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			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1241 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
 | |
|  * 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
 | |
|  *
 | |
|  */
 | |
| #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"
 | |
| #include "CConfigHandler.h"
 | |
| #include "../lib/CPlayerState.h"
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| 
 | |
| CPathfinder::PathfinderOptions::PathfinderOptions()
 | |
| {
 | |
| 	useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
 | |
| 	useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
 | |
| 	useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
 | |
| 	useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
 | |
| 	useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
 | |
| 	useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
 | |
| 	useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
 | |
| 
 | |
| 	useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
 | |
| 
 | |
| 	lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
 | |
| 	oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
 | |
| 	originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
 | |
| }
 | |
| 
 | |
| CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
 | |
| 	: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
 | |
| {
 | |
| 	assert(hero);
 | |
| 	assert(hero == getHero(hero->id));
 | |
| 
 | |
|     cp = dp = nullptr;
 | |
|     ct = dt = nullptr;
 | |
|     ctObj = dtObj = nullptr;
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|     destAction = CGPathNode::UNKNOWN;
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| 
 | |
| 	out.hero = hero;
 | |
| 	out.hpos = hero->getPosition(false);
 | |
| 	if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
 | |
| 	{
 | |
| 		logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
 | |
| 		throw std::runtime_error("Wrong checksum");
 | |
| 	}
 | |
| 
 | |
| 	hlp = make_unique<CPathfinderHelper>(hero, options);
 | |
| 
 | |
| 	initializePatrol();
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| 	initializeGraph();
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| 	neighbourTiles.reserve(8);
 | |
| 	neighbours.reserve(16);
 | |
| }
 | |
| 
 | |
| void CPathfinder::calculatePaths()
 | |
| {
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| 	auto passOneTurnLimitCheck = [&]() -> bool
 | |
| 	{
 | |
| 		if(!options.oneTurnSpecialLayersLimit)
 | |
| 			return true;
 | |
| 
 | |
| 		if(cp->layer == ELayer::WATER)
 | |
| 			return false;
 | |
| 		if(cp->layer == ELayer::AIR)
 | |
| 		{
 | |
| 			if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
 | |
| 				return true;
 | |
| 			else
 | |
| 				return false;
 | |
| 		}
 | |
| 
 | |
| 		return true;
 | |
| 	};
 | |
| 
 | |
| 	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->info("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
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| 	CGPathNode * initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
 | |
| 	initialNode->turns = 0;
 | |
| 	initialNode->moveRemains = hero->movement;
 | |
| 	if(isHeroPatrolLocked())
 | |
| 		return;
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| 
 | |
| 	pq.push(initialNode);
 | |
| 	while(!pq.empty())
 | |
| 	{
 | |
| 		cp = pq.top();
 | |
| 		pq.pop();
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| 		cp->locked = true;
 | |
| 
 | |
| 		int movement = cp->moveRemains, turn = cp->turns;
 | |
| 		hlp->updateTurnInfo(turn);
 | |
| 		if(!movement)
 | |
| 		{
 | |
| 			hlp->updateTurnInfo(++turn);
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| 			movement = hlp->getMaxMovePoints(cp->layer);
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| 			if(!passOneTurnLimitCheck())
 | |
| 				continue;
 | |
| 		}
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| 		ct = &gs->map->getTile(cp->coord);
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| 		ctObj = ct->topVisitableObj(isSourceInitialPosition());
 | |
| 
 | |
| 		//add accessible neighbouring nodes to the queue
 | |
| 		addNeighbours();
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| 		for(auto & neighbour : neighbours)
 | |
| 		{
 | |
| 			if(!isPatrolMovementAllowed(neighbour))
 | |
| 				continue;
 | |
| 
 | |
| 			dt = &gs->map->getTile(neighbour);
 | |
| 			dtObj = dt->topVisitableObj();
 | |
| 			for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
 | |
| 			{
 | |
| 				if(!hlp->isLayerAvailable(i))
 | |
