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vcmi/lib/CPathfinder.cpp

612 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");
}
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 = *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(cp->layer != i && isLayerTransitionPossible())
continue;
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 = 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::isMovementPossible()
{
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(!options.useFlying)
return false;
if(!canMoveBetween(cp->coord, dp->coord))
return false;
break;
case EPathfindingLayer::WATER:
if(!options.useWaterWalking)
return false;
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
return false;
if(isDestinationGuarded())
return false;
break;
}
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()
{
auto addNode = [&](EPathfindingLayer layer, const TerrainTile *tinfo, int3 pos)
{
CGPathNode &node = out.nodes[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;
};
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:
addNode(EPathfindingLayer::SAIL, tinfo, pos);
// if(options.useFlying)
addNode(EPathfindingLayer::AIR, tinfo, pos);
// if(options.useWaterWalking)
addNode(EPathfindingLayer::WATER, tinfo, pos);
break;
default:
addNode(EPathfindingLayer::LAND, tinfo, pos);
// if(options.useFlying)
addNode(EPathfindingLayer::AIR, tinfo, pos);
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;
}
bool CPathfinder::isLayerTransitionPossible()
{
Obj destTopVisObjID = dt->topVisitableId();
if((cp->layer == EPathfindingLayer::AIR || 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)
{
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;
}
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];
}