mirror of
https://github.com/vcmi/vcmi.git
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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
609 lines
17 KiB
C++
609 lines
17 KiB
C++
/*
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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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#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 "Terrain.h"
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#include <boost/heap/fibonacci_heap.hpp>
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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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class CPathfinderHelper;
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class CPathfinder;
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class PathfinderConfig;
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template<typename N>
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struct DLL_LINKAGE NodeComparer
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{
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STRONG_INLINE
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bool operator()(const N * lhs, const N * rhs) const
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{
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return lhs->getCost() > rhs->getCost();
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}
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};
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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 neighboring 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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ELayer layer;
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ui32 moveRemains; //remaining movement points after hero reaches the tile
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ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
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EAccessibility accessible;
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ENodeAction action;
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bool locked;
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bool inPQ;
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CGPathNode()
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: coord(-1),
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layer(ELayer::WRONG),
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pqHandle(nullptr)
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{
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reset();
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}
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STRONG_INLINE
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void reset()
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{
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locked = false;
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accessible = NOT_SET;
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moveRemains = 0;
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cost = std::numeric_limits<float>::max();
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turns = 255;
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theNodeBefore = nullptr;
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action = UNKNOWN;
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inPQ = false;
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pq = nullptr;
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}
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STRONG_INLINE
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float getCost() const
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{
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return cost;
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}
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STRONG_INLINE
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void setCost(float value)
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{
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if(value == cost)
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return;
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bool getUpNode = value < cost;
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cost = value;
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// If the node is in the heap, update the heap.
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if(inPQ && pq != nullptr)
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{
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if(getUpNode)
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{
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pq->increase(this->pqHandle);
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}
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else
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{
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pq->decrease(this->pqHandle);
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}
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}
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}
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STRONG_INLINE
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void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
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{
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if(layer == ELayer::WRONG)
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{
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coord = Coord;
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layer = Layer;
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}
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else
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{
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reset();
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}
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accessible = Accessible;
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}
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STRONG_INLINE
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bool reachable() const
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{
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return turns < 255;
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}
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typedef boost::heap::fibonacci_heap<
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CGPathNode *,
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boost::heap::compare<NodeComparer<CGPathNode>>
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> TFibHeap;
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TFibHeap::handle_type pqHandle;
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TFibHeap* pq;
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private:
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float cost; //total cost of the path to this tile measured in turns with fractions
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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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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; //[layer][level][w][h]
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CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
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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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const CGPathNode * getNode(const int3 & coord) const;
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STRONG_INLINE
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CGPathNode * getNode(const int3 & coord, const ELayer layer)
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{
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return &nodes[layer][coord.z][coord.x][coord.y];
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}
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};
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struct DLL_LINKAGE PathNodeInfo
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{
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CGPathNode * node;
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const CGObjectInstance * nodeObject;
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const CGHeroInstance * nodeHero;
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const TerrainTile * tile;
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int3 coord;
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bool guarded;
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PlayerRelations::PlayerRelations objectRelations;
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PlayerRelations::PlayerRelations heroRelations;
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bool isInitialPosition;
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PathNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n);
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void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
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bool isNodeObjectVisitable() const;
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};
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struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
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{
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CGPathNode::ENodeAction action;
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int turn;
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int movementLeft;
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float cost; //same as CGPathNode::cost
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bool blocked;
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bool isGuardianTile;
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CDestinationNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n) override;
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virtual bool isBetterWay() const;
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};
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class IPathfindingRule
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{
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public:
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virtual ~IPathfindingRule() = default;
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const = 0;
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};
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class DLL_LINKAGE MovementCostRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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destination.blocked = blockingReason != BlockingReason::NONE;
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}
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protected:
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enum class BlockingReason
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{
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NONE = 0,
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SOURCE_GUARDED = 1,
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DESTINATION_GUARDED = 2,
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SOURCE_BLOCKED = 3,
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DESTINATION_BLOCKED = 4,
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DESTINATION_BLOCKVIS = 5,
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DESTINATION_VISIT = 6
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};
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const = 0;
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};
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class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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protected:
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
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{
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protected:
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const override;
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};
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struct DLL_LINKAGE 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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};
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class DLL_LINKAGE INodeStorage
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{
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public:
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using ELayer = EPathfindingLayer;
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virtual std::vector<CGPathNode *> getInitialNodes() = 0;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) = 0;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) = 0;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
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virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
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};
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class DLL_LINKAGE NodeStorage : public INodeStorage
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{
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private:
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CPathsInfo & out;
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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public:
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NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
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STRONG_INLINE
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CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
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{
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return out.getNode(coord, layer);
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}
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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virtual ~NodeStorage() = default;
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
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};
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class DLL_LINKAGE PathfinderConfig
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{
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public:
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std::shared_ptr<INodeStorage> nodeStorage;
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std::vector<std::shared_ptr<IPathfindingRule>> rules;
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PathfinderOptions options;
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PathfinderConfig(
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std::shared_ptr<INodeStorage> nodeStorage,
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std::vector<std::shared_ptr<IPathfindingRule>> rules);
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
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};
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class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
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{
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private:
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std::unique_ptr<CPathfinderHelper> pathfinderHelper;
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public:
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SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
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virtual ~SingleHeroPathfinderConfig() = default;
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
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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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CPathfinder(
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CGameState * _gs,
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std::shared_ptr<PathfinderConfig> config);
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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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std::shared_ptr<PathfinderConfig> config;
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boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
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PathNodeInfo source; //current (source) path node -> we took it from the queue
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CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
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bool isLayerTransitionPossible() const;
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CGPathNode::ENodeAction getTeleportDestAction() const;
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bool isDestinationGuardian() const;
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void initializeGraph();
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STRONG_INLINE
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void push(CGPathNode * node);
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STRONG_INLINE
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CGPathNode * topAndPop();
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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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int pathfindingVal;
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BonusCache(TConstBonusListPtr 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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TConstBonusListPtr bonuses;
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mutable int maxMovePointsLand;
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mutable int maxMovePointsWater;
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Terrain 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 : private CGameInfoCallback
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{
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public:
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enum EPatrolState
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{
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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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int turn;
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PlayerColor owner;
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const CGHeroInstance * hero;
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std::vector<TurnInfo *> turnsInfo;
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const PathfinderOptions & options;
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CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
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virtual ~CPathfinderHelper();
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void initializePatrol();
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bool isHeroPatrolLocked() const;
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bool isPatrolMovementAllowed(const int3 & dst) const;
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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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std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
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bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
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std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) 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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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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std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
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std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
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void getNeighbours(
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const TerrainTile & srct,
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const int3 & tile,
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std::vector<int3> & vec,
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const boost::logic::tribool & onLand,
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const bool limitCoastSailing) const;
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int getMovementCost(
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const int3 & src,
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const int3 & dst,
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const TerrainTile * ct,
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const TerrainTile * dt,
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const int remainingMovePoints =- 1,
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const bool checkLast = true) const;
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|
|
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int getMovementCost(
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const PathNodeInfo & src,
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const PathNodeInfo & dst,
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const int remainingMovePoints = -1,
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const bool checkLast = true) const
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{
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return getMovementCost(
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src.coord,
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dst.coord,
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src.tile,
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dst.tile,
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remainingMovePoints,
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checkLast
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);
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}
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int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
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bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
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};
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