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vcmi/lib/CPathfinder.cpp
ArseniyShestakov 2b6e1498d2 Pathfinding: change argument order for getPath and AUTO layer as default
This still need investigation, but likely most of external code shouldn't be aware of layers in order to work properly because only LAND and SAIL can be targeted and single tile can't have both of these layers.
2015-11-02 11:14:32 +03:00

564 lines
14 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"
/*
* 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 = false;
useWaterWalking = false;
useEmbarkAndDisembark = true;
useTeleportTwoWay = true;
useTeleportOneWay = true;
useTeleportOneWayRandom = false;
useTeleportWhirlpool = false;
}
CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
{
assert(hero);
assert(hero == getHero(hero->id));
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!gs->map->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");
}
initializeGraph();
if(hero->canFly())
options.useFlying = true;
if(hero->canWalkOnSea())
options.useWaterWalking = true;
if(CGWhirlpool::isProtected(hero))
options.useTeleportWhirlpool = true;
neighbours.reserve(16);
}
void CPathfinder::calculatePaths()
{
int maxMovePointsLand = hero->maxMovePoints(true);
int maxMovePointsWater = hero->maxMovePoints(false);
auto maxMovePoints = [&](CGPathNode *cp) -> int
{
return cp->land ? maxMovePointsLand : maxMovePointsWater;
};
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 = *getNode(out.hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
initialNode.turns = 0;
initialNode.moveRemains = hero->movement;
mq.push_back(&initialNode);
while(!mq.empty())
{
cp = mq.front();
mq.pop_front();
int movement = cp->moveRemains, turn = cp->turns;
if(!movement)
{
movement = maxMovePoints(cp);
turn++;
}
//add accessible neighbouring nodes to the queue
addNeighbours(cp->coord);
for(auto & neighbour : neighbours)
{
dp = getNode(neighbour, EPathfindingLayer::LAND);
dt = &gs->map->getTile(neighbour);
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
if(!isMovementPossible())
continue;
int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
int remains = movement - cost;
if(useEmbarkCost)
{
remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
cost = movement - remains;
}
int turnAtNextTile = turn;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
turnAtNextTile++;
int moveAtNextTile = maxMovePoints(cp);
cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(isBetterWay(remains, turnAtNextTile))
{
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
dp->moveRemains = remains;
dp->turns = turnAtNextTile;
dp->theNodeBefore = cp;
if(checkDestinationTile())
mq.push_back(dp);
}
} //neighbours loop
//just add all passable teleport exits
if(sTileObj && canVisitObject())
{
addTeleportExits();
for(auto & neighbour : neighbours)
{
dp = getNode(neighbour, EPathfindingLayer::LAND);
if(isBetterWay(movement, turn))
{
dp->moveRemains = movement;
dp->turns = turn;
dp->theNodeBefore = cp;
mq.push_back(dp);
}
}
}
} //queue loop
}
void CPathfinder::addNeighbours(const int3 &coord)
{
neighbours.clear();
ct = &gs->map->getTile(coord);
std::vector<int3> tiles;
gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, !cp->land);
sTileObj = ct->topVisitableObj(coord == CGHeroInstance::convertPosition(hero->pos, false));
if(canVisitObject())
{
if(sTileObj)
{
for(int3 tile: tiles)
{
if(canMoveBetween(tile, sTileObj->visitablePos()))
neighbours.push_back(tile);
}
}
else
vstd::concatenate(neighbours, tiles);
}
else
vstd::concatenate(neighbours, tiles);
}
void CPathfinder::addTeleportExits(bool noTeleportExcludes)
{
assert(sTileObj);
neighbours.clear();
auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
{
if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
return false;
if(noTeleportExcludes)
return true;
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;
};
const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
if(isAllowedTeleportEntrance(sTileTeleport))
{
for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
{
auto obj = getObj(objId);
if(CGTeleport::isExitPassable(gs, hero, obj))
neighbours.push_back(obj->visitablePos());
}
}
}
bool CPathfinder::isMovementPossible()
{
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
return false;
Obj destTopVisObjID = dt->topVisitableId();
if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
{
if(cp->land) //from land to sea -> embark or assault hero on boat
{
if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
return false;
if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
return false;
if(destTopVisObjID == Obj::BOAT)
useEmbarkCost = 1;
}
else //disembark
{
//can disembark only on coastal tiles
if(!dt->isCoastal())
return false;
//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;;
useEmbarkCost = 2;
}
}
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
return false;
return true;
}
bool CPathfinder::checkDestinationTile()
{
if(dp->accessible == CGPathNode::ACCESSIBLE)
