mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
622 lines
16 KiB
C++
622 lines
16 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");
|
|
}
|
|
|
|
if(hero->canFly())
|
|
options.useFlying = true;
|
|
if(hero->canWalkOnSea())
|
|
options.useWaterWalking = true;
|
|
if(CGWhirlpool::isProtected(hero))
|
|
options.useTeleportWhirlpool = true;
|
|
|
|
initializeGraph();
|
|
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 = out.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)
|
|
{
|
|
dt = &gs->map->getTile(neighbour);
|
|
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
|
|
{
|
|
useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
|
|
dp = out.getNode(neighbour, i);
|
|
if(dp->accessible == CGPathNode::NOT_SET)
|
|
continue;
|
|
|
|
if(cp->layer != i && !isLayerTransitionPossible())
|
|
continue;
|
|
|
|
if(!isMovementToDestPossible())
|
|
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(isMovementAfterDestPossible())
|
|
mq.push_back(dp);
|
|
}
|
|
}
|
|
} //neighbours loop
|
|
|
|
//just add all passable teleport exits
|
|
if(sTileObj && canVisitObject())
|
|
{
|
|
addTeleportExits();
|
|
for(auto & neighbour : neighbours)
|
|
{
|
|
dp = out.getNode(neighbour, cp->layer);
|
|
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::isLayerTransitionPossible()
|
|
{
|
|
if((cp->layer == EPathfindingLayer::AIR || cp->layer == EPathfindingLayer::WATER)
|
|
&& dp->layer != EPathfindingLayer::LAND)
|
|
{
|
|
return false;
|
|
}
|
|
else if(cp->layer == EPathfindingLayer::SAIL && dp->layer != EPathfindingLayer::LAND)
|
|
return false;
|
|
else if(cp->layer == EPathfindingLayer::SAIL && dp->layer == EPathfindingLayer::LAND)
|
|
{
|
|
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;
|
|
}
|
|
else if(cp->layer == EPathfindingLayer::LAND && dp->layer == EPathfindingLayer::SAIL)
|
|
{
|
|
Obj destTopVisObjID = dt->topVisitableId();
|
|
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;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CPathfinder::isMovementToDestPossible()
|
|
{
|
|
switch (dp->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
|
|
return false;
|
|
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
|
|
return false;
|
|
|
|
break;
|
|
case EPathfindingLayer::SAIL:
|
|
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
|
|
return false;
|
|
if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
|
|
return false;
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::AIR:
|
|
//if(!canMoveBetween(cp->coord, dp->coord))
|
|
// return false;
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
|
|
return false;
|
|
if(isDestinationGuarded())
|
|
return false;
|
|
|
|
break;
|
|
}
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CPathfinder::isMovementAfterDestPossible()
|
|
{
|
|
switch (dp->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
case EPathfindingLayer::SAIL:
|
|
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
|
|
break;
|
|
|
|
case EPathfindingLayer::AIR:
|
|
case EPathfindingLayer::WATER:
|
|
return true;
|
|
|
|
break;
|
|
}
|
|
|
|
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()
|
|
{
|
|
auto initializeNode = [&](int3 pos, EPathfindingLayer layer, const TerrainTile *tinfo)
|
|
{
|
|
auto node = out.getNode(pos, 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;
|
|
};
|
|
|
|
int3 pos;
|
|
for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
|
|
{
|
|
for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
|
|
{
|
|
for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
|
|
{
|
|
const TerrainTile *tinfo = &gs->map->getTile(pos);
|
|
switch (tinfo->terType)
|
|
{
|
|
case ETerrainType::WRONG:
|
|
case ETerrainType::BORDER:
|
|
case ETerrainType::ROCK:
|
|
break;
|
|
case ETerrainType::WATER:
|
|
initializeNode(pos, EPathfindingLayer::SAIL, tinfo);
|
|
if(options.useFlying)
|
|
initializeNode(pos, EPathfindingLayer::AIR, tinfo);
|
|
if(options.useWaterWalking)
|
|
initializeNode(pos, EPathfindingLayer::WATER, tinfo);
|
|
break;
|
|
default:
|
|
initializeNode(pos, EPathfindingLayer::LAND, tinfo);
|
|
if(options.useFlying)
|
|
initializeNode(pos, EPathfindingLayer::AIR, tinfo);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
layer = EPathfindingLayer::WRONG;
|
|
}
|
|
|
|
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 getNode(tile, 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 = getNode(dst, 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;
|
|
}
|
|
|
|
CGPathNode *CPathsInfo::getNode(const int3 &coord, const EPathfindingLayer &layer) const
|
|
{
|
|
if(layer != EPathfindingLayer::AUTO)
|
|
return &nodes[coord.x][coord.y][coord.z][layer];
|
|
|
|
auto landNode = &nodes[coord.x][coord.y][coord.z][EPathfindingLayer::LAND];
|
|
if(landNode->theNodeBefore)
|
|
return landNode;
|
|
else
|
|
return &nodes[coord.x][coord.y][coord.z][EPathfindingLayer::SAIL];
|
|
}
|