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AI: try to add some pathfinder extensibility. Extracted neighbour nodes finder
This commit is contained in:
@@ -19,6 +19,86 @@
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#include "CConfigHandler.h"
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#include "../lib/CPlayerState.h"
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bool canSeeObj(const CGObjectInstance * obj)
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{
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/// Pathfinder should ignore placed events
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return obj != nullptr && obj->ID != Obj::EVENT;
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}
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CNeighbourFinder::CNeighbourFinder(CPathfinder * pathfinder)
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:pathfinder(pathfinder), neighbours(), neighbourTiles(), accessibleNeighbourTiles()
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{
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}
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std::vector<CGPathNode *> & CNeighbourFinder::calculateNeighbours()
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{
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addNeighbourTiles();
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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{
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auto node = pathfinder->nodeHelper->getNode(neighbour, i);
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if(node->accessible == CGPathNode::NOT_SET)
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continue;
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neighbours.push_back(node);
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}
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}
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return neighbours;
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}
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void CNeighbourFinder::addNeighbourTiles()
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{
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neighbourTiles.clear();
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accessibleNeighbourTiles.clear();
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neighbours.clear();
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pathfinder->populateNeighbourTiles(neighbourTiles);
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if(pathfinder->source.isNodeObjectVisitable())
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{
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for(int3 tile : neighbourTiles)
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{
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if(pathfinder->canMoveBetween(tile, pathfinder->source.nodeObject->visitablePos()))
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accessibleNeighbourTiles.push_back(tile);
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}
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}
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else
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vstd::concatenate(accessibleNeighbourTiles, neighbourTiles);
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}
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class CPathfinderNodeHelper : public CNodeHelper
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{
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private:
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CPathsInfo & out;
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public:
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CPathfinderNodeHelper(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
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:out(pathsInfo)
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{
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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}
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virtual CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
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{
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return out.getNode(coord, layer);
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}
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virtual CGPathNode * getInitialNode()
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{
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auto initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = out.hero->movement;
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return initialNode;
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}
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};
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CPathfinder::PathfinderOptions::PathfinderOptions()
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{
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useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
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@@ -36,25 +116,37 @@ CPathfinder::PathfinderOptions::PathfinderOptions()
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originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
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}
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CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
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CPathfinder::CPathfinder(
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CPathsInfo & _out,
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CGameState * _gs,
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const CGHeroInstance * _hero)
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:CPathfinder(
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_gs,
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_hero,
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std::make_shared<CPathfinderNodeHelper>(_out, _hero),
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std::make_shared<CNeighbourFinder>(this))
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{
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}
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CPathfinder::CPathfinder(
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CGameState * _gs,
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const CGHeroInstance * _hero,
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std::shared_ptr<CNodeHelper> nodeHelper,
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std::shared_ptr<CNeighbourFinder> neighbourFinder)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
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, hero(_hero)
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, FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
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, nodeHelper(nodeHelper)
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, neighbourFinder(neighbourFinder)
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, source()
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, destination()
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{
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assert(hero);
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assert(hero == getHero(hero->id));
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cp = dp = nullptr;
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ct = dt = nullptr;
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ctObj = dtObj = nullptr;
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destAction = CGPathNode::UNKNOWN;
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->error("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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hlp = make_unique<CPathfinderHelper>(hero, options);
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initializePatrol();
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@@ -70,11 +162,11 @@ void CPathfinder::calculatePaths()
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if(!options.oneTurnSpecialLayersLimit)
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return true;
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if(cp->layer == ELayer::WATER)
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if(source.node->layer == ELayer::WATER)
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return false;
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if(cp->layer == ELayer::AIR)
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if(source.node->layer == ELayer::AIR)
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{
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if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
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if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
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return true;
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else
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return false;
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@@ -85,11 +177,11 @@ void CPathfinder::calculatePaths()
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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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if(destination.node->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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else if(destination.node->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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else if(destination.node->turns >= turn && destination.node->moveRemains < remains) //this route is faster
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return true;
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return false;
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@@ -98,95 +190,96 @@ void CPathfinder::calculatePaths()
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//logGlobal->info("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 = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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CGPathNode * initialNode = nodeHelper->getInitialNode();
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if(!isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->error("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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if(isHeroPatrolLocked())
