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vcmi/lib/CPathfinder.cpp

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#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"
/*
* 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()
{
useFlying = false;
useWaterWalking = false;
useEmbarkAndDisembark = true;
useTeleportTwoWay = true;
useTeleportOneWay = true;
useTeleportOneWayRandom = false;
useTeleportWhirlpool = false;
useCastleGate = false;
lightweightFlyingMode = false;
oneTurnSpecialLayersLimit = true;
}
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero)
{
assert(hero);
assert(hero == getHero(hero->id));
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
throw std::runtime_error("Wrong checksum");
}
if(hero->getBonusAtTurn(Bonus::FLYING_MOVEMENT))
options.useFlying = true;
if(hero->getBonusAtTurn(Bonus::WATER_WALKING))
options.useWaterWalking = true;
if(CGWhirlpool::isProtected(hero))
options.useTeleportWhirlpool = true;
initializeGraph();
neighbours.reserve(16);
}
void CPathfinder::calculatePaths()
{
int maxMovePointsLand = hero->maxMovePoints(true);
int maxMovePointsWater = hero->maxMovePoints(false);
auto maxMovePoints = [&](CGPathNode *cp) -> int
{
return cp->layer == ELayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
};
auto passOneTurnLimitCheck = [&](bool shouldCheck) -> bool
{
if(options.oneTurnSpecialLayersLimit && shouldCheck)
{
if((cp->layer == ELayer::AIR || cp->layer == ELayer::WATER)
&& cp->accessible != CGPathNode::ACCESSIBLE)
{
return false;
}
}
return true;
};
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;
else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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
CGPathNode *initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
pq.push(initialNode);
while(!pq.empty())
{
cp = pq.top();
pq.pop();
cp->locked = true;
int movement = cp->moveRemains, turn = cp->turns;
if(!movement)
{
movement = maxMovePoints(cp);
turn++;
}
//add accessible neighbouring nodes to the queue
addNeighbours(cp->coord);
for(auto & neighbour : neighbours)
{
dt = &gs->map->getTile(neighbour);
for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
{
dp = out.getNode(neighbour, i);
if(dp->accessible == CGPathNode::NOT_SET)
continue;
if(dp->locked)
continue;
if(!passOneTurnLimitCheck(cp->turns != turn))
continue;
if(!isLayerAvailable(i, turn))
continue;
if(cp->layer != i && !isLayerTransitionPossible())
continue;
destAction = CGPathNode::UNKNOWN;
if(!isMovementToDestPossible())
continue;
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
int remains = movement - cost;
if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
{
remains = hero->movementPointsAfterEmbark(movement, cost, destAction - 1);
cost = movement - remains;
}
int turnAtNextTile = turn;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
turnAtNextTile++;
int moveAtNextTile = maxMovePoints(cp);
cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(isBetterWay(remains, turnAtNextTile)
&& passOneTurnLimitCheck(cp->turns != turnAtNextTile || !remains))
{
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
dp->moveRemains = remains;
dp->turns = turnAtNextTile;
dp->theNodeBefore = cp;
dp->action = destAction;
if(isMovementAfterDestPossible())
pq.push(dp);
}
}
} //neighbours loop
//just add all passable teleport exits
if(sTileObj && canVisitObject())
{
addTeleportExits();
for(auto & neighbour : neighbours)
{
dp = out.getNode(neighbour, cp->layer);
if(dp->locked)
continue;
if(isBetterWay(movement, turn))
{
dp->moveRemains = movement;
dp->turns = turn;
dp->theNodeBefore = cp;
dp->action = CGPathNode::NORMAL;
pq.push(dp);
}
}
}
} //queue loop
}
void CPathfinder::addNeighbours(const int3 &coord)
{
neighbours.clear();
ct = &gs->map->getTile(coord);
std::vector<int3> tiles;
gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
sTileObj = ct->topVisitableObj(coord == out.hpos);
if(canVisitObject())
{
if(sTileObj)
{
for(int3 tile: tiles)
{
if(canMoveBetween(tile, sTileObj->visitablePos()))
neighbours.push_back(tile);
}
}
else
vstd::concatenate(neighbours, tiles);
}
else
vstd::concatenate(neighbours, tiles);
}
void CPathfinder::addTeleportExits(bool noTeleportExcludes)
{
assert(sTileObj);
neighbours.clear();
auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
{
if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
if(noTeleportExcludes)
return true;
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;
};
const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
if(isAllowedTeleportEntrance(sTileTeleport))
