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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00
vcmi/lib/CPathfinder.cpp
2016-11-27 22:07:01 +03:00

1241 lines
32 KiB
C++

#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<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
{
assert(hero);
assert(hero == getHero(hero->id));
cp = dp = nullptr;
ct = dt = nullptr;
ctObj = dtObj = nullptr;
destAction = CGPathNode::UNKNOWN;
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<CPathfinderHelper>(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<const CGTeleport *>(ctObj);
if(isAllowedTeleportEntrance(objTeleport))
{
for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
{
auto obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(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<const CGTeleport *>(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<PlayerColor>(), 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<const CGWhirlpool *>(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(static_cast<bool>(
bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
}
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)));
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)));
flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
waterWalking = static_cast<bool>(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<BonusCache>(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 static_cast<bool>(
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<int3> & 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<int3> 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<boost::mutex> pathLock(pathMx);
return getNode(tile);
}
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
{
boost::unique_lock<boost::mutex> 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<boost::mutex> 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];
}