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

Refactoing of pathfinder <-> client/AI interaction to remove dependency on selected hero

- finished removal of server-side setSelection
- disabled some broken code (AI & cheats). TODO: fix
This commit is contained in:
Ivan Savenko 2014-09-21 16:42:08 +03:00
parent 78709e223b
commit 6c0c03d74b
19 changed files with 206 additions and 234 deletions

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@ -175,9 +175,11 @@ std::string strFromInt3(int3 pos)
return oss.str();
}
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
*rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
@ -340,11 +342,6 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
return true; //there's no danger
}
bool isReachable(const CGObjectInstance *obj)
{
return cb->getPathInfo(obj->visitablePos())->turns < 255;
}
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
{
//tile must be free of with unoccupied boat
@ -356,7 +353,7 @@ bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
int3 whereToExplore(HeroPtr h)
{
TimeCheck tc ("where to explore");
cb->setSelection(*h);
ai->setSelection(*h);
int radius = h->getSightRadious();
int3 hpos = h->visitablePos();
@ -371,7 +368,7 @@ int3 whereToExplore(HeroPtr h)
{
int3 op = obj->visitablePos();
CGPath p;
cb->getPath2(op, p);
ai->myCb->getPathsInfo(h.get())->getPath(op, p);
if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
if (ai->isGoodForVisit(obj, h))
nearbyVisitableObjs.push_back(obj);
@ -379,7 +376,7 @@ int3 whereToExplore(HeroPtr h)
}
}
vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, isCloser);
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
if(nearbyVisitableObjs.size())
return nearbyVisitableObjs.back()->visitablePos();
@ -396,8 +393,8 @@ int3 whereToExplore(HeroPtr h)
bool isBlockedBorderGate(int3 tileToHit)
{
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
}
int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)

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@ -146,8 +146,6 @@ void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
bool isBlockedBorderGate(int3 tileToHit);
bool isReachable(const CGObjectInstance *obj);
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
bool isWeeklyRevisitable (const CGObjectInstance * obj);
bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
@ -162,3 +160,12 @@ bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);
class CDistanceSorter
{
const CGHeroInstance * hero;
public:
CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
};

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@ -405,7 +405,7 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
return 0;
//assert(cb->isInTheMap(g.tile));
cb->setSelection (g.hero.h);
ai->setSelection (g.hero.h);
float turns = 0;
float distance = cb->getMovementCost(g.hero.h, g.tile);
if (!distance) //we stand on that tile

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@ -256,7 +256,7 @@ TSubgoal Win::whatToDoToAchieve()
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, isCloser);
boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
@ -353,7 +353,7 @@ TSubgoal FindObj::whatToDoToAchieve()
}
}
}
if (o && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is
if (o)// FIXME: re-enable with *some* hero && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr (Goals::GetObj(o->id.getNum()));
else
return sptr (Goals::Explore());
@ -377,7 +377,7 @@ TSubgoal GetObj::whatToDoToAchieve()
}
else
{
if (isReachable(obj))
//if (isReachable(obj)) //FIXME: re-enable with some hero
return sptr (Goals::VisitTile(pos).sethero(hero)); //we must visit object with same hero, if any
}
return sptr (Goals::ClearWayTo(pos).sethero(hero));
@ -853,7 +853,8 @@ TSubgoal GatherTroops::whatToDoToAchieve()
}
if (dwellings.size())
{
boost::sort(dwellings, isCloser);
//FIXME: we need hero to sort dwellings by distance
//boost::sort(dwellings, CDistanceSorter(h.get()));
return sptr (Goals::GetObj(dwellings.front()->id.getNum()));
}
else

