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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

Split pathfinder into multiple smaller files

This commit is contained in:
Ivan Savenko
2023-06-21 13:46:09 +03:00
parent 87fcfa4add
commit bd4d2788ed
47 changed files with 2362 additions and 2076 deletions

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@@ -16,7 +16,9 @@
#include "../../../CCallback.h" #include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h" #include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h" #include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/PathfinderUtil.h" #include "../../../lib/pathfinder/CPathfinder.h"
#include "../../../lib/pathfinder/PathfinderUtil.h"
#include "../../../lib/pathfinder/PathfinderOptions.h"
#include "../../../lib/CPlayerState.h" #include "../../../lib/CPlayerState.h"
namespace NKAI namespace NKAI

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@@ -13,7 +13,8 @@
#define NKAI_PATHFINDER_TRACE_LEVEL 0 #define NKAI_PATHFINDER_TRACE_LEVEL 0
#define NKAI_TRACE_LEVEL 0 #define NKAI_TRACE_LEVEL 0
#include "../../../lib/CPathfinder.h" #include "../../../lib/pathfinder/CGPathNode.h"
#include "../../../lib/pathfinder/INodeStorage.h"
#include "../../../lib/mapObjects/CGHeroInstance.h" #include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h" #include "../AIUtility.h"
#include "../Engine/FuzzyHelper.h" #include "../Engine/FuzzyHelper.h"

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@@ -15,6 +15,8 @@
#include "Rules/AIPreviousNodeRule.h" #include "Rules/AIPreviousNodeRule.h"
#include "../Engine//Nullkiller.h" #include "../Engine//Nullkiller.h"
#include "../../../lib/pathfinder/CPathfinder.h"
namespace NKAI namespace NKAI
{ {
namespace AIPathfinding namespace AIPathfinding
@@ -44,6 +46,8 @@ namespace AIPathfinding
{ {
} }
AIPathfinderConfig::~AIPathfinderConfig() = default;
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
{ {
auto hero = aiNodeStorage->getHero(source.node); auto hero = aiNodeStorage->getHero(source.node);

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@@ -11,6 +11,7 @@
#pragma once #pragma once
#include "AINodeStorage.h" #include "AINodeStorage.h"
#include "../../../lib/pathfinder/PathfinderOptions.h"
namespace NKAI namespace NKAI
{ {
@@ -31,6 +32,8 @@ namespace AIPathfinding
Nullkiller * ai, Nullkiller * ai,
std::shared_ptr<AINodeStorage> nodeStorage); std::shared_ptr<AINodeStorage> nodeStorage);
~AIPathfinderConfig();
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override; virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
}; };
} }

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@@ -13,6 +13,7 @@
#include "../Engine/Nullkiller.h" #include "../Engine/Nullkiller.h"
#include "../../../CCallback.h" #include "../../../CCallback.h"
#include "../../../lib/mapObjects/MapObjects.h" #include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/pathfinder/TurnInfo.h"
#include "Actions/BuyArmyAction.h" #include "Actions/BuyArmyAction.h"
using namespace NKAI; using namespace NKAI;

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@@ -10,7 +10,6 @@
#pragma once #pragma once
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h" #include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h" #include "../AIUtility.h"
#include "Actions/SpecialAction.h" #include "Actions/SpecialAction.h"
@@ -83,7 +82,7 @@ public:
ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); } ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
void setBaseActor(HeroActor * base); void setBaseActor(HeroActor * base);
virtual const CGObjectInstance * getActorObject() const { return hero; } virtual const CGObjectInstance * getActorObject() const { return hero; }
int maxMovePoints(CGPathNode::ELayer layer); int maxMovePoints(EPathfindingLayer layer);
protected: protected:
virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const; virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;

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@@ -15,6 +15,7 @@
#include "../Actions/BoatActions.h" #include "../Actions/BoatActions.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace NKAI namespace NKAI
{ {

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@@ -14,6 +14,7 @@
#include "../../AIGateway.h" #include "../../AIGateway.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace NKAI namespace NKAI
{ {

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@@ -14,6 +14,7 @@
#include "../../AIGateway.h" #include "../../AIGateway.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace NKAI namespace NKAI
{ {

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@@ -10,6 +10,8 @@
#include "StdInc.h" #include "StdInc.h"
#include "AIPreviousNodeRule.h" #include "AIPreviousNodeRule.h"
#include "../../../../lib/pathfinder/CPathfinder.h"
namespace NKAI namespace NKAI
{ {
namespace AIPathfinding namespace AIPathfinding

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@@ -14,6 +14,7 @@
#include "../../AIGateway.h" #include "../../AIGateway.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace NKAI namespace NKAI
{ {

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@@ -14,7 +14,9 @@
#include "../../../CCallback.h" #include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h" #include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h" #include "../../../lib/mapObjects/MapObjects.h"
#include "../../../lib/PathfinderUtil.h" #include "../../../lib/pathfinder/CPathfinder.h"
#include "../../../lib/pathfinder/PathfinderOptions.h"
#include "../../../lib/pathfinder/PathfinderUtil.h"
#include "../../../lib/CPlayerState.h" #include "../../../lib/CPlayerState.h"
AINodeStorage::AINodeStorage(const int3 & Sizes) AINodeStorage::AINodeStorage(const int3 & Sizes)

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@@ -10,8 +10,9 @@
#pragma once #pragma once
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h" #include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../../../lib/pathfinder/CGPathNode.h"
#include "../../../lib/pathfinder/INodeStorage.h"
#include "../AIUtility.h" #include "../AIUtility.h"
#include "../FuzzyHelper.h" #include "../FuzzyHelper.h"
#include "../Goals/AbstractGoal.h" #include "../Goals/AbstractGoal.h"

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@@ -14,6 +14,8 @@
#include "Rules/AIMovementToDestinationRule.h" #include "Rules/AIMovementToDestinationRule.h"
#include "Rules/AIPreviousNodeRule.h" #include "Rules/AIPreviousNodeRule.h"
#include "../../../lib/pathfinder/CPathfinder.h"
namespace AIPathfinding namespace AIPathfinding
{ {
std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset( std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
@@ -41,6 +43,8 @@ namespace AIPathfinding
{ {
} }
AIPathfinderConfig::~AIPathfinderConfig() = default;
CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
{ {
if(!helper) if(!helper)

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@@ -12,6 +12,7 @@
#include "AINodeStorage.h" #include "AINodeStorage.h"
#include "../VCAI.h" #include "../VCAI.h"
#include "../../../lib/pathfinder/PathfinderOptions.h"
namespace AIPathfinding namespace AIPathfinding
{ {
@@ -27,6 +28,8 @@ namespace AIPathfinding
VCAI * ai, VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage); std::shared_ptr<AINodeStorage> nodeStorage);
~AIPathfinderConfig();
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override; virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
}; };
} }

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@@ -15,6 +15,7 @@
#include "../Actions/BoatActions.h" #include "../Actions/BoatActions.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace AIPathfinding namespace AIPathfinding
{ {

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@@ -14,6 +14,7 @@
#include "../../VCAI.h" #include "../../VCAI.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace AIPathfinding namespace AIPathfinding
{ {

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@@ -14,6 +14,7 @@
#include "../../VCAI.h" #include "../../VCAI.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace AIPathfinding namespace AIPathfinding
{ {

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@@ -14,6 +14,7 @@
#include "../../VCAI.h" #include "../../VCAI.h"
#include "../../../../CCallback.h" #include "../../../../CCallback.h"
#include "../../../../lib/mapObjects/MapObjects.h" #include "../../../../lib/mapObjects/MapObjects.h"
#include "../../../../lib/pathfinder/PathfindingRules.h"
namespace AIPathfinding namespace AIPathfinding
{ {

