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vcmi/lib/pathfinder/CPathfinder.cpp

674 lines
17 KiB
C++

/*
* CPathfinder.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CPathfinder.h"
#include "INodeStorage.h"
#include "PathfinderOptions.h"
#include "PathfindingRules.h"
#include "TurnInfo.h"
#include "../gameState/CGameState.h"
#include "../CPlayerState.h"
#include "../TerrainHandler.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../mapping/CMap.h"
VCMI_LIB_NAMESPACE_BEGIN
std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
{
std::vector<int3> neighbourTiles;
neighbourTiles.reserve(8);
getNeighbours(
*source.tile,
source.node->coord,
neighbourTiles,
boost::logic::indeterminate,
source.node->layer == EPathfindingLayer::SAIL);
if(source.isNodeObjectVisitable())
{
vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
{
return !canMoveBetween(tile, source.nodeObject->visitablePos());
});
}
return neighbourTiles;
}
CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr<PathfinderConfig> config):
gamestate(_gs),
config(std::move(config))
{
initializeGraph();
}
void CPathfinder::push(CGPathNode * node)
{
if(node && !node->inPQ)
{
node->inPQ = true;
node->pq = &this->pq;
auto handle = pq.push(node);
node->pqHandle = handle;
}
}
CGPathNode * CPathfinder::topAndPop()
{
auto * node = pq.top();
pq.pop();
node->inPQ = false;
node->pq = nullptr;
return node;
}
void CPathfinder::calculatePaths()
{
//logGlobal->info("Calculating paths for hero %s (adress %d) of player %d", hero->name, hero , hero->tempOwner);
//initial tile - set cost on 0 and add to the queue
std::vector<CGPathNode *> initialNodes = config->nodeStorage->getInitialNodes();
int counter = 0;
for(auto * initialNode : initialNodes)
{
if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
throw std::runtime_error("Wrong checksum");
}
source.setNode(gamestate, initialNode);
auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
if(hlp->isHeroPatrolLocked())
continue;
pq.push(initialNode);
}
while(!pq.empty())
{
counter++;
auto * node = topAndPop();
source.setNode(gamestate, node);
source.node->locked = true;
int movement = source.node->moveRemains;
uint8_t turn = source.node->turns;
float cost = source.node->getCost();
auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
hlp->updateTurnInfo(turn);
if(!movement)
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(source.node->layer);
if(!hlp->passOneTurnLimitCheck(source))
continue;
}
source.isInitialPosition = source.nodeHero == hlp->hero;
source.updateInfo(hlp, gamestate);
//add accessible neighbouring nodes to the queue
auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
for(CGPathNode * neighbour : neighbourNodes)
{
if(neighbour->locked)
continue;
if(!hlp->isLayerAvailable(neighbour->layer))
continue;
destination.setNode(gamestate, neighbour);
hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
if(!hlp->isPatrolMovementAllowed(neighbour->coord))
continue;
/// Check transition without tile accessability rules
if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
continue;
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
destination.updateInfo(hlp, gamestate);
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
for(const auto & rule : config->rules)
{
rule->process(source, destination, config.get(), hlp);
if(destination.blocked)
break;
}
if(!destination.blocked)
push(destination.node);
} //neighbours loop
//just add all passable teleport exits
hlp = config->getOrCreatePathfinderHelper(source, gamestate);
/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
if(hlp->patrolState == CPathfinderHelper::PATROL_RADIUS)
continue;
auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp);
for(CGPathNode * teleportNode : teleportationNodes)
{
if(teleportNode->locked)
continue;
/// TODO: We may consider use invisible exits on FoW border in future
/// Useful for AI when at least one tile around exit is visible and passable
/// Objects are usually visible on FoW border anyway so it's not cheating.
///
/// For now it's disabled as it's will cause crashes in movement code.
