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https://github.com/vcmi/vcmi.git
synced 2025-09-16 09:26:28 +02:00
CPathfinder: move node action code into getDestAction
This commit is contained in:
@@ -101,6 +101,8 @@ void CPathfinder::calculatePaths()
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cp = pq.top();
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pq.pop();
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cp->locked = true;
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ct = &gs->map->getTile(cp->coord);
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cObj = ct->topVisitableObj(cp->coord == out.hpos);
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int movement = cp->moveRemains, turn = cp->turns;
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hlp->updateTurnInfo(turn);
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@@ -115,6 +117,7 @@ void CPathfinder::calculatePaths()
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for(auto & neighbour : neighbours)
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{
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dt = &gs->map->getTile(neighbour);
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dObj = dt->topVisitableObj();
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for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
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{
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dp = out.getNode(neighbour, i);
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@@ -133,11 +136,10 @@ void CPathfinder::calculatePaths()
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if(cp->layer != i && !isLayerTransitionPossible())
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continue;
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destAction = CGPathNode::UNKNOWN;
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if(!isMovementToDestPossible())
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continue;
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destAction = getDestAction();
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int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, movement, hlp->ti);
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int remains = movement - cost;
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if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
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@@ -171,7 +173,7 @@ void CPathfinder::calculatePaths()
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} //neighbours loop
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//just add all passable teleport exits
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if(sTileObj && canVisitObject())
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if(cObj && canVisitObject())
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{
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addTeleportExits();
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for(auto & neighbour : neighbours)
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@@ -196,18 +198,15 @@ void CPathfinder::calculatePaths()
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void CPathfinder::addNeighbours(const int3 &coord)
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{
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neighbours.clear();
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ct = &gs->map->getTile(coord);
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std::vector<int3> tiles;
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CPathfinderHelper::getNeighbours(gs, *ct, coord, tiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); // TODO: find out if we still need "limitCoastSailing" option
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sTileObj = ct->topVisitableObj(coord == out.hpos);
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if(canVisitObject())
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{
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if(sTileObj)
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if(cObj)
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{
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for(int3 tile: tiles)
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{
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if(canMoveBetween(tile, sTileObj->visitablePos()))
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if(canMoveBetween(tile, cObj->visitablePos()))
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neighbours.push_back(tile);
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}
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}
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@@ -220,7 +219,7 @@ void CPathfinder::addNeighbours(const int3 &coord)
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void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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{
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assert(sTileObj);
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assert(cObj);
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neighbours.clear();
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auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
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@@ -243,7 +242,7 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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return false;
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};
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const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
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const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(cObj);
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if(isAllowedTeleportEntrance(sTileTeleport))
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{
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for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
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@@ -255,15 +254,15 @@ void CPathfinder::addTeleportExits(bool noTeleportExcludes)
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}
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if(options.useCastleGate
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&& (sTileObj->ID == Obj::TOWN && sTileObj->subID == ETownType::INFERNO
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&& getPlayerRelations(hero->tempOwner, sTileObj->tempOwner) != PlayerRelations::ENEMIES))
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&& (cObj->ID == Obj::TOWN && cObj->subID == ETownType::INFERNO
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&& getPlayerRelations(hero->tempOwner, cObj->tempOwner) != PlayerRelations::ENEMIES))
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{
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/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
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/// This may be handy if we allow to use teleportation to friendly towns
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auto towns = gs->getPlayer(hero->tempOwner)->towns;
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for(const auto & town : towns)
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{
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if(town->id != sTileObj->id && town->visitingHero == nullptr
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if(town->id != cObj->id && town->visitingHero == nullptr
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&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
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{
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neighbours.push_back(town->visitablePos());
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@@ -346,7 +345,7 @@ bool CPathfinder::isLayerTransitionPossible() const
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return true;
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}
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bool CPathfinder::isMovementToDestPossible()
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bool CPathfinder::isMovementToDestPossible() const
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{
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auto obj = dt->topVisitableObj();
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switch(dp->layer)
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@@ -362,10 +361,9 @@ bool CPathfinder::isMovementToDestPossible()
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return false;
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}
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}
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if(cp->layer == ELayer::SAIL)
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destAction = CGPathNode::DISEMBARK;
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break;
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case ELayer::SAIL:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
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return false;
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@@ -377,19 +375,11 @@ bool CPathfinder::isMovementToDestPossible()
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if(!obj)
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return false;
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if(obj->ID == Obj::BOAT)
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destAction = CGPathNode::EMBARK;
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else if(obj->ID != Obj::HERO)
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if(obj->ID != Obj::BOAT && obj->ID != Obj::HERO)
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return false;
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}
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break;
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case ELayer::AIR:
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//if(!canMoveBetween(cp->coord, dp->coord))
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// return false;
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break;