{
for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
{
auto obj = getObj(objId);
if(CGTeleport::isExitPassable(gs, hero, obj))
neighbours.push_back(obj->visitablePos());
}
}
if(options.useCastleGate
&& (sTileObj->ID == Obj::TOWN && sTileObj->subID == ETownType::INFERNO
&& getPlayerRelations(hero->tempOwner, sTileObj->tempOwner) != PlayerRelations::ENEMIES))
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
auto towns = gs->getPlayer(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != sTileObj->id && town->visitingHero == nullptr
&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
neighbours.push_back(town->visitablePos());
}
}
}
}
bool CPathfinder::isLayerAvailable(const ELayer &layer, const int &turn) const
{
switch(layer)
{
case ELayer::AIR:
if(!hero->getBonusAtTurn(Bonus::FLYING_MOVEMENT, turn))
return false;
break;
case ELayer::WATER:
if(!hero->getBonusAtTurn(Bonus::WATER_WALKING, turn))
return false;
break;
}
return true;
}
bool CPathfinder::isLayerTransitionPossible() const
{
if((cp->layer == ELayer::AIR || cp->layer == ELayer::WATER)
&& dp->layer != ELayer::LAND)
{
return false;
}
else if(cp->layer == ELayer::LAND && dp->layer == ELayer::AIR)
{
if(options.lightweightFlyingMode && !isSourceInitialPosition())
return false;
}
else if(cp->layer == ELayer::SAIL && dp->layer != ELayer::LAND)
return false;
else if(cp->layer == ELayer::SAIL && dp->layer == ELayer::LAND)
{
if(!dt->isCoastal())
return false;
//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;
}
else if(cp->layer == ELayer::LAND && dp->layer == ELayer::SAIL)
{
if(dp->accessible == CGPathNode::ACCESSIBLE) //cannot enter empty water tile from land -> it has to be visitable
return false;
}
return true;
}
bool CPathfinder::isMovementToDestPossible()
{
auto obj = dt->topVisitableObj();
switch(dp->layer)
{
case ELayer::LAND:
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
return false;
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
return false;
if(cp->layer == ELayer::SAIL)
destAction = CGPathNode::DISEMBARK;
break;
case ELayer::SAIL:
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
return false;
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
return false;
if(cp->layer == ELayer::LAND)
{
if(!obj)
return false;
if(obj->ID == Obj::BOAT)
destAction = CGPathNode::EMBARK;
else if(obj->ID != Obj::HERO)
return false;
}
break;
case ELayer::AIR:
//if(!canMoveBetween(cp->coord, dp->coord))
// return false;
break;
case ELayer::WATER:
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
return false;
if(isDestinationGuarded())
return false;
break;
}
if(destAction == CGPathNode::UNKNOWN)
{
destAction = CGPathNode::NORMAL;
if(dp->layer == ELayer::LAND || dp->layer == ELayer::SAIL)
{
if(obj)
{
auto objRel = getPlayerRelations(obj->tempOwner, hero->tempOwner);
if(obj->ID == Obj::HERO)
{
if(objRel == PlayerRelations::ENEMIES)
destAction = CGPathNode::BATTLE;
else
destAction = CGPathNode::BLOCKING_VISIT;
}
else if(obj->ID == Obj::TOWN && objRel == PlayerRelations::ENEMIES)
{
const CGTownInstance * townObj = dynamic_cast<const CGTownInstance *>(obj);
if (townObj->armedGarrison())
destAction = CGPathNode::BATTLE;
}
else if(obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
{
const CGGarrison * garrisonObj = dynamic_cast<const CGGarrison *>(obj);
if((garrisonObj->stacksCount() && objRel == PlayerRelations::ENEMIES) || isDestinationGuarded(true))
destAction = CGPathNode::BATTLE;
}
else if(isDestinationGuardian())
destAction = CGPathNode::BATTLE;
else if(obj->blockVisit && (!options.useCastleGate || obj->ID != Obj::TOWN))
destAction = CGPathNode::BLOCKING_VISIT;
if(destAction == CGPathNode::NORMAL)
destAction = CGPathNode::VISIT;
}
else if(isDestinationGuarded())
destAction = CGPathNode::BATTLE;
}
}
return true;
}
bool CPathfinder::isMovementAfterDestPossible() const
{
switch(destAction)
{
/// 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:
if(CGTeleport::isTeleport(dt->topVisitableObj()))
{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero protected
auto whirlpool = dynamic_cast<const CGWhirlpool *>(dt->topVisitableObj());
if(!whirlpool || options.useTeleportWhirlpool)
return true;
}
else
return true;
case CGPathNode::NORMAL:
return true;
case CGPathNode::EMBARK:
if(options.useEmbarkAndDisembark)
return true;
case CGPathNode::DISEMBARK:
if(options.useEmbarkAndDisembark && !isDestinationGuarded())
return true;
}
return false;
}
bool CPathfinder::isSourceInitialPosition() const
{
return cp->coord == out.hpos;
}
int3 CPathfinder::getSourceGuardPosition() const