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@@ -55,6 +55,7 @@
#include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/mapObjects/MiscObjects.h" #include "../lib/mapObjects/MiscObjects.h"
#include "../lib/mapObjects/ObjectTemplate.h" #include "../lib/mapObjects/ObjectTemplate.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/CStack.h" #include "../lib/CStack.h"
#include "../lib/JsonNode.h" #include "../lib/JsonNode.h"
#include "CMusicHandler.h" #include "CMusicHandler.h"
@@ -70,7 +71,6 @@
#include "gui/WindowHandler.h" #include "gui/WindowHandler.h"
#include "windows/InfoWindows.h" #include "windows/InfoWindows.h"
#include "../lib/UnlockGuard.h" #include "../lib/UnlockGuard.h"
#include "../lib/CPathfinder.h"
#include "../lib/RoadHandler.h" #include "../lib/RoadHandler.h"
#include "../lib/TerrainHandler.h" #include "../lib/TerrainHandler.h"
#include "CServerHandler.h" #include "CServerHandler.h"

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@@ -24,12 +24,12 @@
#include "../CCallback.h" #include "../CCallback.h"
#include "../lib/CConfigHandler.h" #include "../lib/CConfigHandler.h"
#include "../lib/CGameState.h" #include "../lib/CGameState.h"
#include "../lib/CPathfinder.h"
#include "../lib/CThreadHelper.h" #include "../lib/CThreadHelper.h"
#include "../lib/VCMIDirs.h" #include "../lib/VCMIDirs.h"
#include "../lib/battle/BattleInfo.h" #include "../lib/battle/BattleInfo.h"
#include "../lib/serializer/BinaryDeserializer.h" #include "../lib/serializer/BinaryDeserializer.h"
#include "../lib/mapping/CMapService.h" #include "../lib/mapping/CMapService.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/filesystem/Filesystem.h" #include "../lib/filesystem/Filesystem.h"
#include "../lib/registerTypes/RegisterTypes.h" #include "../lib/registerTypes/RegisterTypes.h"
#include "../lib/serializer/Connection.h" #include "../lib/serializer/Connection.h"

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@@ -11,9 +11,9 @@
#include "PlayerLocalState.h" #include "PlayerLocalState.h"
#include "../CCallback.h" #include "../CCallback.h"
#include "../lib/CPathfinder.h"
#include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CGTownInstance.h" #include "../lib/mapObjects/CGTownInstance.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "CPlayerInterface.h" #include "CPlayerInterface.h"
#include "adventureMap/AdventureMapInterface.h" #include "adventureMap/AdventureMapInterface.h"

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@@ -39,8 +39,8 @@
#include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/CSpellHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapping/CMapDefines.h" #include "../../lib/mapping/CMapDefines.h"
#include "../../lib/pathfinder/CGPathNode.h"
std::shared_ptr<AdventureMapInterface> adventureInt; std::shared_ptr<AdventureMapInterface> adventureInt;

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@@ -30,10 +30,10 @@
#include "../../CCallback.h" #include "../../CCallback.h"
#include "../../lib/CConfigHandler.h" #include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h" #include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapping/CMap.h" #include "../../lib/mapping/CMap.h"
#include "../../lib/pathfinder/CGPathNode.h"
AdventureMapShortcuts::AdventureMapShortcuts(AdventureMapInterface & owner) AdventureMapShortcuts::AdventureMapShortcuts(AdventureMapInterface & owner)
: owner(owner) : owner(owner)

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@@ -21,7 +21,6 @@
#include "../../CCallback.h" #include "../../CCallback.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/RiverHandler.h" #include "../../lib/RiverHandler.h"
#include "../../lib/RoadHandler.h" #include "../../lib/RoadHandler.h"
#include "../../lib/TerrainHandler.h" #include "../../lib/TerrainHandler.h"
@@ -29,6 +28,7 @@
#include "../../lib/mapObjects/MiscObjects.h" #include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/mapObjects/ObjectTemplate.h" #include "../../lib/mapObjects/ObjectTemplate.h"
#include "../../lib/mapping/CMapDefines.h" #include "../../lib/mapping/CMapDefines.h"
#include "../../lib/pathfinder/CGPathNode.h"
struct NeighborTilesInfo struct NeighborTilesInfo
{ {

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@@ -19,11 +19,11 @@
#include "../CPlayerInterface.h" #include "../CPlayerInterface.h"
#include "../PlayerLocalState.h" #include "../PlayerLocalState.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/Point.h" #include "../../lib/Point.h"
#include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/CSpellHandler.h"
#include "../../lib/mapping/CMap.h" #include "../../lib/mapping/CMap.h"
#include "../../lib/pathfinder/CGPathNode.h"
MapRendererBaseContext::MapRendererBaseContext(const MapRendererContextState & viewState) MapRendererBaseContext::MapRendererBaseContext(const MapRendererContextState & viewState)
: viewState(viewState) : viewState(viewState)

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@@ -22,9 +22,9 @@
#include "../gui/WindowHandler.h" #include "../gui/WindowHandler.h"
#include "../../lib/CConfigHandler.h" #include "../../lib/CConfigHandler.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/MiscObjects.h" #include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/pathfinder/CGPathNode.h"
#include "../../lib/spells/ViewSpellInt.h" #include "../../lib/spells/ViewSpellInt.h"
void MapViewController::setViewCenter(const int3 & position) void MapViewController::setViewCenter(const int3 & position)

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@@ -108,6 +108,13 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapping/MapFormatJson.cpp ${MAIN_LIB_DIR}/mapping/MapFormatJson.cpp
${MAIN_LIB_DIR}/mapping/ObstacleProxy.cpp ${MAIN_LIB_DIR}/mapping/ObstacleProxy.cpp
${MAIN_LIB_DIR}/pathfinder/CGPathNode.cpp
${MAIN_LIB_DIR}/pathfinder/CPathfinder.cpp
${MAIN_LIB_DIR}/pathfinder/NodeStorage.cpp
${MAIN_LIB_DIR}/pathfinder/PathfinderOptions.cpp
${MAIN_LIB_DIR}/pathfinder/PathfindingRules.cpp
${MAIN_LIB_DIR}/pathfinder/TurnInfo.cpp
${MAIN_LIB_DIR}/registerTypes/RegisterTypes.cpp ${MAIN_LIB_DIR}/registerTypes/RegisterTypes.cpp
${MAIN_LIB_DIR}/registerTypes/TypesClientPacks1.cpp ${MAIN_LIB_DIR}/registerTypes/TypesClientPacks1.cpp
${MAIN_LIB_DIR}/registerTypes/TypesClientPacks2.cpp ${MAIN_LIB_DIR}/registerTypes/TypesClientPacks2.cpp
@@ -219,7 +226,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/CHeroHandler.cpp ${MAIN_LIB_DIR}/CHeroHandler.cpp
${MAIN_LIB_DIR}/CModHandler.cpp ${MAIN_LIB_DIR}/CModHandler.cpp
${MAIN_LIB_DIR}/CModVersion.cpp ${MAIN_LIB_DIR}/CModVersion.cpp
${MAIN_LIB_DIR}/CPathfinder.cpp
${MAIN_LIB_DIR}/CPlayerState.cpp ${MAIN_LIB_DIR}/CPlayerState.cpp
${MAIN_LIB_DIR}/CRandomGenerator.cpp ${MAIN_LIB_DIR}/CRandomGenerator.cpp
${MAIN_LIB_DIR}/CScriptingModule.cpp ${MAIN_LIB_DIR}/CScriptingModule.cpp
@@ -423,6 +429,15 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapping/MapFormatJson.h ${MAIN_LIB_DIR}/mapping/MapFormatJson.h
${MAIN_LIB_DIR}/mapping/ObstacleProxy.h ${MAIN_LIB_DIR}/mapping/ObstacleProxy.h
${MAIN_LIB_DIR}/pathfinder/INodeStorage.h
${MAIN_LIB_DIR}/pathfinder/CGPathNode.h
${MAIN_LIB_DIR}/pathfinder/CPathfinder.h
${MAIN_LIB_DIR}/pathfinder/NodeStorage.h
${MAIN_LIB_DIR}/pathfinder/PathfinderOptions.h
${MAIN_LIB_DIR}/pathfinder/PathfinderUtil.h
${MAIN_LIB_DIR}/pathfinder/PathfindingRules.h
${MAIN_LIB_DIR}/pathfinder/TurnInfo.h
${MAIN_LIB_DIR}/registerTypes/RegisterTypes.h ${MAIN_LIB_DIR}/registerTypes/RegisterTypes.h
${MAIN_LIB_DIR}/rewardable/Configuration.h ${MAIN_LIB_DIR}/rewardable/Configuration.h
@@ -533,7 +548,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/CondSh.h ${MAIN_LIB_DIR}/CondSh.h
${MAIN_LIB_DIR}/ConstTransitivePtr.h ${MAIN_LIB_DIR}/ConstTransitivePtr.h
${MAIN_LIB_DIR}/Color.h ${MAIN_LIB_DIR}/Color.h
${MAIN_LIB_DIR}/CPathfinder.h
${MAIN_LIB_DIR}/CPlayerState.h ${MAIN_LIB_DIR}/CPlayerState.h
${MAIN_LIB_DIR}/CRandomGenerator.h ${MAIN_LIB_DIR}/CRandomGenerator.h
${MAIN_LIB_DIR}/CScriptingModule.h ${MAIN_LIB_DIR}/CScriptingModule.h
@@ -563,7 +577,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/NetPacksLobby.h ${MAIN_LIB_DIR}/NetPacksLobby.h
${MAIN_LIB_DIR}/NetPackVisitor.h ${MAIN_LIB_DIR}/NetPackVisitor.h
${MAIN_LIB_DIR}/ObstacleHandler.h ${MAIN_LIB_DIR}/ObstacleHandler.h
${MAIN_LIB_DIR}/PathfinderUtil.h
${MAIN_LIB_DIR}/Point.h ${MAIN_LIB_DIR}/Point.h
${MAIN_LIB_DIR}/Rect.h ${MAIN_LIB_DIR}/Rect.h
${MAIN_LIB_DIR}/Rect.cpp ${MAIN_LIB_DIR}/Rect.cpp

