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AI: first rule extracted for pathfinder
This commit is contained in:
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9af0032f84
commit
6ac987794c
@ -597,3 +597,14 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
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else
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return false;
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}
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
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{
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auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
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uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
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if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
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return 0;
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return totalMovementPoints - pathInfo->moveRemains;
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}
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@ -176,6 +176,7 @@ bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2
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ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t);
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t);
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int3 whereToExplore(HeroPtr h);
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uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos);
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class CDistanceSorter
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{
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@ -25,20 +25,20 @@ bool canSeeObj(const CGObjectInstance * obj)
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return obj != nullptr && obj->ID != Obj::EVENT;
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}
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CNeighbourFinder::CNeighbourFinder(CPathfinder * pathfinder)
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:pathfinder(pathfinder), neighbours(), neighbourTiles(), accessibleNeighbourTiles()
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CNeighbourFinder::CNeighbourFinder()
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:neighbours(), neighbourTiles(), accessibleNeighbourTiles()
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{
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}
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std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours()
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std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper, CNodeHelper * nodeHelper)
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{
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addNeighbourTiles();
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addNeighbourTiles(source, pathfinderHelper);
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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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{
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auto node = pathfinder->nodeHelper->getNode(neighbour, i);
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auto node = nodeHelper->getNode(neighbour, i);
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if(node->accessible == CGPathNode::NOT_SET)
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continue;
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@ -50,19 +50,24 @@ std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours()
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return neighbours;
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}
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void CNeighbourFinder::addNeighbourTiles()
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void CNeighbourFinder::addNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper)
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{
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neighbourTiles.clear();
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accessibleNeighbourTiles.clear();
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neighbours.clear();
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pathfinder->populateNeighbourTiles(neighbourTiles);
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pathfinderHelper->getNeighbours(
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*source.tile,
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source.node->coord,
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neighbourTiles,
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boost::logic::indeterminate,
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source.node->layer == EPathfindingLayer::SAIL);
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if(pathfinder->source.isNodeObjectVisitable())
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if(source.isNodeObjectVisitable())
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{
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for(int3 tile : neighbourTiles)
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{
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if(pathfinder->canMoveBetween(tile, pathfinder->source.nodeObject->visitablePos()))
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if(pathfinderHelper->canMoveBetween(tile, source.nodeObject->visitablePos()))
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accessibleNeighbourTiles.push_back(tile);
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}
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}
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@ -99,7 +104,7 @@ public:
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}
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};
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CPathfinder::PathfinderOptions::PathfinderOptions()
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PathfinderOptions::PathfinderOptions()
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{
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useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
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useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
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@ -125,7 +130,7 @@ CPathfinder::CPathfinder(
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_gs,
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_hero,
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std::make_shared<CPathfinderNodeHelper>(_out, _hero),
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std::make_shared<CNeighbourFinder>(this))
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std::make_shared<CNeighbourFinder>())
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{
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}
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@ -145,9 +150,7 @@ CPathfinder::CPathfinder(
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assert(hero);
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assert(hero == getHero(hero->id));
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destAction = CGPathNode::UNKNOWN;
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hlp = make_unique<CPathfinderHelper>(hero, options);
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hlp = make_unique<CPathfinderHelper>(_gs, hero, options);
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initializePatrol();
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initializeGraph();
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@ -222,7 +225,7 @@ void CPathfinder::calculatePaths()
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}
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//add accessible neighbouring nodes to the queue
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auto neighbourNodes = neighbourFinder->calculateNeighbours();
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auto neighbourNodes = neighbourFinder->calculateNeighbours(source, hlp.get(), nodeHelper.get());
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for(auto & neighbour : neighbourNodes)
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{
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destination.setNode(gs, neighbour);
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@ -244,26 +247,29 @@ void CPathfinder::calculatePaths()
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if(source.node->layer != destination.node->layer && !isLayerTransitionPossible())
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continue;
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destination.guarded = isDestinationGuarded();
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if(!isMovementToDestPossible())
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continue;
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destAction = getDestAction();
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destination.action = getDestAction();
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int turnAtNextTile = turn, moveAtNextTile = movement;
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int cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo());
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int cost = hlp->getMovementCost(source, destination, moveAtNextTile);
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int remains = moveAtNextTile - cost;
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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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hlp->updateTurnInfo(++turnAtNextTile);
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moveAtNextTile = hlp->getMaxMovePoints(destination.node->layer);
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cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
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cost = hlp->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
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if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
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remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1, hlp->getTurnInfo());
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cost = moveAtNextTile - remains;
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}
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@ -274,10 +280,11 @@ void CPathfinder::calculatePaths()
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destination.node->moveRemains = remains;
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destination.node->turns = turnAtNextTile;
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destination.node->theNodeBefore = source.node;
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destination.node->action = destAction;
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destination.node->action = destination.action;
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CMovementAfterDestinationRule rl = CMovementAfterDestinationRule();
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rl.process(hlp.get(), source, destination);
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// TODO: move this method to a separete module kind of IPathfinderRule.process(). And all above.
