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:
@@ -16,7 +16,9 @@
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#include "../../../CCallback.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/PathfinderUtil.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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#include "../../../lib/pathfinder/PathfinderUtil.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../lib/CPlayerState.h"
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#include "../../../lib/CPlayerState.h"
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namespace NKAI
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namespace NKAI
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@@ -13,7 +13,8 @@
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#define NKAI_PATHFINDER_TRACE_LEVEL 0
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#define NKAI_PATHFINDER_TRACE_LEVEL 0
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#define NKAI_TRACE_LEVEL 0
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#define NKAI_TRACE_LEVEL 0
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/pathfinder/CGPathNode.h"
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#include "../../../lib/pathfinder/INodeStorage.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../AIUtility.h"
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#include "../Engine/FuzzyHelper.h"
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#include "../Engine/FuzzyHelper.h"
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@@ -15,6 +15,8 @@
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#include "Rules/AIPreviousNodeRule.h"
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#include "Rules/AIPreviousNodeRule.h"
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#include "../Engine//Nullkiller.h"
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#include "../Engine//Nullkiller.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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namespace NKAI
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namespace NKAI
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{
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{
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namespace AIPathfinding
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namespace AIPathfinding
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@@ -44,6 +46,8 @@ namespace AIPathfinding
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{
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{
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}
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
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{
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{
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auto hero = aiNodeStorage->getHero(source.node);
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auto hero = aiNodeStorage->getHero(source.node);
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@@ -11,6 +11,7 @@
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#pragma once
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#pragma once
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#include "AINodeStorage.h"
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#include "AINodeStorage.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -31,6 +32,8 @@ namespace AIPathfinding
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Nullkiller * ai,
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Nullkiller * ai,
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std::shared_ptr<AINodeStorage> nodeStorage);
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std::shared_ptr<AINodeStorage> nodeStorage);
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~AIPathfinderConfig();
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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};
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};
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}
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}
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@@ -13,6 +13,7 @@
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#include "../Engine/Nullkiller.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/pathfinder/TurnInfo.h"
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#include "Actions/BuyArmyAction.h"
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#include "Actions/BuyArmyAction.h"
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using namespace NKAI;
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using namespace NKAI;
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@@ -10,7 +10,6 @@
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#pragma once
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#pragma once
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../AIUtility.h"
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#include "../AIUtility.h"
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#include "Actions/SpecialAction.h"
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#include "Actions/SpecialAction.h"
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@@ -83,7 +82,7 @@ public:
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ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
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ExchangeResult tryExchangeNoLock(const ChainActor * other) const { return tryExchangeNoLock(this, other); }
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void setBaseActor(HeroActor * base);
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void setBaseActor(HeroActor * base);
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virtual const CGObjectInstance * getActorObject() const { return hero; }
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virtual const CGObjectInstance * getActorObject() const { return hero; }
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int maxMovePoints(CGPathNode::ELayer layer);
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int maxMovePoints(EPathfindingLayer layer);
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protected:
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protected:
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virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
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virtual ExchangeResult tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const;
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@@ -15,6 +15,7 @@
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#include "../Actions/BoatActions.h"
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#include "../Actions/BoatActions.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -14,6 +14,7 @@
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#include "../../AIGateway.h"
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#include "../../AIGateway.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -14,6 +14,7 @@
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#include "../../AIGateway.h"
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#include "../../AIGateway.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -10,6 +10,8 @@
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#include "StdInc.h"
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#include "StdInc.h"
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#include "AIPreviousNodeRule.h"
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#include "AIPreviousNodeRule.h"
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#include "../../../../lib/pathfinder/CPathfinder.h"