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@@ -15,7 +15,6 @@
#include "CArtHandler.h" #include "CArtHandler.h"
#include "CBuildingHandler.h" #include "CBuildingHandler.h"
#include "CGeneralTextHandler.h" #include "CGeneralTextHandler.h"
#include "CPathfinder.h"
#include "CTownHandler.h" #include "CTownHandler.h"
#include "spells/CSpellHandler.h" #include "spells/CSpellHandler.h"
#include "CHeroHandler.h" #include "CHeroHandler.h"
@@ -28,6 +27,8 @@
#include "mapObjectConstructors/CObjectClassesHandler.h" #include "mapObjectConstructors/CObjectClassesHandler.h"
#include "StartInfo.h" #include "StartInfo.h"
#include "NetPacks.h" #include "NetPacks.h"
#include "pathfinder/CPathfinder.h"
#include "pathfinder/PathfinderOptions.h"
#include "registerTypes/RegisterTypes.h" #include "registerTypes/RegisterTypes.h"
#include "battle/BattleInfo.h" #include "battle/BattleInfo.h"
#include "JsonNode.h" #include "JsonNode.h"

File diff suppressed because it is too large Load Diff

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@@ -1,618 +0,0 @@
/*
* CPathfinder.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "VCMI_Lib.h"
#include "IGameCallback.h"
#include "bonuses/Bonus.h"
#include "int3.h"
#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
struct TerrainTile;
class CPathfinderHelper;
class CMap;
class CGWhirlpool;
class CPathfinderHelper;
class CPathfinder;
class PathfinderConfig;
template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
struct DLL_LINKAGE CGPathNode
{
using ELayer = EPathfindingLayer;
enum ENodeAction : ui8
{
UNKNOWN = 0,
EMBARK = 1,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
enum EAccessibility : ui8
{
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 neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can be neither entered nor visited
};
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
ui32 moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EAccessibility accessible;
ENodeAction action;
bool locked;
bool inPQ;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
inPQ = false;
pq = nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(value == cost)
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ && pq != nullptr)
{
if(getUpNode)
{
pq->increase(this->pqHandle);
}
else
{
pq->decrease(this->pqHandle);
}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
TFibHeap::handle_type pqHandle;
TFibHeap* pq;
private:
float cost; //total cost of the path to this tile measured in turns with fractions
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations::PlayerRelations objectRelations;
PlayerRelations::PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
class IPathfindingRule
{
public:
virtual ~IPathfindingRule() = default;
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementCostRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override
{
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
destination.blocked = blockingReason != BlockingReason::NONE;
}
protected:
enum class BlockingReason
{
NONE = 0,
SOURCE_GUARDED = 1,
DESTINATION_GUARDED = 2,
SOURCE_BLOCKED = 3,
DESTINATION_BLOCKED = 4,
DESTINATION_BLOCKVIS = 5,
DESTINATION_VISIT = 6
};
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
{
public:
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
{
protected:
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
};
class DLL_LINKAGE INodeStorage
{
public:
using ELayer = EPathfindingLayer;
virtual ~INodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
};
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
STRONG_INLINE
void resetTile(const int3 & tile, const EPathfindingLayer & layer, CGPathNode::EAccessibility accessibility);
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
virtual ~NodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
class DLL_LINKAGE PathfinderConfig
{
public:
std::shared_ptr<INodeStorage> nodeStorage;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
PathfinderConfig(
std::shared_ptr<INodeStorage> nodeStorage,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
virtual ~PathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
};
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
{
private:
std::unique_ptr<CPathfinderHelper> pathfinderHelper;
public:
SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
virtual ~SingleHeroPathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
};
class CPathfinder
{
public:
friend class CPathfinderHelper;
CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config);
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:
CGameState * gamestate;
using ELayer = EPathfindingLayer;
std::shared_ptr<PathfinderConfig> config;
boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
PathNodeInfo source; //current (source) path node -> we took it from the queue
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
bool isLayerTransitionPossible() const;
CGPathNode::ENodeAction getTeleportDestAction() const;
bool isDestinationGuardian() const;
void initializeGraph();
STRONG_INLINE
void push(CGPathNode * node);
STRONG_INLINE
CGPathNode * topAndPop();
};
struct DLL_LINKAGE TurnInfo
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::vector<bool> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
int pathfindingVal;
BonusCache(const TConstBonusListPtr & bonusList);
};
std::unique_ptr<BonusCache> bonusCache;
const CGHeroInstance * hero;
mutable TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
TerrainId nativeTerrain;
int turn;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
int valOfBonuses(const BonusType type, const int subtype = -1) const;
void updateHeroBonuses(BonusType type, const CSelector& sel) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
};
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{
public:
enum EPatrolState
{
PATROL_NONE = 0,
PATROL_LOCKED = 1,
PATROL_RADIUS
} patrolState;
std::unordered_set<int3> patrolTiles;
int turn;
PlayerColor owner;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
virtual ~CPathfinderHelper();
void initializePatrol();
bool isHeroPatrolLocked() const;
bool isPatrolMovementAllowed(const int3 & dst) const;
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
const TurnInfo * getTurnInfo() const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
std::vector<int3> getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
void getNeighbours(
const TerrainTile & srcTile,
const int3 & srcCoord,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints = -1,
const bool checkLast = true,
boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
int getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints = -1,
const bool checkLast = true) const
{
return getMovementCost(
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
checkLast,
dst.node->layer == EPathfindingLayer::SAIL,
dst.node->layer == EPathfindingLayer::WATER
);
}
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
};
VCMI_LIB_NAMESPACE_END

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@@ -28,10 +28,10 @@
#include "../IGameCallback.h" #include "../IGameCallback.h"
#include "../CGameState.h" #include "../CGameState.h"
#include "../CCreatureHandler.h" #include "../CCreatureHandler.h"
#include "../CPathfinder.h"
#include "../CTownHandler.h" #include "../CTownHandler.h"
#include "../mapping/CMap.h" #include "../mapping/CMap.h"
#include "CGTownInstance.h" #include "CGTownInstance.h"
#include "../pathfinder/TurnInfo.h"
#include "../serializer/JsonSerializeFormat.h" #include "../serializer/JsonSerializeFormat.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h" #include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjectConstructors/CObjectClassesHandler.h"

