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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/lib/CPathfinder.cpp
ArseniyShestakov 9490a5d66d CPathfinder: deny transit to land blockvis objs from water layer
When hero is in water walking layer he can only exit to accessible or visitable land tiles, but not objects that have blocking visit and leave hero standing on water.
This is different than default flying behaviour because hero in air layer can only transit into accessible land layer without any blocking or visitable objects on them.
2015-12-16 20:14:36 +03:00

1201 lines
31 KiB
C++

#include "StdInc.h"
#include "CPathfinder.h"
#include "CHeroHandler.h"
#include "mapping/CMap.h"
#include "CGameState.h"
#include "mapObjects/CGHeroInstance.h"
#include "GameConstants.h"
#include "CStopWatch.h"
#include "CConfigHandler.h"
#include "../lib/CPlayerState.h"
/*
* 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
*
*/
CPathfinder::PathfinderOptions::PathfinderOptions()
{
useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
}
CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
{
assert(hero);
assert(hero == getHero(hero->id));
out.hero = hero;
out.hpos = hero->getPosition(false);
if(!isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
throw std::runtime_error("Wrong checksum");
}
hlp = make_unique<CPathfinderHelper>(hero, options);
initializePatrol();
initializeGraph();
neighbourTiles.reserve(8);
neighbours.reserve(16);
}
void CPathfinder::calculatePaths()
{
auto passOneTurnLimitCheck = [&]() -> bool
{
if(!options.oneTurnSpecialLayersLimit)
return true;
if(cp->layer == ELayer::WATER)
return false;
if(cp->layer == ELayer::AIR)
{
if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
return true;
else
return false;
}
return true;
};
auto isBetterWay = [&](int remains, int turn) -> bool
{
if(dp->turns == 0xff) //we haven't been here before
return true;
else if(dp->turns > turn)
return true;
else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
return true;
return false;
};
//logGlobal->infoStream() << boost::format("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
CGPathNode * initialNode = out.getNode(out.hpos, hero->boat ? ELayer::SAIL : ELayer::LAND);
initialNode->turns = 0;
initialNode->moveRemains = hero->movement;
if(isHeroPatrolLocked())
return;
pq.push(initialNode);
while(!pq.empty())
{
cp = pq.top();
pq.pop();
cp->locked = true;
int movement = cp->moveRemains, turn = cp->turns;
hlp->updateTurnInfo(turn);
if(!movement)
{
hlp->updateTurnInfo(++turn);
movement = hlp->getMaxMovePoints(cp->layer);
if(!passOneTurnLimitCheck())
continue;
}
ct = &gs->map->getTile(cp->coord);
ctObj = ct->topVisitableObj(isSourceInitialPosition());
//add accessible neighbouring nodes to the queue
addNeighbours();
for(auto & neighbour : neighbours)
{
if(!isPatrolMovementAllowed(neighbour))
continue;
dt = &gs->map->getTile(neighbour);
dtObj = dt->topVisitableObj();
for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
{
if(!hlp->isLayerAvailable(i))
continue;
if(cp->layer != i && !isLayerTransitionPossible(i))
continue;
dp = out.getNode(neighbour, i);
if(dp->locked)
continue;
if(dp->accessible == CGPathNode::NOT_SET)
continue;
if(cp->layer != i && !isLayerTransitionPossible())
continue;
if(!isMovementToDestPossible())
continue;
destAction = getDestAction();
int turnAtNextTile = turn, moveAtNextTile = movement;
int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo());
int remains = moveAtNextTile - cost;
if(remains < 0)
{
//occurs rarely, when hero with low movepoints tries to leave the road
hlp->updateTurnInfo(++turnAtNextTile);
moveAtNextTile = hlp->getMaxMovePoints(i);
cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
remains = moveAtNextTile - cost;
}
if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
{
/// FREE_SHIP_BOARDING bonus only remove additional penalty
/// land <-> sail transition still cost movement points as normal movement
remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
cost = moveAtNextTile - remains;
}
if(isBetterWay(remains, turnAtNextTile) &&
((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
{
assert(dp != cp->theNodeBefore); //two tiles can't point to each other
dp->moveRemains = remains;
dp->turns = turnAtNextTile;
dp->theNodeBefore = cp;
dp->action = destAction;
if(isMovementAfterDestPossible())
pq.push(dp);
}
}
} //neighbours loop
//just add all passable teleport exits
addTeleportExits();
for(auto & neighbour : neighbours)
{
dp = out.getNode(neighbour, cp->layer);
if(dp->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(dp->accessible == CGPathNode::BLOCKED)
continue;
if(isBetterWay(movement, turn))
{
dtObj = gs->map->getTile(neighbour).topVisitableObj();
dp->moveRemains = movement;
dp->turns = turn;
dp->theNodeBefore = cp;
dp->action = getTeleportDestAction();
if(dp->action == CGPathNode::TELEPORT_NORMAL)
pq.push(dp);
}
}
} //queue loop
}
void CPathfinder::addNeighbours()
{
neighbours.clear();
neighbourTiles.clear();
CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL);
if(isSourceVisitableObj())
{
for(int3 tile: neighbourTiles)
{
if(canMoveBetween(tile, ctObj->visitablePos()))
neighbours.push_back(tile);
}
}
else
vstd::concatenate(neighbours, neighbourTiles);
}
void CPathfinder::addTeleportExits()
{
neighbours.clear();
/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS)
return;
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
if(isAllowedTeleportEntrance(objTeleport))
{
for(auto objId : getTeleportChannelExits(objTeleport->channel, hero->tempOwner))
{
auto obj = getObj(objId);
if(dynamic_cast<const CGWhirlpool *>(obj))
{
auto pos = obj->getBlockedPos();
for(auto p : pos)
{
if(gs->map->getTile(p).topVisitableId() == obj->ID)
