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Merge pull request #1534 from kambala-decapitator/pathfinder-fly
fix movement cost with Fly
This commit is contained in:
commit
575fb29a22
@ -285,7 +285,7 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
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{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->actor);
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@ -167,7 +167,7 @@ std::vector<CGPathNode *> AINodeStorage::calculateNeighbours(
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
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{
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auto nextNode = getOrCreateNode(neighbour, i, srcNode->chainMask);
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@ -331,7 +331,7 @@ TerrainId CCreature::getNativeTerrain() const
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static const auto selectorNoTerrainPenalty = Selector::type()(Bonus::NO_TERRAIN_PENALTY);
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//this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses
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//and in the CGHeroInstance::getNativeTerrain() to setup mevement bonuses or/and penalties.
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//and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties.
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return hasBonus(selectorNoTerrainPenalty, selectorNoTerrainPenalty)
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? TerrainId(ETerrainId::ANY_TERRAIN)
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: (*VLC->townh)[faction]->nativeTerrain;
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@ -161,9 +161,6 @@ public:
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bool isItNativeTerrain(TerrainId terrain) const;
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/**
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Returns creature native terrain considering some terrain bonuses.
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@param considerBonus is used to avoid Dead Lock when this method is called inside getAllBonuses
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considerBonus = true is called from Pathfinder and fills actual nativeTerrain considering bonus(es).
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considerBonus = false is called on Battle init and returns already prepared nativeTerrain without Bonus system calling.
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*/
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TerrainId getNativeTerrain() const;
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int32_t getIndex() const override;
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@ -78,7 +78,7 @@ std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
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{
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auto * node = getNode(neighbour, i);
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@ -117,7 +117,7 @@ std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
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std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
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{
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std::vector<int3> neighbourTiles;
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neighbourTiles.reserve(16);
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neighbourTiles.reserve(8);
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getNeighbours(
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*source.tile,
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@ -721,7 +721,7 @@ PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlocking
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switch(destination.action)
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{
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/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
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/// Likely in many cases we don't need to add visitable tile to queue when hero don't fly
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/// Likely in many cases we don't need to add visitable tile to queue when hero doesn't fly
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case CGPathNode::VISIT:
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{
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/// For now we only add visitable tile into queue when it's teleporter that allow transit
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@ -730,7 +730,7 @@ PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlocking
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if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
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{
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/// For now we'll always allow transit over teleporters
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/// Transit over whirlpools only allowed when hero protected
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/// Transit over whirlpools only allowed when hero is protected
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return BlockingReason::NONE;
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}
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else if(destination.nodeObject->ID == Obj::GARRISON
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@ -1163,8 +1163,8 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const
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}
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void CPathfinderHelper::getNeighbours(
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const TerrainTile & srct,
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const int3 & tile,
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const TerrainTile & srcTile,
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const int3 & srcCoord,
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std::vector<int3> & vec,
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const boost::logic::tribool & onLand,
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const bool limitCoastSailing) const
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@ -1179,35 +1179,32 @@ void CPathfinderHelper::getNeighbours(
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for(const auto & dir : dirs)
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{
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const int3 hlp = tile + dir;
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if(!map->isInTheMap(hlp))
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const int3 destCoord = srcCoord + dir;
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if(!map->isInTheMap(destCoord))
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continue;
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const TerrainTile & hlpt = map->getTile(hlp);
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if(!hlpt.terType->isPassable())
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const TerrainTile & destTile = map->getTile(destCoord);
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if(!destTile.terType->isPassable())
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continue;
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// //we cannot visit things from blocked tiles
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// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
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// if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE)
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// {
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// continue;
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// }
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/// Following condition let us avoid diagonal movement over coast when sailing
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if(srct.terType->isWater() && limitCoastSailing && hlpt.terType->isWater() && dir.x && dir.y) //diagonal move through water
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if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water
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{
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int3 hlp1 = tile;
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int3 hlp2 = tile;
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hlp1.x += dir.x;
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hlp2.y += dir.y;
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if(map->getTile(hlp1).terType->isLand() || map->getTile(hlp2).terType->isLand())
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const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
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const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
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if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand())
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continue;
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}
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if(indeterminate(onLand) || onLand == hlpt.terType->isLand())
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if(indeterminate(onLand) || onLand == destTile.terType->isLand())
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{
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vec.push_back(hlp);
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vec.push_back(destCoord);
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}
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}
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}
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@ -1218,7 +1215,9 @@ int CPathfinderHelper::getMovementCost(
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const TerrainTile * ct,
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const TerrainTile * dt,
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const int remainingMovePoints,
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const bool checkLast) const
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const bool checkLast,
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boost::logic::tribool isDstSailLayer,
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boost::logic::tribool isDstWaterLayer) const
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{
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if(src == dst) //same tile
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return 0;
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@ -1231,48 +1230,49 @@ int CPathfinderHelper::getMovementCost(
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dt = hero->cb->getTile(dst);
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}
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/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
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/// Also flying movement only has penalty when player moving over blocked tiles.
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/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
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int ret = hero->getTileCost(*dt, *ct, ti);
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/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
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/// Difference in cost calculation on client and server is much worse than incorrect cost.