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return;
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pq.push(initialNode);
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while(!pq.empty())
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{
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cp = pq.top();
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pq.pop();
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cp->locked = true;
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auto node = pq.top();
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auto excludeOurHero = node->coord == initialNode->coord;
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int movement = cp->moveRemains, turn = cp->turns;
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source.setNode(gs, node, excludeOurHero);
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pq.pop();
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source.node->locked = true;
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int movement = source.node->moveRemains, turn = source.node->turns;
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hlp->updateTurnInfo(turn);
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if(!movement)
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{
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hlp->updateTurnInfo(++turn);
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movement = hlp->getMaxMovePoints(cp->layer);
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movement = hlp->getMaxMovePoints(source.node->layer);
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if(!passOneTurnLimitCheck())
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continue;
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}
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ct = &gs->map->getTile(cp->coord);
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ctObj = ct->topVisitableObj(isSourceInitialPosition());
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//add accessible neighbouring nodes to the queue
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addNeighbours();
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for(auto & neighbour : neighbours)
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auto neighbourNodes = neighbourFinder->calculateNeighbours();
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for(auto & neighbour : neighbourNodes)
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{
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if(!isPatrolMovementAllowed(neighbour))
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destination.setNode(gs, neighbour);
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if(destination.node->locked)
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continue;
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dt = &gs->map->getTile(neighbour);
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dtObj = dt->topVisitableObj();
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for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
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if(!isPatrolMovementAllowed(destination.node->coord))
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continue;
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if(!hlp->isLayerAvailable(destination.node->layer))
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continue;
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/// Check transition without tile accessability rules
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if(source.node->layer != destination.node->layer && !isLayerTransitionPossible(destination.node->layer))
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continue;
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/// Check transition using tile accessability rules
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if(source.node->layer != destination.node->layer && !isLayerTransitionPossible())
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continue;
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if(!isMovementToDestPossible())
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continue;
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destAction = getDestAction();
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int turnAtNextTile = turn, moveAtNextTile = movement;
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int cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo());
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int remains = moveAtNextTile - cost;
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if(remains < 0)
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{
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if(!hlp->isLayerAvailable(i))
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continue;
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//occurs rarely, when hero with low movepoints tries to leave the road
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hlp->updateTurnInfo(++turnAtNextTile);
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moveAtNextTile = hlp->getMaxMovePoints(destination.node->layer);
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cost = CPathfinderHelper::getMovementCost(hero, source, destination, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
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cost = moveAtNextTile - remains;
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}
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/// Check transition without tile accessability rules
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if(cp->layer != i && !isLayerTransitionPossible(i))
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continue;
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if(isBetterWay(remains, turnAtNextTile) &&
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((source.node->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
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{
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assert(dp != source.node->theNodeBefore); //two tiles can't point to each other
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destination.node->moveRemains = remains;
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destination.node->turns = turnAtNextTile;
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destination.node->theNodeBefore = source.node;
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destination.node->action = destAction;
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dp = out.getNode(neighbour, i);
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if(dp->locked)
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continue;
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if(dp->accessible == CGPathNode::NOT_SET)
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continue;
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/// Check transition using tile accessability rules
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if(cp->layer != i && !isLayerTransitionPossible())
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continue;
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if(!isMovementToDestPossible())
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continue;
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destAction = getDestAction();
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int turnAtNextTile = turn, moveAtNextTile = movement;
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int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo());
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int remains = moveAtNextTile - cost;
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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hlp->updateTurnInfo(++turnAtNextTile);
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moveAtNextTile = hlp->getMaxMovePoints(i);
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cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
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cost = moveAtNextTile - remains;
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}
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if(isBetterWay(remains, turnAtNextTile) &&
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((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
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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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dp->action = destAction;
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if(isMovementAfterDestPossible())
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pq.push(dp);
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}
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// TODO: move this method to a separete module kind of IPathfinderRule.process(). And all above.
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checkMovementAfterDestPossible();
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if(!destination.furtherProcessingImpossible)
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pq.push(destination.node);
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}
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} //neighbours loop
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@@ -194,47 +287,41 @@ void CPathfinder::calculatePaths()
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addTeleportExits();
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for(auto & neighbour : neighbours)
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{
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dp = out.getNode(neighbour, cp->layer);
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if(dp->locked)
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auto teleportNode = nodeHelper->getNode(neighbour, source.node->layer);
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if(teleportNode->locked)
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continue;
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/// TODO: We may consider use invisible exits on FoW border in future
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/// Useful for AI when at least one tile around exit is visible and passable
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/// Objects are usually visible on FoW border anyway so it's not cheating.
