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Move all pathfinding-related code into new file
This commit is contained in:
parent
9e8427a078
commit
6b34eb729e
@ -27,6 +27,7 @@
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#include "rmg/CMapGenerator.h"
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#include "CStopWatch.h"
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#include "mapping/CMapEditManager.h"
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#include "CPathfinder.h"
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class CGObjectInstance;
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@ -2881,109 +2882,6 @@ CGHeroInstance * CGameState::getUsedHero(HeroTypeID hid) const
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return nullptr;
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}
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CGPathNode::CGPathNode()
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:coord(-1,-1,-1)
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{
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accessible = NOT_SET;
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land = 0;
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moveRemains = 0;
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turns = 255;
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theNodeBefore = nullptr;
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}
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bool CGPathNode::reachable() const
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{
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return turns < 255;
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}
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const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
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return nullptr;
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return &nodes[tile.x][tile.y][tile.z];
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}
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int CPathsInfo::getDistance( int3 tile ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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CGPath ret;
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if(getPath(tile, ret))
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return ret.nodes.size();
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else
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return 255;
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}
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bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
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{
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boost::unique_lock<boost::mutex> pathLock(pathMx);
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out.nodes.clear();
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const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
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if(!curnode->theNodeBefore)
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return false;
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while(curnode)
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{
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CGPathNode cpn = *curnode;
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curnode = curnode->theNodeBefore;
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out.nodes.push_back(cpn);
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}
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return true;
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}
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CPathsInfo::CPathsInfo( const int3 &Sizes )
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:sizes(Sizes)
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{
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hero = nullptr;
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nodes = new CGPathNode**[sizes.x];
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for(int i = 0; i < sizes.x; i++)
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{
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nodes[i] = new CGPathNode*[sizes.y];
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for(int j = 0; j < sizes.y; j++)
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{
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nodes[i][j] = new CGPathNode[sizes.z];
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}
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}
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}
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CPathsInfo::~CPathsInfo()
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{
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for(int i = 0; i < sizes.x; i++)
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{
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for(int j = 0; j < sizes.y; j++)
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{
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delete [] nodes[i][j];
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}
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delete [] nodes[i];
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}
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delete [] nodes;
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}
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int3 CGPath::startPos() const
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{
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return nodes[nodes.size()-1].coord;
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}
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int3 CGPath::endPos() const
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{
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return nodes[0].coord;
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}
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void CGPath::convert( ui8 mode )
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{
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if(mode==0)
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{
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for(auto & elem : nodes)
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{
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elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
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}
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}
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}
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PlayerState::PlayerState()
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: color(-1), enteredWinningCheatCode(0),
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enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
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@ -3271,405 +3169,8 @@ TeamState::TeamState()
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setNodeType(TEAM);
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}
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void CPathfinder::initializeGraph()
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{
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int3 pos;
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CGPathNode ***graph = out.nodes;
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for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
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{
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for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
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{
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for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
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{
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const TerrainTile *tinfo = &gs->map->getTile(pos);
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CGPathNode &node = graph[pos.x][pos.y][pos.z];
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node.accessible = evaluateAccessibility(pos, tinfo);
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node.turns = 0xff;
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node.moveRemains = 0;
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node.coord = pos;
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node.land = tinfo->terType != ETerrainType::WATER;
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node.theNodeBefore = nullptr;
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}
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}
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}
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}
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void CPathfinder::addNeighbours(const int3 &coord)
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{
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neighbours.clear();
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ct = &gs->map->getTile(coord);
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std::vector<int3> tiles;
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gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, !cp->land);
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sTileObj = ct->topVisitableObj(coord == CGHeroInstance::convertPosition(hero->pos, false));
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if(sTileObj)
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{
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for(int3 tile: tiles)
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{
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if(canMoveBetween(tile, sTileObj->visitablePos()))
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neighbours.push_back(tile);
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}
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}
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else
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vstd::concatenate(neighbours, tiles);
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}
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void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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{
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assert(sTileObj);
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neighbours.clear();
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auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
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{
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if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
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return false;
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if(noTeleportExcludes)
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return true;
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auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
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if(whirlpool)
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{
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if(addTeleportWhirlpool(whirlpool))
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return true;
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}
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else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
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return true;
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return false;
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};
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const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
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if(isAllowedTeleportEntrance(sTileTeleport))
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{
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for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
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{
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auto obj = getObj(objId);
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if(CGTeleport::isExitPassable(gs, hero, obj))
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neighbours.push_back(obj->visitablePos());
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}
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}
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}
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int3 CPathfinder::getSourceGuardPosition()