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@ -95,6 +95,7 @@ VCAI::VCAI(void)
{
LOG_TRACE(logAi);
makingTurn = nullptr;
currentSelection = nullptr;
}
VCAI::~VCAI(void)
@ -664,9 +665,6 @@ void VCAI::makeTurn()
}
break;
}
//FIXME: necessary? How to re-enable?
//cb->recalculatePaths(cb->getSelectedHero());
markHeroAbleToExplore (primaryHero());
makeTurnInternal();
@ -697,9 +695,9 @@ void VCAI::makeTurnInternal()
continue;
}
cb->setSelection(hero.first.get());
setSelection(hero.first.get());
std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
boost::sort (vec, isCloser);
boost::sort (vec, CDistanceSorter(hero.first.get()));
for (auto obj : vec)
{
if(!obj || !cb->getObj(obj->id))
@ -1222,7 +1220,7 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
}
}
boost::sort(possibleDestinations, isCloser);
boost::sort(possibleDestinations, CDistanceSorter(h.get()));
return possibleDestinations;
}
@ -1256,7 +1254,7 @@ bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
void VCAI::wander(HeroPtr h)
{
cb->setSelection(*h);
setSelection(*h);
//unclaim objects that are now dangerous for us
auto reservedObjsSetCopy = reservedHeroesMap[h];
for (auto obj : reservedObjsSetCopy)
@ -1381,7 +1379,7 @@ void VCAI::wander(HeroPtr h)
erase_if(dests, shouldBeErased);
erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
boost::sort(dests, isCloser); //find next closest one
boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
}
if (h->visitedTown)
@ -1618,7 +1616,6 @@ const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CG
bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
{
cb->setSelection(*h);
if (!includeAllies)
{ //don't visit tile occupied by allied hero
for (auto obj : cb->getVisitableObjs(pos))
@ -1629,12 +1626,12 @@ bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /
return false;
}
}
return cb->getPathInfo(pos)->reachable();
return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
}
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
{
cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
setSelection(h.h); //make sure we are using the RIGHT pathfinder
logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
int3 startHpos = h->visitablePos();
bool ret = false;
@ -1649,11 +1646,10 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
else
{
CGPath path;
cb->getPath2(dst, path);
cb->getPathsInfo(h.get())->getPath(dst, path);
if(path.nodes.empty())
{
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
cb->recalculatePaths(h.get());
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
}
@ -1702,7 +1698,6 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
reserveObject(h, obj);
}
cb->recalculatePaths(h.get());
if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
{
erase_if_present (lockedHeroes, h); //hero seemingly is confused
@ -2190,6 +2185,16 @@ void VCAI::striveToQuest (const QuestInfo &q)
}
}
const CArmedInstance * VCAI::getSelection()
{
return currentSelection;
}
void VCAI::setSelection(const CArmedInstance * obj)
{
currentSelection = obj;
}
void VCAI::performTypicalActions()
{
for(auto h : getUnblockedHeroes())
@ -2230,7 +2235,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
auto best = dstToRevealedTiles.begin();
for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
{
const CGPathNode *pn = cb->getPathInfo(i->first);
const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
//const TerrainTile *t = cb->getTile(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i;
@ -2245,7 +2250,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
int3 VCAI::explorationNewPoint(HeroPtr h)
{
//logAi->debugStream() << "Looking for an another place for exploration...";
cb->setSelection(h.h);
setSelection(h.h);
int radius = h->getSightRadious();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
@ -2269,13 +2274,11 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
for(const int3 &tile : tiles[i])
{
if (cbp->getTile(tile)->blocked) //does it shorten the time?
continue;
if (!cbp->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
if (!cb->getPathsInfo(h.get())->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
continue;
CGPath path;
cbp->getPath2(tile, path);
cb->getPathsInfo(h.get())->getPath(tile, path);
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
@ -2655,7 +2658,7 @@ SectorMap::SectorMap()
SectorMap::SectorMap(HeroPtr h)
{
cb->setSelection(h.h);
ai->setSelection(h.h);
update();
makeParentBFS(h->visitablePos());
}
@ -3104,7 +3107,7 @@ int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
logAi->warnStream() << ("Another allied hero stands in our way");
return ret;
}
if(cb->getPathInfo(curtile)->reachable())
if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
{
return curtile;
}

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@ -124,6 +124,7 @@ const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, Bu
class VCAI : public CAdventureAI
{
const CArmedInstance * currentSelection;
public:
//internal methods for town development
@ -258,6 +259,9 @@ public:
void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero
void striveToQuest (const QuestInfo &q);
const CArmedInstance * getSelection();
void setSelection(const CArmedInstance * obj);
void recruitHero(const CGTownInstance * t, bool throwing = false);
bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h);
std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);

