/* * 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 "HeroBonus.h" #include "int3.h" #include VCMI_LIB_NAMESPACE_BEGIN class CGHeroInstance; class CGObjectInstance; struct TerrainTile; class CPathfinderHelper; class CMap; class CGWhirlpool; class CPathfinderHelper; class CPathfinder; class PathfinderConfig; template struct DLL_LINKAGE NodeComparer { STRONG_INLINE bool operator()(const N * lhs, const N * rhs) const { return lhs->getCost() > rhs->getCost(); } }; struct DLL_LINKAGE CGPathNode { typedef EPathfindingLayer ELayer; 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::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; } typedef boost::heap::fibonacci_heap< CGPathNode *, boost::heap::compare> > TFibHeap; 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 nodes; //just get node by node int3 startPos() const; // start point int3 endPos() const; //destination point }; struct DLL_LINKAGE CPathsInfo { typedef EPathfindingLayer ELayer; const CGHeroInstance * hero; int3 hpos; int3 sizes; boost::multi_array 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 getInitialNodes() = 0; virtual std::vector calculateNeighbours( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) = 0; virtual std::vector 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 getInitialNodes() override; virtual std::vector calculateNeighbours( const PathNodeInfo & source, const PathfinderConfig * pathfinderConfig, const CPathfinderHelper * pathfinderHelper) override; virtual std::vector 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 nodeStorage; std::vector> rules; PathfinderOptions options; PathfinderConfig( std::shared_ptr nodeStorage, std::vector> rules); virtual ~PathfinderConfig() = default; virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0; }; class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig { private: std::unique_ptr 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> buildRuleSet(); }; class CPathfinder { public: friend class CPathfinderHelper; CPathfinder( CGameState * _gs, std::shared_ptr 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; typedef EPathfindingLayer ELayer; std::shared_ptr config; boost::heap::fibonacci_heap> > 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 noTerrainPenalty; bool freeShipBoarding; bool flyingMovement; int flyingMovementVal; bool waterWalking; int waterWalkingVal; int pathfindingVal; BonusCache(const TConstBonusListPtr & bonusList); }; std::unique_ptr 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 Bonus::BonusType type, const int subtype = -1) const; int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const; void updateHeroBonuses(Bonus::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 patrolTiles; int turn; PlayerColor owner; const CGHeroInstance * hero; std::vector 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 Bonus::BonusType type, const int subtype = -1) const; int getMaxMovePoints(const EPathfindingLayer & layer) const; std::vector getCastleGates(const PathNodeInfo & source) const; bool isAllowedTeleportEntrance(const CGTeleport * obj) const; std::vector 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 getNeighbourTiles(const PathNodeInfo & source) const; std::vector getTeleportExits(const PathNodeInfo & source) const; void getNeighbours( const TerrainTile & srcTile, const int3 & srcCoord, std::vector & 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