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namespace NKAI
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namespace NKAI
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{
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{
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namespace AIPathfinding
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namespace AIPathfinding
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@@ -14,6 +14,7 @@
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#include "../../AIGateway.h"
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#include "../../AIGateway.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -14,7 +14,9 @@
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#include "../../../CCallback.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapping/CMap.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/PathfinderUtil.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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#include "../../../lib/pathfinder/PathfinderUtil.h"
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#include "../../../lib/CPlayerState.h"
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#include "../../../lib/CPlayerState.h"
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AINodeStorage::AINodeStorage(const int3 & Sizes)
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AINodeStorage::AINodeStorage(const int3 & Sizes)
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@@ -10,8 +10,9 @@
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#pragma once
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#pragma once
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../../../lib/mapObjects/CGHeroInstance.h"
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#include "../../../lib/pathfinder/CGPathNode.h"
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#include "../../../lib/pathfinder/INodeStorage.h"
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#include "../AIUtility.h"
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#include "../AIUtility.h"
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#include "../FuzzyHelper.h"
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#include "../FuzzyHelper.h"
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#include "../Goals/AbstractGoal.h"
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#include "../Goals/AbstractGoal.h"
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@@ -14,6 +14,8 @@
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#include "Rules/AIMovementToDestinationRule.h"
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#include "Rules/AIMovementToDestinationRule.h"
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#include "Rules/AIPreviousNodeRule.h"
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#include "Rules/AIPreviousNodeRule.h"
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#include "../../../lib/pathfinder/CPathfinder.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
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std::vector<std::shared_ptr<IPathfindingRule>> makeRuleset(
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@@ -41,6 +43,8 @@ namespace AIPathfinding
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{
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{
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}
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}
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AIPathfinderConfig::~AIPathfinderConfig() = default;
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
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CPathfinderHelper * AIPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
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{
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{
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if(!helper)
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if(!helper)
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@@ -12,6 +12,7 @@
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#include "AINodeStorage.h"
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#include "AINodeStorage.h"
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#include "../VCAI.h"
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#include "../VCAI.h"
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#include "../../../lib/pathfinder/PathfinderOptions.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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@@ -27,6 +28,8 @@ namespace AIPathfinding
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VCAI * ai,
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VCAI * ai,
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std::shared_ptr<AINodeStorage> nodeStorage);
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std::shared_ptr<AINodeStorage> nodeStorage);
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~AIPathfinderConfig();
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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};
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};
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}
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}
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@@ -15,6 +15,7 @@
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#include "../Actions/BoatActions.h"
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#include "../Actions/BoatActions.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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@@ -14,6 +14,7 @@
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#include "../../VCAI.h"
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#include "../../VCAI.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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@@ -14,6 +14,7 @@
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#include "../../VCAI.h"
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#include "../../VCAI.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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@@ -14,6 +14,7 @@
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#include "../../VCAI.h"
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#include "../../VCAI.h"
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#include "../../../../CCallback.h"
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#include "../../../../CCallback.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/mapObjects/MapObjects.h"
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#include "../../../../lib/pathfinder/PathfindingRules.h"
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namespace AIPathfinding
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namespace AIPathfinding
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{
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{
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@@ -55,6 +55,7 @@
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/CStack.h"
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#include "../lib/CStack.h"
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#include "../lib/JsonNode.h"
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#include "../lib/JsonNode.h"
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#include "CMusicHandler.h"
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#include "CMusicHandler.h"
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@@ -70,7 +71,6 @@
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#include "gui/WindowHandler.h"
