mirror of
https://github.com/vcmi/vcmi.git
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2c1dddde33
Bonus * -> std::shared_ptr<Bonus> This cures the following problems: 1) Memory corruption at exit. Some Bonus-es were deleted twice (mods?). 2) Memory leaks. Some Bonuses were not deleted. 3) Reduce the number of "Orphaned child" messages. Valgrind reports 0 leaked memory now and no invalid reads/writes.
1236 lines
31 KiB
C++
1236 lines
31 KiB
C++
#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 "../lib/CPlayerState.h"
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/*
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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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CPathfinder::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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CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
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: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
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{
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assert(hero);
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assert(hero == getHero(hero->id));
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out.hero = hero;
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out.hpos = hero->getPosition(false);
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if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
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{
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logGlobal->errorStream() << "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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hlp = make_unique<CPathfinderHelper>(hero, options);
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initializePatrol();
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initializeGraph();
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neighbourTiles.reserve(8);
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neighbours.reserve(16);
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}
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void CPathfinder::calculatePaths()
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{
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auto passOneTurnLimitCheck = [&]() -> bool
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{
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if(!options.oneTurnSpecialLayersLimit)
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return true;
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if(cp->layer == ELayer::WATER)
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return false;
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if(cp->layer == ELayer::AIR)
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{
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if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
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return true;
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else
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return false;
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}
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return true;
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};
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auto isBetterWay = [&](int remains, int turn) -> bool
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{
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if(dp->turns == 0xff) //we haven't been here before
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return true;
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else if(dp->turns > turn)
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return true;
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else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
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return true;
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return false;
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};
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//logGlobal->infoStream() << boost::format("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 = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
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initialNode->turns = 0;
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initialNode->moveRemains = hero->movement;
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if(isHeroPatrolLocked())
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return;
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pq.push(initialNode);
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while(!pq.empty())
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{
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cp = pq.top();
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pq.pop();
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cp->locked = true;
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int movement = cp->moveRemains, turn = cp->turns;
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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(cp->layer);
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if(!passOneTurnLimitCheck())
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continue;
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}
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ct = &gs->map->getTile(cp->coord);
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ctObj = ct->topVisitableObj(isSourceInitialPosition());
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//add accessible neighbouring nodes to the queue
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addNeighbours();
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for(auto & neighbour : neighbours)
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{
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if(!isPatrolMovementAllowed(neighbour))
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continue;
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dt = &gs->map->getTile(neighbour);
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dtObj = dt->topVisitableObj();
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for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
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{
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if(!hlp->isLayerAvailable(i))
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continue;
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/// Check transition without tile accessability rules
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if(cp->layer != i && !isLayerTransitionPossible(i))
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continue;
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dp = out.getNode(neighbour, i);
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if(dp->locked)
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continue;
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if(dp->accessible == CGPathNode::NOT_SET)
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continue;
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/// Check transition using tile accessability rules
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if(cp->layer != i && !isLayerTransitionPossible())
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continue;
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if(!isMovementToDestPossible())
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continue;
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destAction = getDestAction();
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int turnAtNextTile = turn, moveAtNextTile = movement;
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int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo());
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int remains = moveAtNextTile - cost;
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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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hlp->updateTurnInfo(++turnAtNextTile);
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moveAtNextTile = hlp->getMaxMovePoints(i);
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cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
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remains = moveAtNextTile - cost;
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}
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if(destAction == CGPathNode::EMBARK || destAction == 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 = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
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cost = moveAtNextTile - remains;
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}
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if(isBetterWay(remains, turnAtNextTile) &&
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((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
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{
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assert(dp != cp->theNodeBefore); //two tiles can't point to each other
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dp->moveRemains = remains;
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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dp->action = destAction;
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if(isMovementAfterDestPossible())
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pq.push(dp);
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}
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}
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} //neighbours loop
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//just add all passable teleport exits
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addTeleportExits();
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for(auto & neighbour : neighbours)
