ArseniyShestakov
6bb205b15b
CPathfinder: patrol support using getTilesInRange
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For now we use getTilesInRange which isn't really correct for patrol, but good enough for first version.
2015-11-28 20:34:50 +03:00
ArseniyShestakov
df4515901d
CPathfinder: fix special movement boundary check
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Forgot to fix it for water walking after fe12b8f664
2015-11-23 14:11:08 +03:00
ArseniyShestakov
f4c06660e4
CPathfinder::evaluateAccessibility: apply more optimizations
2015-11-22 21:31:47 +03:00
ArseniyShestakov
2632389aaf
CPathfinder: bring FoW reference back to avoid performance loss
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This one is revert 148355908d
2015-11-22 21:06:37 +03:00
ArseniyShestakov
6dacb84404
CPathfinder::addNeighbours: avoid allocating new vector each time
2015-11-22 07:32:33 +03:00
ArseniyShestakov
5a87f58e09
CPathfinder: optimize checks order in calculatePaths
2015-11-22 06:23:54 +03:00
ArseniyShestakov
8217eb3a82
CPathfinder: split isLayerTransitionPossible into two functions
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This way we can avoid usage of getNode for layers that clearly can't be used.
2015-11-22 06:16:16 +03:00
ArseniyShestakov
a1fe2ebc44
Pathfinding: restore gamestate usage to avoid overhead
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Also when possible pass TerrainTile pointers to getMovementCost instead of using getTile.
2015-11-21 14:31:30 +03:00
ArseniyShestakov
438a444443
CGHeroInstance: move native terrain check into getNativeTerrain
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That make it easier to use that code independently in TurnInfo
2015-11-21 13:32:45 +03:00
ArseniyShestakov
5ae6225ebc
TurnInfo: implement internal bonus cache for most used bonuses
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Bonus system even with caching add too big overhead so we'll only use it once for these bonuses.
Still I'm like it to be transparent for external code so it's a bit hacky code.
2015-11-21 10:00:09 +03:00
ArseniyShestakov
e91d79414b
PathfinderOptions: use settings and move all defaults into schema
2015-11-21 00:32:23 +03:00
ArseniyShestakov
cb61572878
TurnInfo: add cache for bonuses selection
2015-11-20 12:28:35 +03:00
ArseniyShestakov
7101083a24
CPathfinder: restore transit via garrisons
2015-11-18 00:07:25 +03:00
ArseniyShestakov
ab9680a7d9
CPathfinder: handle event object properly everywhere
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Also add forgoted check for AdvmapInterface to avoid possible crash.
2015-11-17 07:09:01 +03:00
ArseniyShestakov
fe12b8f664
Pathfinding: re-introduce EAccessibility::FLYABLE
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That let us get rid of really hacky code in initializeGraph and also fix flying over tiles that aren't visible.
2015-11-17 03:59:02 +03:00
ArseniyShestakov
c2ba3e3faf
CPathfinderHelper: very firts pass over getNeighbours
2015-11-17 02:41:31 +03:00
ArseniyShestakov
73d8687785
CPathfinder: add some comments and TODO for future changes
2015-11-17 01:38:13 +03:00
ArseniyShestakov
578aa2acd4
Pathfinding: don't use gamestate directly as it's not needed
2015-11-16 21:22:11 +03:00
ArseniyShestakov
d524b4eabe
CPathfinder: get rid of addNeighbours coord argument
2015-11-16 19:54:17 +03:00
ArseniyShestakov
8f72d73241
CPathfinder: update teleport code and use TurnInfo for whirlpools
2015-11-16 19:14:18 +03:00
ArseniyShestakov
0949283cb9
Pathfinding: pass PathfinderOptions to helper and avoid changing them
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Original idea behind options is that options should only be set on pathfinder object creation (or via some special method in case pathfinder become persistent).
2015-11-16 18:43:02 +03:00
ArseniyShestakov
3185b64fb0
CPathfinder: rename cObj and dObjt to ctObj and dtObj
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This way it's more clear that it's pointer to object on tile and not path node.
It's important because air layer nodes don't have visitable objects while tile under them can have one.