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{
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return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
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}
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bool CPathfinder::isSourceGuarded()
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{
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//map can start with hero on guarded tile or teleport there using dimension door
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//so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
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if(getSourceGuardPosition() != int3(-1, -1, -1)
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&& cp->coord != hero->getPosition(false))
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{
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//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(cp->accessible != CGPathNode::VISITABLE
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|| !cp->theNodeBefore->land
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|| ct->topVisitableId() != Obj::BOAT)
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{
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return true;
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}
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}
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return false;
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}
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bool CPathfinder::isDestinationGuarded()
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{
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if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
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&& dp->accessible == CGPathNode::BLOCKVIS)
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{
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return true;
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}
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return false;
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}
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bool CPathfinder::isDestinationGuardian()
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{
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return getSourceGuardPosition() == dp->coord;
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}
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bool CPathfinder::checkDestinationTile()
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE)
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return true;
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if(dp->coord == CGHeroInstance::convertPosition(hero->pos, false))
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return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
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if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
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return true; // For now we'll always allow transit for teleporters
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if(useEmbarkCost && options.useEmbarkAndDisembark)
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return true;
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if(isDestinationGuarded() && !isSourceGuarded())
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return true; // Can step into a hostile tile once
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return false;
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}
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void CPathfinder::calculatePaths()
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{
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int maxMovePointsLand = hero->maxMovePoints(true);
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int maxMovePointsWater = hero->maxMovePoints(false);
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auto maxMovePoints = [&](CGPathNode *cp) -> int
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{
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return cp->land ? maxMovePointsLand : maxMovePointsWater;
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};
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auto isBetterWay = [&](int remains, int turn) -> bool
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{
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if(dp->turns == 0xff) //we haven't been here before
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return true;
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else if(dp->turns > turn)
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return true;
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else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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return true;
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return false;
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};
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//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
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//initial tile - set cost on 0 and add to the queue
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CGPathNode &initialNode = *getNode(out.hpos);
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initialNode.turns = 0;
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initialNode.moveRemains = hero->movement;
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mq.push_back(&initialNode);
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while(!mq.empty())
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{
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cp = mq.front();
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mq.pop_front();
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int movement = cp->moveRemains, turn = cp->turns;
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if(!movement)
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{
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movement = maxMovePoints(cp);
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turn++;
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}
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//add accessible neighbouring nodes to the queue
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addNeighbours(cp->coord);
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for(auto & neighbour : neighbours)
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{
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dp = getNode(neighbour);
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dt = &gs->map->getTile(neighbour);
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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if(!isMovementPossible())
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continue;
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int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
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int remains = movement - cost;
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if(useEmbarkCost)
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{
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remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
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cost = movement - remains;
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}
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int turnAtNextTile = turn;
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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turnAtNextTile++;
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int moveAtNextTile = maxMovePoints(cp);
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cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(isBetterWay(remains, turnAtNextTile))
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{
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assert(dp != cp->theNodeBefore); //two tiles can't point to each other
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dp->moveRemains = remains;
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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if(checkDestinationTile())
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mq.push_back(dp);
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}
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} //neighbours loop
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//just add all passable teleport exits
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if(sTileObj)
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{
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addTeleportExits();
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for(auto & neighbour : neighbours)
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{
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dp = getNode(neighbour);
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if(isBetterWay(movement, turn))
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{
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dp->moveRemains = movement;
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dp->turns = turn;
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dp->theNodeBefore = cp;
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mq.push_back(dp);
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}
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}
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}
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} //queue loop
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}
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CGPathNode *CPathfinder::getNode(const int3 &coord)
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{
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return &out.nodes[coord.x][coord.y][coord.z];
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}
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bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
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{
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return gs->checkForVisitableDir(a, b);
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}
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CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
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{
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CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
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return CGPathNode::BLOCKED;
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if(tinfo->visitable)
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{
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if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
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{
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return CGPathNode::BLOCKED;
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}
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else
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{
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for(const CGObjectInstance *obj : tinfo->visitableObjects)
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{
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if(obj->passableFor(hero->tempOwner))
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{
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ret = CGPathNode::ACCESSIBLE;
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}
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else if(obj->blockVisit)
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{
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return CGPathNode::BLOCKVIS;
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}
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else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
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{
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ret = CGPathNode::VISITABLE;
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}
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}
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}
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}
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else if(gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z].valid()
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&& !tinfo->blocked)
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{
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// Monster close by; blocked visit for battle.