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{
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dp = out.getNode(neighbour, cp->layer);
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if(dp->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(dp->accessible == CGPathNode::BLOCKED)
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continue;
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if(isBetterWay(movement, turn))
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{
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dtObj = gs->map->getTile(neighbour).topVisitableObj();
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dp->moveRemains = movement;
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dp->turns = turn;
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dp->theNodeBefore = cp;
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dp->action = getTeleportDestAction();
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if(dp->action == CGPathNode::TELEPORT_NORMAL)
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pq.push(dp);
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}
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}
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} //queue loop
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}
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void CPathfinder::addNeighbours()
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{
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neighbours.clear();
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neighbourTiles.clear();
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CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL);
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if(isSourceVisitableObj())
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{
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for(int3 tile: neighbourTiles)
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{
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if(canMoveBetween(tile, ctObj->visitablePos()))
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neighbours.push_back(tile);
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}
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}
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else
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vstd::concatenate(neighbours, neighbourTiles);
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}
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void CPathfinder::addTeleportExits()
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{
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neighbours.clear();
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/// For now we disable teleports usage for patrol movement
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/// VCAI not aware about patrol and may stuck while attempt to use teleport
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if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS)
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return;
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const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
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if(isAllowedTeleportEntrance(objTeleport))
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{
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for(auto objId : getTeleportChannelExits(objTeleport->channel, 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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neighbours.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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neighbours.push_back(obj->visitablePos());
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}
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}
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if(options.useCastleGate
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&& (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO
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&& getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != 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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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 != ctObj->id && town->visitingHero == nullptr
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&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
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{
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neighbours.push_back(town->visitablePos());
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}
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}
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}
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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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}
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bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
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{
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/// No layer transition allowed when previous node action is BATTLE
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if(cp->action == CGPathNode::BATTLE)
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return false;
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switch(cp->layer)
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{
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case ELayer::LAND:
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if(destLayer == ELayer::AIR)
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{
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if(!options.lightweightFlyingMode || isSourceInitialPosition())
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return true;
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}
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else if(destLayer == ELayer::SAIL)
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{
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if(dt->isWater())
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return true;
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}
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else
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return true;
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break;
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case ELayer::SAIL:
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if(destLayer == ELayer::LAND && !dt->isWater())
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return true;
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break;
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case ELayer::AIR:
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if(destLayer == ELayer::LAND)
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return true;
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break;
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case ELayer::WATER:
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if(destLayer == ELayer::LAND)
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return true;
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break;
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}
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return false;
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}
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bool CPathfinder::isLayerTransitionPossible() const
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{
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switch(cp->layer)
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{
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case ELayer::LAND:
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if(dp->layer == ELayer::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(dp->accessible == CGPathNode::ACCESSIBLE)
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return false;
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}
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break;
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case ELayer::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((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
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|| dt->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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return false;
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}
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break;
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case ELayer::AIR:
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if(options.originalMovementRules)
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{
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if((cp->accessible != CGPathNode::ACCESSIBLE &&
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cp->accessible != CGPathNode::VISITABLE) &&
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(dp->accessible != CGPathNode::VISITABLE &&
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dp->accessible != CGPathNode::ACCESSIBLE))
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{
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return false;
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}
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}
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else if(cp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::ACCESSIBLE)
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{
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/// Hero that fly can only land on accessible tiles
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return false;
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}
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break;
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case ELayer::WATER:
