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Merge pull request #125 from ArseniyShestakov/newMovementSystem
Okay, time to merge this.
This commit is contained in:
commit
17071c6ec8
@ -292,7 +292,7 @@ bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
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int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
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{
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->movement);
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}
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const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
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@ -1058,10 +1058,9 @@
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{
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"bonuses" : [
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{
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"subtype" : 1,
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"type" : "FLYING_MOVEMENT",
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"val" : 0,
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"valueType" : "BASE_NUMBER"
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"valueType" : "INDEPENDENT_MIN"
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}
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],
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"index" : 72,
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@ -1276,10 +1275,9 @@
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{
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"bonuses" : [
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{
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"subtype" : 1,
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"type" : "WATER_WALKING",
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"val" : 0,
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"valueType" : "BASE_NUMBER"
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"valueType" : "INDEPENDENT_MIN"
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}
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],
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"index" : 90,
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@ -176,23 +176,23 @@
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"effects" : {
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"fly" : {
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"type" : "FLYING_MOVEMENT",
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"subtype" : 2,
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"duration" : "ONE_DAY",
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"val" : 0 //in fact unused
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"val" : 40,
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"valueType" : "INDEPENDENT_MIN"
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}
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}
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},
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"advanced":{
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"effects" : {
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"fly" : {
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"subtype" : 1
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"val" : 20
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}
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}
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},
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"expert":{
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"effects" : {
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"fly" : {
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"subtype" : 1
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"val" : 0
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}
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}
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}
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@ -214,23 +214,23 @@
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"effects" : {
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"waterWalk" : {
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"type" : "WATER_WALKING",
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"subtype" : 2,
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"duration" : "ONE_DAY",
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"val" : 0 //in fact unused
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"val" : 40,
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"valueType" : "INDEPENDENT_MIN"
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}
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}
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},
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"advanced":{
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"effects" : {
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"waterWalk" : {
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"subtype" : 1
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"val" : 20
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}
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}
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},
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"expert":{
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"effects" : {
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"waterWalk" : {
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"subtype" : 1
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"val" : 0
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}
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}
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}
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@ -27,6 +27,7 @@
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#include "rmg/CMapGenerator.h"
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#include "CStopWatch.h"
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#include "mapping/CMapEditManager.h"
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#include "CPathfinder.h"
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class CGObjectInstance;
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@ -2099,7 +2100,7 @@ void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<i
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}
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}
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int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints, bool checkLast)
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int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
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{
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if(src == dest) //same tile
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return 0;
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@ -2110,21 +2111,18 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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//get basic cost
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int ret = h->getTileCost(d,s);
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if(d.blocked && flying)
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if(d.blocked && h->canFly())
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{
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bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
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if(!freeFlying)
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{
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ret *= 1.4; //40% penalty for movement over blocked tile
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}
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ret *= (100.0 + h->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
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}
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else if (d.terType == ETerrainType::WATER)
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else if(d.terType == ETerrainType::WATER)
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{
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if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
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ret *= 0.666;
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else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
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ret *= 1.4; //40% penalty for water walking
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else if(!h->boat && h->canWalkOnSea())
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{
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ret *= (100.0 + h->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
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}
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}
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if(src.x != dest.x && src.y != dest.y) //it's diagonal move
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@ -2144,10 +2142,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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{
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std::vector<int3> vec;
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vec.reserve(8); //optimization
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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getNeighbours(d, dest, vec, s.terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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{
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int fcost = getMovementCost(h,dest, elem, flying, left, false);
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int fcost = getMovementCost(h, dest, elem, left, false);
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if(fcost <= left)
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{
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return ret;
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@ -2884,109 +2882,6 @@ CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
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return nullptr;