| 					continue;
 | |
| 
 | |
| 				/// Check transition without tile accessability rules
 | |
| 				if(cp->layer != i && !isLayerTransitionPossible(i))
 | |
| 					continue;
 | |
| 
 | |
| 				dp = out.getNode(neighbour, i);
 | |
| 				if(dp->locked)
 | |
| 					continue;
 | |
| 
 | |
| 				if(dp->accessible == CGPathNode::NOT_SET)
 | |
| 					continue;
 | |
| 
 | |
| 				/// Check transition using tile accessability rules
 | |
| 				if(cp->layer != i && !isLayerTransitionPossible())
 | |
| 					continue;
 | |
| 
 | |
| 				if(!isMovementToDestPossible())
 | |
| 					continue;
 | |
| 
 | |
| 				destAction = getDestAction();
 | |
| 				int turnAtNextTile = turn, moveAtNextTile = movement;
 | |
| 				int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo());
 | |
| 				int remains = moveAtNextTile - cost;
 | |
| 				if(remains < 0)
 | |
| 				{
 | |
| 					//occurs rarely, when hero with low movepoints tries to leave the road
 | |
| 					hlp->updateTurnInfo(++turnAtNextTile);
 | |
| 					moveAtNextTile = hlp->getMaxMovePoints(i);
 | |
| 					cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
 | |
| 					remains = moveAtNextTile - cost;
 | |
| 				}
 | |
| 				if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
 | |
| 				{
 | |
| 					/// FREE_SHIP_BOARDING bonus only remove additional penalty
 | |
| 					/// land <-> sail transition still cost movement points as normal movement
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| 					remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
 | |
| 					cost = moveAtNextTile - remains;
 | |
| 				}
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| 
 | |
| 				if(isBetterWay(remains, turnAtNextTile) &&
 | |
| 					((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
 | |
| 				{
 | |
| 					assert(dp != cp->theNodeBefore); //two tiles can't point to each other
 | |
| 					dp->moveRemains = remains;
 | |
| 					dp->turns = turnAtNextTile;
 | |
| 					dp->theNodeBefore = cp;
 | |
| 					dp->action = destAction;
 | |
| 
 | |
| 					if(isMovementAfterDestPossible())
 | |
| 						pq.push(dp);
 | |
| 				}
 | |
| 			}
 | |
| 		} //neighbours loop
 | |
| 
 | |
| 		//just add all passable teleport exits
 | |
| 		addTeleportExits();
 | |
| 		for(auto & neighbour : neighbours)
 | |
| 		{
 | |
| 			dp = out.getNode(neighbour, cp->layer);
 | |
| 			if(dp->locked)
 | |
| 				continue;
 | |
| 			/// TODO: We may consider use invisible exits on FoW border in future
 | |
| 			/// Useful for AI when at least one tile around exit is visible and passable
 | |
| 			/// Objects are usually visible on FoW border anyway so it's not cheating.
 | |
| 			///
 | |
| 			/// For now it's disabled as it's will cause crashes in movement code.
 | |
| 			if(dp->accessible == CGPathNode::BLOCKED)
 | |
| 				continue;
 | |
| 
 | |
| 			if(isBetterWay(movement, turn))
 | |
| 			{
 | |
| 				dtObj = gs->map->getTile(neighbour).topVisitableObj();
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| 
 | |
| 				dp->moveRemains = movement;
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| 				dp->turns = turn;
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| 				dp->theNodeBefore = cp;
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| 				dp->action = getTeleportDestAction();
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| 				if(dp->action == CGPathNode::TELEPORT_NORMAL)
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| 					pq.push(dp);
 | |
| 			}
 | |
| 		}
 | |
| 	} //queue loop
 | |
| }
 | |
| 
 | |
| void CPathfinder::addNeighbours()
 | |
| {
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| 	neighbours.clear();
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| 	neighbourTiles.clear();
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| 	CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL);
 | |
| 	if(isSourceVisitableObj())
 | |
| 	{
 | |
| 		for(int3 tile: neighbourTiles)
 | |
| 		{
 | |
| 			if(canMoveBetween(tile, ctObj->visitablePos()))
 | |
| 				neighbours.push_back(tile);
 | |
| 		}
 | |
| 	}
 | |
| 	else
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| 		vstd::concatenate(neighbours, neighbourTiles);
 | |
| }
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| 
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| void CPathfinder::addTeleportExits()
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| {
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| 	neighbours.clear();
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| 	/// For now we disable teleports usage for patrol movement