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if(dp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::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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return false;
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}
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break;
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}
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return true;
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}
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bool CPathfinder::isMovementToDestPossible() const
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{
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if(dp->accessible == CGPathNode::BLOCKED)
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return false;
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switch(dp->layer)
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{
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case ELayer::LAND:
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if(!canMoveBetween(cp->coord, dp->coord))
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return false;
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if(isSourceGuarded())
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{
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if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
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!isDestinationGuardian()) // Can step into tile of guard
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{
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return false;
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}
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}
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break;
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case ELayer::SAIL:
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if(!canMoveBetween(cp->coord, dp->coord))
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return false;
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if(isSourceGuarded())
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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(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
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return false;
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}
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if(cp->layer == ELayer::LAND)
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{
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if(!isDestVisitableObj())
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return false;
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if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO)
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return false;
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}
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else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT)
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{
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/// Hero in boat can't visit empty boats
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return false;
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}
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break;
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case ELayer::WATER:
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if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
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return false;
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if(isDestinationGuarded())
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return false;
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break;
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}
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return true;
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}
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bool CPathfinder::isMovementAfterDestPossible() const
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{
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switch(destAction)
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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 don't fly
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case CGPathNode::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 CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(dtObj);
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if(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 protected
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return true;
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}
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else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE)
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{
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/// Transit via unguarded garrisons is always possible
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return true;
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}
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break;
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}
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case CGPathNode::NORMAL:
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return true;
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case CGPathNode::EMBARK:
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if(options.useEmbarkAndDisembark)
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return true;
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break;
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case CGPathNode::DISEMBARK:
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if(options.useEmbarkAndDisembark && !isDestinationGuarded())
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return true;
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break;
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case CGPathNode::BATTLE:
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/// Movement after BATTLE action only possible from guarded tile to guardian tile
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if(isDestinationGuarded())
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return true;
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break;
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}
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return false;
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}
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CGPathNode::ENodeAction CPathfinder::getDestAction() const
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{
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CGPathNode::ENodeAction action = CGPathNode::NORMAL;
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switch(dp->layer)
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{
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case ELayer::LAND:
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if(cp->layer == ELayer::SAIL)
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{
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// TODO: Handle dismebark into guarded areaa
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action = CGPathNode::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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case ELayer::SAIL:
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if(isDestVisitableObj())
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{
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auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
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if(dtObj->ID == Obj::BOAT)
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action = CGPathNode::EMBARK;
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|
else if(dtObj->ID == Obj::HERO)
|
|
{
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(dtObj->ID == Obj::TOWN)
|
|
{
|
|
if(dtObj->passableFor(hero->tempOwner))
|
|
action = CGPathNode::VISIT;
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2)
|
|
{
|
|
if(dtObj->passableFor(hero->tempOwner))
|
|
{
|
|
if(isDestinationGuarded(true))
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(dtObj->ID == Obj::BORDER_GATE)
|
|
{
|
|
if(dtObj->passableFor(hero->tempOwner))
|
|
{
|
|
if(isDestinationGuarded(true))
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(isDestinationGuardian())
|
|
action = CGPathNode::BATTLE;
|
|
else if(dtObj->blockVisit && !(options.useCastleGate && dtObj->ID == Obj::TOWN))
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
|
|
if(action == CGPathNode::NORMAL)
|
|
{
|
|
if(options.originalMovementRules && isDestinationGuarded())
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::VISIT;
|
|
}
|
|
}
|
|
else if(isDestinationGuarded())
|
|
action = CGPathNode::BATTLE;
|
|
|
|
break;
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
|
|
{
|
|
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
|
|
if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
|
|
{
|
|
auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::TELEPORT_BATTLE;
|
|
else
|
|
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
bool CPathfinder::isSourceInitialPosition() const
|
|
{
|
|
return cp->coord == out.hpos;
|
|
}
|
|
|
|
bool CPathfinder::isSourceVisitableObj() const
|
|
{
|
|
return isVisitableObj(ctObj, cp->layer);
|
|
}
|
|
|
|
bool CPathfinder::isSourceGuarded() const
|
|
{
|
|
/// Hero can move from guarded tile if movement started on that tile
|
|
/// It's possible at least in these cases:
|
|
/// - Map start with hero on guarded tile
|
|
/// - Dimention door used
|
|
/// TODO: check what happen when there is several guards
|
|
if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::isDestVisitableObj() const
|
|
{
|
|
return isVisitableObj(dtObj, dp->layer);
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
|
|
{
|
|
/// isDestinationGuarded is exception needed for garrisons.
