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vcmi/lib/CPathfinder.h

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/*
* CPathfinder.h, 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
*
*/
#pragma once
#include "VCMI_Lib.h"
#include "IGameCallback.h"
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#include "bonuses/Bonus.h"
#include "int3.h"
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#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
struct TerrainTile;
class CPathfinderHelper;
class CMap;
class CGWhirlpool;
class CPathfinderHelper;
class CPathfinder;
class PathfinderConfig;
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template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
struct DLL_LINKAGE CGPathNode
{
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using ELayer = EPathfindingLayer;
enum ENodeAction : ui8
{
UNKNOWN = 0,
EMBARK = 1,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
enum EAccessibility : ui8
{
NOT_SET = 0,
ACCESSIBLE = 1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can be neither entered nor visited
};
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
ui32 moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EAccessibility accessible;
ENodeAction action;
bool locked;
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bool inPQ;
CGPathNode()
: coord(-1),
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layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
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inPQ = false;
pq = nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(value == cost)
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ && pq != nullptr)
{
if(getUpNode)
{
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pq->increase(this->pqHandle);
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}
else
{
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pq->decrease(this->pqHandle);
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}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
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using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
TFibHeap::handle_type pqHandle;
TFibHeap* pq;
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private:
float cost; //total cost of the path to this tile measured in turns with fractions
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
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using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations::PlayerRelations objectRelations;
PlayerRelations::PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
class IPathfindingRule
{
public:
virtual ~IPathfindingRule() = default;
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementCostRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
destination.blocked = blockingReason != BlockingReason::NONE;
}
protected:
enum class BlockingReason
{
NONE = 0,
SOURCE_GUARDED = 1,
DESTINATION_GUARDED = 2,
SOURCE_BLOCKED = 3,
DESTINATION_BLOCKED = 4,
DESTINATION_BLOCKVIS = 5,
DESTINATION_VISIT = 6
};
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
{
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
};
class DLL_LINKAGE INodeStorage
{
public:
using ELayer = EPathfindingLayer;
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virtual ~INodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
};
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
STRONG_INLINE
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void resetTile(const int3 & tile, const EPathfindingLayer & layer, CGPathNode::EAccessibility accessibility);
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
virtual ~NodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
class DLL_LINKAGE PathfinderConfig
{
public:
std::shared_ptr<INodeStorage> nodeStorage;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
PathfinderConfig(
std::shared_ptr<INodeStorage> nodeStorage,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
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virtual ~PathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
};
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
{
private:
std::unique_ptr<CPathfinderHelper> pathfinderHelper;
public:
SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
virtual ~SingleHeroPathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
};
class CPathfinder
{
public:
friend class CPathfinderHelper;
CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config);
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private:
CGameState * gamestate;
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using ELayer = EPathfindingLayer;
std::shared_ptr<PathfinderConfig> config;
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boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
PathNodeInfo source; //current (source) path node -> we took it from the queue
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
bool isLayerTransitionPossible() const;
CGPathNode::ENodeAction getTeleportDestAction() const;
bool isDestinationGuardian() const;
void initializeGraph();
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STRONG_INLINE
void push(CGPathNode * node);
STRONG_INLINE
CGPathNode * topAndPop();
};
struct DLL_LINKAGE TurnInfo
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::vector<bool> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
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int pathfindingVal;
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BonusCache(const TConstBonusListPtr & bonusList);
};
std::unique_ptr<BonusCache> bonusCache;
const CGHeroInstance * hero;
mutable TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
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TerrainId nativeTerrain;
int turn;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
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bool isLayerAvailable(const EPathfindingLayer & layer) const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
int valOfBonuses(const BonusType type, const int subtype = -1) const;
void updateHeroBonuses(BonusType type, const CSelector& sel) const;
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int getMaxMovePoints(const EPathfindingLayer & layer) const;
};
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{
public:
enum EPatrolState
{
PATROL_NONE = 0,
PATROL_LOCKED = 1,
PATROL_RADIUS
} patrolState;
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std::unordered_set<int3> patrolTiles;
int turn;
PlayerColor owner;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
virtual ~CPathfinderHelper();
void initializePatrol();
bool isHeroPatrolLocked() const;
bool isPatrolMovementAllowed(const int3 & dst) const;
void updateTurnInfo(const int turn = 0);
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bool isLayerAvailable(const EPathfindingLayer & layer) const;
const TurnInfo * getTurnInfo() const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
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int getMaxMovePoints(const EPathfindingLayer & layer) const;
std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
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std::vector<int3> getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
void getNeighbours(
const TerrainTile & srcTile,
const int3 & srcCoord,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints = -1,
const bool checkLast = true,
boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
int getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints = -1,
const bool checkLast = true) const
{
return getMovementCost(
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
checkLast,
dst.node->layer == EPathfindingLayer::SAIL,
dst.node->layer == EPathfindingLayer::WATER
);
}
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
};
VCMI_LIB_NAMESPACE_END