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| 	/// VCAI not aware about patrol and may stuck while attempt to use teleport
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| 	if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS)
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| 		return;
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| 
 | |
| 	const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
 | |
| 	if(isAllowedTeleportEntrance(objTeleport))
 | |
| 	{
 | |
| 		for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
 | |
| 		{
 | |
| 			auto obj = getObj(objId);
 | |
| 			if(dynamic_cast<const CGWhirlpool *>(obj))
 | |
| 			{
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| 				auto pos = obj->getBlockedPos();
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| 				for(auto p : pos)
 | |
| 				{
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| 					if(gs->map->getTile(p).topVisitableId() == obj->ID)
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| 						neighbours.push_back(p);
 | |
| 				}
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| 			}
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| 			else if(CGTeleport::isExitPassable(gs, hero, obj))
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| 				neighbours.push_back(obj->visitablePos());
 | |
| 		}
 | |
| 	}
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| 
 | |
| 	if(options.useCastleGate
 | |
| 		&& (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO
 | |
| 		&& getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != PlayerRelations::ENEMIES))
 | |
| 	{
 | |
| 		/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
 | |
| 		/// This may be handy if we allow to use teleportation to friendly towns
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| 		auto towns = getPlayer(hero->tempOwner)->towns;
 | |
| 		for(const auto & town : towns)
 | |
| 		{
 | |
| 			if(town->id != ctObj->id && town->visitingHero == nullptr
 | |
| 				&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
 | |
| 			{
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| 				neighbours.push_back(town->visitablePos());
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
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| bool CPathfinder::isHeroPatrolLocked() const
 | |
| {
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| 	return patrolState == PATROL_LOCKED;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
 | |
| {
 | |
| 	if(patrolState == PATROL_RADIUS)
 | |
| 	{
 | |
| 		if(!vstd::contains(patrolTiles, dst))
 | |
| 			return false;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
 | |
| {
 | |
| 	/// No layer transition allowed when previous node action is BATTLE
 | |
| 	if(cp->action == CGPathNode::BATTLE)
 | |
| 		return false;
 | |
| 
 | |
| 	switch(cp->layer)
 | |
| 	{
 | |
| 	case ELayer::LAND:
 | |
| 		if(destLayer == ELayer::AIR)
 | |
| 		{
 | |
| 			if(!options.lightweightFlyingMode || isSourceInitialPosition())
 | |
| 				return true;
 | |
| 		}
 | |
| 		else if(destLayer == ELayer::SAIL)
 | |
| 		{
 | |
| 			if(dt->isWater())
 | |
| 				return true;
 | |
| 		}
 | |
| 		else
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::SAIL:
 | |
| 		if(destLayer == ELayer::LAND && !dt->isWater())
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::AIR:
 | |
| 		if(destLayer == ELayer::LAND)
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::WATER:
 | |
| 		if(destLayer == ELayer::LAND)
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isLayerTransitionPossible() const
 | |
| {
 | |
| 	switch(cp->layer)
 | |
| 	{
 | |
| 	case ELayer::LAND:
 | |
| 		if(dp->layer == ELayer::SAIL)
 | |
| 		{
 | |
| 			/// Cannot enter empty water tile from land -> it has to be visitable
 | |
| 			if(dp->accessible == CGPathNode::ACCESSIBLE)
 | |
| 				return false;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::SAIL:
 | |
| 		//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;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::AIR:
 | |
| 		if(options.originalMovementRules)
 | |
| 		{
 | |
| 			if((cp->accessible != CGPathNode::ACCESSIBLE &&
 | |
| 				cp->accessible != CGPathNode::VISITABLE) &&
 | |
| 				(dp->accessible != CGPathNode::VISITABLE &&
 | |
| 				 dp->accessible != CGPathNode::ACCESSIBLE))
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 		else if(cp->accessible != CGPathNode::ACCESSIBLE &&	dp->accessible != CGPathNode::ACCESSIBLE)
 | |
| 		{
 | |
| 			/// Hero that fly can only land on accessible tiles