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}
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CGPathNode::CGPathNode()
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:coord(-1,-1,-1)
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{
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accessible = NOT_SET;
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land = 0;
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moveRemains = 0;
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turns = 255;
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theNodeBefore = nullptr;
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}
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bool CGPathNode::reachable() const
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{
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return turns < 255;
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}
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const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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if (tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
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return nullptr;
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return &nodes[tile.x][tile.y][tile.z];
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}
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int CPathsInfo::getDistance( int3 tile ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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CGPath ret;
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if (getPath(tile, ret))
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return ret.nodes.size();
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else
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return 255;
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}
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bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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out.nodes.clear();
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const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
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if(!curnode->theNodeBefore)
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return false;
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while(curnode)
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{
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CGPathNode cpn = *curnode;
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curnode = curnode->theNodeBefore;
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out.nodes.push_back(cpn);
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}
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return true;
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}
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CPathsInfo::CPathsInfo( const int3 &Sizes )
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:sizes(Sizes)
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{
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hero = nullptr;
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nodes = new CGPathNode**[sizes.x];
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for(int i = 0; i < sizes.x; i++)
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{
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nodes[i] = new CGPathNode*[sizes.y];
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for (int j = 0; j < sizes.y; j++)
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{
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nodes[i][j] = new CGPathNode[sizes.z];
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}
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}
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}
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CPathsInfo::~CPathsInfo()
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{
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for(int i = 0; i < sizes.x; i++)
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{
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for (int j = 0; j < sizes.y; j++)
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{
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delete [] nodes[i][j];
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}
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delete [] nodes[i];
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}
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delete [] nodes;
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}
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int3 CGPath::startPos() const
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{
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return nodes[nodes.size()-1].coord;
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}
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int3 CGPath::endPos() const
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{
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return nodes[0].coord;
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}
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void CGPath::convert( ui8 mode )
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{
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if(mode==0)
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{
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for(auto & elem : nodes)
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{
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elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
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}
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}
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}
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PlayerState::PlayerState()
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: color(-1), enteredWinningCheatCode(0),
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enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
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@ -3274,341 +3169,8 @@ TeamState::TeamState()
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setNodeType(TEAM);
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}
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void CPathfinder::initializeGraph()
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{
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CGPathNode ***graph = out.nodes;
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for(size_t i=0; i < out.sizes.x; ++i)
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{
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for(size_t j=0; j < out.sizes.y; ++j)
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{
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for(size_t k=0; k < out.sizes.z; ++k)
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{
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curPos = int3(i,j,k);
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const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
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CGPathNode &node = graph[i][j][k];
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node.accessible = evaluateAccessibility(tinfo);
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node.turns = 0xff;
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node.moveRemains = 0;
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node.coord.x = i;
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node.coord.y = j;
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node.coord.z = k;
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node.land = tinfo->terType != ETerrainType::WATER;
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node.theNodeBefore = nullptr;
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}
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}
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}
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}
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void CPathfinder::calculatePaths()
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{
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bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
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int maxMovePointsLand = hero->maxMovePoints(true);
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int maxMovePointsWater = hero->maxMovePoints(false);
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int3 src = hero->getPosition(false);
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auto maxMovePoints = [&](CGPathNode *cp) -> int
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{
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return cp->land ? maxMovePointsLand : maxMovePointsWater;
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};
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
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return;
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}
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//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
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initializeGraph();
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//initial tile - set cost on 0 and add to the queue
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CGPathNode &initialNode = *getNode(out.hpos);
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initialNode.turns = 0;
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initialNode.moveRemains = hero->movement;
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mq.push_back(&initialNode);
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std::vector<int3> neighbours;
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neighbours.reserve(16);
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while(!mq.empty())
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{
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cp = mq.front();
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mq.pop_front();
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const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