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@ -235,31 +235,6 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
sendRequest(&pack);
}
void CCallback::setSelection(const CArmedInstance * obj)
{/*
if(!player || obj->getOwner() != *player)
{
logGlobal->errorStream() << boost::format("Cannot set selection to the object that is not owned. Object owner is %s, callback player %s") % obj->getOwner() % player;
return;
}
if(obj->getOwner() != *player)
{
// Cf. bug #1679 http://bugs.vcmi.eu/view.php?id=1679
logGlobal->warnStream() << "The selection request became invalid because of event that occurred after it was made. Object owner is now " << obj->getOwner();
throw std::runtime_error("setSelection not allowed");
}
if(obj->ID == Obj::HERO)
{
if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
//nasty workaround. TODO: nice workaround
cl->gs->getPlayer(*player)->currentSelection = obj->id;
}*/
}
void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
{
assert(townOrTavern);
@ -309,47 +284,22 @@ CCallback::~CCallback()
//trivial, but required. Don`t remove.
}
const CGPathNode * CCallback::getPathInfo( int3 tile )
{
if (!gs->map->isInTheMap(tile))
return nullptr;
validatePaths();
return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
}
int CCallback::getDistance( int3 tile )
{
CGPath ret;
if (getPath2 (tile, ret))
return ret.nodes.size();
else
return 255;
}
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
//TODO: merge with Pathfinder::canMoveBetween
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
}
bool CCallback::getPath2( int3 dest, CGPath &ret )
{
if (!gs->map->isInTheMap(dest))
return false;
validatePaths();
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
return cl->pathInfo->getPath(dest, ret);
}
int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
{
return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
}
const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
{
return cl->getPathsInfo(h);
}
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gs->map->isInTheMap(tile))
@ -358,15 +308,9 @@ int3 CCallback::getGuardingCreaturePosition(int3 tile)
return gs->map->guardingCreaturePositions[tile.x][tile.y][tile.z];
}
void CCallback::recalculatePaths(const CGHeroInstance * hero)
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
{
if (hero)
cl->calculatePaths(hero);
}
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
{
gs->calculatePaths(hero, out, src, movement);
gs->calculatePaths(hero, out);
}
void CCallback::dig( const CGObjectInstance *hero )

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@ -72,8 +72,6 @@ public:
virtual void endTurn()=0;
virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
virtual void setSelection(const CArmedInstance * obj)=0;
virtual void save(const std::string &fname) = 0;
virtual void sendMessage(const std::string &mess) = 0;
@ -100,24 +98,17 @@ public:
class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
{
private:
void validatePaths(); //recalcualte paths if necessary
public:
CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
virtual int getDistance(int3 tile);
virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
virtual int3 getGuardingCreaturePosition(int3 tile); //uses main, client pathfinder info
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
virtual void recalculatePaths(const CGHeroInstance * hero); //updates main, client pathfinder info (should be called when moving hero is over)
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
@ -150,7 +141,6 @@ public:
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr);
void setFormation(const CGHeroInstance * hero, bool tight);
void setSelection(const CArmedInstance * obj);
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
void save(const std::string &fname);
void sendMessage(const std::string &mess);

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@ -105,6 +105,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
curAction = nullptr;
playerID=Player;
human=true;
currentSelection = nullptr;
castleInt = nullptr;
battleInt = nullptr;
//pim = new boost::recursive_mutex;
@ -1256,12 +1257,10 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
{
h & pathsMap;
CPathsInfo pathsInfo(cb->getMapSize());
for(auto &p : pathsMap)
{
cb->calculatePaths(p.first, pathsInfo);
CGPath path;
pathsInfo.getPath(p.second, path);
cb->getPathsInfo(p.first)->getPath(p.second, path);
paths[p.first] = path;
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
% p.first->nodeName() % p.second % path.nodes.size();
@ -1552,6 +1551,16 @@ bool CPlayerInterface::ctrlPressed() const
return isCtrlKeyDown();
}
const CArmedInstance * CPlayerInterface::getSelection()
{
return currentSelection;
}
void CPlayerInterface::setSelection(const CArmedInstance * obj)
{
currentSelection = obj;
}
void CPlayerInterface::update()
{
if (!locked)
@ -2185,13 +2194,6 @@ void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool check
adventureInt->updateMoveHero(ho, false);
}
void CPlayerInterface::updateCurrentHeroPath()
{
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
if (currentSelection)//if we have selected hero...
calculatePaths(currentSelection);
}
void CPlayerInterface::removeLastNodeFromPath(const CGHeroInstance *ho)
{
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
@ -2213,7 +2215,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
{
assert(h->getPosition(false) == path.startPos());
//update the hero path in case of something has changed on map
if(LOCPLINT->cb->getPath2(path.endPos(), path))
if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path))
return &path;
else
paths.erase(h);