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@@ -0,0 +1,161 @@
/*
* CGPathNode.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGPathNode.h"
#include "CPathfinder.h"
#include "../CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMapDefines.h"
VCMI_LIB_NAMESPACE_BEGIN
static bool canSeeObj(const CGObjectInstance * obj)
{
/// Pathfinder should ignore placed events
return obj != nullptr && obj->ID != Obj::EVENT;
}
int3 CGPath::startPos() const
{
return nodes[nodes.size()-1].coord;
}
int3 CGPath::endPos() const
{
return nodes[0].coord;
}
CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
: sizes(Sizes), hero(hero_)
{
nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
}
CPathsInfo::~CPathsInfo() = default;
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
{
assert(vstd::iswithin(tile.x, 0, sizes.x));
assert(vstd::iswithin(tile.y, 0, sizes.y));
assert(vstd::iswithin(tile.z, 0, sizes.z));
return getNode(tile);
}
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
{
out.nodes.clear();
const CGPathNode * curnode = getNode(dst);
if(!curnode->theNodeBefore)
return false;
while(curnode)
{
const CGPathNode cpn = * curnode;
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
{
const auto * landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
if(landNode->reachable())
return landNode;
else
return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
}
PathNodeInfo::PathNodeInfo()
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false), isInitialPosition(false)
{
}
void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
{
node = n;
if(coord != node->coord)
{
assert(node->coord.valid());
coord = node->coord;
tile = gs->getTile(coord);
nodeObject = tile->topVisitableObj();
if(nodeObject && nodeObject->ID == Obj::HERO)
{
nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);
nodeObject = tile->topVisitableObj(true);
if(!nodeObject)
nodeObject = nodeHero;
}
else
{
nodeHero = nullptr;
}
}
guarded = false;
}
void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
{
if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)
{
guarded = true;
}
if(nodeObject)
{
objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
}
if(nodeHero)
{
heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
}
}
bool PathNodeInfo::isNodeObjectVisitable() const
{
/// Hero can't visit objects while walking on water or flying
return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
&& (canSeeObj(nodeObject) || canSeeObj(nodeHero));
}
CDestinationNodeInfo::CDestinationNodeInfo():
blocked(false),
action(CGPathNode::ENodeAction::UNKNOWN)
{
}
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
{
PathNodeInfo::setNode(gs, n);
blocked = false;
action = CGPathNode::ENodeAction::UNKNOWN;
}
bool CDestinationNodeInfo::isBetterWay() const
{
if(node->turns == 0xff) //we haven't been here before
return true;
else
return cost < node->getCost(); //this route is faster
}
VCMI_LIB_NAMESPACE_END

222
lib/pathfinder/CGPathNode.h Normal file
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@@ -0,0 +1,222 @@
/*
* CGPathNode.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include "../int3.h"
#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGameState;
class CPathfinderHelper;
struct TerrainTile;
template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
struct DLL_LINKAGE CGPathNode
{
using ELayer = EPathfindingLayer;
enum ENodeAction : ui8
{
UNKNOWN = 0,
EMBARK = 1,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
enum EAccessibility : ui8
{
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 neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can be neither entered nor visited
};
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
ui32 moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EAccessibility accessible;
ENodeAction action;
bool locked;
bool inPQ;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
action = UNKNOWN;
inPQ = false;
pq = nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(value == cost)
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ && pq != nullptr)
{
if(getUpNode)
{
pq->increase(this->pqHandle);
}
else
{
pq->decrease(this->pqHandle);
}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
TFibHeap::handle_type pqHandle;
TFibHeap* pq;
private:
float cost; //total cost of the path to this tile measured in turns with fractions
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations::PlayerRelations objectRelations;
PlayerRelations::PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
CGPathNode::ENodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
VCMI_LIB_NAMESPACE_END