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bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
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ct = &gs->map->getTile(cp->coord);
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int movement = cp->moveRemains, turn = cp->turns;
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if(!movement)
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{
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movement = maxMovePoints(cp);
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turn++;
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}
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//add accessible neighbouring nodes to the queue
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neighbours.clear();
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auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
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{
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if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
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return false;
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auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
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if(whirlpool)
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{
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if(addTeleportWhirlpool(whirlpool))
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return true;
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}
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else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
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return true;
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return false;
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};
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auto sObj = ct->topVisitableObj(cp->coord == CGHeroInstance::convertPosition(hero->pos, false));
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auto cObj = dynamic_cast<const CGTeleport *>(sObj);
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if(isAllowedTeleportEntrance(cObj))
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{
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for(auto objId : gs->getTeleportChannelExits(cObj->channel, hero->tempOwner))
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{
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auto obj = getObj(objId);
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if(CGTeleport::isExitPassable(gs, hero, obj))
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neighbours.push_back(obj->visitablePos());
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}
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}
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std::vector<int3> neighbour_tiles;
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gs->getNeighbours(*ct, cp->coord, neighbour_tiles, boost::logic::indeterminate, !cp->land);
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if(sObj)
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{
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for(int3 neighbour_tile: neighbour_tiles)
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{
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if(canMoveBetween(neighbour_tile, sObj->visitablePos()))
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neighbours.push_back(neighbour_tile);
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}
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}
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else
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vstd::concatenate(neighbours, neighbour_tiles);
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for(auto & neighbour : neighbours)
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{
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const int3 &n = neighbour; //current neighbor
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dp = getNode(n);
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dt = &gs->map->getTile(n);
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destTopVisObjID = dt->topVisitableId();
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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const bool destIsGuardian = sourceGuardPosition == n;
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auto dObj = dynamic_cast<const CGTeleport*>(dt->topVisitableObj());
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if(!goodForLandSeaTransition()
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|| (!canMoveBetween(cp->coord, dp->coord) && !CGTeleport::isConnected(cObj, dObj))
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|| dp->accessible == CGPathNode::BLOCKED)
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{
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continue;
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}
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableId() == Obj::BOAT)
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guardedSource = false;
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, movement);
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//special case -> moving from src Subterranean gate to dest gate -> it's free
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if(CGTeleport::isConnected(cObj, dObj))
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cost = 0;
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int remains = movement - cost;
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if(useEmbarkCost)
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{
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remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
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cost = movement - remains;
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}
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int turnAtNextTile = turn;
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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turnAtNextTile++;
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int moveAtNextTile = maxMovePoints(cp);
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cost = gs->getMovementCost(hero, cp->coord, dp->coord, flying, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if((dp->turns==0xff //we haven't been here before
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|| dp->turns > turnAtNextTile
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|| (dp->turns >= turnAtNextTile && dp->moveRemains < remains)) //this route is faster
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&& (!guardedSource || destIsGuardian)) // Can step into tile of guard
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{
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assert(dp != cp->theNodeBefore); //two tiles can't point to each other
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dp->moveRemains = remains;
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
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&& dp->accessible == CGPathNode::BLOCKVIS;
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auto checkDestinationTile = [&]() -> bool
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE)
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return true;
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if(dp->coord == CGHeroInstance::convertPosition(hero->pos, false))
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return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
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if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
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return true; // For now we'll walways allos transit for teleports
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if(useEmbarkCost && allowEmbarkAndDisembark)
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return true;
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if(gs->isTeleportEntrancePassable(dObj, hero->tempOwner))
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return true; // Always add entry teleport with non-dummy channel
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if(CGTeleport::isConnected(cObj, dObj))
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return true; // Always add exit points of teleport
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if(guardedDst && !guardedSource)
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return true; // Can step into a hostile tile once
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return false;
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};
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if(checkDestinationTile())
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mq.push_back(dp);
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}
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} //neighbours loop
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} //queue loop
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}
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CGPathNode *CPathfinder::getNode(const int3 &coord)
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{
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return &out.nodes[coord.x][coord.y][coord.z];
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}
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bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
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{
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return gs->checkForVisitableDir(a, b);
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}
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||||
|
||||
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const
|
||||
{
|
||||
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
||||
|
||||
|
||||
if(tinfo->terType == ETerrainType::ROCK || !FoW[curPos.x][curPos.y][curPos.z])
|
||||
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[curPos.x][curPos.y][curPos.z].valid()
|
||||
&& !tinfo->blocked)
|
||||
{
|
||||
// Monster close by; blocked visit for battle.
