mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
669 lines
17 KiB
C++
669 lines
17 KiB
C++
/*
|
|
* 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<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> 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<PathfinderConfig> 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<CGPathNode *> 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<int3> CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const
|
|
{
|
|
std::vector<int3> allowedExits;
|
|
|
|
for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner))
|
|
{
|
|
const auto * obj = getObj(objId);
|
|
if(dynamic_cast<const CGWhirlpool *>(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<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> 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<int3> CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> teleportationExits;
|
|
|
|
const auto * objTeleport = dynamic_cast<const CGTeleport *>(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<PlayerColor>(), 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<const CGWhirlpool *>(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<PlayerColor>()),
|
|
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<int3> & 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<bool>(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<bool>(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<int>(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<int>(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<int>(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<int>(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<int3> 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
|