|
|
/// When monster standing behind garrison it's visitable and guarded at the same time.
|
|
if(gs->guardingCreaturePosition(dp->coord).valid()
|
|
&& (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuardian() const
|
|
{
|
|
return gs->guardingCreaturePosition(cp->coord) == dp->coord;
|
|
}
|
|
|
|
void CPathfinder::initializePatrol()
|
|
{
|
|
auto state = PATROL_NONE;
|
|
if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
|
|
{
|
|
if(hero->patrol.patrolRadius)
|
|
{
|
|
state = PATROL_RADIUS;
|
|
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
|
|
}
|
|
else
|
|
state = PATROL_LOCKED;
|
|
}
|
|
|
|
patrolState = state;
|
|
}
|
|
|
|
void CPathfinder::initializeGraph()
|
|
{
|
|
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
|
|
{
|
|
auto node = out.getNode(pos, layer);
|
|
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
|
|
node->update(pos, layer, accessibility);
|
|
};
|
|
|
|
int3 pos;
|
|
for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
|
|
{
|
|
for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
|
|
{
|
|
for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
|
|
{
|
|
const TerrainTile * tinfo = &gs->map->getTile(pos);
|
|
switch(tinfo->terType)
|
|
{
|
|
case ETerrainType::ROCK:
|
|
break;
|
|
|
|
case ETerrainType::WATER:
|
|
updateNode(pos, ELayer::SAIL, tinfo);
|
|
if(options.useFlying)
|
|
updateNode(pos, ELayer::AIR, tinfo);
|
|
if(options.useWaterWalking)
|
|
updateNode(pos, ELayer::WATER, tinfo);
|
|
break;
|
|
|
|
default:
|
|
updateNode(pos, ELayer::LAND, tinfo);
|
|
if(options.useFlying)
|
|
updateNode(pos, ELayer::AIR, tinfo);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const
|
|
{
|
|
if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
|
|
return CGPathNode::BLOCKED;
|
|
|
|
switch(layer)
|
|
{
|
|
case ELayer::LAND:
|
|
case ELayer::SAIL:
|
|
if(tinfo->visitable)
|
|
{
|
|
if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
|
|
{
|
|
return CGPathNode::BLOCKED;
|
|
}
|
|
else
|
|
{
|
|
for(const CGObjectInstance * obj : tinfo->visitableObjects)
|
|
{
|
|
if(obj->blockVisit)
|
|
{
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
else if(obj->passableFor(hero->tempOwner))
|
|
{
|
|
return CGPathNode::ACCESSIBLE;
|
|
}
|
|
else if(canSeeObj(obj))
|
|
{
|
|
return CGPathNode::VISITABLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(tinfo->blocked)
|
|
{
|
|
return CGPathNode::BLOCKED;
|
|
}
|
|
else if(gs->guardingCreaturePosition(pos).valid())
|
|
{
|
|
// Monster close by; blocked visit for battle
|
|
return CGPathNode::BLOCKVIS;
|
|
}
|
|
|
|
break;
|
|
|
|
case ELayer::WATER:
|
|
if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
|
|
return CGPathNode::BLOCKED;
|
|
|
|
break;
|
|
|
|
case ELayer::AIR:
|
|
if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
|
|
return CGPathNode::FLYABLE;
|
|
|
|
break;
|
|
}
|
|
|
|
return CGPathNode::ACCESSIBLE;
|
|
}
|
|
|
|
bool CPathfinder::isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const
|
|
{
|
|
/// Hero can't visit objects while walking on water or flying
|
|
return canSeeObj(obj) && (layer == ELayer::LAND || layer == ELayer::SAIL);
|
|
}
|
|
|
|
bool CPathfinder::canSeeObj(const CGObjectInstance * obj) const
|
|
{
|
|
/// Pathfinder should ignore placed events
|
|
return obj != nullptr && obj->ID != Obj::EVENT;
|
|
}
|
|
|
|
bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
|
|
{
|
|
return gs->checkForVisitableDir(a, b);