|
||||
return CGPathNode::BLOCKVIS;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool CPathfinder::goodForLandSeaTransition()
|
||||
{
|
||||
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
||||
{
|
||||
if(cp->land) //from land to sea -> embark or assault hero on boat
|
||||
{
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
||||
return false;
|
||||
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
||||
return false;
|
||||
if(destTopVisObjID == Obj::BOAT)
|
||||
useEmbarkCost = 1;
|
||||
}
|
||||
else //disembark
|
||||
{
|
||||
//can disembark only on coastal tiles
|
||||
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;;
|
||||
|
||||
useEmbarkCost = 2;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
||||
{
|
||||
assert(hero);
|
||||
assert(hero == getHero(hero->id));
|
||||
|
||||
allowEmbarkAndDisembark = true;
|
||||
allowTeleportTwoWay = true;
|
||||
allowTeleportOneWay = true;
|
||||
allowTeleportOneWayRandom = false;
|
||||
allowTeleportWhirlpool = false;
|
||||
if (CGWhirlpool::isProtected(hero))
|
||||
allowTeleportWhirlpool = true;
|
||||
}
|
||||
|
||||
CRandomGenerator & CGameState::getRandomGenerator()
|
||||
{
|
||||
//logGlobal->traceStream() << "Fetching CGameState::rand with seed " << rand.nextInt();
|
||||
return rand;
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
|
||||
{
|
||||
return allowTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
|
||||
{
|
||||
if(allowTeleportOneWay && 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(allowTeleportOneWayRandom && 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 allowTeleportWhirlpool && obj;
|
||||
}
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "int3.h"
|
||||
#include "CRandomGenerator.h"
|
||||
#include "CGameStateFwd.h"
|
||||
#include "CPathfinder.h"
|
||||
|
||||
/*
|
||||
* CGameState.h, part of VCMI engine
|
||||
@ -44,7 +45,6 @@ class CMap;
|
||||
struct StartInfo;
|
||||
struct SDL_Surface;
|
||||
class CMapHandler;
|
||||
class CPathfinder;
|
||||
struct SetObjectProperty;
|
||||
struct MetaString;
|
||||
struct CPack;
|
||||
@ -276,46 +276,6 @@ struct DLL_EXPORT DuelParameters
|
||||
}
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
private:
|
||||
bool allowEmbarkAndDisembark;
|
||||
bool allowTeleportTwoWay; // Two-way monoliths and Subterranean Gate
|
||||
bool allowTeleportOneWay; // One-way monoliths with one known exit only
|
||||
bool allowTeleportOneWayRandom; // One-way monoliths with more than one known exit
|
||||
bool allowTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
|
||||
CPathsInfo &out;
|
||||
const CGHeroInstance *hero;
|
||||
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
||||
|
||||
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
|
||||
|
||||
|
||||
int3 curPos;
|
||||
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile *ct, *dt; //tile info for both nodes
|
||||
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
Obj destTopVisObjID;
|
||||
|
||||
|
||||
CGPathNode *getNode(const int3 &coord);
|
||||
void initializeGraph();
|
||||
bool goodForLandSeaTransition(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
|
||||
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const TerrainTile *tinfo) 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)
|
||||
|
||||
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
|
||||
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
||||
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
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
|
||||
};
|
||||
|
||||
|
||||
struct BattleInfo;
|
||||
|
||||
@ -380,7 +340,7 @@ public:
|
||||
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
|
||||
|
||||
void getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing);
|
||||
int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, bool flying, int remainingMovePoints=-1, bool checkLast=true);
|
||||
int getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints=-1, bool checkLast=true);
|
||||
int getDate(Date::EDateType mode=Date::DAY) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
|
||||
|
||||
// ----- getters, setters -----