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@@ -0,0 +1,668 @@
/*
* CPathfinder.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CPathfinder.h"
#include "INodeStorage.h"
#include "PathfinderOptions.h"
#include "PathfindingRules.h"
#include "TurnInfo.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
#include "../TerrainHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMap.h"
VCMI_LIB_NAMESPACE_BEGIN
std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
{
std::vector<int3> neighbourTiles;
neighbourTiles.reserve(8);
getNeighbours(
*source.tile,
source.node->coord,
neighbourTiles,
boost::logic::indeterminate,
source.node->layer == EPathfindingLayer::SAIL);
if(source.isNodeObjectVisitable())
{
vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
{
return !canMoveBetween(tile, source.nodeObject->visitablePos());
});
}
return neighbourTiles;
}
CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr<PathfinderConfig> config):
gamestate(_gs),
config(std::move(config))
{
initializeGraph();
}
void CPathfinder::push(CGPathNode * node)
{
if(node && !node->inPQ)
{
node->inPQ = true;
node->pq = &this->pq;
auto handle = pq.push(node);
node->pqHandle = handle;
}
}
CGPathNode * CPathfinder::topAndPop()
{
auto * node = pq.top();
pq.pop();
node->inPQ = false;
node->pq = nullptr;
return node;
}
void CPathfinder::calculatePaths()
{
//logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner);
//initial tile - set cost on 0 and add to the queue
std::vector<CGPathNode *> initialNodes = config->nodeStorage->getInitialNodes();
int counter = 0;
for(auto * initialNode : initialNodes)
{
if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
throw std::runtime_error("Wrong checksum");
}
source.setNode(gamestate, initialNode);
auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
if(hlp->isHeroPatrolLocked())
continue;
pq.push(initialNode);
}
while(!pq.empty())
{
counter++;
auto * node = topAndPop();
source.setNode(gamestate, node);
source.node->locked = true;
int movement = source.node->moveRemains;
uint8_t turn = source.node->turns;
float cost = source.node->getCost();
auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
hlp->updateTurnInfo(turn);
if(!movement)
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(source.node->layer);
if(!hlp->passOneTurnLimitCheck(source))
continue;
}
source.isInitialPosition = source.nodeHero == hlp->hero;
source.updateInfo(hlp, gamestate);
//add accessible neighbouring nodes to the queue
auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
for(CGPathNode * neighbour : neighbourNodes)
{
if(neighbour->locked)
continue;
if(!hlp->isLayerAvailable(neighbour->layer))
continue;
destination.setNode(gamestate, neighbour);
hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
if(!hlp->isPatrolMovementAllowed(neighbour->coord))
continue;
/// Check transition without tile accessability rules
if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
continue;
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
destination.updateInfo(hlp, gamestate);
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
for(const auto & rule : config->rules)
{
rule->process(source, destination, config.get(), hlp);
if(destination.blocked)
break;
}
if(!destination.blocked)
push(destination.node);
} //neighbours loop
//just add all passable teleport exits
hlp = config->getOrCreatePathfinderHelper(source, gamestate);
/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
if(hlp->patrolState == CPathfinderHelper::PATROL_RADIUS)
continue;
auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp);
for(CGPathNode * teleportNode : teleportationNodes)
{
if(teleportNode->locked)
continue;
/// TODO: We may consider use invisible exits on FoW border in future
/// Useful for AI when at least one tile around exit is visible and passable
/// Objects are usually visible on FoW border anyway so it's not cheating.
///
/// For now it's disabled as it's will cause crashes in movement code.
if(teleportNode->accessible == CGPathNode::BLOCKED)
continue;
destination.setNode(gamestate, teleportNode);
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
if(destination.isBetterWay())
{
destination.action = getTeleportDestAction();
config->nodeStorage->commit(destination, source);
if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
push(destination.node);
}
}
} //queue loop
logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter));
}
std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const
{
std::vector<int3> allowedExits;
for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner))
{
const auto * obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(obj))
{
auto pos = obj->getBlockedPos();
for(const auto & p : pos)
{
if(gs->map->getTile(p).topVisitableId() == obj->ID)
allowedExits.push_back(p);
}
}
else if(obj && CGTeleport::isExitPassable(gs, hero, obj))
allowedExits.push_back(obj->visitablePos());
}
return allowedExits;
}
std::vector<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
{
std::vector<int3> allowedExits;
auto towns = getPlayerState(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != source.nodeObject->id && town->visitingHero == nullptr
&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
allowedExits.push_back(town->visitablePos());
}
}
return allowedExits;
}
std::vector<int3> CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
{
std::vector<int3> teleportationExits;
const auto * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
if(isAllowedTeleportEntrance(objTeleport))
{
for(const auto & exit : getAllowedTeleportChannelExits(objTeleport->channel))
{
teleportationExits.push_back(exit);
}
}
else if(options.useCastleGate
&& (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
&& source.objectRelations != PlayerRelations::ENEMIES))
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
for(const auto & exit : getCastleGates(source))
{
teleportationExits.push_back(exit);
}
}
return teleportationExits;
}
bool CPathfinderHelper::isHeroPatrolLocked() const
{
return patrolState == PATROL_LOCKED;
}
bool CPathfinderHelper::isPatrolMovementAllowed(const int3 & dst) const
{
if(patrolState == PATROL_RADIUS)
{
if(!vstd::contains(patrolTiles, dst))
return false;
}
return true;
}
bool CPathfinder::isLayerTransitionPossible() const
{
ELayer destLayer = destination.node->layer;
/// No layer transition allowed when previous node action is BATTLE
if(source.node->action == CGPathNode::BATTLE)
return false;
switch(source.node->layer)
{
case ELayer::LAND:
if(destLayer == ELayer::AIR)
{
if(!config->options.lightweightFlyingMode || source.isInitialPosition)
return true;
}
else if(destLayer == ELayer::SAIL)
{
if(destination.tile->isWater())
return true;
}
else
return true;
break;
case ELayer::SAIL:
if(destLayer == ELayer::LAND && !destination.tile->isWater())
return true;
break;
case ELayer::AIR:
if(destLayer == ELayer::LAND)
return true;
break;
case ELayer::WATER:
if(destLayer == ELayer::LAND)
return true;
break;
}
return false;
}
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
{
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
if(destination.isNodeObjectVisitable() && destination.nodeHero)
{
if(destination.heroRelations == PlayerRelations::ENEMIES)
action = CGPathNode::TELEPORT_BATTLE;
else
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
}
return action;
}
bool CPathfinder::isDestinationGuardian() const
{
return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
}
void CPathfinderHelper::initializePatrol()
{
auto state = PATROL_NONE;
if(hero->patrol.patrolling && !getPlayerState(hero->tempOwner)->human)
{
if(hero->patrol.patrolRadius)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
}
else
state = PATROL_LOCKED;
}
patrolState = state;
}
void CPathfinder::initializeGraph()
{
INodeStorage * nodeStorage = config->nodeStorage.get();
nodeStorage->initialize(config->options, gamestate);
}
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
{
return gs->checkForVisitableDir(a, b);
}
bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
{
if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
const auto * whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
if(whirlpool)
{
if(addTeleportWhirlpool(whirlpool))
return true;
}
else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
return true;
return false;
}
bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
}
bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const
{
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() == 1)
return true;
}
return false;
}
bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
{
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
{
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
return true;
}
return false;
}
bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return options.useTeleportWhirlpool && hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) && obj;
}
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
{
return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
}
bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
{
if(!options.oneTurnSpecialLayersLimit)
return true;
if(source.node->layer == EPathfindingLayer::WATER)
return false;
if(source.node->layer == EPathfindingLayer::AIR)
{
return options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE;
}
return true;
}
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
CGameInfoCallback(gs, std::optional<PlayerColor>()),
turn(-1),
hero(Hero),
options(Options),
owner(Hero->tempOwner)
{
turnsInfo.reserve(16);
updateTurnInfo();
initializePatrol();
}
CPathfinderHelper::~CPathfinderHelper()
{
for(auto * ti : turnsInfo)
delete ti;
}
void CPathfinderHelper::updateTurnInfo(const int Turn)
{
if(turn != Turn)
{
turn = Turn;
if(turn >= turnsInfo.size())
{
auto * ti = new TurnInfo(hero, turn);
turnsInfo.push_back(ti);
}
}
}
bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
{
switch(layer)
{
case EPathfindingLayer::AIR:
if(!options.useFlying)
return false;
break;
case EPathfindingLayer::WATER:
if(!options.useWaterWalking)
return false;
break;
}
return turnsInfo[turn]->isLayerAvailable(layer);
}
const TurnInfo * CPathfinderHelper::getTurnInfo() const
{
return turnsInfo[turn];
}
bool CPathfinderHelper::hasBonusOfType(const BonusType type, const int subtype) const
{
return turnsInfo[turn]->hasBonusOfType(type, subtype);
}
int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const
{
return turnsInfo[turn]->getMaxMovePoints(layer);
}
void CPathfinderHelper::getNeighbours(
const TerrainTile & srcTile,
const int3 & srcCoord,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const
{
CMap * map = gs->map;
static const int3 dirs[] = {
int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0)
};
for(const auto & dir : dirs)
{
const int3 destCoord = srcCoord + dir;
if(!map->isInTheMap(destCoord))
continue;
const TerrainTile & destTile = map->getTile(destCoord);
if(!destTile.terType->isPassable())
continue;
// //we cannot visit things from blocked tiles
// if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE)
// {
// continue;
// }
/// Following condition let us avoid diagonal movement over coast when sailing
if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water
{
const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand())
continue;
}
if(indeterminate(onLand) || onLand == destTile.terType->isLand())
{
vec.push_back(destCoord);
}
}
}
int CPathfinderHelper::getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints,
const bool checkLast) const
{
return getMovementCost(
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
checkLast,
dst.node->layer == EPathfindingLayer::SAIL,
dst.node->layer == EPathfindingLayer::WATER
);
}
int CPathfinderHelper::getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints,
const bool checkLast,
boost::logic::tribool isDstSailLayer,
boost::logic::tribool isDstWaterLayer) const
{
if(src == dst) //same tile
return 0;
const auto * ti = getTurnInfo();
if(ct == nullptr || dt == nullptr)
{
ct = hero->cb->getTile(src);
dt = hero->cb->getTile(dst);
}
bool isSailLayer;
if(indeterminate(isDstSailLayer))
isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater();
else
isSailLayer = static_cast<bool>(isDstSailLayer);
bool isWaterLayer;
if(indeterminate(isDstWaterLayer))
isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater();
else
isWaterLayer = static_cast<bool>(isDstWaterLayer);
bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
int ret = hero->getTileCost(*dt, *ct, ti);
if(isSailLayer)
{
if(ct->hasFavorableWinds())
ret = static_cast<int>(ret * 2.0 / 3);
}
else if(isAirLayer)
vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
if(src.x != dst.x && src.y != dst.y) //it's diagonal move
{
int old = ret;
ret = static_cast<int>(ret * M_SQRT2);
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
// https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
if(ret > remainingMovePoints && remainingMovePoints >= old)
{
return remainingMovePoints;
}
}
const int left = remainingMovePoints - ret;
constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
if(checkLast && left > 0 && left <= maxCostOfOneStep) //it might be the last tile - if no further move possible we take all move points
{
std::vector<int3> vec;
vec.reserve(8); //optimization
getNeighbours(*dt, dst, vec, ct->terType->isLand(), true);
for(const auto & elem : vec)
{
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
VCMI_LIB_NAMESPACE_END