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@ -86,7 +86,7 @@ enum
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface, public ILockedUpdatable
{
const CGObjectInstance * currentSelection;
const CArmedInstance * currentSelection;
public:
bool observerInDuelMode;
@ -118,6 +118,8 @@ public:
shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
const CArmedInstance * getSelection();
void setSelection(const CArmedInstance * obj);
struct SpellbookLastSetting
{
@ -247,7 +249,6 @@ public:
void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement
void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement
void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true );
void updateCurrentHeroPath();
void removeLastNodeFromPath(const CGHeroInstance *ho);
CGPath *getAndVerifyPath( const CGHeroInstance * h );

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@ -664,13 +664,6 @@ PlayerColor CClient::getLocalPlayer() const
return getCurrentPlayer();
}
void CClient::calculatePaths(const CGHeroInstance *h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathMx);
gs->calculatePaths(h, *pathInfo);
}
void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
{
setThreadName("CClient::commenceTacticPhaseForInt");
@ -685,10 +678,22 @@ void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleI
} HANDLE_EXCEPTION
}
void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
void CClient::invalidatePaths()
{
if(!h || pathInfo->hero == h)
pathInfo->isValid = false;
// turn pathfinding info into invalid. It will be regenerated later
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
pathInfo->hero = nullptr;
}
const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
{
assert(h);
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
if (pathInfo->hero != h)
{
gs->calculatePaths(h, *pathInfo.get());
}
return pathInfo.get();
}
int CClient::sendRequest(const CPack *request, PlayerColor player)

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@ -113,6 +113,7 @@ public:
/// Class which handles client - server logic
class CClient : public IGameCallback
{
unique_ptr<CPathsInfo> pathInfo;
public:
std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
@ -129,9 +130,6 @@ public:
boost::optional<BattleAction> curbaction;
unique_ptr<CPathsInfo> pathInfo;
boost::mutex pathMx; //protects the variable above
CScriptingModule *erm;
ThreadSafeVector<int> waitingRequest;
@ -158,8 +156,9 @@ public:
void campaignMapFinished( shared_ptr<CCampaignState> camp );
void finishCampaign( shared_ptr<CCampaignState> camp );
void proposeNextMission(shared_ptr<CCampaignState> camp);
void invalidatePaths(const CGHeroInstance *h = nullptr); //invalidates paths for hero h or for any hero if h is nullptr => they'll got recalculated when the next query comes
void calculatePaths(const CGHeroInstance *h);
void invalidatePaths();
const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
bool terminate; // tell to terminate
boost::thread *connectionHandler; //thread running run() method

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@ -160,7 +160,7 @@ void SetMana::applyCl( CClient *cl )
void SetMovePoints::applyCl( CClient *cl )
{
const CGHeroInstance *h = cl->getHero(hid);
cl->invalidatePaths(h);
cl->invalidatePaths();
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
}
@ -905,7 +905,7 @@ void CenterView::applyCl(CClient *cl)
void NewObject::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player, updateCurrentHeroPath);
cl->invalidatePaths();
const CGObjectInstance *obj = cl->getObj(id);
CGI->mh->printObject(obj);

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@ -948,7 +948,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
CGPath &path = LOCPLINT->paths[h];
terrain.currentPath = &path;
if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))
{
terrain.currentPath = nullptr;
return;
@ -997,7 +997,7 @@ int3 CAdvMapInt::verifyPos(int3 ver)
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
{
assert(sel);
LOCPLINT->cb->setSelection(sel);
LOCPLINT->setSelection(sel);
selection = sel;
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
{
@ -1184,7 +1184,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
}
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
{
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
@ -1206,7 +1206,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
@ -1249,11 +1249,6 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
statusbar.setText(hlp);
}
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
int turns = pnode->turns;
vstd::amin(turns, 3);
if(!selection) //may occur just at the start of game (fake move before full intiialization)
return;
@ -1298,6 +1293,10 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
}
else if(const CGHeroInstance *h = curHero())
{
const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPos);
int turns = pnode->turns;
vstd::amin(turns, 3);
bool accessible = pnode->turns < 255;
if(objAtTile)