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/// So this one is waiting till server going to use pathfinder rules for path validation.
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bool isSailLayer;
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if(indeterminate(isDstSailLayer))
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isSailLayer = hero->boat != nullptr && dt->terType->isWater();
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else
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isSailLayer = static_cast<bool>(isDstSailLayer);
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if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
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bool isWaterLayer;
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if(indeterminate(isDstWaterLayer))
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isWaterLayer = dt->terType->isWater();
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else
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isWaterLayer = static_cast<bool>(isDstWaterLayer);
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int ret = hero->getTileCost(*dt, *ct, ti);
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if(isSailLayer)
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{
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ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0);
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if(ct->hasFavorableWinds())
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ret = static_cast<int>(ret * 2.0 / 3);
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}
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else if(dt->terType->isWater())
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{
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if(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
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ret = static_cast<int>(ret * 0.666);
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else if(!hero->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
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{
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else if(ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
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vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(Bonus::FLYING_MOVEMENT));
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else if(isWaterLayer && ti->hasBonusOfType(Bonus::WATER_WALKING))
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ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0);
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}
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}
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if(src.x != dst.x && src.y != dst.y) //it's diagonal move
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{
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int old = ret;
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ret = static_cast<int>(ret * M_SQRT2);
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//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
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// https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
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if(ret > remainingMovePoints && remainingMovePoints >= old)
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{
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return remainingMovePoints;
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}
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}
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/// TODO: This part need rework in order to work properly with flying and water walking
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/// Currently it's only work properly for normal movement or sailing
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int left = remainingMovePoints-ret;
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if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
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const int left = remainingMovePoints - ret;
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constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
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if(checkLast && left > 0 && left <= maxCostOfOneStep) //it might be the last tile - if no further move possible we take all move points
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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(*dt, dst, vec, ct->terType->isLand(), true);
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for(auto & elem : vec)
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for(const auto & elem : vec)
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{
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int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
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if(fcost <= left)
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@ -65,7 +65,7 @@ struct DLL_LINKAGE CGPathNode
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighboring tile but not passable
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FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can't be entered nor visited
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BLOCKED //tile can be neither entered nor visited
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};
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CGPathNode * theNodeBefore;
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@ -580,8 +580,8 @@ public:
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std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
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void getNeighbours(
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const TerrainTile & srct,
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const int3 & tile,
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const TerrainTile & srcTile,
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const int3 & srcCoord,
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std::vector<int3> & vec,
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const boost::logic::tribool & onLand,
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const bool limitCoastSailing) const;
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@ -592,7 +592,9 @@ public:
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const TerrainTile * ct,
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const TerrainTile * dt,
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const int remainingMovePoints = -1,
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const bool checkLast = true) const;
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const bool checkLast = true,
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boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
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boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
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int getMovementCost(
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const PathNodeInfo & src,
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@ -606,7 +608,9 @@ public:
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src.tile,
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dst.tile,
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remainingMovePoints,
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checkLast
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checkLast,
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dst.node->layer == EPathfindingLayer::SAIL,
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dst.node->layer == EPathfindingLayer::WATER
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);
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}
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@ -66,10 +66,10 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile & dest, const TerrainTile & f
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{
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int64_t ret = GameConstants::BASE_MOVEMENT_COST;
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//if there is road both on dest and src tiles - use road movement cost
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//if there is road both on dest and src tiles - use src road movement cost
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if(dest.roadType->getId() != Road::NO_ROAD && from.roadType->getId() != Road::NO_ROAD)
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{
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ret = std::max(dest.roadType->movementCost, from.roadType->movementCost);
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ret = from.roadType->movementCost;
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}
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else if(ti->nativeTerrain != from.terType->getId() &&//the terrain is not native
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ti->nativeTerrain != ETerrainId::ANY_TERRAIN && //no special creature bonus
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@ -1106,22 +1106,19 @@ CBonusSystemNode & CGHeroInstance::whereShouldBeAttached(CGameState * gs)
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int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark, const TurnInfo * ti) const
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{
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int ret = 0; //take all MPs by default
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bool localTi = false;
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std::unique_ptr<TurnInfo> turnInfoLocal;
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if(!ti)
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{
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localTi = true;
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ti = new TurnInfo(this);
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turnInfoLocal = std::make_unique<TurnInfo>(this);
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ti = turnInfoLocal.get();
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}
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if(!ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
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return 0; // take all MPs by default
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int mp1 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::LAND : EPathfindingLayer::SAIL);
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int mp2 = ti->getMaxMovePoints(disembark ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
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if(ti->hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
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ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
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if(localTi)
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delete ti;
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int ret = static_cast<int>((MPsBefore - basicCost) * static_cast<double>(mp1) / mp2);
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return ret;
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}
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@ -59,7 +59,10 @@ PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent)
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{
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auto * ctown = town->town;
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if(!ctown)
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{
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ctown = VLC->townh->randomTown;
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town->town = ctown;
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}
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if(ctown && town->getOwner().getNum() == playerColor)
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{
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if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos)
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@ -2342,8 +2342,6 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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//check if destination tile is available
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auto pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
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pathfinderHelper->updateTurnInfo(0);
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auto ti = pathfinderHelper->getTurnInfo();
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const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
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