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Merge pull request #3239 from IvanSavenko/pathfinder_fixes
Pathfinder fixes
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commit
be9c7f2099
@ -100,7 +100,8 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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}
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}
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assert(0); // exit not found? How?
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// may happen when hero has path but does not moves alongside it
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// for example, while standing on teleporter set path that does not leads throught teleporter and press space
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LOCPLINT->cb->selectionMade(-1, askID);
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return;
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}
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@ -215,12 +215,8 @@ void CGCreature::pickRandomObject(CRandomGenerator & rand)
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subID = VLC->creh->pickRandomMonster(rand, 7);
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break;
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}
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if (ID != MapObjectID::MONSTER)
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{
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ID = MapObjectID::MONSTER;
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setType(ID, subID);
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}
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ID = MapObjectID::MONSTER;
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setType(ID, subID);
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}
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void CGCreature::initObj(CRandomGenerator & rand)
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@ -348,13 +348,8 @@ int3 CMap::guardingCreaturePosition (int3 pos) const
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{
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for (CGObjectInstance* obj : posTile.visitableObjects)
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{
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if(obj->isBlockedVisitable())
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{
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if (obj->ID == Obj::MONSTER) // Monster
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return pos;
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else
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return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
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}
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if (obj->ID == Obj::MONSTER)
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return pos;
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}
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}
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@ -24,11 +24,45 @@
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VCMI_LIB_NAMESPACE_BEGIN
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bool CPathfinderHelper::canMoveFromNode(const PathNodeInfo & source) const
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{
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// we can always make the first step, even when standing on object
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if(source.node->theNodeBefore == nullptr)
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return true;
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if (!source.nodeObject)
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return true;
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if (!source.isNodeObjectVisitable())
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return true;
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// we can always move from visitable object if hero has teleported here (e.g. went through monolith)
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if (source.node->isTeleportAction())
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return true;
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// we can go through garrisons
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if (source.nodeObject->ID == MapObjectID::GARRISON || source.nodeObject->ID == MapObjectID::GARRISON2)
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return true;
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// or through border gate (if we stand on it then we already have the key)
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if (source.nodeObject->ID == MapObjectID::BORDER_GATE)
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return true;
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// or "through" boat, but only if this is embarking
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if (source.nodeObject->ID == MapObjectID::BOAT && source.node->action == EPathNodeAction::EMBARK)
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return true;
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return false;
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}
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std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
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{
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std::vector<int3> neighbourTiles;
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neighbourTiles.reserve(8);
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if (!canMoveFromNode(source))
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return neighbourTiles;
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neighbourTiles.reserve(8);
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getNeighbours(
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*source.tile,
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source.node->coord,
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@ -38,7 +72,7 @@ std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & sour
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if(source.isNodeObjectVisitable())
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{
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vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
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vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
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{
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return !canMoveBetween(tile, source.nodeObject->visitablePos());
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});
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@ -136,6 +170,9 @@ void CPathfinder::calculatePaths()
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if(neighbour->locked)
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continue;
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if (source.node->theNodeBefore && source.node->theNodeBefore->coord == neighbour->coord )
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continue; // block U-turns
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if(!hlp->isLayerAvailable(neighbour->layer))
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continue;
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@ -79,6 +79,7 @@ public:
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virtual ~CPathfinderHelper();
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void initializePatrol();
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bool isHeroPatrolLocked() const;
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bool canMoveFromNode(const PathNodeInfo & source) const;
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bool isPatrolMovementAllowed(const int3 & dst) const;
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void updateTurnInfo(const int turn = 0);
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bool isLayerAvailable(const EPathfindingLayer & layer) const;
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