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https://github.com/vcmi/vcmi.git
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284 lines
9.6 KiB
C++
284 lines
9.6 KiB
C++
#pragma once
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#include "VCMI_Lib.h"
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#include "IGameCallback.h"
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#include "HeroBonus.h"
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#include "int3.h"
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#include <boost/heap/priority_queue.hpp>
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/*
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* CPathfinder.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGHeroInstance;
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class CGObjectInstance;
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struct TerrainTile;
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class CPathfinderHelper;
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class CMap;
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class CGWhirlpool;
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struct DLL_LINKAGE CGPathNode
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{
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typedef EPathfindingLayer ELayer;
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enum ENodeAction : ui8
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{
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UNKNOWN = 0,
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EMBARK = 1,
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DISEMBARK,
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NORMAL,
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BATTLE,
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VISIT,
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BLOCKING_VISIT,
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TELEPORT_NORMAL,
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TELEPORT_BLOCKING_VISIT,
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TELEPORT_BATTLE
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};
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enum EAccessibility : ui8
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{
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NOT_SET = 0,
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ACCESSIBLE = 1, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighbouring tile but not passable
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FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can't be entered nor visited
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};
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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ui32 moveRemains; //remaining tiles after hero reaches the tile
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ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
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ELayer layer;
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EAccessibility accessible;
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ENodeAction action;
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bool locked;
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CGPathNode();
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void reset();
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void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
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bool reachable() const;
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};
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struct DLL_LINKAGE CGPath
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{
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std::vector<CGPathNode> nodes; //just get node by node
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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struct DLL_LINKAGE CPathsInfo
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{
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typedef EPathfindingLayer ELayer;
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mutable boost::mutex pathMx;
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const CGHeroInstance * hero;
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int3 hpos;
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int3 sizes;
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boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
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CPathsInfo(const int3 & Sizes);
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~CPathsInfo();
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const CGPathNode * getPathInfo(const int3 & tile) const;
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bool getPath(CGPath & out, const int3 & dst) const;
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int getDistance(const int3 & tile) const;
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const CGPathNode * getNode(const int3 & coord) const;
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CGPathNode * getNode(const int3 & coord, const ELayer layer);
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};
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class CPathfinder : private CGameInfoCallback
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{
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public:
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friend class CPathfinderHelper;
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CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
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void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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private:
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typedef EPathfindingLayer ELayer;
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struct PathfinderOptions
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{
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bool useFlying;
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bool useWaterWalking;
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bool useEmbarkAndDisembark;
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bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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/// TODO: Find out with client and server code, merge with normal teleporters.
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/// Likely proper implementation would require some refactoring of CGTeleport.
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/// So for now this is unfinished and disabled by default.
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bool useCastleGate;
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/// If true transition into air layer only possible from initial node.
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/// This is drastically decrease path calculation complexity (and time).
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/// Downside is less MP effective paths calculation.
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///
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/// TODO: If this option end up useful for slow devices it's can be improved:
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/// - Allow transition into air layer not only from initial position, but also from teleporters.
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/// Movement into air can be also allowed when hero disembarked.
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/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
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/// Patrol support need similar functionality so it's won't be ton of useless code.
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/// Such limitation could be useful as it's can be scaled depend on device performance.
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bool lightweightFlyingMode;
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/// This option enable one turn limitation for flying and water walking.
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/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
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///
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/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
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/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
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///
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/// TODO:
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/// - Behavior when option is disabled not implemented and will lead to crashes.
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bool oneTurnSpecialLayersLimit;
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/// VCMI have different movement rules to solve flaws original engine has.
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/// If this option enabled you'll able to do following things in fly:
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/// - Move from blocked tiles to visitable one
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/// - Move from guarded tiles to blockvis tiles without being attacked
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/// - Move from guarded tiles to guarded visitable tiles with being attacked after
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/// TODO:
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/// - Option should also allow same tile land <-> air layer transitions.
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/// Current implementation only allow go into (from) air layer only to neighbour tiles.
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/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
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bool originalMovementRules;
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PathfinderOptions();
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} options;
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CPathsInfo & out;
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const CGHeroInstance * hero;
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const std::vector<std::vector<std::vector<ui8> > > &FoW;
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std::unique_ptr<CPathfinderHelper> hlp;
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enum EPatrolState {
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PATROL_NONE = 0,
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PATROL_LOCKED = 1,
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PATROL_RADIUS
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} patrolState;
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std::unordered_set<int3, ShashInt3> patrolTiles;
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struct NodeComparer
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{
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bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
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{
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if(rhs->turns > lhs->turns)
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return false;
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else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
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return false;
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return true;
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}
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};
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boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
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std::vector<int3> neighbourTiles;
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std::vector<int3> neighbours;
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CGPathNode * cp; //current (source) path node -> we took it from the queue
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CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile * ct, * dt; //tile info for both nodes
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const CGObjectInstance * ctObj, * dtObj;
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CGPathNode::ENodeAction destAction;
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void addNeighbours();
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void addTeleportExits();
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bool isHeroPatrolLocked() const;
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bool isPatrolMovementAllowed(const int3 & dst) const;
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bool isLayerTransitionPossible(const ELayer dstLayer) const;
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bool isLayerTransitionPossible() const;
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bool isMovementToDestPossible() const;
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bool isMovementAfterDestPossible() const;
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CGPathNode::ENodeAction getDestAction() const;
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CGPathNode::ENodeAction getTeleportDestAction() const;
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bool isSourceInitialPosition() const;
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bool isSourceVisitableObj() const;
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bool isSourceGuarded() const;
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bool isDestVisitableObj() const;
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bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
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bool isDestinationGuardian() const;
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void initializePatrol();
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void initializeGraph();
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CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
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bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
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bool canSeeObj(const CGObjectInstance * obj) const;
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bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
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bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
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bool addTeleportTwoWay(const CGTeleport * obj) const;
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bool addTeleportOneWay(const CGTeleport * obj) const;
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bool addTeleportOneWayRandom(const CGTeleport * obj) const;
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bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
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};
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struct DLL_LINKAGE TurnInfo
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{
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/// This is certainly not the best design ever and certainly can be improved
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/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
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struct BonusCache {
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std::vector<bool> noTerrainPenalty;
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bool freeShipBoarding;
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bool flyingMovement;
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int flyingMovementVal;
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bool waterWalking;
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int waterWalkingVal;
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BonusCache(TBonusListPtr bonusList);
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};
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std::unique_ptr<BonusCache> bonusCache;
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const CGHeroInstance * hero;
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TBonusListPtr bonuses;
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mutable int maxMovePointsLand;
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mutable int maxMovePointsWater;
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int nativeTerrain;
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TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
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bool isLayerAvailable(const EPathfindingLayer layer) const;
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bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
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int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
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int getMaxMovePoints(const EPathfindingLayer layer) const;
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};
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class DLL_LINKAGE CPathfinderHelper
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{
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public:
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CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options);
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~CPathfinderHelper();
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void updateTurnInfo(const int turn = 0);
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bool isLayerAvailable(const EPathfindingLayer layer) const;
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const TurnInfo * getTurnInfo() const;
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bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
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int getMaxMovePoints(const EPathfindingLayer layer) const;
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static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
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static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
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static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
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private:
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int turn;
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const CGHeroInstance * hero;
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std::vector<TurnInfo *> turnsInfo;
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const CPathfinder::PathfinderOptions & options;
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};
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