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Fixed pathfinding with free ship boarding (Admiral's Hat)
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@@ -63,7 +63,7 @@ struct DLL_LINKAGE CGPathNode
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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ELayer layer;
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ui32 moveRemains; //remaining movement points after hero reaches the tile
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int moveRemains; //remaining movement points after hero reaches the tile
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ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
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EPathAccessibility accessible;
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@@ -27,43 +27,65 @@ void MovementCostRule::process(
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const
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{
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float costAtNextTile = destination.cost;
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int turnAtNextTile = destination.turn;
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int moveAtNextTile = destination.movementLeft;
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int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
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int remains = moveAtNextTile - cost;
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int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
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const float currentCost = destination.cost;
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const int currentTurnsUsed = destination.turn;
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const int currentMovePointsLeft = destination.movementLeft;
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const int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
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if(remains < 0)
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int moveCostPoints = pathfinderHelper->getMovementCost(source, destination, currentMovePointsLeft);
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float destinationCost = currentCost;
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int destTurnsUsed = currentTurnsUsed;
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int destMovePointsLeft = currentMovePointsLeft;
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if(currentMovePointsLeft < moveCostPoints)
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{
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// occurs rarely, when hero with low movepoints tries to leave the road
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costAtNextTile += static_cast<float>(moveAtNextTile) / sourceLayerMaxMovePoints;//we spent all points of current turn
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pathfinderHelper->updateTurnInfo(++turnAtNextTile);
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// in this case, all remaining movement points from current turn are spent
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// and actual movement will happen on next turn, spending points from next turn pool
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int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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destinationCost += static_cast<float>(currentMovePointsLeft) / sourceLayerMaxMovePoints;
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destTurnsUsed += 1;
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destMovePointsLeft = sourceLayerMaxMovePoints;
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moveAtNextTile = destinationLayerMaxMovePoints;
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// update move cost - it might have changed since hero now makes next turn and replenished his pool
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moveCostPoints = pathfinderHelper->getMovementCost(source, destination, destMovePointsLeft);
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cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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pathfinderHelper->updateTurnInfo(destTurnsUsed);
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}
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if(destination.action == EPathNodeAction::EMBARK || destination.action == EPathNodeAction::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == EPathNodeAction::DISEMBARK));
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cost = moveAtNextTile - remains;
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// FREE_SHIP_BOARDING bonus only remove additional penalty
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// land <-> sail transition still cost movement points as normal movement
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const int movementPointsAfterEmbark = pathfinderHelper->movementPointsAfterEmbark(destMovePointsLeft, moveCostPoints, (destination.action == EPathNodeAction::DISEMBARK));
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const int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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const float costBeforeConversion = static_cast<float>(destMovePointsLeft) / sourceLayerMaxMovePoints;
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const float costAfterConversion = static_cast<float>(movementPointsAfterEmbark) / destinationLayerMaxMovePoints;
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const float costDelta = costBeforeConversion - costAfterConversion;
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assert(costDelta >= 0);
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destMovePointsLeft = movementPointsAfterEmbark;
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destinationCost += costDelta;
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}
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else
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{
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// Standard movement
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assert(destMovePointsLeft >= moveCostPoints);
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destMovePointsLeft -= moveCostPoints;
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destinationCost += static_cast<float>(moveCostPoints) / sourceLayerMaxMovePoints;
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}
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costAtNextTile += static_cast<float>(cost) / sourceLayerMaxMovePoints;
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// pathfinder / priority queue does not supports negative costs
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assert(destinationCost >= currentCost);
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destination.cost = costAtNextTile;
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destination.turn = turnAtNextTile;
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destination.movementLeft = remains;
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destination.cost = destinationCost;
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destination.turn = destTurnsUsed;
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destination.movementLeft = destMovePointsLeft;
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if(destination.isBetterWay() &&
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((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
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((source.node->turns == destTurnsUsed && destMovePointsLeft) || pathfinderHelper->passOneTurnLimitCheck(source)))
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{
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pathfinderConfig->nodeStorage->commit(destination, source);
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