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Pathfinding: restore gamestate usage to avoid overhead
Also when possible pass TerrainTile pointers to getMovementCost instead of using getTile.
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@ -96,7 +96,7 @@ void CPathfinder::calculatePaths()
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cp = pq.top();
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pq.pop();
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cp->locked = true;
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ct = getTile(cp->coord);
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ct = &gs->map->getTile(cp->coord);
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ctObj = ct->topVisitableObj(isSourceInitialPosition());
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int movement = cp->moveRemains, turn = cp->turns;
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@ -111,7 +111,7 @@ void CPathfinder::calculatePaths()
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addNeighbours();
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for(auto & neighbour : neighbours)
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{
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dt = getTile(neighbour);
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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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{
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@ -135,7 +135,7 @@ void CPathfinder::calculatePaths()
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continue;
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destAction = getDestAction();
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int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, movement, hlp->getTurnInfo());
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int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, movement, hlp->getTurnInfo());
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int remains = movement - cost;
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if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
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{
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@ -148,7 +148,7 @@ void CPathfinder::calculatePaths()
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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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int moveAtNextTile = hlp->getMaxMovePoints(i);
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cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
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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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@ -222,7 +222,7 @@ void CPathfinder::addTeleportExits()
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auto pos = obj->getBlockedPos();
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for(auto p : pos)
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{
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if(getTile(p)->topVisitableId() == obj->ID)
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if(gs->map->getTile(p).topVisitableId() == obj->ID)
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neighbours.push_back(p);
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}
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}
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@ -511,7 +511,7 @@ bool CPathfinder::isSourceGuarded() const
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/// - Map start with hero on guarded tile
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/// - Dimention door used
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/// TODO: check what happen when there is several guards
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if(guardingCreaturePosition(cp->coord) != int3(-1, -1, -1) && !isSourceInitialPosition())
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if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition())
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{
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return true;
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}
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@ -528,7 +528,7 @@ bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
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{
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/// isDestinationGuarded is exception needed for garrisons.
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/// When monster standing behind garrison it's visitable and guarded at the same time.
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if(guardingCreaturePosition(dp->coord).valid()
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if(gs->guardingCreaturePosition(dp->coord).valid()
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&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
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{
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return true;
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@ -539,7 +539,7 @@ bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
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bool CPathfinder::isDestinationGuardian() const
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{
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return guardingCreaturePosition(cp->coord) == dp->coord;
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return gs->guardingCreaturePosition(cp->coord) == dp->coord;
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}
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void CPathfinder::initializeGraph()
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@ -558,7 +558,7 @@ void CPathfinder::initializeGraph()
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{
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for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
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{
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const TerrainTile * tinfo = getTile(pos);
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const TerrainTile * tinfo = &gs->map->getTile(pos);
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switch(tinfo->terType)
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{
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case ETerrainType::ROCK:
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@ -893,7 +893,7 @@ void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct
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}
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}
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
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{
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if(src == dst) //same tile
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return 0;
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@ -901,23 +901,27 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
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if(!ti)
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ti = new TurnInfo(h);
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auto s = h->cb->getTile(src), d = h->cb->getTile(dst);
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if(ct == nullptr || dt == nullptr)
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{
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ct = h->cb->getTile(src);
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dt = h->cb->getTile(dst);
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}
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/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
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/// Also flying movement only has penalty when player moving over blocked tiles.
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/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
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int ret = h->getTileCost(*d, *s, ti);
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int ret = h->getTileCost(*dt, *ct, ti);
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/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
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/// Difference in cost calculation on client and server is much worse than incorrect cost.
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/// So this one is waiting till server going to use pathfinder rules for path validation.
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if(d->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
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if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
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{
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ret *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
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}
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else if(d->terType == ETerrainType::WATER)
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else if(dt->terType == ETerrainType::WATER)
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{
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if(h->boat && s->hasFavourableWinds() && d->hasFavourableWinds()) //Favourable Winds
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if(h->boat && ct->hasFavourableWinds() && dt->hasFavourableWinds()) //Favourable Winds
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ret *= 0.666;
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else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
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{
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@ -941,10 +945,10 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
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{
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std::vector<int3> vec;
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vec.reserve(8); //optimization
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getNeighbours(h->cb->gameState()->map, *d, dst, vec, s->terType != ETerrainType::WATER, true);
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getNeighbours(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true);
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for(auto & elem : vec)
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{
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int fcost = getMovementCost(h, dst, elem, left, ti, false);
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int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false);
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if(fcost <= left)
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return ret;
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}
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@ -955,7 +959,7 @@ int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & sr
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int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
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{
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return getMovementCost(h, h->visitablePos(), dst, h->movement);
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return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement);
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}
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CGPathNode::CGPathNode()
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@ -248,7 +248,7 @@ public:
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static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
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static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
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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);
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static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
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private:
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@ -1781,7 +1781,7 @@ bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 teleporting, bo
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auto ti = new TurnInfo(h);
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const bool canFly = ti->hasBonusOfType(Bonus::FLYING_MOVEMENT);
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const bool canWalkOnSea = ti->hasBonusOfType(Bonus::WATER_WALKING);
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const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, h->movement, ti);
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const int cost = CPathfinderHelper::getMovementCost(h, h->getPosition(), hmpos, nullptr, nullptr, h->movement, ti);
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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