/* * CPathfinder.cpp, 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 * */ #include "StdInc.h" #include "CPathfinder.h" #include "INodeStorage.h" #include "PathfinderOptions.h" #include "PathfindingRules.h" #include "TurnInfo.h" #include "../gameState/CGameState.h" #include "../CPlayerState.h" #include "../TerrainHandler.h" #include "../mapObjects/CGHeroInstance.h" #include "../mapping/CMap.h" VCMI_LIB_NAMESPACE_BEGIN std::vector CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const { std::vector neighbourTiles; neighbourTiles.reserve(8); getNeighbours( *source.tile, source.node->coord, neighbourTiles, boost::logic::indeterminate, source.node->layer == EPathfindingLayer::SAIL); if(source.isNodeObjectVisitable()) { vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool { return !canMoveBetween(tile, source.nodeObject->visitablePos()); }); } return neighbourTiles; } CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr config): gamestate(_gs), config(std::move(config)) { initializeGraph(); } void CPathfinder::push(CGPathNode * node) { if(node && !node->inPQ) { node->inPQ = true; node->pq = &this->pq; auto handle = pq.push(node); node->pqHandle = handle; } } CGPathNode * CPathfinder::topAndPop() { auto * node = pq.top(); pq.pop(); node->inPQ = false; node->pq = nullptr; return node; } void CPathfinder::calculatePaths() { //logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner); //initial tile - set cost on 0 and add to the queue std::vector initialNodes = config->nodeStorage->getInitialNodes(); int counter = 0; for(auto * initialNode : initialNodes) { if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input { logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you..."); throw std::runtime_error("Wrong checksum"); } source.setNode(gamestate, initialNode); auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate); if(hlp->isHeroPatrolLocked()) continue; pq.push(initialNode); } while(!pq.empty()) { counter++; auto * node = topAndPop(); source.setNode(gamestate, node); source.node->locked = true; int movement = source.node->moveRemains; uint8_t turn = source.node->turns; float cost = source.node->getCost(); auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate); hlp->updateTurnInfo(turn); if(!movement) { hlp->updateTurnInfo(++turn); movement = hlp->getMaxMovePoints(source.node->layer); if(!hlp->passOneTurnLimitCheck(source)) continue; } source.isInitialPosition = source.nodeHero == hlp->hero; source.updateInfo(hlp, gamestate); //add accessible neighbouring nodes to the queue auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp); for(CGPathNode * neighbour : neighbourNodes) { if(neighbour->locked) continue; if(!hlp->isLayerAvailable(neighbour->layer)) continue; destination.setNode(gamestate, neighbour); hlp = config->getOrCreatePathfinderHelper(destination, gamestate); if(!hlp->isPatrolMovementAllowed(neighbour->coord)) continue; /// Check transition without tile accessability rules if(source.node->layer != neighbour->layer && !isLayerTransitionPossible()) continue; destination.turn = turn; destination.movementLeft = movement; destination.cost = cost; destination.updateInfo(hlp, gamestate); destination.isGuardianTile = destination.guarded && isDestinationGuardian(); for(const auto & rule : config->rules) { rule->process(source, destination, config.get(), hlp); if(destination.blocked) break; } if(!destination.blocked) push(destination.node); } //neighbours loop //just add all passable teleport exits hlp = config->getOrCreatePathfinderHelper(source, gamestate); /// For now we disable teleports usage for patrol movement /// VCAI not aware about patrol and may stuck while attempt to use teleport if(hlp->patrolState == CPathfinderHelper::PATROL_RADIUS) continue; auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp); for(CGPathNode * teleportNode : teleportationNodes) { if(teleportNode->locked) continue; /// TODO: We may consider use invisible exits on FoW border in future /// Useful for AI when at least one tile around exit is visible and passable /// Objects are usually visible on FoW border anyway so it's not cheating. /// /// For now it's disabled as it's will cause crashes in movement code. if(teleportNode->accessible == EPathAccessibility::BLOCKED) continue; destination.setNode(gamestate, teleportNode); destination.turn = turn; destination.movementLeft = movement; destination.cost = cost; if(destination.isBetterWay()) { destination.action = getTeleportDestAction(); config->nodeStorage->commit(destination, source); if(destination.node->action == EPathNodeAction::TELEPORT_NORMAL) push(destination.node); } } } //queue loop logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter)); } std::vector CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const { std::vector allowedExits; for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner)) { const auto * obj = getObj(objId); if(dynamic_cast(obj)) { auto pos = obj->getBlockedPos(); for(const auto & p : pos) { if(gs->map->getTile(p).topVisitableId() == obj->ID) allowedExits.push_back(p); } } else if(obj && CGTeleport::isExitPassable(gs, hero, obj)) allowedExits.push_back(obj->visitablePos()); } return allowedExits; } std::vector CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const { std::vector allowedExits; auto towns = getPlayerState(hero->tempOwner)->towns; for(const auto & town : towns) { if(town->id != source.nodeObject->id && town->visitingHero == nullptr && town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)) { allowedExits.push_back(town->visitablePos()); } } return allowedExits; } std::vector CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const { std::vector teleportationExits; const auto * objTeleport = dynamic_cast(source.nodeObject); if(isAllowedTeleportEntrance(objTeleport)) { for(const auto & exit : getAllowedTeleportChannelExits(objTeleport->channel)) { teleportationExits.push_back(exit); } } else if(options.useCastleGate && (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO && source.objectRelations != PlayerRelations::ENEMIES)) { /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo /// This may be handy if we allow to use teleportation to friendly towns for(const auto & exit : getCastleGates(source)) { teleportationExits.push_back(exit); } } return teleportationExits; } bool CPathfinderHelper::isHeroPatrolLocked() const { return patrolState == PATROL_LOCKED; } bool CPathfinderHelper::isPatrolMovementAllowed(const int3 & dst) const { if(patrolState == PATROL_RADIUS) { if(!vstd::contains(patrolTiles, dst)) return false; } return true; } bool CPathfinder::isLayerTransitionPossible() const { ELayer destLayer = destination.node->layer; /// No layer transition allowed when previous node action is BATTLE if(source.node->action == EPathNodeAction::BATTLE) return false; switch(source.node->layer) { case ELayer::LAND: if(destLayer == ELayer::AIR) { if(!config->options.lightweightFlyingMode || source.isInitialPosition) return true; } else if(destLayer == ELayer::SAIL) { if(destination.tile->isWater()) return true; } else return true; break; case ELayer::SAIL: if(destLayer == ELayer::LAND && !destination.tile->isWater()) return true; break; case ELayer::AIR: if(destLayer == ELayer::LAND) return true; break; case ELayer::WATER: if(destLayer == ELayer::LAND) return true; break; } return false; } EPathNodeAction CPathfinder::getTeleportDestAction() const { EPathNodeAction action = EPathNodeAction::TELEPORT_NORMAL; if(destination.isNodeObjectVisitable() && destination.nodeHero) { if(destination.heroRelations == PlayerRelations::ENEMIES) action = EPathNodeAction::TELEPORT_BATTLE; else action = EPathNodeAction::TELEPORT_BLOCKING_VISIT; } return action; } bool CPathfinder::isDestinationGuardian() const { return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord; } void CPathfinderHelper::initializePatrol() { auto state = PATROL_NONE; if(hero->patrol.patrolling && !getPlayerState(hero->tempOwner)->human) { if(hero->patrol.patrolRadius) { state = PATROL_RADIUS; gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional(), 0, int3::DIST_MANHATTAN); } else state = PATROL_LOCKED; } patrolState = state; } void CPathfinder::initializeGraph() { INodeStorage * nodeStorage = config->nodeStorage.get(); nodeStorage->initialize(config->options, gamestate); } bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const { return gs->checkForVisitableDir(a, b); } bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const { if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner)) return false; const auto * whirlpool = dynamic_cast(obj); if(whirlpool) { if(addTeleportWhirlpool(whirlpool)) return true; } else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj)) return true; return false; } bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const { return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner); } bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const { if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner)) { auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner)); if(passableExits.size() == 1) return true; } return false; } bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const { if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner)) { auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner)); if(passableExits.size() > 1) return true; } return false; } bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const { return options.useTeleportWhirlpool && hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) && obj; } int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const { return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo()); } bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const { if(!options.oneTurnSpecialLayersLimit) return true; if(source.node->layer == EPathfindingLayer::WATER) return false; if(source.node->layer == EPathfindingLayer::AIR) { return options.originalMovementRules && source.node->accessible == EPathAccessibility::ACCESSIBLE; } return true; } CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options): CGameInfoCallback(gs, std::optional()), turn(-1), hero(Hero), options(Options), owner(Hero->tempOwner) { turnsInfo.reserve(16); updateTurnInfo(); initializePatrol(); } CPathfinderHelper::~CPathfinderHelper() { for(auto * ti : turnsInfo) delete ti; } void CPathfinderHelper::updateTurnInfo(const int Turn) { if(turn != Turn) { turn = Turn; if(turn >= turnsInfo.size()) { auto * ti = new TurnInfo(hero, turn); turnsInfo.push_back(ti); } } } bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const { switch(layer) { case EPathfindingLayer::AIR: if(!options.useFlying) return false; break; case EPathfindingLayer::WATER: if(!options.useWaterWalking) return false; break; } return turnsInfo[turn]->isLayerAvailable(layer); } const TurnInfo * CPathfinderHelper::getTurnInfo() const { return turnsInfo[turn]; } bool CPathfinderHelper::hasBonusOfType(const BonusType type, const int subtype) const { return turnsInfo[turn]->hasBonusOfType(type, subtype); } int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const { return turnsInfo[turn]->getMaxMovePoints(layer); } void CPathfinderHelper::getNeighbours( const TerrainTile & srcTile, const int3 & srcCoord, std::vector & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing) const { CMap * map = gs->map; static const int3 dirs[] = { int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0), int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0), int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0) }; for(const auto & dir : dirs) { const int3 destCoord = srcCoord + dir; if(!map->isInTheMap(destCoord)) continue; const TerrainTile & destTile = map->getTile(destCoord); if(!destTile.terType->isPassable()) continue; // //we cannot visit things from blocked tiles // if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE) // { // continue; // } /// Following condition let us avoid diagonal movement over coast when sailing if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water { const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0}; const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0}; if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand()) continue; } if(indeterminate(onLand) || onLand == destTile.terType->isLand()) { vec.push_back(destCoord); } } } int CPathfinderHelper::getMovementCost( const PathNodeInfo & src, const PathNodeInfo & dst, const int remainingMovePoints, const bool checkLast) const { return getMovementCost( src.coord, dst.coord, src.tile, dst.tile, remainingMovePoints, checkLast, dst.node->layer == EPathfindingLayer::SAIL, dst.node->layer == EPathfindingLayer::WATER ); } int CPathfinderHelper::getMovementCost( const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const bool checkLast, boost::logic::tribool isDstSailLayer, boost::logic::tribool isDstWaterLayer) const { if(src == dst) //same tile return 0; const auto * ti = getTurnInfo(); if(ct == nullptr || dt == nullptr) { ct = hero->cb->getTile(src); dt = hero->cb->getTile(dst); } bool isSailLayer; if(indeterminate(isDstSailLayer)) isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater(); else isSailLayer = static_cast(isDstSailLayer); bool isWaterLayer; if(indeterminate(isDstWaterLayer)) isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater(); else isWaterLayer = static_cast(isDstWaterLayer); bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT); int ret = hero->getTileMovementCost(*dt, *ct, ti); if(isSailLayer) { if(ct->hasFavorableWinds()) ret = static_cast(ret * 2.0 / 3); } else if(isAirLayer) vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT)); else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING)) ret = static_cast(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0); if(src.x != dst.x && src.y != dst.y) //it's diagonal move { int old = ret; ret = static_cast(ret * M_SQRT2); //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points // https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception if(ret > remainingMovePoints && remainingMovePoints >= old) { return remainingMovePoints; } } const int left = remainingMovePoints - ret; constexpr auto maxCostOfOneStep = static_cast(175 * M_SQRT2); // diagonal move on Swamp - 247 MP if(checkLast && left > 0 && left <= maxCostOfOneStep) //it might be the last tile - if no further move possible we take all move points { std::vector vec; vec.reserve(8); //optimization getNeighbours(*dt, dst, vec, ct->terType->isLand(), true); for(const auto & elem : vec) { int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false); if(fcost <= left) { return ret; } } ret = remainingMovePoints; } return ret; } VCMI_LIB_NAMESPACE_END