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::WATER:
 | |
| 		if(dp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::VISITABLE)
 | |
| 		{
 | |
| 			/// Hero that walking on water can transit to accessible and visitable tiles
 | |
| 			/// Though hero can't interact with blocking visit objects while standing on water
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isMovementToDestPossible() const
 | |
| {
 | |
| 	if(dp->accessible == CGPathNode::BLOCKED)
 | |
| 		return false;
 | |
| 
 | |
| 	switch(dp->layer)
 | |
| 	{
 | |
| 	case ELayer::LAND:
 | |
| 		if(!canMoveBetween(cp->coord, dp->coord))
 | |
| 			return false;
 | |
| 		if(isSourceGuarded())
 | |
| 		{
 | |
| 			if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
 | |
| 				!isDestinationGuardian()) // Can step into tile of guard
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::SAIL:
 | |
| 		if(!canMoveBetween(cp->coord, dp->coord))
 | |
| 			return false;
 | |
| 		if(isSourceGuarded())
 | |
| 		{
 | |
| 			// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
 | |
| 			if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
 | |
| 				return false;
 | |
| 		}
 | |
| 
 | |
| 		if(cp->layer == ELayer::LAND)
 | |
| 		{
 | |
| 			if(!isDestVisitableObj())
 | |
| 				return false;
 | |
| 
 | |
| 			if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO)
 | |
| 				return false;
 | |
| 		}
 | |
| 		else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT)
 | |
| 		{
 | |
| 			/// Hero in boat can't visit empty boats
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::WATER:
 | |
| 		if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
 | |
| 			return false;
 | |
| 		if(isDestinationGuarded())
 | |
| 			return false;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isMovementAfterDestPossible() const
 | |
| {
 | |
| 	switch(destAction)
 | |
| 	{
 | |
| 	/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
 | |
| 	/// Likely in many cases we don't need to add visitable tile to queue when hero don't fly
 | |
| 	case CGPathNode::VISIT:
 | |
| 	{
 | |
| 		/// For now we only add visitable tile into queue when it's teleporter that allow transit
 | |
| 		/// Movement from visitable tile when hero is standing on it is possible into any layer
 | |
| 		const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(dtObj);
 | |
| 		if(isAllowedTeleportEntrance(objTeleport))
 | |
| 		{
 | |
| 			/// For now we'll always allow transit over teleporters
 | |
| 			/// Transit over whirlpools only allowed when hero protected
 | |
| 			return true;
 | |
| 		}
 | |
| 		else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE)
 | |
| 		{
 | |
| 			/// Transit via unguarded garrisons is always possible
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	case CGPathNode::NORMAL:
 | |
| 		return true;
 | |
| 
 | |
| 	case CGPathNode::EMBARK:
 | |
| 		if(options.useEmbarkAndDisembark)
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case CGPathNode::DISEMBARK:
 | |
| 		if(options.useEmbarkAndDisembark && !isDestinationGuarded())
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case CGPathNode::BATTLE:
 | |
| 		/// Movement after BATTLE action only possible from guarded tile to guardian tile
 | |
| 		if(isDestinationGuarded())
 | |
| 			return true;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| CGPathNode::ENodeAction CPathfinder::getDestAction() const
 | |
| {
 | |
| 	CGPathNode::ENodeAction action = CGPathNode::NORMAL;
 | |
| 	switch(dp->layer)
 | |
| 	{
 | |
| 	case ELayer::LAND:
 | |
| 		if(cp->layer == ELayer::SAIL)
 | |
| 		{
 | |
| 			// TODO: Handle dismebark into guarded areaa
 | |
| 			action = CGPathNode::DISEMBARK;
 | |
| 			break;
 | |
| 		}
 | |
| 
 | |
| 		/// don't break - next case shared for both land and sail layers
 | |
| 		FALLTHROUGH
 | |
| 
 | |
| 	case ELayer::SAIL:
 | |
| 		if(isDestVisitableObj())
 | |
| 		{
 | |
| 			auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
 | |
| 
 | |
| 			if(dtObj->ID == Obj::BOAT)
 | |
| 				action = CGPathNode::EMBARK;
 | |
| 			else if(dtObj->ID == Obj::HERO)
 | |
| 			{
 | |
| 				if(objRel == PlayerRelations::ENEMIES)
 | |
| 					action = CGPathNode::BATTLE;
 | |
| 				else
 | |
| 					action = CGPathNode::BLOCKING_VISIT;
 | |
| 			}
 | |
| 			else if(dtObj->ID == Obj::TOWN)
 | |
| 			{
 | |
| 				if(dtObj->passableFor(hero->tempOwner))
 | |
| 					action = CGPathNode::VISIT;
 | |
| 				else if(objRel == PlayerRelations::ENEMIES)
 | |
| 					action = CGPathNode::BATTLE;
 | |
| 			}
 | |