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///
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/// For now it's disabled as it's will cause crashes in movement code.
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if(dp->accessible == CGPathNode::BLOCKED)
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if(teleportNode->accessible == CGPathNode::BLOCKED)
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continue;
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destination.setNode(gs, teleportNode);
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if(isBetterWay(movement, turn))
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{
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dtObj = gs->map->getTile(neighbour).topVisitableObj();
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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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dp->action = getTeleportDestAction();
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if(dp->action == CGPathNode::TELEPORT_NORMAL)
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pq.push(dp);
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destination.node->moveRemains = movement;
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destination.node->turns = turn;
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destination.node->theNodeBefore = source.node;
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destination.node->action = getTeleportDestAction();
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if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
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pq.push(destination.node);
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}
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}
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} //queue loop
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}
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void CPathfinder::addNeighbours()
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void CPathfinder::populateNeighbourTiles(std::vector<int3> & neighbourTiles)
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{
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neighbours.clear();
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neighbourTiles.clear();
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CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL);
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if(isSourceVisitableObj())
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{
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for(int3 tile: neighbourTiles)
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{
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if(canMoveBetween(tile, ctObj->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, neighbourTiles);
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CPathfinderHelper::getNeighbours(
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gs->map,
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*source.tile,
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source.node->coord,
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neighbourTiles,
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boost::logic::indeterminate,
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source.node->layer == EPathfindingLayer::SAIL);
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}
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void CPathfinder::addTeleportExits()
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@@ -242,10 +329,10 @@ void CPathfinder::addTeleportExits()
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neighbours.clear();
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/// For now we disable teleports usage for patrol movement
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/// VCAI not aware about patrol and may stuck while attempt to use teleport
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if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS)
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if(!source.isNodeObjectVisitable() || patrolState == PATROL_RADIUS)
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return;
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
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if(isAllowedTeleportEntrance(objTeleport))
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{
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for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
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@@ -266,15 +353,15 @@ void CPathfinder::addTeleportExits()
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}
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if(options.useCastleGate
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&& (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO