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/*
* CPathfinder.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "CGPathNode.h"
#include "../IGameCallback.h"
#include "../bonuses/BonusEnum.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGWhirlpool;
struct TurnInfo;
struct PathfinderOptions;
class CPathfinder
{
public:
friend class CPathfinderHelper;
CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config);
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:
CGameState * gamestate;
using ELayer = EPathfindingLayer;
std::shared_ptr<PathfinderConfig> config;
boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
PathNodeInfo source; //current (source) path node -> we took it from the queue
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
bool isLayerTransitionPossible() const;
CGPathNode::ENodeAction getTeleportDestAction() const;
bool isDestinationGuardian() const;
void initializeGraph();
STRONG_INLINE
void push(CGPathNode * node);
STRONG_INLINE
CGPathNode * topAndPop();
};
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
{
public:
enum EPatrolState
{
PATROL_NONE = 0,
PATROL_LOCKED = 1,
PATROL_RADIUS
} patrolState;
std::unordered_set<int3> patrolTiles;
int turn;
PlayerColor owner;
const CGHeroInstance * hero;
std::vector<TurnInfo *> turnsInfo;
const PathfinderOptions & options;
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
virtual ~CPathfinderHelper();
void initializePatrol();
bool isHeroPatrolLocked() const;
bool isPatrolMovementAllowed(const int3 & dst) const;
void updateTurnInfo(const int turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
const TurnInfo * getTurnInfo() const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
std::vector<int3> getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const;
bool addTeleportTwoWay(const CGTeleport * obj) const;
bool addTeleportOneWay(const CGTeleport * obj) const;
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
void getNeighbours(
const TerrainTile & srcTile,
const int3 & srcCoord,
std::vector<int3> & vec,
const boost::logic::tribool & onLand,
const bool limitCoastSailing) const;
int getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints = -1,
const bool checkLast = true,
boost::logic::tribool isDstSailLayer = boost::logic::indeterminate,
boost::logic::tribool isDstWaterLayer = boost::logic::indeterminate) const;
int getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints = -1,
const bool checkLast = true) const;
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
};
VCMI_LIB_NAMESPACE_END

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/*
* INodeStorage.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
struct CDestinationNodeInfo;
struct CGPathNode;
struct PathfinderOptions;
struct PathNodeInfo;
class CGameState;
class CPathfinderHelper;
class PathfinderConfig;
class DLL_LINKAGE INodeStorage
{
public:
using ELayer = EPathfindingLayer;
virtual ~INodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() = 0;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) = 0;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
};
VCMI_LIB_NAMESPACE_END

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/*
* NodeStorage.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "NodeStorage.h"
#include "CPathfinder.h"
#include "PathfinderUtil.h"
#include "PathfinderOptions.h"
#include "../CPlayerState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMap.h"
VCMI_LIB_NAMESPACE_BEGIN
void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
{
//TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
int3 pos;
const PlayerColor player = out.hero->tempOwner;
const int3 sizes = gs->getMapSize();
const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
const bool useFlying = options.useFlying;
const bool useWaterWalking = options.useWaterWalking;
for(pos.z=0; pos.z < sizes.z; ++pos.z)
{
for(pos.x=0; pos.x < sizes.x; ++pos.x)
{
for(pos.y=0; pos.y < sizes.y; ++pos.y)
{
const TerrainTile tile = gs->map->getTile(pos);
if(tile.terType->isWater())
{
resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
if(useWaterWalking)
resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
}
if(tile.terType->isLand())
{
resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
if(useFlying)
resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
}
}
}
}
}
std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
neighbours.reserve(16);
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
for(auto & neighbour : accessibleNeighbourTiles)
{
for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
{
auto * node = getNode(neighbour, i);
if(node->accessible == CGPathNode::NOT_SET)
continue;
neighbours.push_back(node);
}
}
return neighbours;
}
std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper)
{
std::vector<CGPathNode *> neighbours;
if(!source.isNodeObjectVisitable())
return neighbours;
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
for(auto & neighbour : accessibleExits)
{
auto * node = getNode(neighbour, source.node->layer);
neighbours.push_back(node);
}
return neighbours;
}
NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
:out(pathsInfo)
{
out.hero = hero;
out.hpos = hero->visitablePos();
}
void NodeStorage::resetTile(const int3 & tile, const EPathfindingLayer & layer, CGPathNode::EAccessibility accessibility)
{
getNode(tile, layer)->update(tile, layer, accessibility);
}
std::vector<CGPathNode *> NodeStorage::getInitialNodes()
{
auto * initialNode = getNode(out.hpos, out.hero->boat ? out.hero->boat->layer : EPathfindingLayer::LAND);
initialNode->turns = 0;
initialNode->moveRemains = out.hero->movement;
initialNode->setCost(0.0);
if(!initialNode->coord.valid())
{
initialNode->coord = out.hpos;
}
return std::vector<CGPathNode *> { initialNode };
}
void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
{
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
destination.node->setCost(destination.cost);
destination.node->moveRemains = destination.movementLeft;
destination.node->turns = destination.turn;
destination.node->theNodeBefore = source.node;
destination.node->action = destination.action;
}
VCMI_LIB_NAMESPACE_END

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/*
* NodeStorage.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "INodeStorage.h"
#include "CGPathNode.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE NodeStorage : public INodeStorage
{
private:
CPathsInfo & out;
STRONG_INLINE
void resetTile(const int3 & tile, const EPathfindingLayer & layer, CGPathNode::EAccessibility accessibility);
public:
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
{
return out.getNode(coord, layer);
}
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
virtual ~NodeStorage() = default;
virtual std::vector<CGPathNode *> getInitialNodes() override;
virtual std::vector<CGPathNode *> calculateNeighbours(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual std::vector<CGPathNode *> calculateTeleportations(
const PathNodeInfo & source,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) override;
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
};
VCMI_LIB_NAMESPACE_END

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/*
* CPathfinder.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "PathfinderOptions.h"
#include "../CConfigHandler.h"
#include "NodeStorage.h"
#include "PathfindingRules.h"
#include "CPathfinder.h"
PathfinderOptions::PathfinderOptions()
{
useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
}
PathfinderConfig::PathfinderConfig(std::shared_ptr<INodeStorage> nodeStorage, std::vector<std::shared_ptr<IPathfindingRule>> rules):
nodeStorage(std::move(nodeStorage)),
rules(std::move(rules))
{
}
std::vector<std::shared_ptr<IPathfindingRule>> SingleHeroPathfinderConfig::buildRuleSet()
{
return std::vector<std::shared_ptr<IPathfindingRule>>{
std::make_shared<LayerTransitionRule>(),
std::make_shared<DestinationActionRule>(),
std::make_shared<MovementToDestinationRule>(),
std::make_shared<MovementCostRule>(),
std::make_shared<MovementAfterDestinationRule>()
};
}
SingleHeroPathfinderConfig::~SingleHeroPathfinderConfig() = default;
SingleHeroPathfinderConfig::SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero)
: PathfinderConfig(std::make_shared<NodeStorage>(out, hero), buildRuleSet())
{
pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, hero, options);
}
CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
{
return pathfinderHelper.get();
}

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/*
* PathfinderOptions.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
class INodeStorage;
class IPathfindingRule;
class CPathfinderHelper;
class CGameState;
class CGHeroInstance;
struct PathNodeInfo;
struct CPathsInfo;
struct DLL_LINKAGE PathfinderOptions
{
bool useFlying;
bool useWaterWalking;
bool useEmbarkAndDisembark;
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
bool useTeleportOneWay; // One-way monoliths with one known exit only
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
/// TODO: Find out with client and server code, merge with normal teleporters.
/// Likely proper implementation would require some refactoring of CGTeleport.
/// So for now this is unfinished and disabled by default.
bool useCastleGate;
/// If true transition into air layer only possible from initial node.
/// This is drastically decrease path calculation complexity (and time).
/// Downside is less MP effective paths calculation.
///
/// TODO: If this option end up useful for slow devices it's can be improved:
/// - Allow transition into air layer not only from initial position, but also from teleporters.
/// Movement into air can be also allowed when hero disembarked.
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
/// Patrol support need similar functionality so it's won't be ton of useless code.
/// Such limitation could be useful as it's can be scaled depend on device performance.
bool lightweightFlyingMode;
/// This option enable one turn limitation for flying and water walking.
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
///
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
///
/// TODO:
/// - Behavior when option is disabled not implemented and will lead to crashes.
bool oneTurnSpecialLayersLimit;
/// VCMI have different movement rules to solve flaws original engine has.
/// If this option enabled you'll able to do following things in fly:
/// - Move from blocked tiles to visitable one
/// - Move from guarded tiles to blockvis tiles without being attacked
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
/// TODO:
/// - Option should also allow same tile land <-> air layer transitions.
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
bool originalMovementRules;
PathfinderOptions();
};
class DLL_LINKAGE PathfinderConfig
{
public:
std::shared_ptr<INodeStorage> nodeStorage;
std::vector<std::shared_ptr<IPathfindingRule>> rules;
PathfinderOptions options;
PathfinderConfig(
std::shared_ptr<INodeStorage> nodeStorage,
std::vector<std::shared_ptr<IPathfindingRule>> rules);
virtual ~PathfinderConfig() = default;
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
};
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
{
private:
std::unique_ptr<CPathfinderHelper> pathfinderHelper;
public:
SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
virtual ~SingleHeroPathfinderConfig();
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
};
VCMI_LIB_NAMESPACE_END