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return CGPathNode::BLOCKVIS;
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}
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return ret;
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}
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bool CPathfinder::isMovementPossible()
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{
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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Obj destTopVisObjID = dt->topVisitableId();
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if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
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{
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if(cp->land) //from land to sea -> embark or assault hero on boat
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{
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if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
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return false;
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if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
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return false;
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if(destTopVisObjID == Obj::BOAT)
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useEmbarkCost = 1;
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}
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else //disembark
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{
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//can disembark only on coastal tiles
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if(!dt->isCoastal())
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return false;
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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return false;;
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useEmbarkCost = 2;
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}
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}
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if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
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return false;
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return true;
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}
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CPathfinder::PathfinderOptions::PathfinderOptions()
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{
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useFlying = false;
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useWaterWalking = false;
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useEmbarkAndDisembark = true;
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useTeleportTwoWay = true;
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useTeleportOneWay = true;
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useTeleportOneWayRandom = false;
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useTeleportWhirlpool = false;
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}
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
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{
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assert(hero);
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assert(hero == getHero(hero->id));
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
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throw std::runtime_error("Wrong checksum");
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}
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initializeGraph();
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if(hero->canFly())
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options.useFlying = true;
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if(hero->canWalkOnSea())
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options.useWaterWalking = true;
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if(CGWhirlpool::isProtected(hero))
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options.useTeleportWhirlpool = true;
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neighbours.reserve(16);
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}
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CRandomGenerator & CGameState::getRandomGenerator()
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{
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//logGlobal->traceStream() << "Fetching CGameState::rand with seed " << rand.nextInt();
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return rand;