if(teleportNode->accessible == EPathAccessibility::BLOCKED)
continue;
destination.setNode(gamestate, teleportNode);
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
if(destination.isBetterWay())
{
destination.action = getTeleportDestAction();
config->nodeStorage->commit(destination, source);
if(destination.node->action == EPathNodeAction::TELEPORT_NORMAL)
push(destination.node);
}
}
} //queue loop
logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter));
}
std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const
{
std::vector<int3> allowedExits;
for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner))
{
const auto * obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(obj))
{
auto pos = obj->getBlockedPos();
for(const auto & p : pos)
{
if(gs->map->getTile(p).topVisitableId() == obj->ID)
allowedExits.push_back(p);
}
}
else if(obj && CGTeleport::isExitPassable(gs, hero, obj))
allowedExits.push_back(obj->visitablePos());
}
return allowedExits;
}
std::vector<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
{
std::vector<int3> allowedExits;
auto towns = getPlayerState(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != source.nodeObject->id && town->visitingHero == nullptr
&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
allowedExits.push_back(town->visitablePos());
}
}
return allowedExits;
}
std::vector<int3> CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
{
std::vector<int3> teleportationExits;
const auto * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
if(isAllowedTeleportEntrance(objTeleport))
{
for(const auto & exit : getAllowedTeleportChannelExits(objTeleport->channel))
{
teleportationExits.push_back(exit);
}
}
else if(options.useCastleGate
&& (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
&& source.objectRelations != PlayerRelations::ENEMIES))
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
for(const auto & exit : getCastleGates(source))
{
teleportationExits.push_back(exit);
}
}
return teleportationExits;
}
bool CPathfinderHelper::isHeroPatrolLocked() const
{
return patrolState == PATROL_LOCKED;
}
bool CPathfinderHelper::isPatrolMovementAllowed(const int3 & dst) const
{
if(patrolState == PATROL_RADIUS)
{
if(!vstd::contains(patrolTiles, dst))
return false;
}
return true;
}
bool CPathfinder::isLayerTransitionPossible() const
{
ELayer destLayer = destination.node->layer;
/// No layer transition allowed when previous node action is BATTLE
if(source.node->action == EPathNodeAction::BATTLE)
return false;
switch(source.node->layer)
{
case ELayer::LAND:
if(destLayer == ELayer::AIR)
{
if(!config->options.lightweightFlyingMode || source.isInitialPosition)
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;
}
EPathNodeAction CPathfinder::getTeleportDestAction() const
{
EPathNodeAction action = EPathNodeAction::TELEPORT_NORMAL;
if(destination.isNodeObjectVisitable() && destination.nodeHero)
{
if(destination.heroRelations == PlayerRelations::ENEMIES)
action = EPathNodeAction::TELEPORT_BATTLE;
else
action = EPathNodeAction::TELEPORT_BLOCKING_VISIT;
}
return action;
}
bool CPathfinder::isDestinationGuardian() const
{
return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
}
void CPathfinderHelper::initializePatrol()
{
auto state = PATROL_NONE;
if(hero->patrol.patrolling && !getPlayerState(hero->tempOwner)->human)
{
if(hero->patrol.patrolRadius)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
}
else
state = PATROL_LOCKED;
}
patrolState = state;
}
void CPathfinder::initializeGraph()
{
INodeStorage * nodeStorage = config->nodeStorage.get();
nodeStorage->initialize(config->options, gamestate);
}
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;
const 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(BonusType::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)
{
return options.originalMovementRules && source.node->accessible == EPathAccessibility::ACCESSIBLE;
}
return true;
}
int CPathfinderHelper::getGuardiansCount(int3 tile) const
{
return getGuardingCreatures(tile).size();
}
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
CGameInfoCallback(gs),
turn(-1),
hero(Hero),
options(Options),
owner(Hero->tempOwner)
{
turnsInfo.reserve(16);
updateTurnInfo();
initializePatrol();
}
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 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 & srcTile,
const int3 & srcCoord,
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(const auto & dir : dirs)
{
const int3 destCoord = srcCoord + dir;
if(!map->isInTheMap(destCoord))
continue;
const TerrainTile & destTile = map->getTile(destCoord);
if(!destTile.terType->isPassable())
continue;
// //we cannot visit things from blocked tiles
// if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE)
// {
// continue;
// }
/// Following condition let us avoid diagonal movement over coast when sailing
if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water
{
const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand())
continue;
}
if(indeterminate(onLand) || onLand == destTile.terType->isLand())
{
vec.push_back(destCoord);
}
}
}
int CPathfinderHelper::getMovementCost(
const PathNodeInfo & src,
const PathNodeInfo & dst,
const int remainingMovePoints,
const bool checkLast) const
{
return getMovementCost(
src.coord,
dst.coord,
src.tile,
dst.tile,
remainingMovePoints,
checkLast,
dst.node->layer == EPathfindingLayer::SAIL,
dst.node->layer == EPathfindingLayer::WATER
);
}
int CPathfinderHelper::getMovementCost(
const int3 & src,
const int3 & dst,
const TerrainTile * ct,
const TerrainTile * dt,
const int remainingMovePoints,
const bool checkLast,
boost::logic::tribool isDstSailLayer,
boost::logic::tribool isDstWaterLayer) const
{
if(src == dst) //same tile
return 0;
const auto * ti = getTurnInfo();
if(ct == nullptr || dt == nullptr)
{
ct = hero->cb->getTile(src);
dt = hero->cb->getTile(dst);
}
bool isSailLayer;
if(indeterminate(isDstSailLayer))
isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater();
else
isSailLayer = static_cast<bool>(isDstSailLayer);
bool isWaterLayer;
if(indeterminate(isDstWaterLayer))
isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater();
else
isWaterLayer = static_cast<bool>(isDstWaterLayer);
bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
int ret = hero->getTileMovementCost(*dt, *ct, ti);
if(isSailLayer)
{
if(ct->hasFavorableWinds())
ret = static_cast<int>(ret * 2.0 / 3);
}
else if(isAirLayer)
vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
if(src.x != dst.x && src.y != dst.y) //it's diagonal move
{
int old = ret;
ret = static_cast<int>(ret * M_SQRT2);
//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
// https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
if(ret > remainingMovePoints && remainingMovePoints >= old)
{
return remainingMovePoints;
}
}
const int left = remainingMovePoints - ret;
constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
if(checkLast && left > 0 && left <= maxCostOfOneStep) //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->isLand(), true);
for(const auto & elem : vec)
{
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
if(fcost <= left)
{
return ret;
}
}
ret = remainingMovePoints;
}
return ret;
}
VCMI_LIB_NAMESPACE_END