neighbours.push_back(p);
}
}
else if(CGTeleport::isExitPassable(gs, hero, obj))
neighbours.push_back(obj->visitablePos());
}
}
if(options.useCastleGate
&& (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO
&& getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != PlayerRelations::ENEMIES))
{
/// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
/// This may be handy if we allow to use teleportation to friendly towns
auto towns = getPlayer(hero->tempOwner)->towns;
for(const auto & town : towns)
{
if(town->id != ctObj->id && town->visitingHero == nullptr
&& town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
neighbours.push_back(town->visitablePos());
}
}
}
}
bool CPathfinder::isHeroPatrolLocked() const
{
return patrolState == PATROL_LOCKED;
}
bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
{
if(patrolState == PATROL_RADIUS)
{
if(!vstd::contains(patrolTiles, dst))
return false;
}
return true;
}
bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
{
/// No layer transition allowed when previous node action is BATTLE
if(cp->action == CGPathNode::BATTLE)
return false;
switch(cp->layer)
{
case ELayer::LAND:
if(destLayer != ELayer::AIR)
return true;
if(!options.lightweightFlyingMode || isSourceInitialPosition())
return true;
break;
case ELayer::SAIL:
if(destLayer == ELayer::LAND && dt->isCoastal())
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;
}
bool CPathfinder::isLayerTransitionPossible() const
{
switch(cp->layer)
{
case ELayer::LAND:
if(dp->layer == ELayer::SAIL)
{
/// Cannot enter empty water tile from land -> it has to be visitable
if(dp->accessible == CGPathNode::ACCESSIBLE)
return false;
}
break;
case ELayer::SAIL:
//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
|| dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
{
return false;
}
break;
case ELayer::AIR:
if(options.originalMovementRules)
{
if((cp->accessible != CGPathNode::ACCESSIBLE &&
cp->accessible != CGPathNode::VISITABLE) &&
(dp->accessible != CGPathNode::VISITABLE &&
dp->accessible != CGPathNode::ACCESSIBLE))
{
return false;
}
}
else if(cp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::ACCESSIBLE)
{
/// Hero that fly can only land on accessible tiles
return false;
}
break;
case ELayer::WATER:
if(dp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::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
return false;
}
break;
}
return true;
}
bool CPathfinder::isMovementToDestPossible() const
{
if(dp->accessible == CGPathNode::BLOCKED)
return false;
switch(dp->layer)
{
case ELayer::LAND:
if(!canMoveBetween(cp->coord, dp->coord))
return false;
if(isSourceGuarded())
{
if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
!isDestinationGuardian()) // Can step into tile of guard
{
return false;
}
}
break;
case ELayer::SAIL:
if(!canMoveBetween(cp->coord, dp->coord))
return false;
if(isSourceGuarded())
{
// Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
return false;
}
if(cp->layer == ELayer::LAND)
{
if(!isDestVisitableObj())
return false;
if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO)
return false;
}
else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT)
{
/// Hero in boat can't visit empty boats
return false;
}
break;
case ELayer::WATER:
if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
return false;
if(isDestinationGuarded())
return false;
break;
}
return true;
}
bool CPathfinder::isMovementAfterDestPossible() const
{
switch(destAction)
{
/// 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 don't fly
case CGPathNode::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 CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(dtObj);
if(isAllowedTeleportEntrance(objTeleport))
{
/// For now we'll always allow transit over teleporters
/// Transit over whirlpools only allowed when hero protected
return true;
}
else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE)
{
/// Transit via unguarded garrisons is always possible
return true;
}
break;
}
case CGPathNode::NORMAL:
return true;
case CGPathNode::EMBARK:
if(options.useEmbarkAndDisembark)
return true;
break;
case CGPathNode::DISEMBARK:
if(options.useEmbarkAndDisembark && !isDestinationGuarded())
return true;
break;
case CGPathNode::BATTLE:
/// Movement after BATTLE action only possible from guarded tile to guardian tile
if(isDestinationGuarded())
return true;
break;
}
return false;
}
CGPathNode::ENodeAction CPathfinder::getDestAction() const
{
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
switch(dp->layer)
{
case ELayer::LAND:
if(cp->layer == ELayer::SAIL)
{
// TODO: Handle dismebark into guarded areaa
action = CGPathNode::DISEMBARK;
break;
}
/// don't break - next case shared for both land and sail layers
case ELayer::SAIL:
if(isDestVisitableObj())
{
auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
if(dtObj->ID == Obj::BOAT)
action = CGPathNode::EMBARK;
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.patrolRadious)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadious, 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(bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i))));
}
freeShipBoarding = bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING));
flyingMovement = bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT));
flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
waterWalking = 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 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();
}
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;
if(!ti)
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)
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)
return ret;
}
ret = remainingMovePoints;
}
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];
}