mirror of
https://github.com/vcmi/vcmi.git
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6d8f1e4530
Replaced const TBonusListPtr with TConstBonusListPtr where necessary Replaced const std::shared_ptr<T> with std::shared_ptr<const T> where necessary. Removed superfluous use of const. Replaced const std::shared_ptr<T> with const std::shared_ptr<T> & in function parameters and ranged for-loops.
1400 lines
38 KiB
C++
1400 lines
38 KiB
C++
/*
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* CPathfinder.cpp, 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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#include "StdInc.h"
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#include "CPathfinder.h"
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#include "CHeroHandler.h"
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#include "mapping/CMap.h"
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#include "CGameState.h"
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#include "mapObjects/CGHeroInstance.h"
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#include "GameConstants.h"
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#include "CStopWatch.h"
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#include "CConfigHandler.h"
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#include "CPlayerState.h"
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#include "PathfinderUtil.h"
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bool canSeeObj(const CGObjectInstance * obj)
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{
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/// Pathfinder should ignore placed events
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return obj != nullptr && obj->ID != Obj::EVENT;
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}
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void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero)
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{
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//TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
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int3 pos;
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const int3 sizes = gs->getMapSize();
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const auto & fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(hero->tempOwner)->fogOfWarMap;
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const PlayerColor player = hero->tempOwner;
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//make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
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const bool useFlying = options.useFlying;
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const bool useWaterWalking = options.useWaterWalking;
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for(pos.x=0; pos.x < sizes.x; ++pos.x)
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{
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for(pos.y=0; pos.y < sizes.y; ++pos.y)
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{
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for(pos.z=0; pos.z < sizes.z; ++pos.z)
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{
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const TerrainTile * tile = &gs->map->getTile(pos);
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switch(tile->terType)
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{
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case ETerrainType::ROCK:
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break;
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case ETerrainType::WATER:
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resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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if(useWaterWalking)
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resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
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break;
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default:
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resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
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if(useFlying)
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resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
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break;
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}
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}
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}
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}
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}
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std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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neighbours.reserve(16);
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auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
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for(auto & neighbour : accessibleNeighbourTiles)
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{
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for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
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{
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auto node = getNode(neighbour, i);
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if(node->accessible == CGPathNode::NOT_SET)
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continue;
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neighbours.push_back(node);
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}
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}
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return neighbours;
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}
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std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper)
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{
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std::vector<CGPathNode *> neighbours;
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if(!source.isNodeObjectVisitable())
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return neighbours;
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auto accessibleExits = pathfinderHelper->getTeleportExits(source);
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for(auto & neighbour : accessibleExits)
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{
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auto node = getNode(neighbour, source.node->layer);
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neighbours.push_back(node);
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}
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return neighbours;
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}
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std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
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{
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std::vector<int3> neighbourTiles;
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neighbourTiles.reserve(16);
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getNeighbours(
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*source.tile,
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source.node->coord,
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neighbourTiles,
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boost::logic::indeterminate,
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source.node->layer == EPathfindingLayer::SAIL);
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if(source.isNodeObjectVisitable())
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{
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vstd::erase_if(neighbourTiles, [&](int3 tile) -> bool
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{
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return !canMoveBetween(tile, source.nodeObject->visitablePos());
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});
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}
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return neighbourTiles;
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}
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NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
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:out(pathsInfo)
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{
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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}
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void NodeStorage::resetTile(
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const int3 & tile,
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EPathfindingLayer layer,
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CGPathNode::EAccessibility accessibility)
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{
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getNode(tile, layer)->update(tile, layer, accessibility);
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}
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CGPathNode * NodeStorage::getInitialNode()
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{
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auto initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = out.hero->movement;
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initialNode->setCost(0.0);
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return initialNode;
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}
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void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
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{
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assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
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destination.node->setCost(destination.cost);
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destination.node->moveRemains = destination.movementLeft;
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destination.node->turns = destination.turn;
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destination.node->theNodeBefore = source.node;
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destination.node->action = destination.action;
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}
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PathfinderOptions::PathfinderOptions()
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{
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useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
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useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
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useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
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useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
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useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
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useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
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useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
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useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
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lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
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oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
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originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
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}
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void MovementCostRule::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
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{
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float costAtNextTile = destination.cost;
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int turnAtNextTile = destination.turn;
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int moveAtNextTile = destination.movementLeft;
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int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
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int remains = moveAtNextTile - cost;
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int maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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if(remains < 0)
