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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

AI: first rule extracted for pathfinder

This commit is contained in:
Andrii Danylchenko 2018-08-01 21:46:06 +03:00
parent 9af0032f84
commit 6ac987794c
5 changed files with 205 additions and 192 deletions

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@ -597,3 +597,14 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
else
return false;
}
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
{
auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
return 0;
return totalMovementPoints - pathInfo->moveRemains;
}

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@ -176,6 +176,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
int3 whereToExplore(HeroPtr h);
uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
class CDistanceSorter
{

View File

@ -25,20 +25,20 @@ bool canSeeObj(const CGObjectInstance * obj)
return obj != nullptr && obj->ID != Obj::EVENT;
}
CNeighbourFinder::CNeighbourFinder(CPathfinder * pathfinder)
:pathfinder(pathfinder), neighbours(), neighbourTiles(), accessibleNeighbourTiles()
CNeighbourFinder::CNeighbourFinder()
:neighbours(), neighbourTiles(), accessibleNeighbourTiles()
{
}
std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours()
std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper, CNodeHelper * nodeHelper)
{
addNeighbourTiles();
addNeighbourTiles(source, pathfinderHelper);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
{
auto node = pathfinder->nodeHelper->getNode(neighbour, i);
auto node = nodeHelper->getNode(neighbour, i);
if(node->accessible == CGPathNode::NOT_SET)
continue;
@ -50,19 +50,24 @@ std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours()
return neighbours;
}
void CNeighbourFinder::addNeighbourTiles()
void CNeighbourFinder::addNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper)
{
neighbourTiles.clear();
accessibleNeighbourTiles.clear();
neighbours.clear();
pathfinder->populateNeighbourTiles(neighbourTiles);
pathfinderHelper->getNeighbours(
*source.tile,
source.node->coord,
neighbourTiles,
boost::logic::indeterminate,
source.node->layer == EPathfindingLayer::SAIL);
if(pathfinder->source.isNodeObjectVisitable())
if(source.isNodeObjectVisitable())
{
for(int3 tile : neighbourTiles)
{
if(pathfinder->canMoveBetween(tile, pathfinder->source.nodeObject->visitablePos()))
if(pathfinderHelper->canMoveBetween(tile, source.nodeObject->visitablePos()))
accessibleNeighbourTiles.push_back(tile);
}
}
@ -99,7 +104,7 @@ public:
}
};
CPathfinder::PathfinderOptions::PathfinderOptions()
PathfinderOptions::PathfinderOptions()
{
useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
@ -125,7 +130,7 @@ CPathfinder::CPathfinder(
_gs,
_hero,
std::make_shared<CPathfinderNodeHelper>(_out, _hero),
std::make_shared<CNeighbourFinder>(this))
std::make_shared<CNeighbourFinder>())
{
}
@ -145,9 +150,7 @@ CPathfinder::CPathfinder(
assert(hero);
assert(hero == getHero(hero->id));
destAction = CGPathNode::UNKNOWN;
hlp = make_unique<CPathfinderHelper>(hero, options);
hlp = make_unique<CPathfinderHelper>(_gs, hero, options);
initializePatrol();
initializeGraph();
@ -222,7 +225,7 @@ void CPathfinder::calculatePaths()
}
//add accessible neighbouring nodes to the queue
auto neighbourNodes = neighbourFinder->calculateNeighbours();
auto neighbourNodes = neighbourFinder->calculateNeighbours(source, hlp.get(), nodeHelper.get());
for(auto & neighbour : neighbourNodes)
{
destination.setNode(gs, neighbour);
@ -244,26 +247,29 @@ void CPathfinder::calculatePaths()
if(source.node->layer != destination.node->layer && !isLayerTransitionPossible())
continue;
destination.guarded = isDestinationGuarded();
if(!isMovementToDestPossible())
continue;
destAction = getDestAction();
destination.action = getDestAction();
int turnAtNextTile = turn, moveAtNextTile = movement;
int cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo());
int cost = hlp->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
hlp->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = hlp->getMaxMovePoints(destination.node->layer);
cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
cost = hlp->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
{
/// FREE_SHIP_BOARDING bonus only remove additional penalty
/// land <-> sail transition still cost movement points as normal movement
remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1, hlp->getTurnInfo());
cost = moveAtNextTile - remains;
}
@ -274,10 +280,11 @@ void CPathfinder::calculatePaths()
destination.node->moveRemains = remains;
destination.node->turns = turnAtNextTile;
destination.node->theNodeBefore = source.node;
destination.node->action = destAction;
