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https://github.com/vcmi/vcmi.git
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9cf35d1bfd
No support for client / server implemented yet.
180 lines
5.5 KiB
C++
180 lines
5.5 KiB
C++
#pragma once
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#include "VCMI_Lib.h"
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#include "mapping/CMap.h"
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#include "IGameCallback.h"
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#include "int3.h"
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#include <boost/heap/priority_queue.hpp>
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/*
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* CPathfinder.h, 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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class CGHeroInstance;
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class CGObjectInstance;
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struct TerrainTile;
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struct DLL_LINKAGE CGPathNode
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{
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typedef EPathfindingLayer ELayer;
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enum ENodeAction
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{
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UNKNOWN = -1,
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NORMAL = 0,
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EMBARK = 1,
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DISEMBARK, //2
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BATTLE,//3
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VISIT,//4
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BLOCKING_VISIT//5
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};
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enum EAccessibility
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{
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NOT_SET = 0,
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ACCESSIBLE = 1, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighbouring tile but not passable
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BLOCKED //tile can't be entered nor visited
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};
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bool locked;
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EAccessibility accessible;
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ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
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ui32 moveRemains; //remaining tiles after hero reaches the tile
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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ELayer layer;
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ENodeAction action;
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CGPathNode(int3 Coord, ELayer Layer);
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void reset();
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bool reachable() const;
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};
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struct DLL_LINKAGE CGPath
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{
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std::vector<CGPathNode> nodes; //just get node by node
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
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};
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struct DLL_LINKAGE CPathsInfo
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{
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typedef EPathfindingLayer ELayer;
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mutable boost::mutex pathMx;
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const CGHeroInstance *hero;
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int3 hpos;
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int3 sizes;
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boost::multi_array<CGPathNode *, 4> nodes; //[w][h][level][layer]
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CPathsInfo(const int3 &Sizes);
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~CPathsInfo();
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const CGPathNode * getPathInfo(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
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bool getPath(CGPath &out, const int3 &dst, const ELayer &layer = ELayer::AUTO) const;
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int getDistance(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
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CGPathNode *getNode(const int3 &coord, const ELayer &layer) const;
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};
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class CPathfinder : private CGameInfoCallback
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{
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public:
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CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
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void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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private:
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typedef EPathfindingLayer ELayer;
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struct PathfinderOptions
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{
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bool useFlying;
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bool useWaterWalking;
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bool useEmbarkAndDisembark;
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bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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/// TODO: Find out with client and server code, merge with normal teleporters.
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/// Likely proper implementation would require some refactoring of CGTeleport.
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/// So for now this is unfinished and disabled by default.
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bool useCastleGate;
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/// If true transition into air layer only possible from initial node.
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/// This is drastically decrease path calculation complexity (and time).
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/// Downside is less MP effective paths calculation.
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bool lightweightFlyingMode;
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/// This option enable one turn limitation for flying and water walking.
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/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
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///
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/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
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/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
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bool oneTurnSpecialLayersLimit;
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PathfinderOptions();
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} options;
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CPathsInfo &out;
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const CGHeroInstance *hero;
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struct NodeComparer
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{
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bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
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{
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if(rhs->turns > lhs->turns)
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return false;
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else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
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return false;
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return true;
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}
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};
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boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
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std::vector<int3> neighbours;
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CGPathNode *cp; //current (source) path node -> we took it from the queue
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile *ct, *dt; //tile info for both nodes
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const CGObjectInstance *sTileObj;
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CGPathNode::ENodeAction destAction;
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void addNeighbours(const int3 &coord);
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void addTeleportExits(bool noTeleportExcludes = false);
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bool isLayerTransitionPossible() const;
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bool isMovementToDestPossible();
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bool isMovementAfterDestPossible() const;
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bool isSourceInitialPosition() const;
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int3 getSourceGuardPosition() const;
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bool isSourceGuarded() const;
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bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
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bool isDestinationGuardian() const;
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void initializeGraph();
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CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
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bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
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bool addTeleportTwoWay(const CGTeleport * obj) const;
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bool addTeleportOneWay(const CGTeleport * obj) const;
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bool addTeleportOneWayRandom(const CGTeleport * obj) const;
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bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
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bool canVisitObject() const;
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};
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