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&& getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != PlayerRelations::ENEMIES))
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&& (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
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&& getPlayerRelations(hero->tempOwner, source.nodeObject->tempOwner) != PlayerRelations::ENEMIES))
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{
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/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
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/// This may be handy if we allow to use teleportation to friendly towns
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auto towns = getPlayer(hero->tempOwner)->towns;
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for(const auto & town : towns)
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{
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if(town->id != ctObj->id && town->visitingHero == nullptr
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if(town->id != source.nodeObject->id && town->visitingHero == nullptr
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&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
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{
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neighbours.push_back(town->visitablePos());
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@@ -302,10 +389,10 @@ bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
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bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
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{
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/// No layer transition allowed when previous node action is BATTLE
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if(cp->action == CGPathNode::BATTLE)
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if(source.node->action == CGPathNode::BATTLE)
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return false;
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switch(cp->layer)
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switch(source.node->layer)
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{
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case ELayer::LAND:
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if(destLayer == ELayer::AIR)
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@@ -315,7 +402,7 @@ bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
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}
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else if(destLayer == ELayer::SAIL)
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{
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if(dt->isWater())
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if(destination.tile->isWater())
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return true;
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}
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else
|
||||
@@ -324,7 +411,7 @@ bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
|
||||
break;
|
||||
|
||||
case ELayer::SAIL:
|
||||
if(destLayer == ELayer::LAND && !dt->isWater())
|
||||
if(destLayer == ELayer::LAND && !destination.tile->isWater())
|
||||
return true;
|
||||
|
||||
break;
|
||||
@@ -347,13 +434,13 @@ bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
|
||||
|
||||
bool CPathfinder::isLayerTransitionPossible() const
|
||||
{
|
||||
switch(cp->layer)
|
||||
switch(source.node->layer)
|
||||
{
|
||||
case ELayer::LAND:
|
||||
if(dp->layer == ELayer::SAIL)
|
||||
if(destination.node->layer == ELayer::SAIL)
|
||||
{
|
||||
/// Cannot enter empty water tile from land -> it has to be visitable
|
||||
if(dp->accessible == CGPathNode::ACCESSIBLE)
|
||||
if(destination.node->accessible == CGPathNode::ACCESSIBLE)
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -361,8 +448,8 @@ bool CPathfinder::isLayerTransitionPossible() const
|
||||
|
||||
case ELayer::SAIL:
|
||||
//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
|
||||
if((destination.node->accessible != CGPathNode::ACCESSIBLE && (destination.node->accessible != CGPathNode::BLOCKVIS || destination.tile->blocked))
|
||||
|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -372,15 +459,15 @@ bool CPathfinder::isLayerTransitionPossible() const
|
||||
case ELayer::AIR:
|
||||
if(options.originalMovementRules)
|
||||
{
|
||||
if((cp->accessible != CGPathNode::ACCESSIBLE &&
|
||||
cp->accessible != CGPathNode::VISITABLE) &&
|
||||
(dp->accessible != CGPathNode::VISITABLE &&
|
||||
dp->accessible != CGPathNode::ACCESSIBLE))
|
||||
if((source.node->accessible != CGPathNode::ACCESSIBLE &&
|
||||
source.node->accessible != CGPathNode::VISITABLE) &&
|
||||
(destination.node->accessible != CGPathNode::VISITABLE &&