2015-11-16 17:41:23 +03:00
ArseniyShestakov
6dd9572644
CPathfinder: cleanup checks for source node visitable object
2015-11-16 17:36:58 +03:00
ArseniyShestakov
aa59ad05ed
CPathfinder: don't access map->guardingCreaturePositions directly
2015-11-13 23:32:52 +03:00
ArseniyShestakov
324cf5490c
CPathfinder: fix movement into guardian tile
2015-11-13 23:07:56 +03:00
ArseniyShestakov
0be9d21132
CPathfinder: add rule that hero in boat can't visit empty boats
2015-11-13 10:28:44 +03:00
ArseniyShestakov
d2baa5b0d0
Pathfinding: move isLayerAvailable into TurnInfo
2015-11-12 14:40:56 +03:00
ArseniyShestakov
abc4ea272f
TurnInfo: store all bonuses and use TileInfo for everything
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Currently this going to break ONE_WEEK bonuses because those don't work with CWillLastDays selector.
2015-11-12 14:30:29 +03:00
ArseniyShestakov
9ed9d94009
TurnInfo: first step towards better abstraction
2015-11-12 05:20:32 +03:00
ArseniyShestakov
942c0cd718
CPathfinder: improve support for whirlpools
2015-11-12 01:16:06 +03:00
ArseniyShestakov
d76b2b7ca8
CPathsInfo: rework nodes multi_array allocation
2015-11-12 00:05:20 +03:00
ArseniyShestakov
09473f6648
CPathfinder: move embark special case to isMovementToDestPossible
2015-11-11 22:29:20 +03:00
ArseniyShestakov
46b923713b
Pathfinding: rework isLayerTransitionPossible and fix formatting
2015-11-11 22:08:15 +03:00
ArseniyShestakov
f1311abd0b
CPathfinder: move node action code into getDestAction
2015-11-11 19:51:08 +03:00
ArseniyShestakov
4aaf6191a5
CPathfinder: implemented originalMovementRules option
2015-11-10 21:07:27 +03:00
ArseniyShestakov
2b6851b3d2
Pathfinding: use unique_ptr for hlp and fix few rules
2015-11-10 19:15:59 +03:00
ArseniyShestakov
9a63735c24
CPathfinderHelper: implement TurnInfo to avoid bonus re-checking
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TurnInfo contain information about what movement-related bonuses and MP hero going to have on certain turn.
This way we can collect this information once for each turn so it's huge performance boost.
2015-11-10 14:26:45 +03:00
ArseniyShestakov
2ef9d7c3ec
Rename getCost back to getMovementCost
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Initially wanter to name main class differently and back then getCost make sense.
Then renamed class to CPathfinderHelper, but forgot to rename function back.
2015-11-10 02:30:05 +03:00
ArseniyShestakov
b2e1ee5363
CGameState: move two pathfinding-related functions to CPathfinderHelper
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Both getMovementCost and getNeighbours have nothing to do with gamestate.
2015-11-10 02:15:27 +03:00
ArseniyShestakov
d3c8ca7c1c
Pathfinding: implement duration checking for fly and water walking
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Now pathfinder take into account different bonuses for different tuns. So if you only have FLYING_MOVEMENT bonus from Fly spell for one turn then pathfinder will only let you use air layer within one turn only.
That work for cost calculations too. Let's say you have two bonuses:
- FLYING_MOVEMENT with 20% penalty for next 2 turns
- FLYING_MOVEMENT with 40% penalty for 5 turns
Now pathfinder using correct penalty for each turn so movements in air layer going to be more expensive on 3-5 turns.
2015-11-09 19:57:26 +03:00
ArseniyShestakov
45e4cf354e
Revert "Pathfinding: do path calculation in separate thread"
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This reverts commit f376b27999
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2015-11-09 09:35:56 +03:00
ArseniyShestakov
f376b27999
Pathfinding: do path calculation in separate thread
2015-11-08 19:19:48 +03:00
ArseniyShestakov
9cf35d1bfd
CPathfinder: support for Castle Gate
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No support for client / server implemented yet.
2015-11-08 10:06:24 +03:00
ArseniyShestakov
be37e1cd8b
CPathfinder: add const to appropriate methods
2015-11-08 08:39:00 +03:00
ArseniyShestakov
f590b364c5
Pathfinder: shorten EPathfindingLayer to ELayer
2015-11-08 08:27:51 +03:00
ArseniyShestakov
4af9c7c29d
CPathfinder: add one turn boundary for flying and water walking
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Now when oneTurnSpecialLayersLimit is enabled hero won't be able to stop on blocked or water tiles between turns.
It's default H3 mechanics so it's enabled by default.