|
|
}
|
|
|
|
bool CPathfinder::isAllowedTeleportEntrance(const CGTeleport * obj) const
|
|
{
|
|
if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
|
|
return false;
|
|
|
|
auto whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
|
|
if(whirlpool)
|
|
{
|
|
if(addTeleportWhirlpool(whirlpool))
|
|
return true;
|
|
}
|
|
else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
|
|
{
|
|
return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
|
|
}
|
|
|
|
bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
|
|
{
|
|
if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
|
{
|
|
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
|
|
if(passableExits.size() == 1)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
|
|
{
|
|
if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
|
|
{
|
|
auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
|
|
if(passableExits.size() > 1)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
|
|
{
|
|
return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
|
|
}
|
|
|
|
TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
|
|
{
|
|
noTerrainPenalty.reserve(ETerrainType::ROCK);
|
|
for(int i = 0; i < ETerrainType::ROCK; i++)
|
|
{
|
|
noTerrainPenalty.push_back(static_cast<bool>(
|
|
bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
|
|
}
|
|
|
|
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)));
|
|
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)));
|
|
flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
|
|
waterWalking = static_cast<bool>(bl->getFirst(Selector::type(Bonus::WATER_WALKING)));
|
|
waterWalkingVal = bl->valOfBonuses(Selector::type(Bonus::WATER_WALKING));
|
|
}
|
|
|
|
TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
|
|
: hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
|
|
{
|
|
std::stringstream cachingStr;
|
|
cachingStr << "days_" << turn;
|
|
|
|
bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str());
|
|
bonusCache = make_unique<BonusCache>(bonuses);
|
|
nativeTerrain = hero->getNativeTerrain();
|
|
}
|
|
|
|
bool TurnInfo::isLayerAvailable(const EPathfindingLayer layer) const
|
|
{
|
|
switch(layer)
|
|
{
|
|
case EPathfindingLayer::AIR:
|
|
if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
|
|
return false;
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(!hasBonusOfType(Bonus::WATER_WALKING))
|
|
return false;
|
|
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
|
|
{
|
|
switch(type)
|
|
{
|
|
case Bonus::FREE_SHIP_BOARDING:
|
|
return bonusCache->freeShipBoarding;
|
|
case Bonus::FLYING_MOVEMENT:
|
|
return bonusCache->flyingMovement;
|
|
case Bonus::WATER_WALKING:
|
|
return bonusCache->waterWalking;
|
|
case Bonus::NO_TERRAIN_PENALTY:
|
|
return bonusCache->noTerrainPenalty[subtype];
|
|
}
|
|
|
|
return static_cast<bool>(
|
|
bonuses->getFirst(Selector::type(type).And(Selector::subtype(subtype))));
|
|
}
|
|
|
|
int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
|
|
{
|
|
switch(type)
|
|
{
|
|
case Bonus::FLYING_MOVEMENT:
|
|
return bonusCache->flyingMovementVal;
|
|
case Bonus::WATER_WALKING:
|
|
return bonusCache->waterWalkingVal;
|
|
}
|
|
|
|
return bonuses->valOfBonuses(Selector::type(type).And(Selector::subtype(subtype)));
|
|
}
|
|
|
|
int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
|
|
{
|
|
if(maxMovePointsLand == -1)
|
|
maxMovePointsLand = hero->maxMovePoints(true, this);
|
|
if(maxMovePointsWater == -1)
