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https://github.com/vcmi/vcmi.git
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417 lines
13 KiB
C++
417 lines
13 KiB
C++
/*
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* PathfindingRules.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 "PathfindingRules.h"
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#include "CGPathNode.h"
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#include "CPathfinder.h"
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#include "INodeStorage.h"
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#include "PathfinderOptions.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/MiscObjects.h"
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#include "../mapping/CMapDefines.h"
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VCMI_LIB_NAMESPACE_BEGIN
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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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const float currentCost = destination.cost;
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const int currentTurnsUsed = destination.turn;
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const int currentMovePointsLeft = destination.movementLeft;
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const int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
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int moveCostPoints = pathfinderHelper->getMovementCost(source, destination, currentMovePointsLeft);
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float destinationCost = currentCost;
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int destTurnsUsed = currentTurnsUsed;
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int destMovePointsLeft = currentMovePointsLeft;
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if(currentMovePointsLeft < moveCostPoints)
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{
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// occurs rarely, when hero with low movepoints tries to leave the road
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// in this case, all remaining movement points from current turn are spent
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// and actual movement will happen on next turn, spending points from next turn pool
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destinationCost += static_cast<float>(currentMovePointsLeft) / sourceLayerMaxMovePoints;
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destTurnsUsed += 1;
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destMovePointsLeft = sourceLayerMaxMovePoints;
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// update move cost - it might have changed since hero now makes next turn and replenished his pool
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moveCostPoints = pathfinderHelper->getMovementCost(source, destination, destMovePointsLeft);
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pathfinderHelper->updateTurnInfo(destTurnsUsed);
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}
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if(destination.action == EPathNodeAction::EMBARK || destination.action == EPathNodeAction::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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const int movementPointsAfterEmbark = pathfinderHelper->movementPointsAfterEmbark(destMovePointsLeft, moveCostPoints, (destination.action == EPathNodeAction::DISEMBARK));
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const int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
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const float costBeforeConversion = static_cast<float>(destMovePointsLeft) / sourceLayerMaxMovePoints;
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const float costAfterConversion = static_cast<float>(movementPointsAfterEmbark) / destinationLayerMaxMovePoints;
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const float costDelta = costBeforeConversion - costAfterConversion;
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assert(costDelta >= 0);
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destMovePointsLeft = movementPointsAfterEmbark;
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destinationCost += costDelta;
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}
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else
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{
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// Standard movement
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assert(destMovePointsLeft >= moveCostPoints);
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destMovePointsLeft -= moveCostPoints;
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destinationCost += static_cast<float>(moveCostPoints) / sourceLayerMaxMovePoints;
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}
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// pathfinder / priority queue does not supports negative costs
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assert(destinationCost >= currentCost);
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destination.cost = destinationCost;
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destination.turn = destTurnsUsed;
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destination.movementLeft = destMovePointsLeft;
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if(destination.isBetterWay() &&
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((source.node->turns == destTurnsUsed && destMovePointsLeft) || 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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void PathfinderBlockingRule::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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auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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destination.blocked = blockingReason != BlockingReason::NONE;
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}
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void DestinationActionRule::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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if(destination.action != EPathNodeAction::UNKNOWN)
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{
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#ifdef VCMI_TRACE_PATHFINDER
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logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
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#endif
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return;
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}
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EPathNodeAction action = EPathNodeAction::NORMAL;
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const auto * hero = pathfinderHelper->hero;
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switch(destination.node->layer)
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{
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case EPathfindingLayer::LAND:
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if(source.node->layer == EPathfindingLayer::SAIL)
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{
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// TODO: Handle dismebark into guarded areaa
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action = EPathNodeAction::DISEMBARK;
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break;
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}
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/// don't break - next case shared for both land and sail layers
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[[fallthrough]];
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case EPathfindingLayer::SAIL:
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if(destination.isNodeObjectVisitable())
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{
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auto objRel = destination.objectRelations;
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if(destination.nodeObject->ID == Obj::BOAT)
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action = EPathNodeAction::EMBARK;
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else if(destination.nodeHero)
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{
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if(destination.heroRelations == PlayerRelations::ENEMIES)
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action = EPathNodeAction::BATTLE;
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else
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action = EPathNodeAction::BLOCKING_VISIT;
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}
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else if(destination.nodeObject->ID == Obj::TOWN)
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{
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if(destination.nodeObject->passableFor(hero->tempOwner))
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action = EPathNodeAction::VISIT;
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else if(objRel == PlayerRelations::ENEMIES)
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action = EPathNodeAction::BATTLE;
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}
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else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
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{
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if(destination.nodeObject->passableFor(hero->tempOwner))
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{
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if(destination.guarded)
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action = EPathNodeAction::BATTLE;
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}
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else if(objRel == PlayerRelations::ENEMIES)
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action = EPathNodeAction::BATTLE;
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}
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else if(destination.nodeObject->ID == Obj::BORDER_GATE)
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{
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if(destination.nodeObject->passableFor(hero->tempOwner))
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{
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if(destination.guarded)
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action = EPathNodeAction::BATTLE;
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}
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else
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action = EPathNodeAction::BLOCKING_VISIT;
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}
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else if(destination.isGuardianTile)
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action = EPathNodeAction::BATTLE;
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else if(destination.nodeObject->isBlockedVisitable() && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
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action = EPathNodeAction::BLOCKING_VISIT;
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if(action == EPathNodeAction::NORMAL)
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{
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if(destination.guarded)
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action = EPathNodeAction::BATTLE;
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else
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action = EPathNodeAction::VISIT;
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}
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}
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else if(destination.guarded)
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action = EPathNodeAction::BATTLE;
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break;
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}
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destination.action = action;
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}
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void MovementAfterDestinationRule::process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * config,
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CPathfinderHelper * pathfinderHelper) const
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{
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auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
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if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == EPathNodeAction::BATTLE)
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{
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return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
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}
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destination.blocked = blocker != BlockingReason::NONE;