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{
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//occurs rarely, when hero with low movepoints tries to leave the road
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costAtNextTile += static_cast<float>(moveAtNextTile) / maxMovePoints;//we spent all points of current turn
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pathfinderHelper->updateTurnInfo(++turnAtNextTile);
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maxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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moveAtNextTile = maxMovePoints;
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cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
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{
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/// FREE_SHIP_BOARDING bonus only remove additional penalty
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/// land <-> sail transition still cost movement points as normal movement
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remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == CGPathNode::DISEMBARK));
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cost = moveAtNextTile - remains;
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}
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costAtNextTile += static_cast<float>(cost) / maxMovePoints;
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destination.cost = costAtNextTile;
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destination.turn = turnAtNextTile;
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destination.movementLeft = remains;
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if(destination.isBetterWay() &&
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((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
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{
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pathfinderConfig->nodeStorage->commit(destination, source);
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return;
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}
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destination.blocked = true;
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}
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PathfinderConfig::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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: nodeStorage(nodeStorage), rules(rules), options()
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{
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}
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CPathfinder::CPathfinder(
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CPathsInfo & _out,
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CGameState * _gs,
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const CGHeroInstance * _hero)
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: CPathfinder(
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_gs,
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_hero,
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std::make_shared<PathfinderConfig>(
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std::make_shared<NodeStorage>(_out, _hero),
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std::vector<std::shared_ptr<IPathfindingRule>>{
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std::make_shared<LayerTransitionRule>(),
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std::make_shared<DestinationActionRule>(),
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std::make_shared<MovementToDestinationRule>(),
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std::make_shared<MovementCostRule>(),
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std::make_shared<MovementAfterDestinationRule>()
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}))
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{
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}
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CPathfinder::CPathfinder(
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CGameState * _gs,
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const CGHeroInstance * _hero,
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std::shared_ptr<PathfinderConfig> config)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
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, hero(_hero)
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, patrolTiles({})
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, config(config)
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, source()
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, destination()
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{
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assert(hero);
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assert(hero == getHero(hero->id));
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hlp = make_unique<CPathfinderHelper>(_gs, hero, config->options);
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initializePatrol();
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initializeGraph();
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}
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void CPathfinder::push(CGPathNode * node)
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{
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if(node && !node->inPQ)
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{
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node->inPQ = true;
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node->pq = &this->pq;
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auto handle = pq.push(node);
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node->pqHandle = handle;
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}
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}
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CGPathNode * CPathfinder::topAndPop()
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{
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auto node = pq.top();
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pq.pop();
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node->inPQ = false;
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node->pq = nullptr;
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return node;
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}
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void CPathfinder::calculatePaths()
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{
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//logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner);
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//initial tile - set cost on 0 and add to the queue
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CGPathNode * initialNode = config->nodeStorage->getInitialNode();
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if(!isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
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throw std::runtime_error("Wrong checksum");
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}
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if(isHeroPatrolLocked())
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return;
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push(initialNode);
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while(!pq.empty())
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{
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auto node = topAndPop();
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auto excludeOurHero = node->coord == initialNode->coord;
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source.setNode(gs, node, excludeOurHero);
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source.node->locked = true;
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int movement = source.node->moveRemains;
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uint8_t turn = source.node->turns;
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float cost = source.node->getCost();
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hlp->updateTurnInfo(turn);
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if(!movement)
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{
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hlp->updateTurnInfo(++turn);
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movement = hlp->getMaxMovePoints(source.node->layer);
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if(!hlp->passOneTurnLimitCheck(source))
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continue;
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}
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source.guarded = isSourceGuarded();
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if(source.nodeObject)
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source.objectRelations = gs->getPlayerRelations(hero->tempOwner, source.nodeObject->tempOwner);
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//add accessible neighbouring nodes to the queue
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auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp.get());
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for(CGPathNode * neighbour : neighbourNodes)
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{
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if(neighbour->locked)
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continue;
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if(!isPatrolMovementAllowed(neighbour->coord))
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continue;
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if(!hlp->isLayerAvailable(neighbour->layer))
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continue;
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destination.setNode(gs, neighbour);
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/// Check transition without tile accessability rules
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if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
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continue;
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destination.turn = turn;
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destination.movementLeft = movement;
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destination.cost = cost;
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destination.guarded = isDestinationGuarded();
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destination.isGuardianTile = destination.guarded && isDestinationGuardian();
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if(destination.nodeObject)
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destination.objectRelations = gs->getPlayerRelations(hero->tempOwner, destination.nodeObject->tempOwner);
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for(auto rule : config->rules)
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{
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rule->process(source, destination, config.get(), hlp.get());
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if(destination.blocked)
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break;
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}
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if(!destination.blocked)
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push(destination.node);
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} //neighbours loop
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//just add all passable teleport exits
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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(patrolState == PATROL_RADIUS)
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continue;
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auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp.get());
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for(CGPathNode * teleportNode : teleportationNodes)
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{
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if(teleportNode->locked)
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continue;
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/// TODO: We may consider use invisible exits on FoW border in future
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/// Useful for AI when at least one tile around exit is visible and passable
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/// Objects are usually visible on FoW border anyway so it's not cheating.
