mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
8303ce5d13
Used for simturns contact detection, by default disabled for player pathfinding
423 lines
13 KiB
C++
423 lines
13 KiB
C++
/*
|
|
* PathfindingRules.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 "PathfindingRules.h"
|
|
|
|
#include "CGPathNode.h"
|
|
#include "CPathfinder.h"
|
|
#include "INodeStorage.h"
|
|
#include "PathfinderOptions.h"
|
|
|
|
#include "../mapObjects/CGHeroInstance.h"
|
|
#include "../mapObjects/MiscObjects.h"
|
|
#include "../mapping/CMapDefines.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
void MovementCostRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
const float currentCost = destination.cost;
|
|
const int currentTurnsUsed = destination.turn;
|
|
const int currentMovePointsLeft = destination.movementLeft;
|
|
const int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
|
|
|
|
int moveCostPoints = pathfinderHelper->getMovementCost(source, destination, currentMovePointsLeft);
|
|
float destinationCost = currentCost;
|
|
int destTurnsUsed = currentTurnsUsed;
|
|
int destMovePointsLeft = currentMovePointsLeft;
|
|
|
|
if(currentMovePointsLeft < moveCostPoints)
|
|
{
|
|
// occurs rarely, when hero with low movepoints tries to leave the road
|
|
// in this case, all remaining movement points from current turn are spent
|
|
// and actual movement will happen on next turn, spending points from next turn pool
|
|
|
|
destinationCost += static_cast<float>(currentMovePointsLeft) / sourceLayerMaxMovePoints;
|
|
destTurnsUsed += 1;
|
|
destMovePointsLeft = sourceLayerMaxMovePoints;
|
|
|
|
// update move cost - it might have changed since hero now makes next turn and replenished his pool
|
|
moveCostPoints = pathfinderHelper->getMovementCost(source, destination, destMovePointsLeft);
|
|
|
|
pathfinderHelper->updateTurnInfo(destTurnsUsed);
|
|
}
|
|
|
|
if(destination.action == EPathNodeAction::EMBARK || destination.action == EPathNodeAction::DISEMBARK)
|
|
{
|
|
// FREE_SHIP_BOARDING bonus only remove additional penalty
|
|
// land <-> sail transition still cost movement points as normal movement
|
|
|
|
const int movementPointsAfterEmbark = pathfinderHelper->movementPointsAfterEmbark(destMovePointsLeft, moveCostPoints, (destination.action == EPathNodeAction::DISEMBARK));
|
|
|
|
const int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
|
|
const float costBeforeConversion = static_cast<float>(destMovePointsLeft) / sourceLayerMaxMovePoints;
|
|
const float costAfterConversion = static_cast<float>(movementPointsAfterEmbark) / destinationLayerMaxMovePoints;
|
|
const float costDelta = costBeforeConversion - costAfterConversion;
|
|
|
|
assert(costDelta >= 0);
|
|
destMovePointsLeft = movementPointsAfterEmbark;
|
|
destinationCost += costDelta;
|
|
}
|
|
else
|
|
{
|
|
// Standard movement
|
|
assert(destMovePointsLeft >= moveCostPoints);
|
|
destMovePointsLeft -= moveCostPoints;
|
|
destinationCost += static_cast<float>(moveCostPoints) / sourceLayerMaxMovePoints;
|
|
}
|
|
|
|
// pathfinder / priority queue does not supports negative costs
|
|
assert(destinationCost >= currentCost);
|
|
|
|
destination.cost = destinationCost;
|
|
destination.turn = destTurnsUsed;
|
|
destination.movementLeft = destMovePointsLeft;
|
|
|
|
if(destination.isBetterWay() &&
|
|
((source.node->turns == destTurnsUsed && destMovePointsLeft) || pathfinderHelper->passOneTurnLimitCheck(source)))
|
|
{
|
|
pathfinderConfig->nodeStorage->commit(destination, source);
|
|
|
|
return;
|
|
}
|
|
|
|
destination.blocked = true;
|
|
}
|
|
|
|
void PathfinderBlockingRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
|
|
|
|
destination.blocked = blockingReason != BlockingReason::NONE;
|
|
}
|
|
|
|
void DestinationActionRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(destination.action != EPathNodeAction::UNKNOWN)
|
|
{
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
EPathNodeAction action = EPathNodeAction::NORMAL;
|
|
const auto * hero = pathfinderHelper->hero;
|
|
|
|
switch(destination.node->layer.toEnum())
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(source.node->layer == EPathfindingLayer::SAIL)
|
|
{
|
|
// TODO: Handle dismebark into guarded areaa
|
|
action = EPathNodeAction::DISEMBARK;
|
|
break;
|
|
}
|
|
|
|
/// don't break - next case shared for both land and sail layers
|
|
[[fallthrough]];
|
|
|
|
case EPathfindingLayer::SAIL:
|
|
if(destination.isNodeObjectVisitable())
|
|
{
|
|
auto objRel = destination.objectRelations;
|
|
|
|
if(destination.nodeObject->ID == Obj::BOAT)
|
|
action = EPathNodeAction::EMBARK;
|
|
else if(destination.nodeHero)
|
|
{
|
|
if(destination.heroRelations == PlayerRelations::ENEMIES)
|
|
action = EPathNodeAction::BATTLE;
|
|
else
|
|
action = EPathNodeAction::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::TOWN)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
action = EPathNodeAction::VISIT;
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = EPathNodeAction::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = EPathNodeAction::BATTLE;
|
|
}
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = EPathNodeAction::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = EPathNodeAction::BATTLE;
|
|
}
|
|
else
|
|
action = EPathNodeAction::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.isGuardianTile)
|
|
action = EPathNodeAction::BATTLE;
|
|
else if(destination.nodeObject->isBlockedVisitable() && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
|
|
action = EPathNodeAction::BLOCKING_VISIT;
|
|
|
|
if(action == EPathNodeAction::NORMAL)
|
|
{
|
|
if(destination.guarded)
|
|
action = EPathNodeAction::BATTLE;
|
|
else
|
|
action = EPathNodeAction::VISIT;
|
|
}
|
|
}
|
|
else if(destination.guarded)
|
|
action = EPathNodeAction::BATTLE;
|
|
|
|
break;
|
|
}
|
|
|
|