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}
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PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * config,
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const CPathfinderHelper * pathfinderHelper) const
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{
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switch(destination.action)
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{
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/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
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/// Likely in many cases we don't need to add visitable tile to queue when hero doesn't fly
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case EPathNodeAction::VISIT:
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{
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/// For now we only add visitable tile into queue when it's teleporter that allow transit
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/// Movement from visitable tile when hero is standing on it is possible into any layer
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const auto * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
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if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
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{
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/// For now we'll always allow transit over teleporters
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/// Transit over whirlpools only allowed when hero is protected
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return BlockingReason::NONE;
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}
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else if(destination.nodeObject->ID == Obj::GARRISON
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|| destination.nodeObject->ID == Obj::GARRISON2
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|| destination.nodeObject->ID == Obj::BORDER_GATE)
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{
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/// Transit via unguarded garrisons is always possible
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return BlockingReason::NONE;
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}
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return BlockingReason::DESTINATION_VISIT;
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}
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case EPathNodeAction::BLOCKING_VISIT:
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return destination.guarded
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? BlockingReason::DESTINATION_GUARDED
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: BlockingReason::DESTINATION_BLOCKVIS;
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case EPathNodeAction::NORMAL:
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return BlockingReason::NONE;
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case EPathNodeAction::EMBARK:
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if(pathfinderHelper->options.useEmbarkAndDisembark)
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return BlockingReason::NONE;
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return BlockingReason::DESTINATION_BLOCKED;
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case EPathNodeAction::DISEMBARK:
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if(pathfinderHelper->options.useEmbarkAndDisembark)
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return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
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return BlockingReason::DESTINATION_BLOCKED;
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case EPathNodeAction::BATTLE:
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/// Movement after BATTLE action only possible from guarded tile to guardian tile
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if(destination.guarded)
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return BlockingReason::DESTINATION_GUARDED;
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break;
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}
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return BlockingReason::DESTINATION_BLOCKED;
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}
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PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const
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{
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if(destination.node->accessible == EPathAccessibility::BLOCKED)
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return BlockingReason::DESTINATION_BLOCKED;
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switch(destination.node->layer)
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{
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case EPathfindingLayer::LAND:
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if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
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return BlockingReason::DESTINATION_BLOCKED;
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if(source.guarded)
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{
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if(!(pathfinderConfig->options.originalMovementRules && source.node->layer == EPathfindingLayer::AIR)
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&& (!destination.isGuardianTile || pathfinderHelper->getGuardiansCount(source.coord) > 1)) // Can step into tile of guard
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{
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return BlockingReason::SOURCE_GUARDED;
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}
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}
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break;
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case EPathfindingLayer::SAIL:
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if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
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return BlockingReason::DESTINATION_BLOCKED;
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if(source.guarded)
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{
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// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
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if(source.node->action != EPathNodeAction::EMBARK && !destination.isGuardianTile)
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return BlockingReason::SOURCE_GUARDED;
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}
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if(source.node->layer == EPathfindingLayer::LAND)
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{
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if(!destination.isNodeObjectVisitable())
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return BlockingReason::DESTINATION_BLOCKED;
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if(!destination.nodeHero && !destination.nodeObject->isCoastVisitable())
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return BlockingReason::DESTINATION_BLOCKED;
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}
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else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
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{
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/// Hero in boat can't visit empty boats
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return BlockingReason::DESTINATION_BLOCKED;
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}
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break;
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case EPathfindingLayer::WATER:
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if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord)
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|| destination.node->accessible != EPathAccessibility::ACCESSIBLE)
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{
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return BlockingReason::DESTINATION_BLOCKED;
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}
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if(destination.guarded)
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return BlockingReason::DESTINATION_BLOCKED;
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break;
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}
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return BlockingReason::NONE;
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}
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void LayerTransitionRule::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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if(source.node->layer == destination.node->layer)
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return;
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switch(source.node->layer)
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{
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case EPathfindingLayer::LAND:
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if(destination.node->layer == EPathfindingLayer::SAIL)
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{
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/// Cannot enter empty water tile from land -> it has to be visitable
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if(destination.node->accessible == EPathAccessibility::ACCESSIBLE)
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destination.blocked = true;
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}
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break;
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case EPathfindingLayer::SAIL:
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//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
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if((destination.node->accessible != EPathAccessibility::ACCESSIBLE && (destination.node->accessible != EPathAccessibility::BLOCKVIS || destination.tile->blocked))
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|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
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{
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destination.blocked = true;
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}
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break;
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case EPathfindingLayer::AIR:
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if(pathfinderConfig->options.originalMovementRules)
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{
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if((source.node->accessible != EPathAccessibility::ACCESSIBLE &&
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source.node->accessible != EPathAccessibility::VISITABLE) &&
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(destination.node->accessible != EPathAccessibility::VISITABLE &&
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destination.node->accessible != EPathAccessibility::ACCESSIBLE))
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{
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destination.blocked = true;
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}
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}
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else if(destination.node->accessible != EPathAccessibility::ACCESSIBLE)
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{
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/// Hero that fly can only land on accessible tiles
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if(destination.nodeObject)
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destination.blocked = true;
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}
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break;
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case EPathfindingLayer::WATER:
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if(destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.node->accessible != EPathAccessibility::VISITABLE)
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{
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/// Hero that walking on water can transit to accessible and visitable tiles
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/// Though hero can't interact with blocking visit objects while standing on water
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destination.blocked = true;
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}
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break;
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}
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}
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VCMI_LIB_NAMESPACE_END
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