View File

@ -3,6 +3,7 @@
#include "BattleAction.h"
#include "IGameEventsReceiver.h"
#include "CGameStateFwd.h"
/*
* CGameInterface.h, part of VCMI engine
@ -45,6 +46,7 @@ struct StackLocation;
class CStackInstance;
class CCommanderInstance;
class CStack;
class CPathsInfo;
class CCreature;
class CLoadFile;
class CSaveFile;
@ -73,7 +75,7 @@ public:
};
/// Central class for managing human player / AI interface logic
class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
{
public:
virtual void init(shared_ptr<CCallback> CB){};

View File

@ -2165,10 +2165,10 @@ void CGameState::apply(CPack *pack)
applierGs->apps[typ]->applyOnGS(this,pack);
}
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
{
CPathfinder pathfinder(out, this, hero);
pathfinder.calculatePaths(src, movement);
pathfinder.calculatePaths();
}
/**
@ -2896,9 +2896,29 @@ bool CGPathNode::reachable() const
return turns < 255;
}
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
{
assert(isValid);
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];
}
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;
}
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];
@ -3277,14 +3297,12 @@ void CPathfinder::initializeGraph()
}
}
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
void CPathfinder::calculatePaths()
{
int3 src = hero->getPosition(false);
assert(hero);
assert(hero == getHero(hero->id));
if(src.x < 0)
src = hero->getPosition(false);
if(movement < 0)
movement = hero->movement;
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
int maxMovePointsLand = hero->maxMovePoints(true);
int maxMovePointsWater = hero->maxMovePoints(false);
@ -3295,9 +3313,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
};
out.hero = hero;
out.hpos = src;
out.hpos = hero->getPosition(false);
if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
return;
@ -3307,9 +3325,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
//initial tile - set cost on 0 and add to the queue
CGPathNode &initialNode = *getNode(src);
CGPathNode &initialNode = *getNode(out.hpos);
initialNode.turns = 0;
initialNode.moveRemains = movement;
initialNode.moveRemains = hero->movement;
mq.push_back(&initialNode);
std::vector<int3> neighbours;
@ -3425,8 +3443,6 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
}
} //neighbours loop
} //queue loop
out.isValid = true;
}
CGPathNode *CPathfinder::getNode(const int3 &coord)

View File

@ -216,50 +216,6 @@ struct UpgradeInfo
UpgradeInfo(){oldID = CreatureID::NONE;};
};
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
{
bool isValid;
const CGHeroInstance *hero;
int3 hpos;
int3 sizes;
CGPathNode ***nodes; //[w][h][level]
bool getPath(const int3 &dst, CGPath &out);
CPathsInfo(const int3 &Sizes);
~CPathsInfo();
};
struct DLL_EXPORT DuelParameters
{
ETerrainType terType;
@ -349,7 +305,7 @@ private:
public:
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
void calculatePaths(int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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
};
@ -397,7 +353,7 @@ public:
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
int3 guardingCreaturePosition (int3 pos) const;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;

View File

@ -118,3 +118,49 @@ struct DLL_LINKAGE QuestInfo //universal interface for human and AI
}
};
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();
};

View File

@ -3779,13 +3779,13 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
}
void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
{/*
{
bool cheated=true;
PlayerMessage temp_message(player, message);
sendAndApply(&temp_message);
if(message == "vcmiistari") //give all spells and 999 mana
{
{/*
SetMana sm;
ChangeSpells cs;
@ -3866,6 +3866,18 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
if(!hero->getArt(ArtifactPosition::MACH3))
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
@ -3873,7 +3885,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
sendAndApply(&smp);*/
}
else if(message == "vcmiformenos") //give resources
{
@ -3901,11 +3913,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
delete [] hlp_tab;
sendAndApply(&fc);
}
else if(message == "vcmiglorfindel") //selected hero gains a new level
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else if(message == "vcmisilmaril") //player wins
{
gs->getPlayer(player)->enteredWinningCheatCode = 1;
@ -3914,13 +3921,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
{
gs->getPlayer(player)->enteredLosingCheatCode = 1;
}
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
{
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
if(!hero) return;
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
}
else
cheated = false;
if(cheated)
@ -3928,7 +3928,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
sendAndApply(&temp_message);
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}*/
}
}
void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,