| 			else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2)
 | |
| 			{
 | |
| 				if(dtObj->passableFor(hero->tempOwner))
 | |
| 				{
 | |
| 					if(isDestinationGuarded(true))
 | |
| 						action = CGPathNode::BATTLE;
 | |
| 				}
 | |
| 				else if(objRel == PlayerRelations::ENEMIES)
 | |
| 					action = CGPathNode::BATTLE;
 | |
| 			}
 | |
| 			else if(dtObj->ID == Obj::BORDER_GATE)
 | |
| 			{
 | |
| 				if(dtObj->passableFor(hero->tempOwner))
 | |
| 				{
 | |
| 					if(isDestinationGuarded(true))
 | |
| 						action = CGPathNode::BATTLE;
 | |
| 				}
 | |
| 				else
 | |
| 					action = CGPathNode::BLOCKING_VISIT;
 | |
| 			}
 | |
| 			else if(isDestinationGuardian())
 | |
| 				action = CGPathNode::BATTLE;
 | |
| 			else if(dtObj->blockVisit && !(options.useCastleGate && dtObj->ID == Obj::TOWN))
 | |
| 				action = CGPathNode::BLOCKING_VISIT;
 | |
| 
 | |
| 			if(action == CGPathNode::NORMAL)
 | |
| 			{
 | |
| 				if(options.originalMovementRules && isDestinationGuarded())
 | |
| 					action = CGPathNode::BATTLE;
 | |
| 				else
 | |
| 					action = CGPathNode::VISIT;
 | |
| 			}
 | |
| 		}
 | |
| 		else if(isDestinationGuarded())
 | |
| 			action = CGPathNode::BATTLE;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return action;
 | |
| }
 | |
| 
 | |
| CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
 | |
| {
 | |
| 	CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
 | |
| 	if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
 | |
| 	{
 | |
| 		auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
 | |
| 		if(objRel == PlayerRelations::ENEMIES)
 | |
| 			action = CGPathNode::TELEPORT_BATTLE;
 | |
| 		else
 | |
| 			action = CGPathNode::TELEPORT_BLOCKING_VISIT;
 | |
| 	}
 | |
| 
 | |
| 	return action;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isSourceInitialPosition() const
 | |
| {
 | |
| 	return cp->coord == out.hpos;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isSourceVisitableObj() const
 | |
| {
 | |
| 	return isVisitableObj(ctObj, cp->layer);
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isSourceGuarded() const
 | |
| {
 | |
| 	/// Hero can move from guarded tile if movement started on that tile
 | |
| 	/// It's possible at least in these cases:
 | |
| 	/// - Map start with hero on guarded tile
 | |
| 	/// - Dimention door used
 | |
| 	/// TODO: check what happen when there is several guards
 | |
| 	if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition())
 | |
| 	{
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isDestVisitableObj() const
 | |
| {
 | |
| 	return isVisitableObj(dtObj, dp->layer);
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
 | |
| {
 | |
| 	/// isDestinationGuarded is exception needed for garrisons.
 | |
| 	/// When monster standing behind garrison it's visitable and guarded at the same time.
 | |
| 	if(gs->guardingCreaturePosition(dp->coord).valid()
 | |
| 		&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
 | |
| 	{
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isDestinationGuardian() const
 | |
| {
 | |
| 	return gs->guardingCreaturePosition(cp->coord) == dp->coord;
 | |
| }
 | |
| 
 | |
| void CPathfinder::initializePatrol()
 | |
| {
 | |
| 	auto state = PATROL_NONE;
 | |
| 	if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
 | |
| 	{
 | |
| 		if(hero->patrol.patrolRadius)
 | |
| 		{
 | |
| 			state = PATROL_RADIUS;
 | |
| 			gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
 | |
| 		}
 | |
| 		else
 | |
| 			state = PATROL_LOCKED;
 | |
| 	}
 | |
| 
 | |
| 	patrolState = state;
 | |
| }
 | |
| 
 | |
| void CPathfinder::initializeGraph()
 | |
| {
 | |
| 	auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
 | |
| 	{
 | |
| 		auto node = out.getNode(pos, layer);
 | |
| 		auto accessibility = evaluateAccessibility(pos, tinfo, layer);
 | |
| 		node->update(pos, layer, accessibility);
 | |
| 	};
 | |
| 
 | |
| 	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::ROCK:
 | |
| 					break;
 | |
| 
 | |
| 				case ETerrainType::WATER:
 | |
| 					updateNode(pos, ELayer::SAIL, tinfo);
 | |
| 					if(options.useFlying)
 | |
| 						updateNode(pos, ELayer::AIR, tinfo);
 | |
| 					if(options.useWaterWalking)
 | |
| 						updateNode(pos, ELayer::WATER, tinfo);
 | |
| 					break;
 | |
| 
 | |
| 				default:
 | |
| 					updateNode(pos, ELayer::LAND, tinfo);
 | |
| 					if(options.useFlying)
 | |
| 						updateNode(pos, ELayer::AIR, tinfo);
 | |
| 					break;
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const
 | |
| {
 | |
| 	if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