|
||||
|
@ -117,50 +117,3 @@ struct DLL_LINKAGE QuestInfo //universal interface for human and AI
|
||||
h & quest & obj & tile;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
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 neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
const CGPathNode * getPathInfo( int3 tile ) const;
|
||||
bool getPath(const int3 &dst, CGPath &out) const;
|
||||
int getDistance( int3 tile ) const;
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
};
|
||||
|
@ -95,6 +95,7 @@ set(lib_SRCS
|
||||
|
||||
IGameCallback.cpp
|
||||
CGameInfoCallback.cpp
|
||||
CPathfinder.cpp
|
||||
CGameState.cpp
|
||||
Connection.cpp
|
||||
NetPacksLib.cpp
|
||||
|
519
lib/CPathfinder.cpp
Normal file
519
lib/CPathfinder.cpp
Normal file
@ -0,0 +1,519 @@
|
||||
#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;
|
||||
}
|
||||
|
||||
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
||||
{
|
||||
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");
|
||||
}
|
||||
|
||||
initializeGraph();
|
||||
|
||||
if(hero->canFly())
|
||||
options.useFlying = true;
|
||||
if(hero->canWalkOnSea())
|
||||
options.useWaterWalking = true;
|
||||
if(CGWhirlpool::isProtected(hero))
|
||||
options.useTeleportWhirlpool = true;
|
||||
|
||||
neighbours.reserve(16);
|
||||
}
|
||||
|
||||
void CPathfinder::calculatePaths()
|
||||
{
|
||||
int maxMovePointsLand = hero->maxMovePoints(true);
|
||||
int maxMovePointsWater = hero->maxMovePoints(false);
|
||||
|
||||
auto maxMovePoints = [&](CGPathNode *cp) -> int
|
||||
{
|
||||
return cp->land ? maxMovePointsLand : maxMovePointsWater;
|
||||
};
|
||||
|
||||
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 = *getNode(out.hpos);
|
||||
initialNode.turns = 0;
|
||||
initialNode.moveRemains = hero->movement;
|
||||
mq.push_back(&initialNode);
|
||||
|
||||
while(!mq.empty())
|
||||
{
|
||||
cp = mq.front();
|
||||
mq.pop_front();
|
||||
|
||||
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)
|
||||
{
|
||||
dp = getNode(neighbour);
|
||||
dt = &gs->map->getTile(neighbour);
|
||||
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
|
||||
if(!isMovementPossible())
|
||||
continue;
|
||||
|
||||
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
|
||||
int remains = movement - cost;
|
||||
if(useEmbarkCost)
|
||||
{
|
||||
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 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))
|
||||
{
|
||||
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
||||
dp->moveRemains = remains;
|
||||
dp->turns = turnAtNextTile;
|
||||
dp->theNodeBefore = cp;
|
||||
|
||||
if(checkDestinationTile())
|
||||
mq.push_back(dp);
|
||||
}
|
||||
} //neighbours loop
|
||||
|
||||
//just add all passable teleport exits
|
||||
if(sTileObj)
|
||||
{
|
||||
addTeleportExits();
|
||||
for(auto & neighbour : neighbours)
|
||||
{
|
||||
dp = getNode(neighbour);
|
||||
if(isBetterWay(movement, turn))
|
||||
{
|
||||
dp->moveRemains = movement;
|
||||
dp->turns = turn;
|
||||
dp->theNodeBefore = cp;
|
||||
mq.push_back(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->land);
|
||||
sTileObj = ct->topVisitableObj(coord == CGHeroInstance::convertPosition(hero->pos, false));
|
||||
if(sTileObj)
|
||||
{
|
||||
for(int3 tile: tiles)
|
||||
{
|
||||
if(canMoveBetween(tile, sTileObj->visitablePos()))
|
||||
neighbours.push_back(tile);
|
||||
}
|
||||
}
|
||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CPathfinder::isMovementPossible()
|
||||
{
|
||||
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
|
||||
return false;
|
||||
|
||||
Obj destTopVisObjID = dt->topVisitableId();
|
||||
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
||||
{
|
||||
if(cp->land) //from land to sea -> embark or assault hero on boat
|
||||
{
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
||||
return false;
|
||||
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
||||
return false;
|
||||
if(destTopVisObjID == Obj::BOAT)
|
||||
useEmbarkCost = 1;
|
||||
}
|
||||
else //disembark
|
||||
{
|
||||
//can disembark only on coastal tiles
|
||||
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;;