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}
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bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
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{
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return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
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}
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||||
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
|
||||
{
|
||||
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
||||
{
|
||||
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
|
||||
if(passableExits.size() == 1)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
|
||||
{
|
||||
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
||||
{
|
||||
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
|
||||
if(passableExits.size() > 1)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
||||
{
|
||||
return options.useTeleportWhirlpool && obj;
|
||||
}
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "int3.h"
|
||||
#include "CRandomGenerator.h"
|
||||
#include "CGameStateFwd.h"
|
||||
#include "CPathfinder.h"
|
||||
|
||||
/*
|
||||
* CGameState.h, part of VCMI engine
|
||||
@ -44,7 +45,6 @@ class CMap;
|
||||
struct StartInfo;
|
||||
struct SDL_Surface;
|
||||
class CMapHandler;
|
||||
class CPathfinder;
|
||||
struct SetObjectProperty;
|
||||
struct MetaString;
|
||||
struct CPack;
|
||||
@ -276,64 +276,6 @@ struct DLL_EXPORT DuelParameters
|
||||
}
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
private:
|
||||
struct PathfinderOptions
|
||||
{
|
||||
bool useFlying;
|
||||
bool useWaterWalking;
|
||||
bool useEmbarkAndDisembark;
|
||||
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
|
||||
bool useTeleportOneWay; // One-way monoliths with one known exit only
|
||||
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
|
||||
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
|
||||
|
||||
PathfinderOptions();
|
||||
};
|
||||
PathfinderOptions options;
|
||||
|
||||
CPathsInfo &out;
|
||||
const CGHeroInstance *hero;
|
||||
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
||||
|
||||
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
|
||||
|
||||
std::vector<int3> neighbours;
|
||||
|
||||
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile *ct, *dt; //tile info for both nodes
|
||||
const CGObjectInstance *sTileObj;
|
||||
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
|
||||
CGPathNode *getNode(const int3 &coord);
|
||||
void initializeGraph();
|
||||
bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
|
||||
|
||||
int3 getSourceGuardPosition();
|
||||
bool isSourceGuarded();
|
||||
bool isDestinationGuarded();
|
||||
bool isDestinationGuardian();
|
||||
|
||||
void addNeighbours(const int3 &coord);
|
||||
void addTeleportExits(bool noTeleportExcludes = false);
|
||||
|
||||
bool checkDestinationTile();
|
||||
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
|
||||
bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
|
||||
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
|
||||
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
||||
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
};
|
||||
|
||||
|
||||
struct BattleInfo;
|
||||
|
||||
|
@ -117,50 +117,3 @@ struct DLL_LINKAGE QuestInfo //universal interface for human and AI
|
||||
h & quest & obj & tile;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
const CGPathNode * getPathInfo( int3 tile ) const;
|
||||
bool getPath(const int3 &dst, CGPath &out) const;
|
||||
int getDistance( int3 tile ) const;
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
};
|
||||
|
@ -95,6 +95,7 @@ set(lib_SRCS
|
||||
|
||||
IGameCallback.cpp
|
||||
CGameInfoCallback.cpp
|
||||
CPathfinder.cpp
|
||||
CGameState.cpp
|
||||
Connection.cpp
|
||||
NetPacksLib.cpp
|
||||
|
518
lib/CPathfinder.cpp
Normal file
518
lib/CPathfinder.cpp
Normal file
@ -0,0 +1,518 @@
|
||||
#include "StdInc.h"
|
||||
#include "CPathfinder.h"
|
||||
|
||||
#include "CHeroHandler.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "registerTypes/RegisterTypes.h"
|
||||
#include "GameConstants.h"
|
||||
#include "CStopWatch.h"
|
||||
|
||||
/*
|
||||
* CPathfinder.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
CPathfinder::PathfinderOptions::PathfinderOptions()
|
||||
{
|
||||
useFlying = false;
|
||||
useWaterWalking = false;
|
||||
useEmbarkAndDisembark = true;
|
||||
useTeleportTwoWay = true;
|
||||
useTeleportOneWay = true;
|
||||
useTeleportOneWayRandom = false;
|
||||
useTeleportWhirlpool = false;
|
||||
}
|
||||
|
||||
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
|