 | |
| 		return CGPathNode::BLOCKED;
 | |
| 
 | |
| 	switch(layer)
 | |
| 	{
 | |
| 	case ELayer::LAND:
 | |
| 	case ELayer::SAIL:
 | |
| 		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->blockVisit)
 | |
| 					{
 | |
| 						return CGPathNode::BLOCKVIS;
 | |
| 					}
 | |
| 					else if(obj->passableFor(hero->tempOwner))
 | |
| 					{
 | |
| 						return CGPathNode::ACCESSIBLE;
 | |
| 					}
 | |
| 					else if(canSeeObj(obj))
 | |
| 					{
 | |
| 						return CGPathNode::VISITABLE;
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 		else if(tinfo->blocked)
 | |
| 		{
 | |
| 			return CGPathNode::BLOCKED;
 | |
| 		}
 | |
| 		else if(gs->guardingCreaturePosition(pos).valid())
 | |
| 		{
 | |
| 			// Monster close by; blocked visit for battle
 | |
| 			return CGPathNode::BLOCKVIS;
 | |
| 		}
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::WATER:
 | |
| 		if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
 | |
| 			return CGPathNode::BLOCKED;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case ELayer::AIR:
 | |
| 		if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
 | |
| 			return CGPathNode::FLYABLE;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return CGPathNode::ACCESSIBLE;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const
 | |
| {
 | |
| 	/// Hero can't visit objects while walking on water or flying
 | |
| 	return canSeeObj(obj) && (layer == ELayer::LAND || layer == ELayer::SAIL);
 | |
| }
 | |
| 
 | |
| bool CPathfinder::canSeeObj(const CGObjectInstance * obj) const
 | |
| {
 | |
| 	/// Pathfinder should ignore placed events
 | |
| 	return obj != nullptr && obj->ID != Obj::EVENT;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
 | |
| {
 | |
| 	return gs->checkForVisitableDir(a, b);
 | |
| }
 | |
| 
 | |
| bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
 | |
| {
 | |
| 	if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
 | |
| 		return false;
 | |
| 
 | |
| 	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;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
 | |
| {
 | |
| 	return options.useTeleportTwoWay && 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, 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, getTeleportChannelExits(obj->channel, hero->tempOwner));
 | |
| 		if(passableExits.size() > 1)
 | |
| 			return true;
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
 | |
| {
 | |
| 	return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
 | |
| }
 | |
| 
 | |
| TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
 | |
| {
 | |
| 	noTerrainPenalty.reserve(ETerrainType::ROCK);
 | |
| 	for(int i = 0; i < ETerrainType::ROCK; i++)
 | |
| 	{
 | |
| 		noTerrainPenalty.push_back(static_cast<bool>(
 | |
| 				bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
 | |
| 	}
 | |
| 
 | |
| 	freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)));
 | |
| 	flyingMovement = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)));
 | |
| 	flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
 | |
| 	waterWalking = static_cast<bool>(bl->getFirst(Selector::type(Bonus::WATER_WALKING)));
 | |
| 	waterWalkingVal = bl->valOfBonuses(Selector::type(Bonus::WATER_WALKING));
 | |
| }
 | |
| 
 | |
| TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
 | |
| 	: hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
 | |
| {
 | |
| 	std::stringstream cachingStr;
 | |
| 	cachingStr << "days_" << turn;
 | |
| 
 | |
| 	bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str());
 | |
| 	bonusCache = make_unique<BonusCache>(bonuses);
 | |
| 	nativeTerrain = hero->getNativeTerrain();
 | |
| }
 | |
| 
 | |
| bool TurnInfo::isLayerAvailable(const EPathfindingLayer layer) const
 | |
| {
 | |
| 	switch(layer)
 | |
| 	{
 | |
| 	case EPathfindingLayer::AIR:
 | |
| 		if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
 | |
| 			return false;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case EPathfindingLayer::WATER:
 | |
| 		if(!hasBonusOfType(Bonus::WATER_WALKING))
 | |
| 			return false;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
 | |
| {
 | |
| 	switch(type)
 | |
| 	{
 | |
| 	case Bonus::FREE_SHIP_BOARDING:
 | |
| 		return bonusCache->freeShipBoarding;
 | |
| 	case Bonus::FLYING_MOVEMENT:
 | |
| 		return bonusCache->flyingMovement;
 | |
| 	case Bonus::WATER_WALKING:
 | |
| 		return bonusCache->waterWalking;
 | |
| 	case Bonus::NO_TERRAIN_PENALTY:
 | |
| 		return bonusCache->noTerrainPenalty[subtype];
 | |
| 	}
 | |
| 
 | |
| 	return static_cast<bool>(
 | |