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checkMovementAfterDestPossible();
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if(!destination.furtherProcessingImpossible)
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pq.push(destination.node);
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}
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@ -313,17 +320,6 @@ void CPathfinder::calculatePaths()
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} //queue loop
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}
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void CPathfinder::populateNeighbourTiles(std::vector<int3> & neighbourTiles)
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{
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CPathfinderHelper::getNeighbours(
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gs->map,
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*source.tile,
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source.node->coord,
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neighbourTiles,
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boost::logic::indeterminate,
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source.node->layer == EPathfindingLayer::SAIL);
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}
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void CPathfinder::addTeleportExits()
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{
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neighbours.clear();
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@ -333,7 +329,7 @@ void CPathfinder::addTeleportExits()
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return;
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
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if(isAllowedTeleportEntrance(objTeleport))
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if(hlp->isAllowedTeleportEntrance(objTeleport))
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{
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for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
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{
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@ -497,7 +493,7 @@ bool CPathfinder::isMovementToDestPossible() const
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switch(destination.node->layer)
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{
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case ELayer::LAND:
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if(!canMoveBetween(source.node->coord, destination.node->coord))
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if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
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return false;
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if(isSourceGuarded())
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{
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@ -511,7 +507,7 @@ bool CPathfinder::isMovementToDestPossible() const
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break;
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case ELayer::SAIL:
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if(!canMoveBetween(source.node->coord, destination.node->coord))
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if(!hlp->canMoveBetween(source.node->coord, destination.node->coord))
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return false;
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if(isSourceGuarded())
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{
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@ -537,7 +533,7 @@ bool CPathfinder::isMovementToDestPossible() const
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break;
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case ELayer::WATER:
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if(!canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
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if(!hlp->canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
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return false;
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if(isDestinationGuarded())
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return false;
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@ -548,9 +544,9 @@ bool CPathfinder::isMovementToDestPossible() const
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return true;
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}
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void CPathfinder::checkMovementAfterDestPossible()
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void CMovementAfterDestinationRule::process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination)
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{
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switch(destAction)
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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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@ -559,14 +555,14 @@ void CPathfinder::checkMovementAfterDestPossible()
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/// For now we only add visitable tile into queue when it's teleporter that allow transit
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/// Movement from visitable tile when hero is standing on it is possible into any layer
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
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if(isAllowedTeleportEntrance(objTeleport))
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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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return;
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}
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else if(destination.nodeObject->ID == Obj::GARRISON
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|| destination.nodeObject->ID == Obj::GARRISON2
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else if(destination.nodeObject->ID == Obj::GARRISON
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|| destination.nodeObject->ID == Obj::GARRISON2
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|| destination.nodeObject->ID == Obj::BORDER_GATE)
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{
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/// Transit via unguarded garrisons is always possible
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@ -580,20 +576,20 @@ void CPathfinder::checkMovementAfterDestPossible()
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return;
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case CGPathNode::EMBARK:
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if(options.useEmbarkAndDisembark)
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if(pathfinderHelper->options.useEmbarkAndDisembark)
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return;
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break;
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case CGPathNode::DISEMBARK:
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if(options.useEmbarkAndDisembark && !isDestinationGuarded())
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if(pathfinderHelper->options.useEmbarkAndDisembark && !destination.guarded)
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return;
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break;
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case CGPathNode::BATTLE:
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/// Movement after BATTLE action only possible from guarded tile to guardian tile
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if(isDestinationGuarded())
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if(destination.guarded)
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return;
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break;
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@ -643,7 +639,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
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{
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if(destination.nodeObject->passableFor(hero->tempOwner))
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{
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if(isDestinationGuarded(true))
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if(isDestinationGuarded())
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action = CGPathNode::BATTLE;
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}
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else if(objRel == PlayerRelations::ENEMIES)
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@ -653,7 +649,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
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{
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if(destination.nodeObject->passableFor(hero->tempOwner))
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{
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if(isDestinationGuarded(true))
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if(isDestinationGuarded())
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action = CGPathNode::BATTLE;
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}
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else
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@ -716,17 +712,11 @@ bool CPathfinder::isSourceGuarded() const
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return false;
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}
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bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
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bool CPathfinder::isDestinationGuarded() const
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{
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/// isDestinationGuarded is exception needed for garrisons.
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/// When monster standing behind garrison it's visitable and guarded at the same time.
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if(gs->guardingCreaturePosition(destination.node->coord).valid()
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&& (ignoreAccessibility || destination.node->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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return gs->guardingCreaturePosition(destination.node->coord).valid();
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}
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bool CPathfinder::isDestinationGuardian() const
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@ -855,12 +845,12 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos,
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return CGPathNode::ACCESSIBLE;
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}
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bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
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bool CPathfinderHelper::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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bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
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bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
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{
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if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
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return false;
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@ -877,12 +867,12 @@ bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
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return false;
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}
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bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
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bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
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{
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return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
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}
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bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
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bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const
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{
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if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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{
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@ -893,7 +883,7 @@ bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
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return false;
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}
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bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
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bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
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{
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if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
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{
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@ -904,9 +894,9 @@ bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
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return false;
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}
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bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
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bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
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{
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return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
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return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
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}
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TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
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@ -997,8 +987,8 @@ int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
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return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
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}
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CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options)
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: turn(-1), hero(Hero), options(Options)
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CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
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: CGameInfoCallback(gs, boost::optional<PlayerColor>()), turn(-1), hero(Hero), options(Options)
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{
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turnsInfo.reserve(16);
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updateTurnInfo();
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@ -1058,8 +1048,10 @@ int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
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return turnsInfo[turn]->getMaxMovePoints(layer);
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}
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void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
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void CPathfinderHelper::getNeighbours(const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
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{
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CMap * map = gs->map;
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static const int3 dirs[] = {
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int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
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int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
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@ -1101,28 +1093,23 @@ void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct
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}
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}
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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)
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int CPathfinderHelper::getMovementCost(const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const bool checkLast)
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{
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if(src == dst) //same tile
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return 0;
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bool localTi = false;
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if(!ti)
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{
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localTi = true;
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ti = new TurnInfo(h);
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}
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auto ti = getTurnInfo();
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if(ct == nullptr || dt == nullptr)
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{
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ct = h->cb->getTile(src);
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dt = h->cb->getTile(dst);
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ct = hero->cb->getTile(src);
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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 = h->getTileCost(*dt, *ct, ti);
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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
|
||||
|
@ -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;
|
||||
};
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user