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@@ -9,10 +9,10 @@
*/ */
#pragma once #pragma once
#include "TerrainHandler.h" #include "../TerrainHandler.h"
#include "mapObjects/CGObjectInstance.h" #include "../mapObjects/CGObjectInstance.h"
#include "mapping/CMapDefines.h" #include "../mapping/CMapDefines.h"
#include "CGameState.h" #include "../CGameState.h"
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN

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/*
* PathfindingRules.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "PathfindingRules.h"
#include "CGPathNode.h"
#include "CPathfinder.h"
#include "INodeStorage.h"
#include "PathfinderOptions.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/MiscObjects.h"
#include "../mapping/CMapDefines.h"
VCMI_LIB_NAMESPACE_BEGIN
void MovementCostRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
float costAtNextTile = destination.cost;
int turnAtNextTile = destination.turn;
int moveAtNextTile = destination.movementLeft;
int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
int remains = moveAtNextTile - cost;
int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
costAtNextTile += static_cast<float>(moveAtNextTile) / sourceLayerMaxMovePoints;//we spent all points of current turn
pathfinderHelper->updateTurnInfo(++turnAtNextTile);
int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
moveAtNextTile = destinationLayerMaxMovePoints;
cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
{
/// FREE_SHIP_BOARDING bonus only remove additional penalty
/// land <-> sail transition still cost movement points as normal movement
remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == CGPathNode::DISEMBARK));
cost = moveAtNextTile - remains;
}
costAtNextTile += static_cast<float>(cost) / sourceLayerMaxMovePoints;
destination.cost = costAtNextTile;
destination.turn = turnAtNextTile;
destination.movementLeft = remains;
if(destination.isBetterWay() &&
((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
{
pathfinderConfig->nodeStorage->commit(destination, source);
return;
}
destination.blocked = true;
}
void PathfinderBlockingRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
destination.blocked = blockingReason != BlockingReason::NONE;
}
void DestinationActionRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
{
#ifdef VCMI_TRACE_PATHFINDER
logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
#endif
return;
}
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
const auto * hero = pathfinderHelper->hero;
switch(destination.node->layer)
{
case EPathfindingLayer::LAND:
if(source.node->layer == EPathfindingLayer::SAIL)
{
// TODO: Handle dismebark into guarded areaa
action = CGPathNode::DISEMBARK;
break;
}
/// don't break - next case shared for both land and sail layers
[[fallthrough]];
case EPathfindingLayer::SAIL:
if(destination.isNodeObjectVisitable())
{
auto objRel = destination.objectRelations;
if(destination.nodeObject->ID == Obj::BOAT)
action = CGPathNode::EMBARK;
else if(destination.nodeHero)
{
if(destination.heroRelations == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
else
action = CGPathNode::BLOCKING_VISIT;
}
else if(destination.nodeObject->ID == Obj::TOWN)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
action = CGPathNode::VISIT;
else if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
}
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(destination.guarded)
action = CGPathNode::BATTLE;
}
else if(objRel == PlayerRelations::ENEMIES)
action = CGPathNode::BATTLE;
}
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
{
if(destination.nodeObject->passableFor(hero->tempOwner))
{
if(destination.guarded)
action = CGPathNode::BATTLE;
}
else
action = CGPathNode::BLOCKING_VISIT;
}
else if(destination.isGuardianTile)
action = CGPathNode::BATTLE;
else if(destination.nodeObject->blockVisit && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
action = CGPathNode::BLOCKING_VISIT;
if(action == CGPathNode::NORMAL)
{
if(destination.guarded)
action = CGPathNode::BATTLE;
else
action = CGPathNode::VISIT;
}
}
else if(destination.guarded)
action = CGPathNode::BATTLE;
break;
}
destination.action = action;
}
void MovementAfterDestinationRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * config,
CPathfinderHelper * pathfinderHelper) const
{
auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == CGPathNode::ENodeAction::BATTLE)
{
return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
}
destination.blocked = blocker != BlockingReason::NONE;
}
PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * config,
const CPathfinderHelper * pathfinderHelper) const
{
switch(destination.action)
{
/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
/// Likely in many cases we don't need to add visitable tile to queue when hero doesn't fly
case CGPathNode::VISIT:
{
/// 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 auto * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero is protected
return BlockingReason::NONE;
}
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 BlockingReason::NONE;
}
return BlockingReason::DESTINATION_VISIT;
}
case CGPathNode::BLOCKING_VISIT:
return destination.guarded
? BlockingReason::DESTINATION_GUARDED
: BlockingReason::DESTINATION_BLOCKVIS;
case CGPathNode::NORMAL:
return BlockingReason::NONE;
case CGPathNode::EMBARK:
if(pathfinderHelper->options.useEmbarkAndDisembark)
return BlockingReason::NONE;
return BlockingReason::DESTINATION_BLOCKED;
case CGPathNode::DISEMBARK:
if(pathfinderHelper->options.useEmbarkAndDisembark)
return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
return BlockingReason::DESTINATION_BLOCKED;
case CGPathNode::BATTLE:
/// Movement after BATTLE action only possible from guarded tile to guardian tile
if(destination.guarded)
return BlockingReason::DESTINATION_GUARDED;
break;
}
return BlockingReason::DESTINATION_BLOCKED;
}
PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const
{
if(destination.node->accessible == CGPathNode::BLOCKED)
return BlockingReason::DESTINATION_BLOCKED;
switch(destination.node->layer)
{
case EPathfindingLayer::LAND:
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
return BlockingReason::DESTINATION_BLOCKED;
if(source.guarded)
{
if(!(pathfinderConfig->options.originalMovementRules && source.node->layer == EPathfindingLayer::AIR) &&
!destination.isGuardianTile) // Can step into tile of guard
{
return BlockingReason::SOURCE_GUARDED;
}
}
break;
case EPathfindingLayer::SAIL:
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
return BlockingReason::DESTINATION_BLOCKED;
if(source.guarded)
{
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(source.node->action != CGPathNode::EMBARK && !destination.isGuardianTile)
return BlockingReason::SOURCE_GUARDED;
}
if(source.node->layer == EPathfindingLayer::LAND)
{
if(!destination.isNodeObjectVisitable())
return BlockingReason::DESTINATION_BLOCKED;
if(destination.nodeObject->ID != Obj::BOAT && !destination.nodeHero)
return BlockingReason::DESTINATION_BLOCKED;
}
else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
{
/// Hero in boat can't visit empty boats
return BlockingReason::DESTINATION_BLOCKED;
}
break;
case EPathfindingLayer::WATER:
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord)
|| destination.node->accessible != CGPathNode::ACCESSIBLE)
{
return BlockingReason::DESTINATION_BLOCKED;
}
if(destination.guarded)
return BlockingReason::DESTINATION_BLOCKED;
break;
}
return BlockingReason::NONE;
}
void LayerTransitionRule::process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const
{
if(source.node->layer == destination.node->layer)
return;
switch(source.node->layer)
{
case EPathfindingLayer::LAND:
if(destination.node->layer == EPathfindingLayer::SAIL)
{
/// Cannot enter empty water tile from land -> it has to be visitable
if(destination.node->accessible == CGPathNode::ACCESSIBLE)
destination.blocked = true;
}
break;
case EPathfindingLayer::SAIL:
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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
{
destination.blocked = true;
}
break;
case EPathfindingLayer::AIR:
if(pathfinderConfig->options.originalMovementRules)
{
if((source.node->accessible != CGPathNode::ACCESSIBLE &&
source.node->accessible != CGPathNode::VISITABLE) &&
(destination.node->accessible != CGPathNode::VISITABLE &&
destination.node->accessible != CGPathNode::ACCESSIBLE))
{
destination.blocked = true;
}
}
else if(destination.node->accessible != CGPathNode::ACCESSIBLE)
{
/// Hero that fly can only land on accessible tiles
if(destination.nodeObject)
destination.blocked = true;
}
break;
case EPathfindingLayer::WATER:
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
destination.blocked = true;
}
break;
}
}
VCMI_LIB_NAMESPACE_END