2015-11-08 07:44:00 +03:00
ArseniyShestakov
2fb73c55e1
CPathfinder: use node action in isMovementAfterDestPossible checks
2015-11-08 04:41:06 +03:00
ArseniyShestakov
4973a1ec90
CGPathNode: get rid of land member as it's now obsolete
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CTerrainRect::showPath behaviour changed so it's will only add cross path graphics on embark/disembark and path ending.
We want continuous paths for flying and water walking even when land<-> water transition occur.
2015-11-08 04:01:58 +03:00
ArseniyShestakov
160fa38254
Client: change cursor using node action information of pathfinder
2015-11-08 03:10:48 +03:00
ArseniyShestakov
82048cbf2d
Pathfinder: implement new feature - node action
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No action going to simplify isMovementAfterDestPossible and should be as well useful for cost calculations.
It's can be also used by client interface to show appropriate cursors and path.
2015-11-08 00:26:41 +03:00
ArseniyShestakov
bd8eec7fb8
CGPathNode: move resetting code into separate function
2015-11-07 22:16:45 +03:00
ArseniyShestakov
d8a612f5d6
CPathsInfo: use boost::multi_array for storing graph of nodes
2015-11-07 22:02:57 +03:00
ArseniyShestakov
3f2cdf3137
CPathfinder: implement priority queue and node locking
2015-11-07 21:11:07 +03:00
ArseniyShestakov
148355908d
CPathfinder: get rid of FoW variable and bunch of small fixes
2015-11-05 15:04:56 +03:00
ArseniyShestakov
5f3e9deda7
CPathfinder: deny transit over whirlpools when hero not protected
2015-11-05 11:34:01 +03:00
ArseniyShestakov
a1290f548b
CPathfinder: only allow water walking over accessible tiles
2015-11-05 11:25:41 +03:00
ArseniyShestakov
3de94a8b99
CPathfinder: don't allow future movement after guarded tile
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There is two exceptions:
- Hero start movement from guarded tile.
- Hero that embarking into boat that standing on guarded tile.
In other cases future movement is impossible.
2015-11-05 10:22:38 +03:00
ArseniyShestakov
f4dea88e3b
CPathfinder: get rid of hero object usage when it's not needed
2015-11-04 15:38:15 +03:00
ArseniyShestakov
1bc335323d
CPathfinder: add lightweightFlyingMode option suggested by @alexvins
2015-11-04 15:05:22 +03:00
ArseniyShestakov
330c1666fc
CPathfinder: move isLayerTransitionPossible and remove outdated comment
2015-11-04 12:29:51 +03:00
ArseniyShestakov
934c682733
CPathfinder: always add air and water layer nodes to queue
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It's should be possible to go into air layer from visitable object (but opposite isn't allowed).
And when walking on water player can't really interact with any object at all so future movement always possible.
2015-11-04 11:53:52 +03:00
ArseniyShestakov
595deda270
CPathfinder: rename functions to better represent what they doing
2015-11-04 11:47:43 +03:00
ArseniyShestakov
dfd70849e9
CPathfinder: restore selective tile initialization to initializeGraph
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This way we can avoid layer checks when calculating paths by ignoring unitialized tiles entirely.
Also at this point pathfinder and movement actually works for everything except flying.
2015-11-03 03:25:12 +03:00
ArseniyShestakov
c85c7f4b61
CPathfinder: always initialize all nodes within initializeGraph
2015-11-03 01:29:43 +03:00
ArseniyShestakov
400152caee
CPathfinder: draft implementation of layers logic; not yet works
2015-11-02 16:03:03 +03:00
ArseniyShestakov
9c1c7d0caf
Pathfinding: move getNode into CPathsInfo
2015-11-02 14:04:26 +03:00
ArseniyShestakov
4b64bec711
EPathfindingLayer: copy other code from ETerrainType for debugging
2015-11-02 13:25:01 +03:00
ArseniyShestakov
2b6e1498d2
Pathfinding: change argument order for getPath and AUTO layer as default
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This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00
ArseniyShestakov
b8253206c7
Pathfinding: make related code aware that layers exist
2015-11-02 11:06:06 +03:00
ArseniyShestakov
c4ea0c7ff2
CPathfinder: don't include RegisterTypes
2015-10-27 17:42:31 +03:00
ArseniyShestakov
6b34eb729e
Move all pathfinding-related code into new file
2015-10-27 03:34:47 +03:00