|
||||
destination.node->accessible != CGPathNode::ACCESSIBLE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if(cp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::ACCESSIBLE)
|
||||
else if(source.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::ACCESSIBLE)
|
||||
{
|
||||
/// Hero that fly can only land on accessible tiles
|
||||
return false;
|
||||
@@ -389,7 +476,7 @@ bool CPathfinder::isLayerTransitionPossible() const
|
||||
break;
|
||||
|
||||
case ELayer::WATER:
|
||||
if(dp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::VISITABLE)
|
||||
if(destination.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::VISITABLE)
|
||||
{
|
||||
/// Hero that walking on water can transit to accessible and visitable tiles
|
||||
/// Though hero can't interact with blocking visit objects while standing on water
|
||||
@@ -404,17 +491,17 @@ bool CPathfinder::isLayerTransitionPossible() const
|
||||
|
||||
bool CPathfinder::isMovementToDestPossible() const
|
||||
{
|
||||
if(dp->accessible == CGPathNode::BLOCKED)
|
||||
if(destination.node->accessible == CGPathNode::BLOCKED)
|
||||
return false;
|
||||
|
||||
switch(dp->layer)
|
||||
switch(destination.node->layer)
|
||||
{
|
||||
case ELayer::LAND:
|
||||
if(!canMoveBetween(cp->coord, dp->coord))
|
||||
if(!canMoveBetween(source.node->coord, destination.node->coord))
|
||||
return false;
|
||||
if(isSourceGuarded())
|
||||
{
|
||||
if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
|
||||
if(!(options.originalMovementRules && source.node->layer == ELayer::AIR) &&
|
||||
!isDestinationGuardian()) // Can step into tile of guard
|
||||
{
|
||||
return false;
|
||||
@@ -424,24 +511,24 @@ bool CPathfinder::isMovementToDestPossible() const
|
||||
break;
|
||||
|
||||
case ELayer::SAIL:
|
||||
if(!canMoveBetween(cp->coord, dp->coord))
|
||||
if(!canMoveBetween(source.node->coord, destination.node->coord))
|
||||
return false;
|
||||
if(isSourceGuarded())
|
||||
{
|
||||
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
||||
if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
|
||||
if(source.node->action != CGPathNode::EMBARK && !isDestinationGuardian())
|
||||
return false;
|
||||
}
|
||||
|
||||
if(cp->layer == ELayer::LAND)
|
||||
if(source.node->layer == ELayer::LAND)
|
||||
{
|
||||
if(!isDestVisitableObj())
|
||||
if(!destination.isNodeObjectVisitable())
|
||||
return false;
|
||||
|
||||
if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO)
|
||||
if(destination.nodeObject->ID != Obj::BOAT && destination.nodeObject->ID != Obj::HERO)
|
||||
return false;
|
||||
}
|
||||
else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT)
|
||||
else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
|
||||
{
|
||||
/// Hero in boat can't visit empty boats
|
||||
return false;
|
||||
@@ -450,7 +537,7 @@ bool CPathfinder::isMovementToDestPossible() const
|
||||
break;
|
||||
|
||||
case ELayer::WATER:
|
||||
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
|
||||
if(!canMoveBetween(source.node->coord, destination.node->coord) || destination.node->accessible != CGPathNode::ACCESSIBLE)
|
||||
return false;
|
||||
if(isDestinationGuarded())
|
||||
return false;
|
||||
@@ -461,7 +548,7 @@ bool CPathfinder::isMovementToDestPossible() const
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CPathfinder::isMovementAfterDestPossible() const
|
||||
void CPathfinder::checkMovementAfterDestPossible()
|
||||
{
|
||||
switch(destAction)
|
||||
{
|
||||
@@ -471,55 +558,57 @@ bool CPathfinder::isMovementAfterDestPossible() const
|
||||
{
|
||||
/// For now we only add visitable tile into queue when it's teleporter that allow transit
|
||||
/// Movement from visitable tile when hero is standing on it is possible into any layer
|
||||
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(dtObj);
|
||||
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
|
||||
if(isAllowedTeleportEntrance(objTeleport))
|
||||
{
|
||||
/// For now we'll always allow transit over teleporters
|
||||
/// Transit over whirlpools only allowed when hero protected
|
||||
return true;
|
||||
return;
|
||||
}
|
||||
else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE)
|
||||
else if(destination.nodeObject->ID == Obj::GARRISON
|
||||
|| destination.nodeObject->ID == Obj::GARRISON2
|
||||
|| destination.nodeObject->ID == Obj::BORDER_GATE)
|
||||
{
|
||||
/// Transit via unguarded garrisons is always possible
|
||||
return true;
|
||||
return;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case CGPathNode::NORMAL:
|
||||
return true;
|
||||
return;
|
||||
|
||||
case CGPathNode::EMBARK:
|
||||
if(options.useEmbarkAndDisembark)
|
||||
return true;
|
||||
return;
|
||||
|
||||
break;
|
||||
|
||||
case CGPathNode::DISEMBARK:
|
||||
if(options.useEmbarkAndDisembark && !isDestinationGuarded())
|
||||
return true;
|
||||
return;
|
||||
|
||||
break;
|
||||
|
||||
case CGPathNode::BATTLE:
|
||||