||||
{
|
||||
assert(hero);
|
||||
assert(hero == getHero(hero->id));
|
||||
|
||||
out.hero = hero;
|
||||
out.hpos = hero->getPosition(false);
|
||||
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
|
||||
{
|
||||
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
|
||||
throw std::runtime_error("Wrong checksum");
|
||||
}
|
||||
|
||||
initializeGraph();
|
||||
|
||||
if(hero->canFly())
|
||||
options.useFlying = true;
|
||||
if(hero->canWalkOnSea())
|
||||
options.useWaterWalking = true;
|
||||
if(CGWhirlpool::isProtected(hero))
|
||||
options.useTeleportWhirlpool = true;
|
||||
|
||||
neighbours.reserve(16);
|
||||
}
|
||||
|
||||
void CPathfinder::calculatePaths()
|
||||
{
|
||||
int maxMovePointsLand = hero->maxMovePoints(true);
|
||||
int maxMovePointsWater = hero->maxMovePoints(false);
|
||||
|
||||
auto maxMovePoints = [&](CGPathNode *cp) -> int
|
||||
{
|
||||
return cp->land ? maxMovePointsLand : maxMovePointsWater;
|
||||
};
|
||||
|
||||
auto isBetterWay = [&](int remains, int turn) -> bool
|
||||
{
|
||||
if(dp->turns == 0xff) //we haven't been here before
|
||||
return true;
|
||||
else if(dp->turns > turn)
|
||||
return true;
|
||||
else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
//logGlobal->infoStream() << boost::format("Calculating paths for hero %s (adress %d) of player %d") % hero->name % hero % hero->tempOwner;
|
||||
|
||||
//initial tile - set cost on 0 and add to the queue
|
||||
CGPathNode &initialNode = *getNode(out.hpos);
|
||||
initialNode.turns = 0;
|
||||
initialNode.moveRemains = hero->movement;
|
||||
mq.push_back(&initialNode);
|
||||
|
||||
while(!mq.empty())
|
||||
{
|
||||
cp = mq.front();
|
||||
mq.pop_front();
|
||||
|
||||
int movement = cp->moveRemains, turn = cp->turns;
|
||||
if(!movement)
|
||||
{
|
||||
movement = maxMovePoints(cp);
|
||||
turn++;
|
||||
}
|
||||
|
||||
//add accessible neighbouring nodes to the queue
|
||||
addNeighbours(cp->coord);
|
||||
for(auto & neighbour : neighbours)
|
||||
{
|
||||
dp = getNode(neighbour);
|
||||
dt = &gs->map->getTile(neighbour);
|
||||
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
|
||||
if(!isMovementPossible())
|
||||
continue;
|
||||
|
||||
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
|
||||
int remains = movement - cost;
|
||||
if(useEmbarkCost)
|
||||
{
|
||||
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
|
||||
cost = movement - remains;
|
||||
}
|
||||
|
||||
int turnAtNextTile = turn;
|
||||
if(remains < 0)
|
||||
{
|
||||
//occurs rarely, when hero with low movepoints tries to leave the road
|
||||
turnAtNextTile++;
|
||||
int moveAtNextTile = maxMovePoints(cp);
|
||||
cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
|
||||
remains = moveAtNextTile - cost;
|
||||
}
|
||||
|
||||
if(isBetterWay(remains, turnAtNextTile))
|
||||
{
|
||||
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
|
||||
dp->moveRemains = remains;
|
||||
dp->turns = turnAtNextTile;
|
||||
dp->theNodeBefore = cp;
|
||||
|
||||
if(checkDestinationTile())
|
||||
mq.push_back(dp);
|
||||
}
|
||||
} //neighbours loop
|
||||
|
||||
//just add all passable teleport exits
|
||||
if(sTileObj)
|
||||
{
|
||||
addTeleportExits();
|
||||
for(auto & neighbour : neighbours)
|
||||
{
|
||||
dp = getNode(neighbour);
|
||||
if(isBetterWay(movement, turn))
|
||||
{
|
||||
dp->moveRemains = movement;
|
||||
dp->turns = turn;
|
||||
dp->theNodeBefore = cp;
|
||||
mq.push_back(dp);
|
||||
}
|
||||
}
|
||||
}
|
||||
} //queue loop
|
||||
}
|
||||
|
||||
void CPathfinder::addNeighbours(const int3 &coord)
|
||||
{
|
||||
neighbours.clear();
|
||||
ct = &gs->map->getTile(coord);
|
||||
|
||||
std::vector<int3> tiles;
|
||||
gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, !cp->land);
|
||||
sTileObj = ct->topVisitableObj(coord == CGHeroInstance::convertPosition(hero->pos, false));
|
||||
if(sTileObj)
|
||||
{
|
||||
for(int3 tile: tiles)
|
||||
{
|
||||
if(canMoveBetween(tile, sTileObj->visitablePos()))
|
||||
neighbours.push_back(tile);
|
||||
}
|
||||
}
|
||||
else
|
||||
vstd::concatenate(neighbours, tiles);
|
||||
}
|
||||
|
||||
void CPathfinder::addTeleportExits(bool noTeleportExcludes)
|
||||
{
|
||||
assert(sTileObj);
|
||||
|
||||
neighbours.clear();
|
||||
auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
|
||||
{
|
||||
if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
|
||||
return false;
|
||||
|
||||
if(noTeleportExcludes)
|
||||
return true;
|
||||
|
||||
auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
|
||||
if(whirlpool)
|
||||
{
|
||||
if(addTeleportWhirlpool(whirlpool))
|
||||
return true;
|
||||
}
|
||||
else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
|
||||