|
||||
|
||||
useEmbarkCost = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CPathfinder::checkDestinationTile()
|
||||
{
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE)
|
||||
return true;
|
||||
if(dp->coord == CGHeroInstance::convertPosition(hero->pos, false))
|
||||
return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
|
||||
if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
|
||||
return true; // For now we'll always allow transit for teleporters
|
||||
if(useEmbarkCost && options.useEmbarkAndDisembark)
|
||||
return true;
|
||||
if(isDestinationGuarded() && !isSourceGuarded())
|
||||
return true; // Can step into a hostile tile once
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int3 CPathfinder::getSourceGuardPosition()
|
||||
{
|
||||
return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
|
||||
}
|
||||
|
||||
bool CPathfinder::isSourceGuarded()
|
||||
{
|
||||
//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)
|
||||
&& cp->coord != hero->getPosition(false))
|
||||
{
|
||||
//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->land
|
||||
|| ct->topVisitableId() != Obj::BOAT)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestinationGuarded()
|
||||
{
|
||||
if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
||||
&& dp->accessible == CGPathNode::BLOCKVIS)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestinationGuardian()
|
||||
{
|
||||
return getSourceGuardPosition() == dp->coord;
|
||||
}
|
||||
|
||||
void CPathfinder::initializeGraph()
|
||||
{
|
||||
int3 pos;
|
||||
CGPathNode ***graph = out.nodes;
|
||||
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);
|
||||
CGPathNode &node = graph[pos.x][pos.y][pos.z];
|
||||
node.accessible = evaluateAccessibility(pos, tinfo);
|
||||
node.turns = 0xff;
|
||||
node.moveRemains = 0;
|
||||
node.coord = pos;
|
||||
node.land = tinfo->terType != ETerrainType::WATER;
|
||||
node.theNodeBefore = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CGPathNode *CPathfinder::getNode(const int3 &coord)
|
||||
{
|
||||
return &out.nodes[coord.x][coord.y][coord.z];
|
||||
}
|
||||
|
||||
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 || !FoW[pos.x][pos.y][pos.z])
|
||||
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;
|
||||
}
|
||||
|
||||
CGPathNode::CGPathNode()
|
||||
:coord(-1,-1,-1)
|
||||
{
|
||||
accessible = NOT_SET;
|
||||
land = 0;
|
||||
moveRemains = 0;
|
||||
turns = 255;
|
||||
theNodeBefore = nullptr;
|
||||
}
|
||||
|
||||
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 = new CGPathNode**[sizes.x];
|
||||
for(int i = 0; i < sizes.x; i++)
|
||||
{
|
||||
nodes[i] = new CGPathNode*[sizes.y];
|
||||
for(int j = 0; j < sizes.y; j++)
|
||||
{
|
||||
nodes[i][j] = new CGPathNode[sizes.z];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CPathsInfo::~CPathsInfo()
|
||||
{
|
||||
for(int i = 0; i < sizes.x; i++)
|
||||
{
|
||||
for(int j = 0; j < sizes.y; j++)
|
||||
{
|
||||
delete [] nodes[i][j];
|
||||
}
|
||||
delete [] nodes[i];
|
||||
}
|
||||
delete [] nodes;
|
||||
}
|
||||
|
||||
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
|
||||
return nullptr;
|
||||
return &nodes[tile.x][tile.y][tile.z];
|
||||
}
|
||||
|
||||
bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
out.nodes.clear();
|
||||
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
||||
if(!curnode->theNodeBefore)
|
||||
return false;
|
||||
|
||||
|
||||
while(curnode)
|
||||
{
|
||||
CGPathNode cpn = *curnode;
|
||||
curnode = curnode->theNodeBefore;
|
||||
out.nodes.push_back(cpn);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int CPathsInfo::getDistance( int3 tile ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
CGPath ret;
|
||||
if(getPath(tile, ret))
|
||||
return ret.nodes.size();
|
||||
else
|
||||
return 255;
|
||||
}
|
124
lib/CPathfinder.h
Normal file
124
lib/CPathfinder.h
Normal file
@ -0,0 +1,124 @@
|
||||
#pragma once
|
||||
|
||||
#include "VCMI_Lib.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "IGameCallback.h"
|
||||
#include "int3.h"
|
||||
|
||||
/*
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
