#include "StdInc.h" #include "CPathfinder.h" #include "CHeroHandler.h" #include "mapping/CMap.h" #include "CGameState.h" #include "mapObjects/CGHeroInstance.h" #include "GameConstants.h" #include "CStopWatch.h" #include "CConfigHandler.h" #include "../lib/CPlayerState.h" /* * 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 * */ CPathfinder::PathfinderOptions::PathfinderOptions() { useFlying = settings["pathfinder"]["layers"]["flying"].Bool(); useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool(); useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool(); useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool(); useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool(); useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool(); useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool(); useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool(); lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool(); oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool(); originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool(); } CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero) : CGameInfoCallback(_gs, boost::optional()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({}) { assert(hero); assert(hero == getHero(hero->id)); out.hero = hero; out.hpos = hero->getPosition(false); if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input { logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you..."; throw std::runtime_error("Wrong checksum"); } hlp = make_unique(hero, options); initializePatrol(); initializeGraph(); neighbourTiles.reserve(8); neighbours.reserve(16); } void CPathfinder::calculatePaths() { auto passOneTurnLimitCheck = [&]() -> bool { if(!options.oneTurnSpecialLayersLimit) return true; if(cp->layer == ELayer::WATER) return false; if(cp->layer == ELayer::AIR) { if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE) return true; else return false; } return true; }; auto isBetterWay = [&](int remains, int turn) -> bool { if(dp->turns == 0xff) //we haven't been here before return true; else if(dp->turns > turn) return true; else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster return true; return false; }; //logGlobal->infoStream() << boost::format("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 CGPathNode * initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND); initialNode->turns = 0; initialNode->moveRemains = hero->movement; if(isHeroPatrolLocked()) return; pq.push(initialNode); while(!pq.empty()) { cp = pq.top(); pq.pop(); cp->locked = true; int movement = cp->moveRemains, turn = cp->turns; hlp->updateTurnInfo(turn); if(!movement) { hlp->updateTurnInfo(++turn); movement = hlp->getMaxMovePoints(cp->layer); if(!passOneTurnLimitCheck()) continue; } ct = &gs->map->getTile(cp->coord); ctObj = ct->topVisitableObj(isSourceInitialPosition()); //add accessible neighbouring nodes to the queue addNeighbours(); for(auto & neighbour : neighbours) { if(!isPatrolMovementAllowed(neighbour)) continue; dt = &gs->map->getTile(neighbour); dtObj = dt->topVisitableObj(); for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1)) { if(!hlp->isLayerAvailable(i)) continue; /// Check transition without tile accessability rules if(cp->layer != i && !isLayerTransitionPossible(i)) continue; dp = out.getNode(neighbour, i); if(dp->locked) continue; if(dp->accessible == CGPathNode::NOT_SET) continue; /// Check transition using tile accessability rules if(cp->layer != i && !isLayerTransitionPossible()) continue; if(!isMovementToDestPossible()) continue; destAction = getDestAction(); int turnAtNextTile = turn, moveAtNextTile = movement; int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); int remains = moveAtNextTile - cost; if(remains < 0) { //occurs rarely, when hero with low movepoints tries to leave the road hlp->updateTurnInfo(++turnAtNextTile); moveAtNextTile = hlp->getMaxMovePoints(i); cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :( remains = moveAtNextTile - cost; } if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK) { /// FREE_SHIP_BOARDING bonus only remove additional penalty /// land <-> sail transition still cost movement points as normal movement remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo()); cost = moveAtNextTile - remains; } if(isBetterWay(remains, turnAtNextTile) && ((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck())) { assert(dp != cp->theNodeBefore); //two tiles can't point to each other dp->moveRemains = remains; dp->turns = turnAtNextTile; dp->theNodeBefore = cp; dp->action = destAction; if(isMovementAfterDestPossible()) pq.push(dp); } } } //neighbours loop //just add all passable teleport exits addTeleportExits(); for(auto & neighbour : neighbours) { dp = out.getNode(neighbour, cp->layer); if(dp->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(dp->accessible == CGPathNode::BLOCKED) continue; if(isBetterWay(movement, turn)) { dtObj = gs->map->getTile(neighbour).topVisitableObj(); dp->moveRemains = movement; dp->turns = turn; dp->theNodeBefore = cp; dp->action = getTeleportDestAction(); if(dp->action == CGPathNode::TELEPORT_NORMAL) pq.push(dp); } } } //queue loop } void CPathfinder::addNeighbours() { neighbours.clear(); neighbourTiles.clear(); CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL); if(isSourceVisitableObj()) { for(int3 tile: neighbourTiles) { if(canMoveBetween(tile, ctObj->visitablePos())) neighbours.push_back(tile); } } else vstd::concatenate(neighbours, neighbourTiles); } void CPathfinder::addTeleportExits() { neighbours.clear(); /// For now we disable teleports usage for patrol movement /// VCAI not aware about patrol and may stuck while attempt to use teleport if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS) return; const CGTeleport * objTeleport = dynamic_cast(ctObj); if(isAllowedTeleportEntrance(objTeleport)) { for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner)) { auto obj = getObj(objId); if(dynamic_cast(obj)) { auto pos = obj->getBlockedPos(); for(auto p : pos) { if(gs->map->getTile(p).topVisitableId() == obj->ID) neighbours.push_back(p); } } else if(CGTeleport::isExitPassable(gs, hero, obj)) neighbours.push_back(obj->visitablePos()); } } if(options.useCastleGate && (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO && getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != PlayerRelations::ENEMIES)) { /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo /// This may be handy if we allow to use teleportation to friendly towns auto towns = getPlayer(hero->tempOwner)->towns; for(const auto & town : towns) { if(town->id != ctObj->id && town->visitingHero == nullptr && town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO)) { neighbours.push_back(town->visitablePos()); } } } } bool CPathfinder::isHeroPatrolLocked() const { return patrolState == PATROL_LOCKED; } bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const { if(patrolState == PATROL_RADIUS) { if(!vstd::contains(patrolTiles, dst)) return false; } return true; } bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const { /// No layer transition allowed when previous node action is BATTLE if(cp->action == CGPathNode::BATTLE) return false; switch(cp->layer) { case ELayer::LAND: if(destLayer == ELayer::AIR) { if(!options.lightweightFlyingMode || isSourceInitialPosition()) return true; } else if(destLayer == ELayer::SAIL) { if(dt->isWater()) return true; } else return true; break; case ELayer::SAIL: if(destLayer == ELayer::LAND && !dt->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; } bool CPathfinder::isLayerTransitionPossible() const { switch(cp->layer) { case ELayer::LAND: if(dp->layer == ELayer::SAIL) { /// Cannot enter empty water tile from land -> it has to be visitable if(dp->accessible == CGPathNode::ACCESSIBLE) return false; } break; case ELayer::SAIL: //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked)) || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate { return false; } break; case ELayer::AIR: if(options.originalMovementRules) { if((cp->accessible != CGPathNode::ACCESSIBLE && cp->accessible != CGPathNode::VISITABLE) && (dp->accessible != CGPathNode::VISITABLE && dp->accessible != CGPathNode::ACCESSIBLE)) { return false; } } else if(cp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::ACCESSIBLE) { /// Hero that fly can only land on accessible tiles return false; } break; case ELayer::WATER: if(dp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::VISITABLE) { /// Hero that walking on water can transit to accessible and visitable tiles /// Though hero can't interact with blocking visit objects while standing on water return false; } break; } return true; } bool CPathfinder::isMovementToDestPossible() const { if(dp->accessible == CGPathNode::BLOCKED) return false; switch(dp->layer) { case ELayer::LAND: if(!canMoveBetween(cp->coord, dp->coord)) return false; if(isSourceGuarded()) { if(!(options.originalMovementRules && cp->layer == ELayer::AIR) && !isDestinationGuardian()) // Can step into tile of guard { return false; } } break; case ELayer::SAIL: if(!canMoveBetween(cp->coord, dp->coord)) return false; if(isSourceGuarded()) { // Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian()) return false; } if(cp->layer == ELayer::LAND) { if(!isDestVisitableObj()) return false; if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO) return false; } else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT) { /// Hero in boat can't visit empty boats return false; } break; case ELayer::WATER: if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE) return false; if(isDestinationGuarded()) return false; break; } return true; } bool CPathfinder::isMovementAfterDestPossible() const { switch(destAction) { /// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles /// Likely in many cases we don't need to add visitable tile to queue when hero don't