|
|
maxMovePointsWater = hero->maxMovePoints(false, this);
|
|
|
|
return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
|
|
}
|
|
|
|
CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options)
|
|
: turn(-1), hero(Hero), options(Options)
|
|
{
|
|
turnsInfo.reserve(16);
|
|
updateTurnInfo();
|
|
}
|
|
|
|
CPathfinderHelper::~CPathfinderHelper()
|
|
{
|
|
for(auto ti : turnsInfo)
|
|
delete ti;
|
|
}
|
|
|
|
void CPathfinderHelper::updateTurnInfo(const int Turn)
|
|
{
|
|
if(turn != Turn)
|
|
{
|
|
turn = Turn;
|
|
if(turn >= turnsInfo.size())
|
|
{
|
|
auto ti = new TurnInfo(hero, turn);
|
|
turnsInfo.push_back(ti);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer layer) const
|
|
{
|
|
switch(layer)
|
|
{
|
|
case EPathfindingLayer::AIR:
|
|
if(!options.useFlying)
|
|
return false;
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(!options.useWaterWalking)
|
|
return false;
|
|
|
|
break;
|
|
}
|
|
|
|
return turnsInfo[turn]->isLayerAvailable(layer);
|
|
}
|
|
|
|
const TurnInfo * CPathfinderHelper::getTurnInfo() const
|
|
{
|
|
return turnsInfo[turn];
|
|
}
|
|
|
|
bool CPathfinderHelper::hasBonusOfType(const Bonus::BonusType type, const int subtype) const
|
|
{
|
|
return turnsInfo[turn]->hasBonusOfType(type, subtype);
|
|
}
|
|
|
|
int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
|
|
{
|
|
return turnsInfo[turn]->getMaxMovePoints(layer);
|
|
}
|
|
|
|
void CPathfinderHelper::getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
|
|
{
|
|
static const int3 dirs[] = {
|
|
int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
|
|
int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
|
|
int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0)
|
|
};
|
|
|
|
for(auto & dir : dirs)
|
|
{
|
|
const int3 hlp = tile + dir;
|
|
if(!map->isInTheMap(hlp))
|
|
continue;
|
|
|
|
const TerrainTile & hlpt = map->getTile(hlp);
|
|
if(hlpt.terType == ETerrainType::ROCK)
|
|
continue;
|
|
|
|
// //we cannot visit things from blocked tiles
|
|
// if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
|
|
// {
|
|
// continue;
|
|
// }
|
|
|
|
/// Following condition let us avoid diagonal movement over coast when sailing
|
|
if(srct.terType == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && dir.x && dir.y) //diagonal move through water
|
|
{
|
|
int3 hlp1 = tile,
|
|
hlp2 = tile;
|
|
hlp1.x += dir.x;
|
|
hlp2.y += dir.y;
|
|
|
|
if(map->getTile(hlp1).terType != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
|
|
continue;
|
|
}
|
|
|
|
if(indeterminate(onLand) || onLand == (hlpt.terType != ETerrainType::WATER))
|
|
{
|
|
vec.push_back(hlp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
|
|
{
|
|
if(src == dst) //same tile
|
|
return 0;
|
|
|
|
bool localTi = false;
|
|
if(!ti)
|
|
{
|
|
localTi = true;
|
|
ti = new TurnInfo(h);
|
|
}
|
|
|
|
if(ct == nullptr || dt == nullptr)
|
|
{
|
|
ct = h->cb->getTile(src);
|
|
dt = h->cb->getTile(dst);
|
|
}
|
|
|
|
/// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
|
|
/// Also flying movement only has penalty when player moving over blocked tiles.
|
|
/// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
|
|
int ret = h->getTileCost(*dt, *ct, ti);
|
|
/// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
|
|
/// Difference in cost calculation on client and server is much worse than incorrect cost.
|
|
/// So this one is waiting till server going to use pathfinder rules for path validation.