/// Movement after BATTLE action only possible from guarded tile to guardian tile
|
||||
if(isDestinationGuarded())
|
||||
return true;
|
||||
return;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
destination.furtherProcessingImpossible = true;
|
||||
}
|
||||
|
||||
CGPathNode::ENodeAction CPathfinder::getDestAction() const
|
||||
{
|
||||
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
|
||||
switch(dp->layer)
|
||||
switch(destination.node->layer)
|
||||
{
|
||||
case ELayer::LAND:
|
||||
if(cp->layer == ELayer::SAIL)
|
||||
if(source.node->layer == ELayer::SAIL)
|
||||
{
|
||||
// TODO: Handle dismebark into guarded areaa
|
||||
action = CGPathNode::DISEMBARK;
|
||||
@@ -530,29 +619,29 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
|
||||
FALLTHROUGH
|
||||
|
||||
case ELayer::SAIL:
|
||||
if(isDestVisitableObj())
|
||||
if(destination.isNodeObjectVisitable())
|
||||
{
|
||||
auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
|
||||
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
|
||||
|
||||
if(dtObj->ID == Obj::BOAT)
|
||||
if(destination.nodeObject->ID == Obj::BOAT)
|
||||
action = CGPathNode::EMBARK;
|
||||
else if(dtObj->ID == Obj::HERO)
|
||||
else if(destination.nodeObject->ID == Obj::HERO)
|
||||
{
|
||||
if(objRel == PlayerRelations::ENEMIES)
|
||||
action = CGPathNode::BATTLE;
|
||||
else
|
||||
action = CGPathNode::BLOCKING_VISIT;
|
||||
}
|
||||
else if(dtObj->ID == Obj::TOWN)
|
||||
else if(destination.nodeObject->ID == Obj::TOWN)
|
||||
{
|
||||
if(dtObj->passableFor(hero->tempOwner))
|
||||
if(destination.nodeObject->passableFor(hero->tempOwner))
|
||||
action = CGPathNode::VISIT;
|
||||
else if(objRel == PlayerRelations::ENEMIES)
|
||||
action = CGPathNode::BATTLE;
|
||||
}
|
||||
else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2)
|
||||
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
|
||||
{
|
||||
if(dtObj->passableFor(hero->tempOwner))
|
||||
if(destination.nodeObject->passableFor(hero->tempOwner))
|
||||
{
|
||||
if(isDestinationGuarded(true))
|
||||
action = CGPathNode::BATTLE;
|
||||
@@ -560,9 +649,9 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
|
||||
else if(objRel == PlayerRelations::ENEMIES)
|
||||
action = CGPathNode::BATTLE;
|
||||
}
|
||||
else if(dtObj->ID == Obj::BORDER_GATE)
|
||||
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
|
||||
{
|
||||
if(dtObj->passableFor(hero->tempOwner))
|
||||
if(destination.nodeObject->passableFor(hero->tempOwner))
|
||||
{
|
||||
if(isDestinationGuarded(true))
|
||||
action = CGPathNode::BATTLE;
|
||||
@@ -572,7 +661,7 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
|
||||
}
|
||||
else if(isDestinationGuardian())
|
||||
action = CGPathNode::BATTLE;
|
||||
else if(dtObj->blockVisit && !(options.useCastleGate && dtObj->ID == Obj::TOWN))
|
||||
else if(destination.nodeObject->blockVisit && !(options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
|
||||
action = CGPathNode::BLOCKING_VISIT;
|
||||
|
||||
if(action == CGPathNode::NORMAL)
|
||||
@@ -595,9 +684,9 @@ CGPathNode::ENodeAction CPathfinder::getDestAction() const
|
||||
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
|
||||
{
|
||||
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
|
||||
if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
|
||||
if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::HERO)
|
||||
{
|
||||
auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
|
||||
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
|
||||
if(objRel == PlayerRelations::ENEMIES)
|
||||
action = CGPathNode::TELEPORT_BATTLE;
|
||||
else
|
||||
@@ -609,12 +698,7 @@ CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
|
||||
|
||||
bool CPathfinder::isSourceInitialPosition() const
|
||||
{
|
||||
return cp->coord == out.hpos;
|
||||
}
|
||||
|
||||
bool CPathfinder::isSourceVisitableObj() const
|
||||
{
|
||||
return isVisitableObj(ctObj, cp->layer);
|
||||
return source.node->coord == nodeHelper->getInitialNode()->coord;
|
||||
}
|
||||
|
||||
bool CPathfinder::isSourceGuarded() const
|
||||
@@ -624,7 +708,7 @@ bool CPathfinder::isSourceGuarded() const
|
||||
/// - Map start with hero on guarded tile
|
||||
/// - Dimention door used
|
||||
/// TODO: check what happen when there is several guards
|
||||
if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition())
|
||||
if(gs->guardingCreaturePosition(source.node->coord).valid() && !isSourceInitialPosition())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -632,17 +716,12 @@ bool CPathfinder::isSourceGuarded() const
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestVisitableObj() const
|
||||
{
|
||||
return isVisitableObj(dtObj, dp->layer);
|
||||
}
|
||||
|
||||
bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
|
||||
{
|
||||
/// isDestinationGuarded is exception needed for garrisons.
|
||||
/// When monster standing behind garrison it's visitable and guarded at the same time.