destination.node->action = destination.action;
CMovementAfterDestinationRule rl = CMovementAfterDestinationRule();
rl.process(hlp.get(), source, destination);
// TODO: move this method to a separete module kind of IPathfinderRule.process(). And all above.
checkMovementAfterDestPossible();
if(!destination.furtherProcessingImpossible)
pq.push(destination.node);
}
@ -313,17 +320,6 @@ void CPathfinder::calculatePaths()
} //queue loop
}
void CPathfinder::populateNeighbourTiles(std::vector<int3> & neighbourTiles)
{
CPathfinderHelper::getNeighbours(
gs->map,
*source.tile,
source.node->coord,
neighbourTiles,
boost::logic::indeterminate,
source.node->layer == EPathfindingLayer::SAIL);
}
void CPathfinder::addTeleportExits()
{
neighbours.clear();
@ -333,7 +329,7 @@ void CPathfinder::addTeleportExits()
return;
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
if(isAllowedTeleportEntrance(objTeleport))
if(hlp->isAllowedTeleportEntrance(objTeleport))
{
for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
{
@ -497,7 +493,7 @@ bool CPathfinder::isMovementToDestPossible() const
switch(destination.node->layer)
{
case ELayer::LAND:
if(!canMoveBetween(source.node->coord, destination.node->coord))
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
return false;
if(isSourceGuarded())
{
@ -511,7 +507,7 @@ bool CPathfinder::isMovementToDestPossible() const
break;
case ELayer::SAIL:
if(!canMoveBetween(source.node->coord, destination.node->coord))
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
return false;
if(isSourceGuarded())
{
@ -537,7 +533,7 @@ bool CPathfinder::isMovementToDestPossible() const
break;
case ELayer::WATER:
if(!canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
if(!hlp->canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
return false;
if(isDestinationGuarded())
return false;
@ -548,9 +544,9 @@ bool CPathfinder::isMovementToDestPossible() const
return true;
}
void CPathfinder::checkMovementAfterDestPossible()
void CMovementAfterDestinationRule::process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination)
{
switch(destAction)
switch(destination.action)
{
/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
/// Likely in many cases we don't need to add visitable tile to queue when hero don't fly
@ -559,14 +555,14 @@ void CPathfinder::checkMovementAfterDestPossible()
/// For now we only add visitable tile into queue when it's teleporter that allow transit
/// Movement from visitable tile when hero is standing on it is possible into any layer
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
if(isAllowedTeleportEntrance(objTeleport))
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero protected
return;
}
else if(destination.nodeObject->ID == Obj::GARRISON
|| destination.nodeObject->ID == Obj::GARRISON2
else if(destination.nodeObject->ID == Obj::GARRISON
|| destination.nodeObject->ID == Obj::GARRISON2
|| destination.nodeObject->ID == Obj::BORDER_GATE)
{
/// Transit via unguarded garrisons is always possible
@ -580,20 +576,20 @@ void CPathfinder::checkMovementAfterDestPossible()
return;
case CGPathNode::EMBARK:
if(options.useEmbarkAndDisembark)
if(pathfinderHelper->options.useEmbarkAndDisembark)
return;
break;
case CGPathNode::DISEMBARK:
if(options.useEmbarkAndDisembark && !isDestinationGuarded())
if(pathfinderHelper->options.useEmbarkAndDisembark && !destination.guarded)
return;
break;
case CGPathNode::BATTLE:
/// Movement after BATTLE action only possible from guarded tile to guardian tile
if(isDestinationGuarded())
if(destination.guarded)
return;
break;
@ -643,7 +639,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(isDestinationGuarded(true))
if(isDestinationGuarded())
action = CGPathNode::BATTLE;
}
else if(objRel == PlayerRelations::ENEMIES)
@ -653,7 +649,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(isDestinationGuarded(true))
if(isDestinationGuarded())
action = CGPathNode::BATTLE;
}
else
@ -716,17 +712,11 @@ bool CPathfinder::isSourceGuarded() const
return false;
}
bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
bool CPathfinder::isDestinationGuarded() const
{
/// isDestinationGuarded is exception needed for garrisons.
/// When monster standing behind garrison it's visitable and guarded at the same time.
if(gs->guardingCreaturePosition(destination.node->coord).valid()
&& (ignoreAccessibility || destination.node->accessible == CGPathNode::BLOCKVIS))
{
return true;
}
return false;
return gs->guardingCreaturePosition(destination.node->coord).valid();
}
bool CPathfinder::isDestinationGuardian() const
@ -855,12 +845,12 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos,
return CGPathNode::ACCESSIBLE;
}
bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
{
return gs->checkForVisitableDir(a, b);
}
bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
{
if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
@ -877,12 +867,12 @@ bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
return false;
}
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const
{
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
@ -893,7 +883,7 @@ bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
return false;
}
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
@ -904,9 +894,9 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
return false;
}
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
}
TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
@ -997,8 +987,8 @@ int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
}
CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options)
: turn(-1), hero(Hero), options(Options)
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
: CGameInfoCallback(gs, boost::optional<PlayerColor>()), turn(-1), hero(Hero), options(Options)
{
turnsInfo.reserve(16);
updateTurnInfo();
@ -1058,8 +1048,10 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
return turnsInfo[turn]->getMaxMovePoints(layer);
}
void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
void CPathfinderHelper::getNeighbours(const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
{
CMap * map = gs->map;
static const int3 dirs[] = {
int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
@ -1101,28 +1093,23 @@ void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct
}
}
int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
int CPathfinderHelper::getMovementCost(const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const bool checkLast)
{
if(src == dst) //same tile
return 0;
bool localTi = false;
if(!ti)
{
localTi = true;
ti = new TurnInfo(h);
}
auto ti = getTurnInfo();
if(ct == nullptr || dt == nullptr)
{
ct = h->cb->getTile(src);
dt = h->cb->getTile(dst);
ct = hero->cb->getTile(src);
dt = hero->cb->getTile(dst);
}
/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
/// Also flying movement only has penalty when player moving over blocked tiles.
/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
int ret = h->getTileCost(*dt, *ct, ti);
int ret = hero->getTileCost(*dt, *ct, ti);
/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
/// Difference in cost calculation on client and server is much worse than incorrect cost.
/// So this one is waiting till server going to use pathfinder rules for path validation.
@ -1133,9 +1120,9 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
}
else if(dt->terType == ETerrainType::WATER)
{
if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
if(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
ret *= 0.666;
else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
else if(!hero->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
{
ret *= (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
}
@ -1148,9 +1135,6 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
if(ret > remainingMovePoints && remainingMovePoints >= old)
{
if(localTi)
delete ti;
return remainingMovePoints;
}
}
@ -1162,32 +1146,21 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
{
std::vector<int3> vec;
vec.reserve(8); //optimization
getNeighbours(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true);
getNeighbours(*dt, dst, vec, ct->terType != ETerrainType::WATER, true);
for(auto & elem : vec)
{
int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false);
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
if(fcost <= left)
{
if(localTi)
delete ti;
return ret;
}
}
ret = remainingMovePoints;
}
if(localTi)
delete ti;
return ret;
}
int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
{
return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement);
}
CGPathNode::CGPathNode()
: coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
{
@ -1308,7 +1281,7 @@ CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
}
CPathNodeInfo::CPathNodeInfo()
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), blocked(false), furtherProcessingImpossible(false)
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false)
{
}
@ -1325,8 +1298,21 @@ void CPathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObje
nodeObject = tile->topVisitableObj(excludeTopObject);
}
guarded = false;
}
CDestinationNodeInfo::CDestinationNodeInfo()
: CPathNodeInfo(), blocked(false), furtherProcessingImpossible(false), action(CGPathNode::ENodeAction::UNKNOWN)
{
}
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
{
CPathNodeInfo::setNode(gs, n, excludeTopObject);
blocked = false;
furtherProcessingImpossible = false;
action = CGPathNode::ENodeAction::UNKNOWN;
}
bool CPathNodeInfo::isNodeObjectVisitable() const