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///
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/// For now it's disabled as it's will cause crashes in movement code.
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if(teleportNode->accessible == CGPathNode::BLOCKED)
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continue;
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destination.setNode(gs, teleportNode);
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destination.turn = turn;
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destination.movementLeft = movement;
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destination.cost = cost;
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if(destination.isBetterWay())
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{
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destination.action = getTeleportDestAction();
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config->nodeStorage->commit(destination, source);
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if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
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push(destination.node);
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}
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}
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} //queue loop
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}
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std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(TeleportChannelID channelID) const
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{
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std::vector<int3> allowedExits;
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for(auto objId : getTeleportChannelExits(channelID, hero->tempOwner))
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{
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auto obj = getObj(objId);
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if(dynamic_cast<const CGWhirlpool *>(obj))
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{
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auto pos = obj->getBlockedPos();
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for(auto p : pos)
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{
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if(gs->map->getTile(p).topVisitableId() == obj->ID)
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allowedExits.push_back(p);
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}
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}
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else if(CGTeleport::isExitPassable(gs, hero, obj))
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allowedExits.push_back(obj->visitablePos());
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}
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return allowedExits;
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}
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std::vector<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
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{
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std::vector<int3> allowedExits;
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auto towns = getPlayer(hero->tempOwner)->towns;
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for(const auto & town : towns)
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{
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if(town->id != source.nodeObject->id && town->visitingHero == nullptr
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&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
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{
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allowedExits.push_back(town->visitablePos());
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}
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}
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return allowedExits;
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}
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std::vector<int3> CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
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{
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std::vector<int3> teleportationExits;
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
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if(isAllowedTeleportEntrance(objTeleport))
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{
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for(auto exit : getAllowedTeleportChannelExits(objTeleport->channel))
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{
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teleportationExits.push_back(exit);
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}
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}
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else if(options.useCastleGate
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&& (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
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&& source.objectRelations != PlayerRelations::ENEMIES))
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{
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/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
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/// This may be handy if we allow to use teleportation to friendly towns
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for(auto exit : getCastleGates(source))
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{
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teleportationExits.push_back(exit);
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}
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}
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return teleportationExits;
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}
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bool CPathfinder::isHeroPatrolLocked() const
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{
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return patrolState == PATROL_LOCKED;
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}
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bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
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{
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if(patrolState == PATROL_RADIUS)
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{
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if(!vstd::contains(patrolTiles, dst))
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return false;
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}
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return true;
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|
}
|
|
|
|
bool CPathfinder::isLayerTransitionPossible() const
|
|
{
|
|
ELayer destLayer = destination.node->layer;
|
|
|
|
/// No layer transition allowed when previous node action is BATTLE
|
|
if(source.node->action == CGPathNode::BATTLE)
