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CPathfinder: move guard checks into functions
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@ -3360,12 +3360,50 @@ void CPathfinder::getTeleportExits(bool noTeleportExcludes)
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}
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}
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int3 CPathfinder::getSourceGuardPosition()
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{
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return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
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}
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bool CPathfinder::isSourceGuarded()
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{
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//TODO: find out why exactly source can't be guarded if hero on it. Why this quirk was nessesaary in first place? Map where hero start on guarded tile?
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if(getSourceGuardPosition() != int3(-1, -1, -1)
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&& cp->coord != hero->getPosition(false))
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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
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|| !cp->theNodeBefore->land
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|| ct->topVisitableId() != Obj::BOAT)
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{
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return true;
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}
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}
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return false;
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}
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bool CPathfinder::isDestinationGuarded()
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{
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if(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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{
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return true;
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}
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return false;
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}
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bool CPathfinder::isDestinationGuardian()
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{
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return getSourceGuardPosition() == dp->coord;
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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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@ -3395,9 +3433,6 @@ void CPathfinder::calculatePaths()
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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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int movement = cp->moveRemains, turn = cp->turns;
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if(!movement)
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{
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@ -3412,7 +3447,6 @@ void CPathfinder::calculatePaths()
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dp = getNode(neighbour);
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dt = &gs->map->getTile(neighbour);
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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const bool destIsGuardian = sourceGuardPosition == neighbour;
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if(!isMovementPossible())
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continue;
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@ -3435,23 +3469,16 @@ void CPathfinder::calculatePaths()
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remains = moveAtNextTile - cost;
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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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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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&& (!isSourceGuarded() || isDestinationGuardian())) // 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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@ -3462,7 +3489,7 @@ void CPathfinder::calculatePaths()
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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(guardedDst && !guardedSource)
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if(isDestinationGuarded() && !isSourceGuarded())
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return true; // Can step into a hostile tile once
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return false;
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@ -307,6 +307,11 @@ private:
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void initializeGraph();
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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
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int3 getSourceGuardPosition();
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bool isSourceGuarded();
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bool isDestinationGuarded();
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bool isDestinationGuardian();
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void getNeighbours(const int3 &coord);
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void getTeleportExits(bool noTeleportExcludes = false);
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