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@ -102,16 +102,26 @@ struct DLL_LINKAGE CPathNodeInfo
const CGObjectInstance * nodeObject;
const TerrainTile * tile;
int3 coord;
bool blocked;
bool furtherProcessingImpossible;
bool guarded;
CPathNodeInfo();
void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public CPathNodeInfo
{
CGPathNode::ENodeAction action;
bool furtherProcessingImpossible;
bool blocked;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false) override;
};
class CNodeHelper
{
public:
@ -119,8 +129,21 @@ public:
virtual CGPathNode * getInitialNode() = 0;
};
class CPathfinderHelper;
class CPathfinder;
class IPathfindingRule
{
public:
virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) = 0;
};
class CMovementAfterDestinationRule : public IPathfindingRule
{
public:
virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) override;
};
class CNeighbourFinder
{
protected:
@ -130,11 +153,62 @@ protected:
std::vector<CGPathNode *> neighbours;
public:
CNeighbourFinder(CPathfinder * pathfinder);
virtual std::vector<CGPathNode *> & calculateNeighbours();
CNeighbourFinder();
virtual std::vector<CGPathNode *> & calculateNeighbours(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper, CNodeHelper * nodeHelper);
protected:
void addNeighbourTiles();
void addNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper);
};
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
};
class CPathfinder : private CGameInfoCallback
@ -151,60 +225,10 @@ public:
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:
private:
typedef EPathfindingLayer ELayer;
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)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
} options;
PathfinderOptions options;
const CGHeroInstance * hero;
const std::vector<std::vector<std::vector<ui8> > > &FoW;
std::unique_ptr<CPathfinderHelper> hlp;
@ -236,10 +260,8 @@ public:
std::vector<int3> neighbours;
CPathNodeInfo source; //current (source) path node -> we took it from the queue
CPathNodeInfo destination; //destination node -> it's a neighbour of source that we consider
CGPathNode::ENodeAction destAction;
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
void populateNeighbourTiles(std::vector<int3> & neighbourTiles);
void addTeleportExits();
bool isHeroPatrolLocked() const;
@ -248,27 +270,18 @@ public:
bool isLayerTransitionPossible(const ELayer dstLayer) const;
bool isLayerTransitionPossible() const;
bool isMovementToDestPossible() const;
void checkMovementAfterDestPossible();
CGPathNode::ENodeAction getDestAction() const;
CGPathNode::ENodeAction getTeleportDestAction() const;
bool isSourceInitialPosition() const;
bool isSourceGuarded() const;
bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
bool isDestinationGuarded() const;
bool isDestinationGuardian() const;
void initializePatrol();
void initializeGraph();
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) 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 isAllowedTeleportEntrance(const CGTeleport * obj) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
};
struct DLL_LINKAGE TurnInfo
@ -300,10 +313,15 @@ struct DLL_LINKAGE TurnInfo
int getMaxMovePoints(const EPathfindingLayer layer) const;
};
class DLL_LINKAGE CPathfinderHelper
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{
public:
CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options);
int turn;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
~CPathfinderHelper();
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer layer) const;
@ -311,43 +329,36 @@ public:
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer layer) const;
static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
void getNeighbours(const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
static int getMovementCost(
const CGHeroInstance * h,
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints =- 1,
const TurnInfo * ti = nullptr,
const bool checkLast = true);
static int getMovementCost(
const CGHeroInstance * h,
int getMovementCost(
const CPathNodeInfo & src,
const CPathNodeInfo & dst,
const int remainingMovePoints = -1,
const TurnInfo * ti = nullptr,
const bool checkLast = true)
{
return getMovementCost(
h,
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
ti,
checkLast
);
}
static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
private:
int turn;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const CPathfinder::PathfinderOptions & options;
};

View File

@ -2158,10 +2158,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
tmh.movePoints = h->movement;
//check if destination tile is available
auto ti = make_unique<TurnInfo>(h);
const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti.get());
auto pathfinderHelper = make_unique<CPathfinderHelper>(gs, h, PathfinderOptions());
pathfinderHelper->updateTurnInfo(0);
auto ti = pathfinderHelper->getTurnInfo();
const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
@ -2253,14 +2257,14 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
if (!transit && embarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti.get());
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false, ti);
return doMove(TryMoveHero::EMBARK, IGNORE_GUARDS, DONT_VISIT_DEST, LEAVING_TILE);
// In H3 embark ignore guards
}
if (disembarking)
{
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti.get());
tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true, ti);
return doMove(TryMoveHero::DISEMBARK, CHECK_FOR_GUARDS, VISIT_DEST, LEAVING_TILE);
}