return true;
if(dp->coord == CGHeroInstance::convertPosition(hero->pos, false))
return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
return true; // For now we'll always allow transit for teleporters
if(useEmbarkCost && options.useEmbarkAndDisembark)
return true;
if(isDestinationGuarded() && !isSourceGuarded())
return true; // Can step into a hostile tile once
return false;
}
int3 CPathfinder::getSourceGuardPosition()
{
return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
}
bool CPathfinder::isSourceGuarded()
{
//map can start with hero on guarded tile or teleport there using dimension door
//so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
if(getSourceGuardPosition() != int3(-1, -1, -1)
&& cp->coord != hero->getPosition(false))
{
//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->accessible != CGPathNode::VISITABLE
|| !cp->theNodeBefore->land
|| ct->topVisitableId() != Obj::BOAT)
{
return true;
}
}
return false;
}
bool CPathfinder::isDestinationGuarded()
{
if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
&& dp->accessible == CGPathNode::BLOCKVIS)
{
return true;
}
return false;
}
bool CPathfinder::isDestinationGuardian()
{
return getSourceGuardPosition() == dp->coord;
}
void CPathfinder::initializeGraph()
{
int3 pos;
CGPathNode ****graph = out.nodes;
const TerrainTile *tinfo;
auto addNode = [&](EPathfindingLayer layer)
{
CGPathNode &node = graph[pos.x][pos.y][pos.z][layer];
node.accessible = evaluateAccessibility(pos, tinfo);
node.turns = 0xff;
node.moveRemains = 0;
node.coord = pos;
node.land = tinfo->terType != ETerrainType::WATER;
node.theNodeBefore = nullptr;
node.layer = layer;
};
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::WRONG:
case ETerrainType::BORDER:
case ETerrainType::ROCK:
break;
case ETerrainType::WATER:
addNode(EPathfindingLayer::SAIL);
if(options.useFlying)
addNode(EPathfindingLayer::AIR);
if(options.useWaterWalking)
addNode(EPathfindingLayer::WATER);
break;
default:
addNode(EPathfindingLayer::LAND);
if(options.useFlying)
addNode(EPathfindingLayer::AIR);
break;
}
}
}
}
}
CGPathNode *CPathfinder::getNode(const int3 &coord, const EPathfindingLayer &layer)
{
return &out.nodes[coord.x][coord.y][coord.z][layer];
}
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
{
CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
return CGPathNode::BLOCKED;
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->passableFor(hero->tempOwner))
{
ret = CGPathNode::ACCESSIBLE;
}
else if(obj->blockVisit)
{
return CGPathNode::BLOCKVIS;
}
else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
{
ret = CGPathNode::VISITABLE;
}
}
}
}
else if(gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z].valid()
&& !tinfo->blocked)
{
// Monster close by; blocked visit for battle.
return CGPathNode::BLOCKVIS;
}
return ret;
}
bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
{
return gs->checkForVisitableDir(a, b);
}
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
{
return options.useTeleportTwoWay && gs->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, gs->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, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
if(passableExits.size() > 1)
return true;
}
return false;
}
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
{
return options.useTeleportWhirlpool && obj;
}
bool CPathfinder::canVisitObject() const
{
//hero can't visit objects while walking on water or flying
return cp->layer == EPathfindingLayer::LAND || cp->layer == EPathfindingLayer::SAIL;
}
CGPathNode::CGPathNode()
:coord(-1,-1,-1)
{
accessible = NOT_SET;
land = 0;
moveRemains = 0;
turns = 255;
theNodeBefore = nullptr;
}
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 = new CGPathNode***[sizes.x];
for(int i = 0; i < sizes.x; i++)
{
nodes[i] = new CGPathNode**[sizes.y];
for(int j = 0; j < sizes.y; j++)
{
nodes[i][j] = new CGPathNode*[sizes.z];
for (int z = 0; z < sizes.z; z++)
{
nodes[i][j][z] = new CGPathNode[EPathfindingLayer::NUM_LAYERS];
}
}
}
}
CPathsInfo::~CPathsInfo()
{
for(int i = 0; i < sizes.x; i++)
{
for(int j = 0; j < sizes.y; j++)
{
for (int z = 0; z < sizes.z; z++)
{
delete [] nodes[i][j][z];
}
delete [] nodes[i][j];
}
delete [] nodes[i];
}
delete [] nodes;
}
const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const EPathfindingLayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z || layer >= EPathfindingLayer::NUM_LAYERS)
return nullptr;
return &nodes[tile.x][tile.y][tile.z][layer];
}
bool CPathsInfo::getPath(CGPath &out, const int3 &dst, const EPathfindingLayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z][layer];
if(!curnode->theNodeBefore)
return false;
while(curnode)
{
CGPathNode cpn = *curnode;
curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
}
return true;
}
int CPathsInfo::getDistance(const int3 &tile, const EPathfindingLayer &layer) const
{
boost::unique_lock<boost::mutex> pathLock(pathMx);
CGPath ret;
if(getPath(ret, tile, layer))
return ret.nodes.size();
else
return 255;
}