if(isAllowedTeleportEntrance(sTileTeleport))
|
||||
{
|
||||
for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
|
||||
{
|
||||
auto obj = getObj(objId);
|
||||
if(CGTeleport::isExitPassable(gs, hero, obj))
|
||||
neighbours.push_back(obj->visitablePos());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CPathfinder::isMovementPossible()
|
||||
{
|
||||
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
|
||||
return false;
|
||||
|
||||
Obj destTopVisObjID = dt->topVisitableId();
|
||||
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
|
||||
{
|
||||
if(cp->land) //from land to sea -> embark or assault hero on boat
|
||||
{
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
|
||||
return false;
|
||||
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
|
||||
return false;
|
||||
if(destTopVisObjID == Obj::BOAT)
|
||||
useEmbarkCost = 1;
|
||||
}
|
||||
else //disembark
|
||||
{
|
||||
//can disembark only on coastal tiles
|
||||
if(!dt->isCoastal())
|
||||
return false;
|
||||
|
||||
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
||||
if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|
||||
|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
||||
return false;;
|
||||
|
||||
useEmbarkCost = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CPathfinder::checkDestinationTile()
|
||||
{
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE)
|
||||
return true;
|
||||
if(dp->coord == CGHeroInstance::convertPosition(hero->pos, false))
|
||||
return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
|
||||
if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
|
||||
return true; // For now we'll always allow transit for teleporters
|
||||
if(useEmbarkCost && options.useEmbarkAndDisembark)
|
||||
return true;
|
||||
if(isDestinationGuarded() && !isSourceGuarded())
|
||||
return true; // Can step into a hostile tile once
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int3 CPathfinder::getSourceGuardPosition()
|
||||
{
|
||||
return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
|
||||
}
|
||||
|
||||
bool CPathfinder::isSourceGuarded()
|
||||
{
|
||||
//map can start with hero on guarded tile or teleport there using dimension door
|
||||
//so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
|
||||
if(getSourceGuardPosition() != int3(-1, -1, -1)
|
||||
&& cp->coord != hero->getPosition(false))
|
||||
{
|
||||
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
||||
if(cp->accessible != CGPathNode::VISITABLE
|
||||
|| !cp->theNodeBefore->land
|
||||
|| ct->topVisitableId() != Obj::BOAT)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestinationGuarded()
|
||||
{
|
||||
if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
||||
&& dp->accessible == CGPathNode::BLOCKVIS)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestinationGuardian()
|
||||
{
|
||||
return getSourceGuardPosition() == dp->coord;
|
||||
}
|
||||
|
||||
void CPathfinder::initializeGraph()
|
||||
{
|
||||
int3 pos;
|
||||
CGPathNode ***graph = out.nodes;
|
||||
for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
|
||||
{
|
||||
for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
|
||||
{
|
||||
for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
|
||||
{
|
||||
const TerrainTile *tinfo = &gs->map->getTile(pos);
|
||||
CGPathNode &node = graph[pos.x][pos.y][pos.z];
|
||||
node.accessible = evaluateAccessibility(pos, tinfo);
|
||||
node.turns = 0xff;
|
||||
node.moveRemains = 0;
|
||||
node.coord = pos;
|
||||
node.land = tinfo->terType != ETerrainType::WATER;
|
||||
node.theNodeBefore = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CGPathNode *CPathfinder::getNode(const int3 &coord)
|
||||
{
|
||||
return &out.nodes[coord.x][coord.y][coord.z];
|
||||
}
|
||||
|
||||
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
|
||||
{
|
||||
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
|
||||
|
||||
|
||||
if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
|
||||
return CGPathNode::BLOCKED;
|
||||
|
||||
if(tinfo->visitable)
|
||||
{
|
||||
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
||||
{
|
||||
return CGPathNode::BLOCKED;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(const CGObjectInstance *obj : tinfo->visitableObjects)
|
||||
{
|
||||
if(obj->passableFor(hero->tempOwner))
|
||||
{
|
||||
ret = CGPathNode::ACCESSIBLE;
|
||||
}
|
||||
else if(obj->blockVisit)
|
||||
{
|
||||
return CGPathNode::BLOCKVIS;
|
||||
}
|
||||
else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
|
||||
{
|
||||
ret = CGPathNode::VISITABLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z].valid()
|
||||
&& !tinfo->blocked)
|
||||
{
|
||||
// Monster close by; blocked visit for battle.