{
return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
}
bool CPathfinder::isSourceGuarded() const
{
//map can start with hero on guarded tile or teleport there using dimension door
//so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
if(getSourceGuardPosition() != int3(-1, -1, -1) && !isSourceInitialPosition())
{
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->accessible != CGPathNode::VISITABLE
|| cp->theNodeBefore->layer == ELayer::LAND
|| ct->topVisitableId() != Obj::BOAT)
{
return true;
}
}
return false;
}
bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
{
if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
{
return true;
}
return false;
}
bool CPathfinder::isDestinationGuardian() const
{
return getSourceGuardPosition() == dp->coord;
}
void CPathfinder::initializeGraph()
{
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile *tinfo, bool blockNotAccessible)
{
auto node = out.getNode(pos, layer);
node->reset();
auto accessibility = evaluateAccessibility(pos, tinfo);
if(blockNotAccessible
&& (accessibility != CGPathNode::ACCESSIBLE || tinfo->terType == ETerrainType::WATER))
accessibility = CGPathNode::BLOCKED;
node->accessible = accessibility;
};
int3 pos;
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)
{
const TerrainTile *tinfo = &gs->map->getTile(pos);
switch(tinfo->terType)
{
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
updateNode(pos, ELayer::SAIL, tinfo, false);
if(options.useFlying)
updateNode(pos, ELayer::AIR, tinfo, true);
if(options.useWaterWalking)
updateNode(pos, ELayer::WATER, tinfo, true);
break;
default:
updateNode(pos, ELayer::LAND, tinfo, false);
if(options.useFlying)
updateNode(pos, ELayer::AIR, tinfo, true);
break;
}
}
}
}
}
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
{
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
if(tinfo->terType == ETerrainType::ROCK || !isVisible(pos, hero->tempOwner))
return CGPathNode::BLOCKED;
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->passableFor(hero->tempOwner))
{
ret = CGPathNode::ACCESSIBLE;
}
else if(obj->blockVisit)
{
return CGPathNode::BLOCKVIS;
}
else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
{
ret = CGPathNode::VISITABLE;
}
}
}
}
else if(gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z].valid()
&& !tinfo->blocked)
{
// Monster close by; blocked visit for battle.
return CGPathNode::BLOCKVIS;
}
return ret;
}
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
{
return gs->checkForVisitableDir(a, b);
}
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
{
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() == 1)
return true;
}
return false;
}
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
return true;
}
return false;
}
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return options.useTeleportWhirlpool && obj;
}
bool CPathfinder::canVisitObject() const
{
//hero can't visit objects while walking on water or flying
return cp->layer == ELayer::LAND || cp->layer == ELayer::SAIL;
}
CGPathNode::CGPathNode(int3 Coord, ELayer Layer)
: coord(Coord), layer(Layer)
{
reset();
}
void CGPathNode::reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
}
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]);
for(int i = 0; i < sizes.x; i++)
for(int j = 0; j < sizes.y; j++)
for(int z = 0; z < sizes.z; z++)
for(int l = 0; l < ELayer::NUM_LAYERS; l++)
nodes[i][j][z][l] = new CGPathNode(int3(i, j, z), static_cast<ELayer>(l));
}
CPathsInfo::~CPathsInfo()
{
}
const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const ELayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z || layer >= ELayer::NUM_LAYERS)
return nullptr;
return getNode(tile, layer);
}
bool CPathsInfo::getPath(CGPath &out, const int3 &dst, const ELayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
out.nodes.clear();
const CGPathNode *curnode = getNode(dst, layer);
if(!curnode->theNodeBefore)
return false;
while(curnode)
{
CGPathNode cpn = *curnode;
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
int CPathsInfo::getDistance(const int3 &tile, const ELayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
CGPath ret;
if(getPath(ret, tile, layer))
return ret.nodes.size();
else
return 255;
}
CGPathNode *CPathsInfo::getNode(const int3 &coord, const ELayer &layer) const
{
if(layer != ELayer::AUTO)
return nodes[coord.x][coord.y][coord.z][layer];
auto landNode = nodes[coord.x][coord.y][coord.z][ELayer::LAND];
if(landNode->theNodeBefore)
return landNode;
else
return nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
}