|
||||
if(gs->guardingCreaturePosition(dp->coord).valid()
|
||||
&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
|
||||
if(gs->guardingCreaturePosition(destination.node->coord).valid()
|
||||
&& (ignoreAccessibility || destination.node->accessible == CGPathNode::BLOCKVIS))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@@ -652,7 +731,7 @@ bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
|
||||
|
||||
bool CPathfinder::isDestinationGuardian() const
|
||||
{
|
||||
return gs->guardingCreaturePosition(cp->coord) == dp->coord;
|
||||
return gs->guardingCreaturePosition(source.node->coord) == destination.node->coord;
|
||||
}
|
||||
|
||||
void CPathfinder::initializePatrol()
|
||||
@@ -676,17 +755,18 @@ void CPathfinder::initializeGraph()
|
||||
{
|
||||
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
|
||||
{
|
||||
auto node = out.getNode(pos, layer);
|
||||
auto node = nodeHelper->getNode(pos, layer);
|
||||
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
|
||||
node->update(pos, layer, accessibility);
|
||||
};
|
||||
|
||||
int3 pos;
|
||||
for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
|
||||
int3 sizes = gs->getMapSize();
|
||||
for(pos.x=0; pos.x < sizes.x; ++pos.x)
|
||||
{
|
||||
for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
|
||||
for(pos.y=0; pos.y < sizes.y; ++pos.y)
|
||||
{
|
||||
for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
|
||||
for(pos.z=0; pos.z < sizes.z; ++pos.z)
|
||||
{
|
||||
const TerrainTile * tinfo = &gs->map->getTile(pos);
|
||||
switch(tinfo->terType)
|
||||
@@ -775,18 +855,6 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos,
|
||||
return CGPathNode::ACCESSIBLE;
|
||||
}
|
||||
|
||||
bool CPathfinder::isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const
|
||||
{
|
||||
/// Hero can't visit objects while walking on water or flying
|
||||
return canSeeObj(obj) && (layer == ELayer::LAND || layer == ELayer::SAIL);
|
||||
}
|
||||
|
||||
bool CPathfinder::canSeeObj(const CGObjectInstance * obj) const
|
||||
{
|
||||
/// Pathfinder should ignore placed events
|
||||
return obj != nullptr && obj->ID != Obj::EVENT;
|
||||
}
|
||||
|
||||
bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
|
||||
{
|
||||
return gs->checkForVisitableDir(a, b);
|
||||
@@ -1238,3 +1306,31 @@ CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
|
||||
{
|
||||
return &nodes[coord.x][coord.y][coord.z][layer];
|
||||
}
|
||||
|
||||
CPathNodeInfo::CPathNodeInfo()
|
||||
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), blocked(false), furtherProcessingImpossible(false)
|
||||
{
|
||||
}
|
||||
|
||||
void CPathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
|
||||
{
|
||||
node = n;
|
||||
|
||||
if(coord != node->coord)
|
||||
{
|
||||
assert(node->coord.valid());
|
||||
|
||||
coord = node->coord;
|
||||
tile = gs->getTile(coord);
|
||||
nodeObject = tile->topVisitableObj(excludeTopObject);
|
||||
}
|
||||
|
||||
blocked = false;
|
||||
furtherProcessingImpossible = false;
|
||||
}
|
||||
|
||||
bool CPathNodeInfo::isNodeObjectVisitable() const
|
||||
{
|
||||
/// Hero can't visit objects while walking on water or flying
|
||||
return canSeeObj(nodeObject) && (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL);
|
||||
}
|
||||
|
@@ -96,15 +96,62 @@ struct DLL_LINKAGE CPathsInfo
|
||||
CGPathNode * getNode(const int3 & coord, const ELayer layer);
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathNodeInfo
|
||||
{
|
||||
CGPathNode * node;
|
||||
const CGObjectInstance * nodeObject;
|
||||
const TerrainTile * tile;
|
||||
int3 coord;
|
||||
bool blocked;
|
||||
bool furtherProcessingImpossible;
|
||||
|
||||
CPathNodeInfo();
|
||||
|
||||
void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
|
||||
|
||||
bool isNodeObjectVisitable() const;
|
||||
};
|
||||
|
||||
class CNodeHelper
|
||||
{
|
||||
public:
|
||||
virtual CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer) = 0;
|
||||
virtual CGPathNode * getInitialNode() = 0;
|
||||
};
|
||||
|
||||
class CPathfinder;
|
||||
|
||||
class CNeighbourFinder
|
||||