| 			bonuses->getFirst(Selector::type(type).And(Selector::subtype(subtype))));
 | |
| }
 | |
| 
 | |
| int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
 | |
| {
 | |
| 	switch(type)
 | |
| 	{
 | |
| 	case Bonus::FLYING_MOVEMENT:
 | |
| 		return bonusCache->flyingMovementVal;
 | |
| 	case Bonus::WATER_WALKING:
 | |
| 		return bonusCache->waterWalkingVal;
 | |
| 	}
 | |
| 
 | |
| 	return bonuses->valOfBonuses(Selector::type(type).And(Selector::subtype(subtype)));
 | |
| }
 | |
| 
 | |
| int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
 | |
| {
 | |
| 	if(maxMovePointsLand == -1)
 | |
| 		maxMovePointsLand = hero->maxMovePoints(true, this);
 | |
| 	if(maxMovePointsWater == -1)
 | |
| 		maxMovePointsWater = hero->maxMovePoints(false, this);
 | |
| 
 | |
| 	return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
 | |
| }
 | |
| 
 | |
| CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options)
 | |
| 	: turn(-1), hero(Hero), options(Options)
 | |
| {
 | |
| 	turnsInfo.reserve(16);
 | |
| 	updateTurnInfo();
 | |
| }
 | |
| 
 | |
| CPathfinderHelper::~CPathfinderHelper()
 | |
| {
 | |
| 	for(auto ti : turnsInfo)
 | |
| 		delete ti;
 | |
| }
 | |
| 
 | |
| void CPathfinderHelper::updateTurnInfo(const int Turn)
 | |
| {
 | |
| 	if(turn != Turn)
 | |
| 	{
 | |
| 		turn = Turn;
 | |
| 		if(turn >= turnsInfo.size())
 | |
| 		{
 | |
| 			auto ti = new TurnInfo(hero, turn);
 | |
| 			turnsInfo.push_back(ti);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer layer) const
 | |
| {
 | |
| 	switch(layer)
 | |
| 	{
 | |
| 	case EPathfindingLayer::AIR:
 | |
| 		if(!options.useFlying)
 | |
| 			return false;
 | |
| 
 | |
| 		break;
 | |
| 
 | |
| 	case EPathfindingLayer::WATER:
 | |
| 		if(!options.useWaterWalking)
 | |
| 			return false;
 | |
| 
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	return turnsInfo[turn]->isLayerAvailable(layer);
 | |
| }
 | |
| 
 | |
| const TurnInfo * CPathfinderHelper::getTurnInfo() const
 | |
| {
 | |
| 	return turnsInfo[turn];
 | |
| }
 | |
| 
 | |
| bool CPathfinderHelper::hasBonusOfType(const Bonus::BonusType type, const int subtype) const
 | |
| {
 | |
| 	return turnsInfo[turn]->hasBonusOfType(type, subtype);
 | |
| }
 | |
| 
 | |
| int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
 | |
| {
 | |
| 	return turnsInfo[turn]->getMaxMovePoints(layer);
 | |
| }
 | |
| 
 | |
| void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
 | |
| {
 | |
| 	static const int3 dirs[] = {
 | |
| 		int3(-1, +1, +0),	int3(0, +1, +0),	int3(+1, +1, +0),
 | |
| 		int3(-1, +0, +0),	/* source pos */	int3(+1, +0, +0),
 | |
| 		int3(-1, -1, +0),	int3(0, -1, +0),	int3(+1, -1, +0)
 | |
| 	};
 | |
| 
 | |
| 	for(auto & dir : dirs)
 | |
| 	{
 | |
| 		const int3 hlp = tile + dir;
 | |
| 		if(!map->isInTheMap(hlp))
 | |
| 			continue;
 | |
| 
 | |
| 		const TerrainTile & hlpt = map->getTile(hlp);
 | |
| 		if(hlpt.terType == ETerrainType::ROCK)
 | |
| 			continue;
 | |
| 
 | |
| // 		//we cannot visit things from blocked tiles
 | |
| // 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
 | |
| // 		{
 | |
| // 			continue;
 | |
| // 		}
 | |
| 
 | |
| 		/// Following condition let us avoid diagonal movement over coast when sailing
 | |
| 		if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
 | |
| 		{
 | |
| 			int3 hlp1 = tile,
 | |
| 				hlp2 = tile;
 | |
| 			hlp1.x += dir.x;
 | |
| 			hlp2.y += dir.y;
 | |
| 
 | |
| 			if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
 | |
| 				continue;
 | |
| 		}
 | |
| 
 | |
| 		if(indeterminate(onLand) || onLand == (hlpt.terType != ETerrainType::WATER))
 | |
| 		{
 | |
| 			vec.push_back(hlp);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
 | |
| {
 | |
| 	if(src == dst) //same tile
 | |
| 		return 0;
 | |
| 
 | |
| 	bool localTi = false;
 | |
| 	if(!ti)
 | |
| 	{
 | |
| 		localTi = true;
 | |
| 		ti = new TurnInfo(h);
 | |
| 	}
 | |
| 
 | |
| 	if(ct == nullptr || dt == nullptr)
 | |
| 	{
 | |
| 		ct = h->cb->getTile(src);
 | |
| 		dt = h->cb->getTile(dst);
 | |
| 	}
 | |
| 
 | |
| 	/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
 | |
| 	/// Also flying movement only has penalty when player moving over blocked tiles.
 | |
| 	/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
 | |
| 	int ret = h->getTileCost(*dt, *ct, ti);
 | |
| 	/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
 | |
| 	/// Difference in cost calculation on client and server is much worse than incorrect cost.
 | |
| 	/// So this one is waiting till server going to use pathfinder rules for path validation.