fly case CGPathNode::VISIT: { /// For now we only add visitable tile into queue when it's teleporter that allow transit /// Movement from visitable tile when hero is standing on it is possible into any layer const CGTeleport * objTeleport = dynamic_cast(dtObj); if(isAllowedTeleportEntrance(objTeleport)) { /// For now we'll always allow transit over teleporters /// Transit over whirlpools only allowed when hero protected return true; } else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE) { /// Transit via unguarded garrisons is always possible return true; } break; } case CGPathNode::NORMAL: return true; case CGPathNode::EMBARK: if(options.useEmbarkAndDisembark) return true; break; case CGPathNode::DISEMBARK: if(options.useEmbarkAndDisembark && !isDestinationGuarded()) return true; break; case CGPathNode::BATTLE: /// Movement after BATTLE action only possible from guarded tile to guardian tile if(isDestinationGuarded()) return true; break; } return false; } CGPathNode::ENodeAction CPathfinder::getDestAction() const { CGPathNode::ENodeAction action = CGPathNode::NORMAL; switch(dp->layer) { case ELayer::LAND: if(cp->layer == ELayer::SAIL) { // TODO: Handle dismebark into guarded areaa action = CGPathNode::DISEMBARK; break; } /// don't break - next case shared for both land and sail layers case ELayer::SAIL: if(isDestVisitableObj()) { auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner); if(dtObj->ID == Obj::BOAT) action = CGPathNode::EMBARK; else if(dtObj->ID == Obj::HERO) { if(objRel == PlayerRelations::ENEMIES) action = CGPathNode::BATTLE; else action = CGPathNode::BLOCKING_VISIT; } else if(dtObj->ID == Obj::TOWN) { if(dtObj->passableFor(hero->tempOwner)) action = CGPathNode::VISIT; else if(objRel == PlayerRelations::ENEMIES) action = CGPathNode::BATTLE; } else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2) { if(dtObj->passableFor(hero->tempOwner)) { if(isDestinationGuarded(true)) action = CGPathNode::BATTLE; } else if(objRel == PlayerRelations::ENEMIES) action = CGPathNode::BATTLE; } else if(dtObj->ID == Obj::BORDER_GATE) { if(dtObj->passableFor(hero->tempOwner)) { if(isDestinationGuarded(true)) action = CGPathNode::BATTLE; } else action = CGPathNode::BLOCKING_VISIT; } else if(isDestinationGuardian()) action = CGPathNode::BATTLE; else if(dtObj->blockVisit && !(options.useCastleGate && dtObj->ID == Obj::TOWN)) action = CGPathNode::BLOCKING_VISIT; if(action == CGPathNode::NORMAL) { if(options.originalMovementRules && isDestinationGuarded()) action = CGPathNode::BATTLE; else action = CGPathNode::VISIT; } } else if(isDestinationGuarded()) action = CGPathNode::BATTLE; break; } return action; } CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const { CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL; if(isDestVisitableObj() && dtObj->ID == Obj::HERO) { auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner); if(objRel == PlayerRelations::ENEMIES) action = CGPathNode::TELEPORT_BATTLE; else action = CGPathNode::TELEPORT_BLOCKING_VISIT; } return action; } bool CPathfinder::isSourceInitialPosition() const { return cp->coord == out.hpos; } bool CPathfinder::isSourceVisitableObj() const { return isVisitableObj(ctObj, cp->layer); } bool CPathfinder::isSourceGuarded() const { /// Hero can move from guarded tile if movement started on that tile /// It's possible at least in these cases: /// - Map start with hero on guarded tile /// - Dimention door used /// TODO: check what happen when there is several guards if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition()) { return true; } return false; } bool CPathfinder::isDestVisitableObj() const { return isVisitableObj(dtObj, dp->layer); } bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const { /// isDestinationGuarded is exception needed for garrisons. /// When monster standing behind garrison it's visitable and guarded at the same time. if(gs->guardingCreaturePosition(dp->coord).valid() && (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS)) { return true; } return false; } bool CPathfinder::isDestinationGuardian() const { return gs->guardingCreaturePosition(cp->coord) == dp->coord; } void CPathfinder::initializePatrol() { auto state = PATROL_NONE; if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human) { if(hero->patrol.patrolRadius) { state = PATROL_RADIUS; gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional(), 0, true); } else state = PATROL_LOCKED; } patrolState = state; } void CPathfinder::initializeGraph() { auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo) { auto node = out.getNode(pos, layer); auto accessibility = evaluateAccessibility(pos, tinfo, layer); node->update(pos, layer, accessibility); }; int3 pos; for(pos.x=0; pos.x < out.sizes.x; ++pos.x) { for(pos.y=0; pos.y < out.sizes.y; ++pos.y) { for(pos.z=0; pos.z < out.sizes.z; ++pos.z) { const TerrainTile * tinfo = &gs->map->getTile(pos); switch(tinfo->terType) { case ETerrainType::ROCK: break; case ETerrainType::WATER: updateNode(pos, ELayer::SAIL, tinfo); if(options.useFlying) updateNode(pos, ELayer::AIR, tinfo); if(options.useWaterWalking) updateNode(pos, ELayer::WATER, tinfo); break; default: updateNode(pos, ELayer::LAND, tinfo); if(options.useFlying) updateNode(pos, ELayer::AIR, tinfo); break; } } } } } CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const { if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z]) return CGPathNode::BLOCKED; switch(layer) { case ELayer::LAND: case ELayer::SAIL: if(tinfo->visitable) { if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary { return CGPathNode::BLOCKED; } else { for(const CGObjectInstance * obj : tinfo->visitableObjects) { if(obj->blockVisit) { return CGPathNode::BLOCKVIS; } else if(obj->passableFor(hero->tempOwner)) { return CGPathNode::ACCESSIBLE; } else if(canSeeObj(obj)) { return CGPathNode::VISITABLE; } } } } else if(tinfo->blocked) { return CGPathNode::BLOCKED; } else if(gs->guardingCreaturePosition(pos).valid()) { // Monster close by; blocked visit for battle return CGPathNode::BLOCKVIS; } break; case ELayer::WATER: if(tinfo->blocked || tinfo->terType != ETerrainType::WATER) return CGPathNode::BLOCKED; break; case ELayer::AIR: if(tinfo->blocked || tinfo->terType == ETerrainType::WATER) return CGPathNode::FLYABLE; break; } return CGPathNode::ACCESSIBLE; } bool CPathfinder::isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const { /// Hero can't visit objects while walking on water or flying return canSeeObj(obj) && (layer == ELayer::LAND || layer == ELayer::SAIL); } bool CPathfinder::canSeeObj(const CGObjectInstance * obj) const { /// Pathfinder should ignore placed events return obj != nullptr && obj->ID != Obj::EVENT; } bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const { return gs->checkForVisitableDir(a, b); } bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const { if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner)) return false; 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 CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const { return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner); } bool CPathfinder::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 CPathfinder::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 CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const { return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj; } TurnInfo::BonusCache::BonusCache(TBonusListPtr bl) { noTerrainPenalty.reserve(ETerrainType::ROCK); for(int i = 0; i < ETerrainType::ROCK; i++) { noTerrainPenalty.push_back(bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))); } freeShipBoarding = bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)); flyingMovement = bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)); flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT)); waterWalking = bl->getFirst(Selector::type(Bonus::WATER_WALKING)); waterWalkingVal = bl->valOfBonuses(Selector::type(Bonus::WATER_WALKING)); } TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn) : hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1) { std::stringstream cachingStr; cachingStr << "days_" << turn; bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str()); bonusCache = make_unique(bonuses); nativeTerrain = hero->getNativeTerrain(); } bool TurnInfo::isLayerAvailable(const EPathfindingLayer layer) const { switch(layer) { case EPathfindingLayer::AIR: if(!hasBonusOfType(Bonus::FLYING_MOVEMENT)) return false; break; case EPathfindingLayer::WATER: if(!hasBonusOfType(Bonus::WATER_WALKING)) return false; break; } return true; } bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const { switch(type) { case Bonus::FREE_SHIP_BOARDING: return bonusCache->freeShipBoarding; case Bonus::FLYING_MOVEMENT: return bonusCache->flyingMovement; case Bonus::WATER_WALKING: return bonusCache->waterWalking; case Bonus::NO_TERRAIN_PENALTY: return bonusCache->noTerrainPenalty[subtype]; } return bonuses->getFirst(Selector::type(type).And(Selector::subtype(subtype))); } int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const { switch(type) { case Bonus::FLYING_MOVEMENT: return bonusCache->flyingMovementVal; case Bonus::WATER_WALKING: return bonusCache->waterWalkingVal; } return bonuses->valOfBonuses(Selector::type(type).And(Selector::subtype(subtype))); } int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const { if(maxMovePointsLand == -1) maxMovePointsLand = hero->maxMovePoints(true, this); if(maxMovePointsWater == -1) maxMovePointsWater = hero->maxMovePoints(false, this); return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand; } CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options) : turn(-1), hero(Hero), options(Options) { turnsInfo.reserve(16); updateTurnInfo(); } 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 Bonus::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 CMap * map, const TerrainTile & srct, const