) const
{
return turnsInfo [ turn ] - > hasBonusOfType ( type , subtype ) ;
}
int CPathfinderHelper : : getMaxMovePoints ( const EPathfindingLayer layer ) const
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{
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return turnsInfo [ turn ] - > getMaxMovePoints ( layer ) ;
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}
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void CPathfinderHelper : : getNeighbours ( const CMap * map , const TerrainTile & srct , const int3 & tile , std : : vector < int3 > & vec , const boost : : logic : : tribool & onLand , const bool limitCoastSailing )
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{
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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 )
} ;
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for ( auto & dir : dirs )
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{
const int3 hlp = tile + dir ;
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if ( ! map - > isInTheMap ( hlp ) )
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continue ;
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const TerrainTile & hlpt = map - > getTile ( hlp ) ;
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if ( hlpt . terType = = ETerrainType : : ROCK )
continue ;
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// //we cannot visit things from blocked tiles
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
// {
// continue;
// }
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/// Following condition let us avoid diagonal movement over coast when sailing
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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 ;
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if ( map - > getTile ( hlp1 ) . terType ! = ETerrainType : : WATER | | map - > getTile ( hlp2 ) . terType ! = ETerrainType : : WATER )
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continue ;
}
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if ( indeterminate ( onLand ) | | onLand = = ( hlpt . terType ! = ETerrainType : : WATER ) )
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{
vec . push_back ( hlp ) ;
}
}
}
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int CPathfinderHelper : : getMovementCost ( const CGHeroInstance * h , const int3 & src , const int3 & dst , const TerrainTile * ct , const TerrainTile * dt , const int remainingMovePoints , const TurnInfo * ti , const bool checkLast )
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{
if ( src = = dst ) //same tile
return 0 ;
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bool localTi = false ;
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if ( ! ti )
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{
localTi = true ;
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ti = new TurnInfo ( h ) ;
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}
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if ( ct = = nullptr | | dt = = nullptr )
{
ct = h - > cb - > getTile ( src ) ;
dt = h - > cb - > getTile ( dst ) ;
}
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/// 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.
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int ret = h - > getTileCost ( * dt , * ct , ti ) ;
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/// 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.
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if ( dt - > blocked & & ti - > hasBonusOfType ( Bonus : : FLYING_MOVEMENT ) )
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{
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ret * = ( 100.0 + ti - > valOfBonuses ( Bonus : : FLYING_MOVEMENT ) ) / 100.0 ;
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}
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else if ( dt - > terType = = ETerrainType : : WATER )
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{
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if ( h - > boat & & ct - > hasFavorableWinds ( ) & & dt - > hasFavorableWinds ( ) )
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ret * = 0.666 ;
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else if ( ! h - > boat & & ti - > hasBonusOfType ( Bonus : : WATER_WALKING ) )
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{
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ret * = ( 100.0 + ti - > valOfBonuses ( Bonus : : WATER_WALKING ) ) / 100.0 ;
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}
}
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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{
if ( localTi )
delete ti ;
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return remainingMovePoints ;
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}
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}
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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
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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
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getNeighbours ( h - > cb - > gameState ( ) - > map , * dt , dst , vec , ct - > terType ! = ETerrainType : : WATER , true ) ;
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for ( auto & elem : vec )
{
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int fcost = getMovementCost ( h , dst , elem , nullptr , nullptr , left , ti , false ) ;
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if ( fcost < = left )
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{
if ( localTi )
delete ti ;
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return ret ;
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}
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}
ret = remainingMovePoints ;
}
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if ( localTi )
delete ti ;
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return ret ;
}
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int CPathfinderHelper : : getMovementCost ( const CGHeroInstance * h , const int3 & dst )
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{
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return getMovementCost ( h , h - > visitablePos ( ) , dst , nullptr , nullptr , h - > movement ) ;
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}
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CGPathNode : : CGPathNode ( )
: coord ( int3 ( - 1 , - 1 , - 1 ) ) , layer ( ELayer : : WRONG )
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{
reset ( ) ;
}
void CGPathNode : : reset ( )
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{
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locked = false ;
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accessible = NOT_SET ;
moveRemains = 0 ;
turns = 255 ;
theNodeBefore = nullptr ;
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action = UNKNOWN ;
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}
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void CGPathNode : : update ( const int3 & Coord , const ELayer Layer , const EAccessibility Accessible )
{
if ( layer = = ELayer : : WRONG )
{
coord = Coord ;
layer = Layer ;
}
else
reset ( ) ;
accessible = Accessible ;
}
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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 ;
}
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void CGPath : : convert ( ui8 mode )
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{
if ( mode = = 0 )
{
for ( auto & elem : nodes )
{
elem . coord = CGHeroInstance : : convertPosition ( elem . coord , true ) ;
}
}
}
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CPathsInfo : : CPathsInfo ( const int3 & Sizes )
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: sizes ( Sizes )
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{
hero = nullptr ;
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nodes . resize ( boost : : extents [ sizes . x ] [ sizes . y ] [ sizes . z ] [ ELayer : : NUM_LAYERS ] ) ;
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}
CPathsInfo : : ~ CPathsInfo ( )
{
}
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const CGPathNode * CPathsInfo : : getPathInfo ( const int3 & tile ) const
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{
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assert ( vstd : : iswithin ( tile . x , 0 , sizes . x ) ) ;
assert ( vstd : : iswithin ( tile . y , 0 , sizes . y ) ) ;
assert ( vstd : : iswithin ( tile . z , 0 , sizes . z ) ) ;
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boost : : unique_lock < boost : : mutex > pathLock ( pathMx ) ;
return getNode ( tile ) ;
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}
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bool CPathsInfo : : getPath ( CGPath & out , const int3 & dst ) const
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{
boost : : unique_lock < boost : : mutex > pathLock ( pathMx ) ;
out . nodes . clear ( ) ;
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const CGPathNode * curnode = getNode ( dst ) ;
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if ( ! curnode - > theNodeBefore )
return false ;
while ( curnode )
{
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const CGPathNode cpn = * curnode ;
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curnode = curnode - > theNodeBefore ;
out . nodes . push_back ( cpn ) ;
}
return true ;
}
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int CPathsInfo : : getDistance ( const int3 & tile ) const
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{
boost : : unique_lock < boost : : mutex > pathLock ( pathMx ) ;
CGPath ret ;
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if ( getPath ( ret , tile ) )
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return ret . nodes . size ( ) ;
else
return 255 ;
}
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const CGPathNode * CPathsInfo : : getNode ( const int3 & coord ) const
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{
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auto landNode = & nodes [ coord . x ] [ coord . y ] [ coord . z ] [ ELayer : : LAND ] ;
if ( landNode - > reachable ( ) )
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return landNode ;
else
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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 ] ;
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}