{
|
||||
protected:
|
||||
CPathfinder * pathfinder;
|
||||
std::vector<int3> neighbourTiles;
|
||||
std::vector<int3> accessibleNeighbourTiles;
|
||||
std::vector<CGPathNode *> neighbours;
|
||||
|
||||
public:
|
||||
CNeighbourFinder(CPathfinder * pathfinder);
|
||||
virtual std::vector<CGPathNode *> & calculateNeighbours();
|
||||
|
||||
protected:
|
||||
void addNeighbourTiles();
|
||||
};
|
||||
|
||||
class CPathfinder : private CGameInfoCallback
|
||||
{
|
||||
public:
|
||||
friend class CPathfinderHelper;
|
||||
|
||||
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
|
||||
CPathfinder(
|
||||
CGameState * _gs,
|
||||
const CGHeroInstance * _hero,
|
||||
std::shared_ptr<CNodeHelper> nodeHelper,
|
||||
std::shared_ptr<CNeighbourFinder> neighbourFinder);
|
||||
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
|
||||
private:
|
||||
//private:
|
||||
typedef EPathfindingLayer ELayer;
|
||||
|
||||
struct PathfinderOptions
|
||||
@@ -158,10 +205,11 @@ private:
|
||||
PathfinderOptions();
|
||||
} options;
|
||||
|
||||
CPathsInfo & out;
|
||||
const CGHeroInstance * hero;
|
||||
const std::vector<std::vector<std::vector<ui8> > > &FoW;
|
||||
std::unique_ptr<CPathfinderHelper> hlp;
|
||||
std::shared_ptr<CNodeHelper> nodeHelper;
|
||||
std::shared_ptr<CNeighbourFinder> neighbourFinder;
|
||||
|
||||
enum EPatrolState {
|
||||
PATROL_NONE = 0,
|
||||
@@ -187,13 +235,11 @@ private:
|
||||
std::vector<int3> neighbourTiles;
|
||||
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 * ctObj, * dtObj;
|
||||
CPathNodeInfo source; //current (source) path node -> we took it from the queue
|
||||
CPathNodeInfo destination; //destination node -> it's a neighbour of source that we consider
|
||||
CGPathNode::ENodeAction destAction;
|
||||
|
||||
void addNeighbours();
|
||||
void populateNeighbourTiles(std::vector<int3> & neighbourTiles);
|
||||
void addTeleportExits();
|
||||
|
||||
bool isHeroPatrolLocked() const;
|
||||
@@ -202,14 +248,12 @@ private:
|
||||
bool isLayerTransitionPossible(const ELayer dstLayer) const;
|
||||
bool isLayerTransitionPossible() const;
|
||||
bool isMovementToDestPossible() const;
|
||||
bool isMovementAfterDestPossible() const;
|
||||
void checkMovementAfterDestPossible();
|
||||
CGPathNode::ENodeAction getDestAction() const;
|
||||
CGPathNode::ENodeAction getTeleportDestAction() const;
|
||||
|
||||
bool isSourceInitialPosition() const;
|
||||
bool isSourceVisitableObj() const;
|
||||
bool isSourceGuarded() const;
|
||||
bool isDestVisitableObj() const;
|
||||
bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
|
||||
bool isDestinationGuardian() const;
|
||||
|
||||
@@ -217,8 +261,6 @@ private:
|
||||
void initializeGraph();
|
||||
|
||||
CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
|
||||
bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
|
||||
bool canSeeObj(const CGObjectInstance * obj) const;
|
||||
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
|
||||
|
||||
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
|
||||
@@ -271,7 +313,36 @@ public:
|
||||
|
||||
static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
|
||||
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
|
||||
static int getMovementCost(
|
||||
const CGHeroInstance * h,
|
||||
const int3 & src,
|
||||
const int3 & dst,
|
||||
const TerrainTile * ct,
|
||||
const TerrainTile * dt,
|
||||
const int remainingMovePoints =- 1,
|
||||
const TurnInfo * ti = nullptr,
|
||||
const bool checkLast = true);
|
||||
|
||||
static int getMovementCost(
|
||||
const CGHeroInstance * h,
|
||||
const CPathNodeInfo & src,
|
||||
const CPathNodeInfo & dst,
|
||||
const int remainingMovePoints = -1,
|
||||
const TurnInfo * ti = nullptr,
|
||||
const bool checkLast = true)
|
||||
{
|
||||
return getMovementCost(
|
||||
h,
|
||||
src.coord,
|
||||
dst.coord,
|
||||
src.tile,
|
||||
dst.tile,
|
||||
remainingMovePoints,
|
||||
ti,
|
||||
checkLast
|
||||
);
|
||||
}
|
||||
|
||||
static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
|
||||
|
||||
private:
|
||||
|
Reference in New Issue
Block a user