int3 & tile, std::vector & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing) { 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(auto & dir : dirs) { const int3 hlp = tile + dir; if(!map->isInTheMap(hlp)) continue; const TerrainTile & hlpt = map->getTile(hlp); if(hlpt.terType == ETerrainType::ROCK) continue; // //we cannot visit things from blocked tiles // if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE) // { // continue; // } /// Following condition let us avoid diagonal movement over coast when sailing if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water { int3 hlp1 = tile, hlp2 = tile; hlp1.x += dir.x; hlp2.y += dir.y; if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER) continue; } if(indeterminate(onLand) || onLand == (hlpt.terType != ETerrainType::WATER)) { vec.push_back(hlp); } } } int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast) { if(src == dst) //same tile return 0; bool localTi = false; if(!ti) { localTi = true; ti = new TurnInfo(h); } if(ct == nullptr || dt == nullptr) { ct = h->cb->getTile(src); dt = h->cb->getTile(dst); } /// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying. /// Also flying movement only has penalty when player moving over blocked tiles. /// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty. int ret = h->getTileCost(*dt, *ct, ti); /// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not. /// Difference in cost calculation on client and server is much worse than incorrect cost. /// So this one is waiting till server going to use pathfinder rules for path validation. if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT)) { ret *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0; } else if(dt->terType == ETerrainType::WATER) { if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds()) ret *= 0.666; else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING)) { ret *= (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0; } } if(src.x != dst.x && src.y != dst.y) //it's diagonal move { int old = ret; ret *= 1.414213; //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points if(ret > remainingMovePoints && remainingMovePoints >= old) { if(localTi) delete ti; return remainingMovePoints; } } /// TODO: This part need rework in order to work properly with flying and water walking /// Currently it's only work properly for normal movement or sailing int left = remainingMovePoints-ret; if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points { std::vector vec; vec.reserve(8); //optimization getNeighbours(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true); for(auto & elem : vec) { int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false); if(fcost <= left) { if(localTi) delete ti; return ret; } } ret = remainingMovePoints; } if(localTi) delete ti; return ret; } int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst) { return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement); } CGPathNode::CGPathNode() : coord(int3(-1, -1, -1)), layer(ELayer::WRONG) { reset(); } void CGPathNode::reset() { locked = false; accessible = NOT_SET; moveRemains = 0; turns = 255; theNodeBefore = nullptr; action = UNKNOWN; } void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible) { if(layer == ELayer::WRONG) { coord = Coord; layer = Layer; } else reset(); accessible = Accessible; } bool CGPathNode::reachable() const { return turns < 255; } int3 CGPath::startPos() const { return nodes[nodes.size()-1].coord; } int3 CGPath::endPos() const { return nodes[0].coord; } void CGPath::convert(ui8 mode) { if(mode==0) { for(auto & elem : nodes) { elem.coord = CGHeroInstance::convertPosition(elem.coord,true); } } } CPathsInfo::CPathsInfo(const int3 & Sizes) : sizes(Sizes) { hero = nullptr; nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]); } CPathsInfo::~CPathsInfo() { } const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const { assert(vstd::iswithin(tile.x, 0, sizes.x)); assert(vstd::iswithin(tile.y, 0, sizes.y)); assert(vstd::iswithin(tile.z, 0, sizes.z)); boost::unique_lock pathLock(pathMx); return getNode(tile); } bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const { boost::unique_lock pathLock(pathMx); out.nodes.clear(); const CGPathNode * curnode = getNode(dst); if(!curnode->theNodeBefore) return false; while(curnode) { const CGPathNode cpn = * curnode; curnode = curnode->theNodeBefore; out.nodes.push_back(cpn); } return true; } int CPathsInfo::getDistance(const int3 & tile) const { boost::unique_lock pathLock(pathMx); CGPath ret; if(getPath(ret, tile)) return ret.nodes.size(); else return 255; } const CGPathNode * CPathsInfo::getNode(const int3 & coord) const { auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND]; if(landNode->reachable()) return landNode; else return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL]; } CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer) { return &nodes[coord.x][coord.y][coord.z][layer]; }