 | |
| 
 | |
| 	if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
 | |
| 	{
 | |
| 		ret *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
 | |
| 	}
 | |
| 	else if(dt->terType == ETerrainType::WATER)
 | |
| 	{
 | |
| 		if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
 | |
| 			ret *= 0.666;
 | |
| 		else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
 | |
| 		{
 | |
| 			ret *= (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	if(src.x != dst.x && src.y != dst.y) //it's diagonal move
 | |
| 	{
 | |
| 		int old = ret;
 | |
| 		ret *= 1.414213;
 | |
| 		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
 | |
| 		if(ret > remainingMovePoints && remainingMovePoints >= old)
 | |
| 		{
 | |
| 			if(localTi)
 | |
| 				delete ti;
 | |
| 
 | |
| 			return remainingMovePoints;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	/// TODO: This part need rework in order to work properly with flying and water walking
 | |
| 	/// Currently it's only work properly for normal movement or sailing
 | |
| 	int left = remainingMovePoints-ret;
 | |
| 	if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
 | |
| 	{
 | |
| 		std::vector<int3> vec;
 | |
| 		vec.reserve(8); //optimization
 | |
| 		getNeighbours(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true);
 | |
| 		for(auto & elem : vec)
 | |
| 		{
 | |
| 			int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false);
 | |
| 			if(fcost <= left)
 | |
| 			{
 | |
| 				if(localTi)
 | |
| 					delete ti;
 | |
| 
 | |
| 				return ret;
 | |
| 			}
 | |
| 		}
 | |
| 		ret = remainingMovePoints;
 | |
| 	}
 | |
| 
 | |
| 	if(localTi)
 | |
| 		delete ti;
 | |
| 
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
 | |
| {
 | |
| 	return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement);
 | |
| }
 | |
| 
 | |
| CGPathNode::CGPathNode()
 | |
| 	: coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
 | |
| {
 | |
| 	reset();
 | |
| }
 | |
| 
 | |
| void CGPathNode::reset()
 | |
| {
 | |
| 	locked = false;
 | |
| 	accessible = NOT_SET;
 | |
| 	moveRemains = 0;
 | |
| 	turns = 255;
 | |
| 	theNodeBefore = nullptr;
 | |
| 	action = UNKNOWN;
 | |
| }
 | |
| 
 | |
| void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
 | |
| {
 | |
| 	if(layer == ELayer::WRONG)
 | |
| 	{
 | |
| 		coord = Coord;
 | |
| 		layer = Layer;
 | |
| 	}
 | |
| 	else
 | |
| 		reset();
 | |
| 
 | |
| 	accessible = Accessible;
 | |
| }
 | |
| 
 | |
| 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.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
 | |
| }
 | |
| 
 | |
| CPathsInfo::~CPathsInfo()
 | |
| {
 | |
| }
 | |
| 
 | |
| const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
 | |
| {
 | |
| 	assert(vstd::iswithin(tile.x, 0, sizes.x));
 | |
| 	assert(vstd::iswithin(tile.y, 0, sizes.y));
 | |
| 	assert(vstd::iswithin(tile.z, 0, sizes.z));
 | |
| 
 | |
| 	boost::unique_lock<boost::mutex> pathLock(pathMx);
 | |
| 	return getNode(tile);
 | |
| }
 | |
| 
 | |
| bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
 | |
| {
 | |
| 	boost::unique_lock<boost::mutex> pathLock(pathMx);
 | |
| 
 | |
| 	out.nodes.clear();
 | |
| 	const CGPathNode * curnode = getNode(dst);
 | |
| 	if(!curnode->theNodeBefore)
 | |
| 		return false;
 | |
| 
 | |
| 	while(curnode)
 | |
| 	{
 | |
| 		const CGPathNode cpn = * curnode;
 | |
| 		curnode = curnode->theNodeBefore;
 | |
| 		out.nodes.push_back(cpn);
 | |
| 	}
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| int CPathsInfo::getDistance(const int3 & tile) const
 | |
| {
 | |
| 	boost::unique_lock<boost::mutex> pathLock(pathMx);
 | |
| 
 | |
| 	CGPath ret;
 | |
| 	if(getPath(ret, tile))
 | |
| 		return ret.nodes.size();
 | |
| 	else
 | |
| 		return 255;
 | |
| }
 | |
| 
 | |
| const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
 | |
| {
 | |
| 	auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
 | |
| 	if(landNode->reachable())
 | |
| 		return landNode;
 | |
| 	else
 | |
| 		return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
 | |
| }
 | |
| 
 | |
| CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
 | |
| {
 | |
| 	return &nodes[coord.x][coord.y][coord.z][layer];
 | |
| }
 |