|
|
return false;
|
|
|
|
switch(source.node->layer)
|
|
{
|
|
case ELayer::LAND:
|
|
if(destLayer == ELayer::AIR)
|
|
{
|
|
if(!config->options.lightweightFlyingMode || isSourceInitialPosition())
|
|
return true;
|
|
}
|
|
else if(destLayer == ELayer::SAIL)
|
|
{
|
|
if(destination.tile->isWater())
|
|
return true;
|
|
}
|
|
else
|
|
return true;
|
|
|
|
break;
|
|
|
|
case ELayer::SAIL:
|
|
if(destLayer == ELayer::LAND && !destination.tile->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;
|
|
}
|
|
|
|
void LayerTransitionRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(source.node->layer == destination.node->layer)
|
|
return;
|
|
|
|
switch(source.node->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(destination.node->layer == EPathfindingLayer::SAIL)
|
|
{
|
|
/// Cannot enter empty water tile from land -> it has to be visitable
|
|
if(destination.node->accessible == CGPathNode::ACCESSIBLE)
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::SAIL:
|
|
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
if((destination.node->accessible != CGPathNode::ACCESSIBLE && (destination.node->accessible != CGPathNode::BLOCKVIS || destination.tile->blocked))
|
|
|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
{
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::AIR:
|
|
if(pathfinderConfig->options.originalMovementRules)
|
|
{
|
|
if((source.node->accessible != CGPathNode::ACCESSIBLE &&
|
|
source.node->accessible != CGPathNode::VISITABLE) &&
|
|
(destination.node->accessible != CGPathNode::VISITABLE &&
|
|
destination.node->accessible != CGPathNode::ACCESSIBLE))
|
|
{
|
|
destination.blocked = true;
|
|
}
|
|
}
|
|
else if(source.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::ACCESSIBLE)
|
|
{
|
|
/// Hero that fly can only land on accessible tiles
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(destination.node->accessible != CGPathNode::ACCESSIBLE && destination.node->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
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
|
|
if(destination.node->accessible == CGPathNode::BLOCKED)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
switch(destination.node->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(source.guarded)
|
|
{
|
|
if(!(pathfinderConfig->options.originalMovementRules && source.node->layer == EPathfindingLayer::AIR) &&
|
|
!destination.isGuardianTile) // Can step into tile of guard
|
|
{
|
|
return BlockingReason::SOURCE_GUARDED;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::SAIL:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(source.guarded)
|
|
{
|
|
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
if(source.node->action != CGPathNode::EMBARK && !destination.isGuardianTile)
|
|
return BlockingReason::SOURCE_GUARDED;
|
|
}
|
|
|
|
if(source.node->layer == EPathfindingLayer::LAND)
|
|
{
|
|
if(!destination.isNodeObjectVisitable())
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(destination.nodeObject->ID != Obj::BOAT && destination.nodeObject->ID != Obj::HERO)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
|
|
{
|
|
/// Hero in boat can't visit empty boats
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord)
|
|
|| destination.node->accessible != CGPathNode::ACCESSIBLE)
|
|
{
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
if(destination.guarded)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
|
|
void MovementAfterDestinationRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * config,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
|
|
|
|
if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == CGPathNode::ENodeAction::BATTLE)
|
|
{
|
|
return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
|
|
}
|
|
|
|
destination.blocked = blocker != BlockingReason::NONE;
|
|
}
|
|
|
|
PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * config,
|
|
const CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
switch(destination.action)
|
|
{
|
|
/// 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 *>(destination.nodeObject);
|
|
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
|
|
{
|
|
/// For now we'll always allow transit over teleporters
|
|
/// Transit over whirlpools only allowed when hero protected
|
|
return BlockingReason::NONE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::GARRISON
|
|
|| destination.nodeObject->ID == Obj::GARRISON2
|
|
|| destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
{
|
|
/// Transit via unguarded garrisons is always possible
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
return BlockingReason::DESTINATION_VISIT;
|
|
}
|
|
|
|
case CGPathNode::BLOCKING_VISIT:
|
|
return destination.guarded
|
|
? BlockingReason::DESTINATION_GUARDED
|
|
: BlockingReason::DESTINATION_BLOCKVIS;
|
|
|
|
case CGPathNode::NORMAL:
|
|
return BlockingReason::NONE;
|
|
|
|
case CGPathNode::EMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case CGPathNode::DISEMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case CGPathNode::BATTLE:
|
|
/// Movement after BATTLE action only possible from guarded tile to guardian tile
|
|
if(destination.guarded)
|
|
return BlockingReason::DESTINATION_GUARDED;
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
void DestinationActionRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
|
|
{
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
|
|
auto hero = pathfinderHelper->hero;
|
|
|
|
switch(destination.node->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(source.node->layer == EPathfindingLayer::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 EPathfindingLayer::SAIL:
|
|
if(destination.isNodeObjectVisitable())
|
|
{
|
|
auto objRel = destination.objectRelations;
|
|
|
|
if(destination.nodeObject->ID == Obj::BOAT)
|
|
action = CGPathNode::EMBARK;
|
|
else if(destination.nodeObject->ID == Obj::HERO)
|
|
{
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::TOWN)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
action = CGPathNode::VISIT;
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.isGuardianTile)
|
|
action = CGPathNode::BATTLE;
|
|
else if(destination.nodeObject->blockVisit && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
|
|
if(action == CGPathNode::NORMAL)
|
|
{
|
|
if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::VISIT;
|
|
}
|
|
}
|
|
else if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
|
|
break;
|
|
}
|
|
|
|
destination.action = action;
|
|
}
|
|
|
|
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
|
|
{
|
|
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
|
|
if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::HERO)
|
|
{
|
|
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::TELEPORT_BATTLE;
|
|
else
|
|
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
bool CPathfinder::isSourceInitialPosition() const
|
|
{
|
|
return source.node->coord == config->nodeStorage->getInitialNode()->coord;
|
|
}
|
|
|
|
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(source.node->coord).valid() && !isSourceInitialPosition())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuarded() const
|
|
{
|
|
/// isDestinationGuarded is exception needed for garrisons.