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#include "gui/WindowHandler.h"
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#include "windows/InfoWindows.h"
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#include "windows/InfoWindows.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/CPathfinder.h"
|
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#include "../lib/RoadHandler.h"
|
#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "CServerHandler.h"
|
#include "CServerHandler.h"
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@@ -24,12 +24,12 @@
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#include "../CCallback.h"
|
#include "../CCallback.h"
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#include "../lib/CConfigHandler.h"
|
#include "../lib/CConfigHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CGameState.h"
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#include "../lib/CPathfinder.h"
|
|
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#include "../lib/CThreadHelper.h"
|
#include "../lib/CThreadHelper.h"
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#include "../lib/VCMIDirs.h"
|
#include "../lib/VCMIDirs.h"
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#include "../lib/battle/BattleInfo.h"
|
#include "../lib/battle/BattleInfo.h"
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#include "../lib/serializer/BinaryDeserializer.h"
|
#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/mapping/CMapService.h"
|
#include "../lib/mapping/CMapService.h"
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|
#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/filesystem/Filesystem.h"
|
#include "../lib/filesystem/Filesystem.h"
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#include "../lib/registerTypes/RegisterTypes.h"
|
#include "../lib/registerTypes/RegisterTypes.h"
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#include "../lib/serializer/Connection.h"
|
#include "../lib/serializer/Connection.h"
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@@ -11,9 +11,9 @@
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#include "PlayerLocalState.h"
|
#include "PlayerLocalState.h"
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|
|
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#include "../CCallback.h"
|
#include "../CCallback.h"
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#include "../lib/CPathfinder.h"
|
|
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/CGTownInstance.h"
|
#include "../lib/mapObjects/CGTownInstance.h"
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|
#include "../lib/pathfinder/CGPathNode.h"
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#include "CPlayerInterface.h"
|
#include "CPlayerInterface.h"
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#include "adventureMap/AdventureMapInterface.h"
|
#include "adventureMap/AdventureMapInterface.h"
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|
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@@ -39,8 +39,8 @@
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#include "../../lib/spells/CSpellHandler.h"
|
#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
|
#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
|
#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/CPathfinder.h"
|
|
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#include "../../lib/mapping/CMapDefines.h"
|
#include "../../lib/mapping/CMapDefines.h"
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|
#include "../../lib/pathfinder/CGPathNode.h"
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|
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std::shared_ptr<AdventureMapInterface> adventureInt;
|
std::shared_ptr<AdventureMapInterface> adventureInt;
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|
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@@ -30,10 +30,10 @@
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|||||||
#include "../../CCallback.h"
|
#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
|
#include "../../lib/CConfigHandler.h"
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||||||
#include "../../lib/CGeneralTextHandler.h"
|
#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CPathfinder.h"
|
|
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapping/CMap.h"
|
#include "../../lib/mapping/CMap.h"
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|
#include "../../lib/pathfinder/CGPathNode.h"
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||||||
|
|
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AdventureMapShortcuts::AdventureMapShortcuts(AdventureMapInterface & owner)
|
AdventureMapShortcuts::AdventureMapShortcuts(AdventureMapInterface & owner)
|
||||||
: owner(owner)
|
: owner(owner)
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||||||
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|||||||
@@ -21,7 +21,6 @@
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|||||||
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|
||||||
#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
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
1434
lib/CPathfinder.cpp
1434
lib/CPathfinder.cpp
File diff suppressed because it is too large
Load Diff
@@ -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
|
|
||||||
@@ -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"
|
||||||
|
|||||||
161
lib/pathfinder/CGPathNode.cpp
Normal file
161
lib/pathfinder/CGPathNode.cpp
Normal file
@@ -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
222
lib/pathfinder/CGPathNode.h
Normal file
@@ -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
|
||||||
668
lib/pathfinder/CPathfinder.cpp
Normal file
668
lib/pathfinder/CPathfinder.cpp
Normal file
@@ -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
|
||||||
126
lib/pathfinder/CPathfinder.h
Normal file
126
lib/pathfinder/CPathfinder.h
Normal file
@@ -0,0 +1,126 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
49
lib/pathfinder/INodeStorage.h
Normal file
49
lib/pathfinder/INodeStorage.h
Normal file
@@ -0,0 +1,49 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
147
lib/pathfinder/NodeStorage.cpp
Normal file
147
lib/pathfinder/NodeStorage.cpp
Normal file
@@ -0,0 +1,147 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
52
lib/pathfinder/NodeStorage.h
Normal file
52
lib/pathfinder/NodeStorage.h
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
63
lib/pathfinder/PathfinderOptions.cpp
Normal file
63
lib/pathfinder/PathfinderOptions.cpp
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
/*
|
||||||
|
* 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();
|
||||||
|
}
|
||||||
103
lib/pathfinder/PathfinderOptions.h
Normal file
103
lib/pathfinder/PathfinderOptions.h
Normal file
@@ -0,0 +1,103 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
@@ -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
|
||||||
|
|
||||||
394
lib/pathfinder/PathfindingRules.cpp
Normal file
394
lib/pathfinder/PathfindingRules.cpp
Normal file
@@ -0,0 +1,394 @@
|
|||||||
|
/*
|
||||||
|
* 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
|
||||||
116
lib/pathfinder/PathfindingRules.h
Normal file
116
lib/pathfinder/PathfindingRules.h
Normal file
@@ -0,0 +1,116 @@
|
|||||||
|
/*
|
||||||
|
* 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
140
lib/pathfinder/TurnInfo.cpp
Normal file
@@ -0,0 +1,140 @@
|
|||||||
|
/*
|
||||||
|
* 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
51
lib/pathfinder/TurnInfo.h
Normal file
@@ -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
|
||||||
@@ -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"
|
||||||
|
|||||||
Reference in New Issue
Block a user