destination.action = action;
|
|
}
|
|
|
|
void MovementAfterDestinationRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * config,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
|
|
|
|
if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == EPathNodeAction::BATTLE)
|
|
{
|
|
return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
|
|
}
|
|
|
|
destination.blocked = blocker != BlockingReason::NONE;
|
|
}
|
|
|
|
|
|
PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * config,
|
|
const CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
switch(destination.action)
|
|
{
|
|
/// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
|
|
/// Likely in many cases we don't need to add visitable tile to queue when hero doesn't fly
|
|
case EPathNodeAction::VISIT:
|
|
{
|
|
/// For now we only add visitable tile into queue when it's teleporter that allow transit
|
|
/// Movement from visitable tile when hero is standing on it is possible into any layer
|
|
const auto * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
|
|
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
|
|
{
|
|
/// For now we'll always allow transit over teleporters
|
|
/// Transit over whirlpools only allowed when hero is protected
|
|
return BlockingReason::NONE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::GARRISON
|
|
|| destination.nodeObject->ID == Obj::GARRISON2
|
|
|| destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
{
|
|
/// Transit via unguarded garrisons is always possible
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
return BlockingReason::DESTINATION_VISIT;
|
|
}
|
|
|
|
case EPathNodeAction::BLOCKING_VISIT:
|
|
return destination.guarded
|
|
? BlockingReason::DESTINATION_GUARDED
|
|
: BlockingReason::DESTINATION_BLOCKVIS;
|
|
|
|
case EPathNodeAction::NORMAL:
|
|
return BlockingReason::NONE;
|
|
|
|
case EPathNodeAction::EMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case EPathNodeAction::DISEMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case EPathNodeAction::BATTLE:
|
|
/// Movement after BATTLE action only possible from guarded tile to guardian tile
|
|
if(destination.guarded)
|
|
{
|
|
if (pathfinderHelper->options.ignoreGuards)
|
|
return BlockingReason::DESTINATION_GUARDED;
|
|
else
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
|
|
PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
|
|
if(destination.node->accessible == EPathAccessibility::BLOCKED)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
switch(destination.node->layer.toEnum())
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(source.guarded)
|
|
{
|
|
if(!(pathfinderConfig->options.originalMovementRules && source.node->layer == EPathfindingLayer::AIR)
|
|
&& !pathfinderConfig->options.ignoreGuards
|
|
&& (!destination.isGuardianTile || pathfinderHelper->getGuardiansCount(source.coord) > 1)) // Can step into tile of guard
|
|
{
|
|
return BlockingReason::SOURCE_GUARDED;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::SAIL:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord))
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(source.guarded)
|
|
{
|
|
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
|
|
if(source.node->action != EPathNodeAction::EMBARK && !destination.isGuardianTile)
|
|
return BlockingReason::SOURCE_GUARDED;
|
|
}
|
|
|
|
if(source.node->layer == EPathfindingLayer::LAND)
|
|
{
|
|
if(!destination.isNodeObjectVisitable())
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(!destination.nodeHero && !destination.nodeObject->isCoastVisitable())
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
else if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::BOAT)
|
|
{
|
|
/// Hero in boat can't visit empty boats
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(!pathfinderHelper->canMoveBetween(source.coord, destination.coord)
|
|
|| destination.node->accessible != EPathAccessibility::ACCESSIBLE)
|
|
{
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
if(destination.guarded)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
void LayerTransitionRule::process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(source.node->layer == destination.node->layer)
|
|
return;
|
|
|
|
switch(source.node->layer.toEnum())
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(destination.node->layer == EPathfindingLayer::SAIL)
|
|
{
|
|
/// Cannot enter empty water tile from land -> it has to be visitable
|
|
if(destination.node->accessible == EPathAccessibility::ACCESSIBLE)
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::SAIL:
|
|
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
|
|
if((destination.node->accessible != EPathAccessibility::ACCESSIBLE && (destination.node->accessible != EPathAccessibility::BLOCKVIS || destination.tile->blocked))
|
|
|| destination.tile->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
|
|
{
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::AIR:
|
|
if(pathfinderConfig->options.originalMovementRules)
|
|
{
|
|
if((source.node->accessible != EPathAccessibility::ACCESSIBLE &&
|
|
source.node->accessible != EPathAccessibility::VISITABLE) &&
|
|
(destination.node->accessible != EPathAccessibility::VISITABLE &&
|
|
destination.node->accessible != EPathAccessibility::ACCESSIBLE))
|
|
{
|
|
destination.blocked = true;
|
|
}
|
|
}
|
|
else if(destination.node->accessible != EPathAccessibility::ACCESSIBLE)
|
|
{
|
|
/// Hero that fly can only land on accessible tiles
|
|
if(destination.nodeObject)
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.node->accessible != EPathAccessibility::VISITABLE)
|
|
{
|
|
/// Hero that walking on water can transit to accessible and visitable tiles
|
|
/// Though hero can't interact with blocking visit objects while standing on water
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|