|
|
|
|
if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
|
|
{
|
|
ret *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
|
|
}
|
|
else if(dt->terType == ETerrainType::WATER)
|
|
{
|
|
if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
|
|
ret *= 0.666;
|
|
else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
|
|
{
|
|
ret *= (100.0 + ti->valOfBonuses(Bonus::WATER_WALKING)) / 100.0;
|
|
}
|
|
}
|
|
|
|
if(src.x != dst.x && src.y != dst.y) //it's diagonal move
|
|
{
|
|
int old = ret;
|
|
ret *= 1.414213;
|
|
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
{
|
|
if(localTi)
|
|
delete ti;
|
|
|
|
return remainingMovePoints;
|
|
}
|
|
}
|
|
|
|
/// TODO: This part need rework in order to work properly with flying and water walking
|
|
/// Currently it's only work properly for normal movement or sailing
|
|
int left = remainingMovePoints-ret;
|
|
if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
|
|
{
|
|
std::vector<int3> vec;
|
|
vec.reserve(8); //optimization
|
|
getNeighbours(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true);
|
|
for(auto & elem : vec)
|
|
{
|
|
int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false);
|
|
if(fcost <= left)
|
|
{
|
|
if(localTi)
|
|
delete ti;
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
|
|
if(localTi)
|
|
delete ti;
|
|
|
|
return ret;
|
|
}
|
|
|
|
int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
|
|
{
|
|
return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement);
|
|
}
|
|
|
|
CGPathNode::CGPathNode()
|
|
: coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void CGPathNode::reset()
|
|
{
|
|
locked = false;
|
|
accessible = NOT_SET;
|
|
moveRemains = 0;
|
|
turns = 255;
|
|
theNodeBefore = nullptr;
|
|
action = UNKNOWN;
|
|
}
|
|
|
|
void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
|
|
{
|
|
if(layer == ELayer::WRONG)
|
|
{
|
|
coord = Coord;
|
|
layer = Layer;
|
|
}
|
|
else
|
|
reset();
|
|
|
|
accessible = Accessible;
|
|
}
|
|
|
|
bool CGPathNode::reachable() const
|
|
{
|
|
return turns < 255;
|
|
}
|
|
|
|
int3 CGPath::startPos() const
|
|
{
|
|
return nodes[nodes.size()-1].coord;
|
|
}
|
|
|
|
int3 CGPath::endPos() const
|
|
{
|
|
return nodes[0].coord;
|
|
}
|
|
|
|
void CGPath::convert(ui8 mode)
|
|
{
|
|
if(mode==0)
|
|
{
|
|
for(auto & elem : nodes)
|
|
{
|
|
elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
|
|
}
|
|
}
|
|
}
|
|
|
|
CPathsInfo::CPathsInfo(const int3 & Sizes)
|
|
: sizes(Sizes)
|
|
{
|
|
hero = nullptr;
|
|
nodes.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
|
|
}
|
|
|
|
CPathsInfo::~CPathsInfo()
|
|
{
|
|
}
|
|
|
|
const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
|
|
{
|
|
assert(vstd::iswithin(tile.x, 0, sizes.x));
|
|
assert(vstd::iswithin(tile.y, 0, sizes.y));
|
|
assert(vstd::iswithin(tile.z, 0, sizes.z));
|
|
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
return getNode(tile);
|
|
}
|
|
|
|
bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
out.nodes.clear();
|
|
const CGPathNode * curnode = getNode(dst);
|
|
if(!curnode->theNodeBefore)
|
|
return false;
|
|
|
|
while(curnode)
|
|
{
|
|
const CGPathNode cpn = * curnode;
|
|
curnode = curnode->theNodeBefore;
|
|
out.nodes.push_back(cpn);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int CPathsInfo::getDistance(const int3 & tile) const
|
|
{
|
|
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
|
|
|
CGPath ret;
|
|
if(getPath(ret, tile))
|
|
return ret.nodes.size();
|
|
else
|
|
return 255;
|
|
}
|
|
|
|
const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
|
|
{
|
|
auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
|
|
if(landNode->reachable())
|
|
return landNode;
|
|
else
|
|
return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
|
|
}
|
|
|
|
CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
|
|
{
|
|
return &nodes[coord.x][coord.y][coord.z][layer];
|
|
}
|