|
|
/// When monster standing behind garrison it's visitable and guarded at the same time.
|
|
return gs->guardingCreaturePosition(destination.node->coord).valid();
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuardian() const
|
|
{
|
|
return gs->guardingCreaturePosition(source.node->coord) == destination.node->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()
|
|
{
|
|
INodeStorage * nodeStorage = config->nodeStorage.get();
|
|
nodeStorage->initialize(config->options, gs, hero);
|
|
}
|
|
|
|
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
|
|
{
|
|
return gs->checkForVisitableDir(a, b);
|
|
}
|
|
|
|
bool CPathfinderHelper::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 CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
|
|
{
|
|
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
|
|
}
|
|
|
|
bool CPathfinderHelper::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 CPathfinderHelper::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 CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
|
{
|
|
return options.useTeleportWhirlpool && hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
|
|
}
|
|
|
|
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
|
|
{
|
|
return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
|
|
}
|
|
|
|
bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
|
|
{
|
|
|
|
if(!options.oneTurnSpecialLayersLimit)
|
|
return true;
|
|
|
|
if(source.node->layer == EPathfindingLayer::WATER)
|
|
return false;
|
|
if(source.node->layer == EPathfindingLayer::AIR)
|
|
{
|
|
if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
TurnInfo::BonusCache::BonusCache(TConstBonusListPtr 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)
|
|
{
|
|
bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
|
|
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->maxMovePointsCached(true, this);
|
|
if(maxMovePointsWater == -1)
|
|
maxMovePointsWater = hero->maxMovePointsCached(false, this);
|
|
|
|
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
|
|
}
|
|
|
|
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
|
|
: CGameInfoCallback(gs, boost::optional<PlayerColor>()), 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 TerrainTile & srct,
|
|
const int3 & tile,
|
|
std::vector<int3> & vec,
|
|
const boost::logic::tribool & onLand,
|
|
const bool limitCoastSailing) const
|
|
{
|
|
CMap * map = gs->map;
|
|
|
|
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 int3 & src,
|
|
const int3 & dst,
|
|
const TerrainTile * ct,
|
|
const TerrainTile * dt,
|
|
const int remainingMovePoints,
|
|
const bool checkLast) const
|
|
{
|
|
if(src == dst) //same tile
|
|
return 0;
|
|
|
|
auto ti = getTurnInfo();
|
|
|
|
if(ct == nullptr || dt == nullptr)
|
|
{
|
|
ct = hero->cb->getTile(src);
|
|
dt = hero->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 = hero->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(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
|
|
ret *= 0.666;
|
|
else if(!hero->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)
|
|
{
|
|
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(*dt, dst, vec, ct->terType != ETerrainType::WATER, true);
|
|
for(auto & elem : vec)
|
|
{
|
|
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
|
|
if(fcost <= left)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
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, const CGHeroInstance * hero_)
|
|
: sizes(Sizes), hero(hero_)
|
|
{
|
|
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo() = default;
|
|
|
|
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));
|
|
|
|
return getNode(tile);
|
|
}
|
|
|
|
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
|
|
{
|
|
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;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
PathNodeInfo::PathNodeInfo()
|
|
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false)
|
|
{
|
|
}
|
|
|
|
void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
|
|
{
|
|
node = n;
|
|
|
|
if(coord != node->coord)
|
|
{
|
|
assert(node->coord.valid());
|
|
|
|
coord = node->coord;
|
|
tile = gs->getTile(coord);
|
|
nodeObject = tile->topVisitableObj(excludeTopObject);
|
|
}
|
|
|
|
guarded = false;
|
|
}
|
|
|
|
CDestinationNodeInfo::CDestinationNodeInfo()
|
|
: PathNodeInfo(),
|
|
blocked(false),
|
|
action(CGPathNode::ENodeAction::UNKNOWN)
|
|
{
|
|
}
|
|
|
|
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
|
|
{
|
|
PathNodeInfo::setNode(gs, n, excludeTopObject);
|
|
|
|
blocked = false;
|
|
action = CGPathNode::ENodeAction::UNKNOWN;
|
|
}
|
|
|
|
bool CDestinationNodeInfo::isBetterWay() const
|
|
{
|
|
if(node->turns == 0xff) //we haven't been here before
|
|
return true;
|
|
else
|
|
return cost < node->getCost(); //this route is faster
|
|
}
|
|
|
|
bool PathNodeInfo::isNodeObjectVisitable() const
|
|
{
|
|
/// Hero can't visit objects while walking on water or flying
|
|
return canSeeObj(nodeObject) && (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL);
|
|
}
|