|
||||
return CGPathNode::BLOCKVIS;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
|
||||
{
|
||||
return gs->checkForVisitableDir(a, b);
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
|
||||
{
|
||||
return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
|
||||
{
|
||||
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
||||
{
|
||||
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
|
||||
if(passableExits.size() == 1)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
|
||||
{
|
||||
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
||||
{
|
||||
auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
|
||||
if(passableExits.size() > 1)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
||||
{
|
||||
return options.useTeleportWhirlpool && obj;
|
||||
}
|
||||
|
||||
CGPathNode::CGPathNode()
|
||||
:coord(-1,-1,-1)
|
||||
{
|
||||
accessible = NOT_SET;
|
||||
land = 0;
|
||||
moveRemains = 0;
|
||||
turns = 255;
|
||||
theNodeBefore = nullptr;
|
||||
}
|
||||
|
||||
bool CGPathNode::reachable() const
|
||||
{
|
||||
return turns < 255;
|
||||
}
|
||||
|
||||
int3 CGPath::startPos() const
|
||||
{
|
||||
return nodes[nodes.size()-1].coord;
|
||||
}
|
||||
|
||||
int3 CGPath::endPos() const
|
||||
{
|
||||
return nodes[0].coord;
|
||||
}
|
||||
|
||||
void CGPath::convert( ui8 mode )
|
||||
{
|
||||
if(mode==0)
|
||||
{
|
||||
for(auto & elem : nodes)
|
||||
{
|
||||
elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CPathsInfo::CPathsInfo( const int3 &Sizes )
|
||||
:sizes(Sizes)
|
||||
{
|
||||
hero = nullptr;
|
||||
nodes = new CGPathNode**[sizes.x];
|
||||
for(int i = 0; i < sizes.x; i++)
|
||||
{
|
||||
nodes[i] = new CGPathNode*[sizes.y];
|
||||
for(int j = 0; j < sizes.y; j++)
|
||||
{
|
||||
nodes[i][j] = new CGPathNode[sizes.z];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CPathsInfo::~CPathsInfo()
|
||||
{
|
||||
for(int i = 0; i < sizes.x; i++)
|
||||
{
|
||||
for(int j = 0; j < sizes.y; j++)
|
||||
{
|
||||
delete [] nodes[i][j];
|
||||
}
|
||||
delete [] nodes[i];
|
||||
}
|
||||
delete [] nodes;
|
||||
}
|
||||
|
||||
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
|
||||
return nullptr;
|
||||
return &nodes[tile.x][tile.y][tile.z];
|
||||
}
|
||||
|
||||
bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
out.nodes.clear();
|
||||
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
||||
if(!curnode->theNodeBefore)
|
||||
return false;
|
||||
|
||||
|
||||
while(curnode)
|
||||
{
|
||||
CGPathNode cpn = *curnode;
|
||||
curnode = curnode->theNodeBefore;
|
||||
out.nodes.push_back(cpn);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int CPathsInfo::getDistance( int3 tile ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
CGPath ret;
|
||||
if(getPath(tile, ret))
|
||||
return ret.nodes.size();
|
||||
else
|
||||
return 255;
|
||||
}
|
125
lib/CPathfinder.h
Normal file
125
lib/CPathfinder.h
Normal file
@ -0,0 +1,125 @@
|
||||
#pragma once
|
||||
|
||||
#include "VCMI_Lib.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "IGameCallback.h"
|
||||
#include "int3.h"
|
||||
|
||||
/*
|
||||
* CPathfinder.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
class CGHeroInstance;
|
||||
class CGObjectInstance;
|
||||
struct TerrainTile;
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
const CGPathNode * getPathInfo( int3 tile ) const;
|
||||
bool getPath(const int3 &dst, CGPath &out) const;
|
||||
int getDistance( int3 tile ) const;
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
|
||||
private:
|
||||
struct PathfinderOptions
|
||||
{
|
||||
bool useFlying;
|
||||
bool useWaterWalking;
|
||||
bool useEmbarkAndDisembark;
|
||||
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
|
||||
bool useTeleportOneWay; // One-way monoliths with one known exit only
|
||||
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
|
||||
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
|
||||
|
||||
PathfinderOptions();
|
||||
};
|
||||
PathfinderOptions options;
|
||||
|
||||
CPathsInfo &out;
|
||||
const CGHeroInstance *hero;
|
||||
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
||||
|
||||
std::list<CGPathNode*> mq; //BFS queue -> nodes to be checked
|
||||
|
||||
std::vector<int3> neighbours;
|
||||
|
||||
CGPathNode *cp; //current (source) path node -> we took it from the queue
|
||||
CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
|
||||
const TerrainTile *ct, *dt; //tile info for both nodes
|
||||
const CGObjectInstance *sTileObj;
|
||||
ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
|
||||
|
||||
void addNeighbours(const int3 &coord);
|
||||
void addTeleportExits(bool noTeleportExcludes = false);
|
||||
|
||||
bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
|
||||
bool checkDestinationTile();
|
||||
|
||||
int3 getSourceGuardPosition();
|
||||
bool isSourceGuarded();
|
||||
bool isDestinationGuarded();
|
||||
bool isDestinationGuardian();
|
||||
|
||||
void initializeGraph();
|
||||
|
||||
CGPathNode *getNode(const int3 &coord);
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
|
||||
bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
|
||||
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWay(const CGTeleport * obj) const;
|
||||
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
|
||||
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user