class CGHeroInstance;
|
||||
class CGObjectInstance;
|
||||
struct TerrainTile;
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
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 neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
const CGPathNode * getPathInfo( int3 tile ) const;
|
||||
bool getPath(const int3 &dst, CGPath &out) const;
|
||||
int getDistance( int3 tile ) const;
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
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:
|
||||
struct 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)
|
||||
|
||||
PathfinderOptions();
|
||||
} options;
|
||||
|
||||
CPathsInfo &out;
|
||||
const CGHeroInstance *hero;
|
||||
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
||||
|
||||
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
|
||||
|
||||
std::vector<int3> neighbours;
|
||||
|
||||
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile *ct, *dt; //tile info for both nodes
|
||||
const CGObjectInstance *sTileObj;
|
||||
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
|
||||
void addNeighbours(const int3 &coord);
|
||||
void addTeleportExits(bool noTeleportExcludes = false);
|
||||
|
||||
bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
|
||||
bool checkDestinationTile();
|
||||
|
||||
int3 getSourceGuardPosition();
|
||||
bool isSourceGuarded();
|
||||
bool isDestinationGuarded();
|
||||
bool isDestinationGuardian();
|
||||
|
||||
void initializeGraph();
|
||||
|
||||
CGPathNode *getNode(const int3 &coord);
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) 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)
|
||||
|
||||
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
|
||||
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
||||
};
|
@ -86,13 +86,13 @@ public:
|
||||
BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
|
||||
BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
|
||||
BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - subtracted to this part*/ \
|
||||
BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
|
||||
BONUS_NAME(FLYING_MOVEMENT) /*value - penalty percentage*/ \
|
||||
BONUS_NAME(SPELL_DURATION) \
|
||||
BONUS_NAME(AIR_SPELL_DMG_PREMY) \
|
||||
BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
|
||||
BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
|
||||
BONUS_NAME(WATER_SPELL_DMG_PREMY) \
|
||||
BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
|
||||
BONUS_NAME(WATER_WALKING) /*value - penalty percentage*/ \
|
||||
BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
|
||||
BONUS_NAME(STACK_HEALTH) \
|
||||
BONUS_NAME(BLOCK_MORALE) \
|
||||
|
@ -129,9 +129,14 @@ int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position o
|
||||
}
|
||||
}
|
||||
|
||||
bool CGHeroInstance::canFly() const
|
||||
{
|
||||
return hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
||||
}
|
||||
|
||||
bool CGHeroInstance::canWalkOnSea() const
|
||||
{
|
||||
return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
|
||||
return hasBonusOfType(Bonus::WATER_WALKING);
|
||||
}
|
||||
|
||||
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
|
||||
|
@ -133,6 +133,7 @@ public:
|
||||
ui32 getLowestCreatureSpeed() const;
|
||||
int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
|
||||
si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
|
||||
bool canFly() const;
|
||||
bool canWalkOnSea() const;
|
||||
int getCurrentLuck(int stack=-1, bool town=false) const;
|
||||
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
|
||||
|
@ -1764,7 +1764,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
|
||||
}
|
||||
|
||||
const TerrainTile t = *gs->getTile(hmpos);
|
||||
const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->hasBonusOfType(Bonus::FLYING_MOVEMENT), h->movement);
|
||||
const int cost = gs->getMovementCost(h, h->getPosition(), hmpos, h->movement);
|
||||
const int3 guardPos = gs->guardingCreaturePosition(hmpos);
|
||||
|
||||
const bool embarking = !h->boat && !t.visitableObjects.empty() && t.visitableObjects.back()->ID == Obj::BOAT;
|
||||
|
Loading…
Reference in New Issue
Block a user