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/*
* PathfindingRules.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
VCMI_LIB_NAMESPACE_BEGIN
struct CDestinationNodeInfo;
struct PathNodeInfo;
class CPathfinderHelper;
class PathfinderConfig;
class IPathfindingRule
{
public:
virtual ~IPathfindingRule() = default;
virtual void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementCostRule : public IPathfindingRule
{
public:
void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
{
public:
void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
{
public:
void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
{
public:
void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
protected:
enum class BlockingReason
{
NONE = 0,
SOURCE_GUARDED = 1,
DESTINATION_GUARDED = 2,
SOURCE_BLOCKED = 3,
DESTINATION_BLOCKED = 4,
DESTINATION_BLOCKVIS = 5,
DESTINATION_VISIT = 6
};
virtual BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const = 0;
};
class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
{
public:
void process(
const PathNodeInfo & source,
CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
CPathfinderHelper * pathfinderHelper) const override;
protected:
BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
{
protected:
BlockingReason getBlockingReason(
const PathNodeInfo & source,
const CDestinationNodeInfo & destination,
const PathfinderConfig * pathfinderConfig,
const CPathfinderHelper * pathfinderHelper) const override;
};
VCMI_LIB_NAMESPACE_END

140
lib/pathfinder/TurnInfo.cpp Normal file
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/*
* TurnInfo.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "TurnInfo.h"
#include "../TerrainHandler.h"
#include "../VCMI_Lib.h"
#include "../bonuses/BonusList.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapObjects/MiscObjects.h"
VCMI_LIB_NAMESPACE_BEGIN
TurnInfo::BonusCache::BonusCache(const TConstBonusListPtr & bl)
{
for(const auto & terrain : VLC->terrainTypeHandler->objects)
{
noTerrainPenalty.push_back(static_cast<bool>(
bl->getFirst(Selector::type()(BonusType::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->getIndex())))));
}
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
flyingMovementVal = bl->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::WATER_WALKING)));
waterWalkingVal = bl->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
pathfindingVal = bl->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
}
TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn):
hero(Hero),
maxMovePointsLand(-1),
maxMovePointsWater(-1),
turn(turn)
{
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
bonusCache = std::make_unique<BonusCache>(bonuses);
nativeTerrain = hero->getNativeTerrain();
}
bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
{
switch(layer)
{
case EPathfindingLayer::AIR:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
break;
if(!hasBonusOfType(BonusType::FLYING_MOVEMENT))
return false;
break;
case EPathfindingLayer::WATER:
if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::WATER)
break;
if(!hasBonusOfType(BonusType::WATER_WALKING))
return false;
break;
}
return true;
}
bool TurnInfo::hasBonusOfType(BonusType type, int subtype) const
{
switch(type)
{
case BonusType::FREE_SHIP_BOARDING:
return bonusCache->freeShipBoarding;
case BonusType::FLYING_MOVEMENT:
return bonusCache->flyingMovement;
case BonusType::WATER_WALKING:
return bonusCache->waterWalking;
case BonusType::NO_TERRAIN_PENALTY:
return bonusCache->noTerrainPenalty[subtype];
}
return static_cast<bool>(
bonuses->getFirst(Selector::type()(type).And(Selector::subtype()(subtype))));
}
int TurnInfo::valOfBonuses(BonusType type, int subtype) const
{
switch(type)
{
case BonusType::FLYING_MOVEMENT:
return bonusCache->flyingMovementVal;
case BonusType::WATER_WALKING:
return bonusCache->waterWalkingVal;
case BonusType::ROUGH_TERRAIN_DISCOUNT:
return bonusCache->pathfindingVal;
}
return bonuses->valOfBonuses(Selector::type()(type).And(Selector::subtype()(subtype)));
}
int TurnInfo::getMaxMovePoints(const EPathfindingLayer & layer) const
{
if(maxMovePointsLand == -1)
maxMovePointsLand = hero->maxMovePointsCached(true, this);
if(maxMovePointsWater == -1)
maxMovePointsWater = hero->maxMovePointsCached(false, this);
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
}
void TurnInfo::updateHeroBonuses(BonusType type, const CSelector& sel) const
{
switch(type)
{
case BonusType::FREE_SHIP_BOARDING:
bonusCache->freeShipBoarding = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
break;
case BonusType::FLYING_MOVEMENT:
bonusCache->flyingMovement = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
bonusCache->flyingMovementVal = bonuses->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
break;
case BonusType::WATER_WALKING:
bonusCache->waterWalking = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::WATER_WALKING)));
bonusCache->waterWalkingVal = bonuses->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
break;
case BonusType::ROUGH_TERRAIN_DISCOUNT:
bonusCache->pathfindingVal = bonuses->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
break;
default:
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
}
}
VCMI_LIB_NAMESPACE_END

51
lib/pathfinder/TurnInfo.h Normal file
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@@ -0,0 +1,51 @@
/*
* TurnInfo.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../bonuses/Bonus.h"
#include "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
struct DLL_LINKAGE TurnInfo
{
/// This is certainly not the best design ever and certainly can be improved
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
struct BonusCache {
std::vector<bool> noTerrainPenalty;
bool freeShipBoarding;
bool flyingMovement;
int flyingMovementVal;
bool waterWalking;
int waterWalkingVal;
int pathfindingVal;
BonusCache(const TConstBonusListPtr & bonusList);
};
std::unique_ptr<BonusCache> bonusCache;
const CGHeroInstance * hero;
mutable TConstBonusListPtr bonuses;
mutable int maxMovePointsLand;
mutable int maxMovePointsWater;
TerrainId nativeTerrain;
int turn;
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
bool isLayerAvailable(const EPathfindingLayer & layer) const;
bool hasBonusOfType(const BonusType type, const int subtype = -1) const;
int valOfBonuses(const BonusType type, const int subtype = -1) const;
void updateHeroBonuses(BonusType type, const CSelector& sel) const;
int getMaxMovePoints(const EPathfindingLayer & layer) const;
};
VCMI_LIB_NAMESPACE_END

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@@ -19,7 +19,9 @@
#include "../lib/CArtHandler.h" #include "../lib/CArtHandler.h"
#include "../lib/CBuildingHandler.h" #include "../lib/CBuildingHandler.h"
#include "../lib/CHeroHandler.h" #include "../lib/CHeroHandler.h"
#include "../lib/CPathfinder.h" #include "../lib/pathfinder/CPathfinder.h"
#include "../lib/pathfinder/PathfinderOptions.h"
#include "../lib/pathfinder/TurnInfo.h"
#include "../lib/spells/AbilityCaster.h" #include "../lib/spells/AbilityCaster.h"
#include "../lib/spells/BonusCaster.h" #include "../lib/spells/BonusCaster.h"
#include "../lib/spells/CSpellHandler.h" #include "../lib/spells/CSpellHandler.h"