#pragma once #include "VCMI_Lib.h" #include "mapping/CMap.h" #include "IGameCallback.h" #include "int3.h" #include /* * 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 * */ class CGHeroInstance; class CGObjectInstance; struct TerrainTile; struct DLL_LINKAGE CGPathNode { typedef EPathfindingLayer ELayer; enum ENodeAction { UNKNOWN = -1, NORMAL = 0, EMBARK = 1, DISEMBARK, //2 BATTLE,//3 VISIT,//4 BLOCKING_VISIT//5 }; enum EAccessibility { 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 neighbouring tile but not passable BLOCKED //tile can't be entered nor visited }; bool locked; EAccessibility accessible; ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn ui32 moveRemains; //remaining tiles after hero reaches the tile CGPathNode * theNodeBefore; int3 coord; //coordinates ELayer layer; ENodeAction action; CGPathNode(int3 Coord, ELayer Layer); void reset(); bool reachable() const; }; struct DLL_LINKAGE CGPath { std::vector nodes; //just get node by node int3 startPos() const; // start point int3 endPos() const; //destination point void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object' }; struct DLL_LINKAGE CPathsInfo { typedef EPathfindingLayer ELayer; mutable boost::mutex pathMx; const CGHeroInstance *hero; int3 hpos; int3 sizes; boost::multi_array nodes; //[w][h][level][layer] CPathsInfo(const int3 &Sizes); ~CPathsInfo(); const CGPathNode * getPathInfo(const int3 &tile, const ELayer &layer = ELayer::AUTO) const; bool getPath(CGPath &out, const int3 &dst, const ELayer &layer = ELayer::AUTO) const; int getDistance(const int3 &tile, const ELayer &layer = ELayer::AUTO) const; CGPathNode *getNode(const int3 &coord, const ELayer &layer) const; }; class CPathfinder : private CGameInfoCallback { public: CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero); 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: typedef EPathfindingLayer ELayer; struct 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. 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. bool oneTurnSpecialLayersLimit; PathfinderOptions(); } options; CPathsInfo &out; const CGHeroInstance *hero; struct NodeComparer { bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const { if(rhs->turns > lhs->turns) return false; else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains) return false; return true; } }; boost::heap::priority_queue > pq; std::vector neighbours; CGPathNode *cp; //current (source) path node -> we took it from the queue CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider const TerrainTile *ct, *dt; //tile info for both nodes const CGObjectInstance *sTileObj; CGPathNode::ENodeAction destAction; void addNeighbours(const int3 &coord); void addTeleportExits(bool noTeleportExcludes = false); bool isLayerAvailable(const ELayer &layer, const int &turn) const; bool isLayerTransitionPossible() const; bool isMovementToDestPossible(); bool isMovementAfterDestPossible() const; bool isSourceInitialPosition() const; int3 getSourceGuardPosition() const; bool isSourceGuarded() const; bool isDestinationGuarded(const bool ignoreAccessibility = true) const; bool isDestinationGuardian() const; void initializeGraph(); CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) 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) 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 canVisitObject() const; }; class DLL_LINKAGE CPathfinderHelper { public: static void getNeighbours(CGameState * gs, const TerrainTile &srct, const int3 &tile, std::vector &vec, const boost::logic::tribool &onLand, const bool &limitCoastSailing); static int getMovementCost(const CGHeroInstance * h, const int3 &src, const int3 &dst, const int &remainingMovePoints =- 1, const int &turn = 0, const bool &checkLast = true); static int getMovementCost(const CGHeroInstance * h, const int3 &dst); };