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case ELayer::WATER:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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return false;
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@@ -399,52 +389,6 @@ bool CPathfinder::isMovementToDestPossible()
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break;
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}
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if(destAction == CGPathNode::UNKNOWN)
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{
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destAction = CGPathNode::NORMAL;
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if(dp->layer == ELayer::LAND || dp->layer == ELayer::SAIL)
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{
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if(obj)
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{
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auto objRel = getPlayerRelations(obj->tempOwner, hero->tempOwner);
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if(obj->ID == Obj::HERO)
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{
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if(objRel == PlayerRelations::ENEMIES)
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destAction = CGPathNode::BATTLE;
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else
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destAction = CGPathNode::BLOCKING_VISIT;
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}
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else if(obj->ID == Obj::TOWN && objRel == PlayerRelations::ENEMIES)
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{
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const CGTownInstance * townObj = dynamic_cast<const CGTownInstance *>(obj);
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if (townObj->armedGarrison())
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destAction = CGPathNode::BATTLE;
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}
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else if(obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
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{
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const CGGarrison * garrisonObj = dynamic_cast<const CGGarrison *>(obj);
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if((garrisonObj->stacksCount() && objRel == PlayerRelations::ENEMIES) || isDestinationGuarded(true))
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destAction = CGPathNode::BATTLE;
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}
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else if(isDestinationGuardian())
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destAction = CGPathNode::BATTLE;
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else if(obj->blockVisit && (!options.useCastleGate || obj->ID != Obj::TOWN))
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destAction = CGPathNode::BLOCKING_VISIT;
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if(destAction == CGPathNode::NORMAL)
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{
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if(options.originalMovementRules && isDestinationGuarded())
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destAction = CGPathNode::BATTLE;
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else
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destAction = CGPathNode::VISIT;
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}
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}
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else if(isDestinationGuarded())
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destAction = CGPathNode::BATTLE;
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}
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}
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return true;
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}
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@@ -487,6 +431,67 @@ bool CPathfinder::isMovementAfterDestPossible() const
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return false;
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}
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CGPathNode::ENodeAction CPathfinder::getDestAction() const
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{
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CGPathNode::ENodeAction action = CGPathNode::NORMAL;
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switch(dp->layer)
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{
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case ELayer::LAND:
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if(cp->layer == ELayer::SAIL)
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{
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// TODO: Handle dismebark into guarded areaa
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action = CGPathNode::DISEMBARK;
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break;
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}
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case ELayer::SAIL:
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if(dObj)
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{
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auto objRel = getPlayerRelations(dObj->tempOwner, hero->tempOwner);
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if(dObj->ID == Obj::BOAT)
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action = CGPathNode::EMBARK;
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else if(dObj->ID == Obj::HERO)
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{
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if(objRel == PlayerRelations::ENEMIES)
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action = CGPathNode::BATTLE;
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else
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action = CGPathNode::BLOCKING_VISIT;
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}
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else if(dObj->ID == Obj::TOWN && objRel == PlayerRelations::ENEMIES)
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{
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const CGTownInstance * townObj = dynamic_cast<const CGTownInstance *>(dObj);
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if (townObj->armedGarrison())
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action = CGPathNode::BATTLE;
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}
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else if(dObj->ID == Obj::GARRISON || dObj->ID == Obj::GARRISON2)
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{
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const CGGarrison * garrisonObj = dynamic_cast<const CGGarrison *>(dObj);
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if((garrisonObj->stacksCount() && objRel == PlayerRelations::ENEMIES) || isDestinationGuarded(true))
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action = CGPathNode::BATTLE;
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}
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else if(isDestinationGuardian())
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action = CGPathNode::BATTLE;
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else if(dObj->blockVisit && (!options.useCastleGate || dObj->ID != Obj::TOWN))
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action = CGPathNode::BLOCKING_VISIT;
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if(action == CGPathNode::NORMAL)
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{
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if(options.originalMovementRules && isDestinationGuarded())
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action = CGPathNode::BATTLE;
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else
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action = CGPathNode::VISIT;
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}
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}
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else if(isDestinationGuarded())
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action = CGPathNode::BATTLE;
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break;
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}
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return action;
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}
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bool CPathfinder::isSourceInitialPosition() const
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{
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return cp->coord == out.hpos;
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@@ -157,7 +157,7 @@ private:
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CGPathNode *cp; //current (source) path node -> we took it from the queue
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile *ct, *dt; //tile info for both nodes
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const CGObjectInstance *sTileObj;
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const CGObjectInstance * cObj, * dObj;
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CGPathNode::ENodeAction destAction;
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void addNeighbours(const int3 &coord);
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@@ -165,8 +165,9 @@ private:
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bool isLayerAvailable(const ELayer &layer, const int &turn) const;
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bool isLayerTransitionPossible() const;
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bool isMovementToDestPossible();
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bool isMovementToDestPossible() const;
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bool isMovementAfterDestPossible() const;
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CGPathNode::ENodeAction getDestAction() const;
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bool isSourceInitialPosition() const;
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int3 getSourceGuardPosition() const;
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