mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
08ecf4cf4c
Initial support of new terrains
608 lines
17 KiB
C++
608 lines
17 KiB
C++
/*
|
|
* CPathfinder.h, 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
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
#include "VCMI_Lib.h"
|
|
#include "IGameCallback.h"
|
|
#include "HeroBonus.h"
|
|
#include "int3.h"
|
|
#include "Terrain.h"
|
|
|
|
#include <boost/heap/fibonacci_heap.hpp>
|
|
|
|
|
|
class CGHeroInstance;
|
|
class CGObjectInstance;
|
|
struct TerrainTile;
|
|
class CPathfinderHelper;
|
|
class CMap;
|
|
class CGWhirlpool;
|
|
class CPathfinderHelper;
|
|
class CPathfinder;
|
|
class PathfinderConfig;
|
|
|
|
|
|
template<typename N>
|
|
struct DLL_LINKAGE NodeComparer
|
|
{
|
|
STRONG_INLINE
|
|
bool operator()(const N * lhs, const N * rhs) const
|
|
{
|
|
return lhs->getCost() > rhs->getCost();
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE CGPathNode
|
|
{
|
|
typedef EPathfindingLayer ELayer;
|
|
|
|
enum ENodeAction : ui8
|
|
{
|
|
UNKNOWN = 0,
|
|
EMBARK = 1,
|
|
DISEMBARK,
|
|
NORMAL,
|
|
BATTLE,
|
|
VISIT,
|
|
BLOCKING_VISIT,
|
|
TELEPORT_NORMAL,
|
|
TELEPORT_BLOCKING_VISIT,
|
|
TELEPORT_BATTLE
|
|
};
|
|
|
|
enum EAccessibility : ui8
|
|
{
|
|
NOT_SET = 0,
|
|
ACCESSIBLE = 1, //tile can be entered and passed
|
|
VISITABLE, //tile can be entered as the last tile in path
|
|
BLOCKVIS, //visitable from neighboring tile but not passable
|
|
FLYABLE, //can only be accessed in air layer
|
|
BLOCKED //tile can't be entered nor visited
|
|
};
|
|
|
|
CGPathNode * theNodeBefore;
|
|
int3 coord; //coordinates
|
|
ELayer layer;
|
|
ui32 moveRemains; //remaining movement points after hero reaches the tile
|
|
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
|
|
|
|
EAccessibility accessible;
|
|
ENodeAction action;
|
|
bool locked;
|
|
bool inPQ;
|
|
|
|
CGPathNode()
|
|
: coord(-1),
|
|
layer(ELayer::WRONG),
|
|
pqHandle(nullptr)
|
|
{
|
|
reset();
|
|
}
|
|
|
|
STRONG_INLINE
|
|
void reset()
|
|
{
|
|
locked = false;
|
|
accessible = NOT_SET;
|
|
moveRemains = 0;
|
|
cost = std::numeric_limits<float>::max();
|
|
turns = 255;
|
|
theNodeBefore = nullptr;
|
|
action = UNKNOWN;
|
|
inPQ = false;
|
|
pq = nullptr;
|
|
}
|
|
|
|
STRONG_INLINE
|
|
float getCost() const
|
|
{
|
|
return cost;
|
|
}
|
|
|
|
STRONG_INLINE
|
|
void setCost(float value)
|
|
{
|
|
if(value == cost)
|
|
return;
|
|
|
|
bool getUpNode = value < cost;
|
|
cost = value;
|
|
// If the node is in the heap, update the heap.
|
|
if(inPQ && pq != nullptr)
|
|
{
|
|
if(getUpNode)
|
|
{
|
|
pq->increase(this->pqHandle);
|
|
}
|
|
else
|
|
{
|
|
pq->decrease(this->pqHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
STRONG_INLINE
|
|
void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
|
|
{
|
|
if(layer == ELayer::WRONG)
|
|
{
|
|
coord = Coord;
|
|
layer = Layer;
|
|
}
|
|
else
|
|
{
|
|
reset();
|
|
}
|
|
|
|
accessible = Accessible;
|
|
}
|
|
|
|
STRONG_INLINE
|
|
bool reachable() const
|
|
{
|
|
return turns < 255;
|
|
}
|
|
|
|
typedef boost::heap::fibonacci_heap<
|
|
CGPathNode *,
|
|
boost::heap::compare<NodeComparer<CGPathNode>>
|
|
> TFibHeap;
|
|
|
|
TFibHeap::handle_type pqHandle;
|
|
TFibHeap* pq;
|
|
|
|
private:
|
|
float cost; //total cost of the path to this tile measured in turns with fractions
|
|
};
|
|
|
|
struct DLL_LINKAGE CGPath
|
|
{
|
|
std::vector<CGPathNode> nodes; //just get node by node
|
|
|
|
int3 startPos() const; // start point
|
|
int3 endPos() const; //destination point
|
|
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
|
};
|
|
|
|
struct DLL_LINKAGE CPathsInfo
|
|
{
|
|
typedef EPathfindingLayer ELayer;
|
|
|
|
const CGHeroInstance * hero;
|
|
int3 hpos;
|
|
int3 sizes;
|
|
boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
|
|
|
|
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
|
|
~CPathsInfo();
|
|
const CGPathNode * getPathInfo(const int3 & tile) const;
|
|
bool getPath(CGPath & out, const int3 & dst) const;
|
|
const CGPathNode * getNode(const int3 & coord) const;
|
|
|
|
STRONG_INLINE
|
|
CGPathNode * getNode(const int3 & coord, const ELayer layer)
|
|
{
|
|
return &nodes[coord.x][coord.y][coord.z][layer];
|
|
}
|
|
};
|
|
|
|
struct DLL_LINKAGE PathNodeInfo
|
|
{
|
|
CGPathNode * node;
|
|
const CGObjectInstance * nodeObject;
|
|
const CGHeroInstance * nodeHero;
|
|
const TerrainTile * tile;
|
|
int3 coord;
|
|
bool guarded;
|
|
PlayerRelations::PlayerRelations objectRelations;
|
|
PlayerRelations::PlayerRelations heroRelations;
|
|
bool isInitialPosition;
|
|
|
|
PathNodeInfo();
|
|
|
|
virtual void setNode(CGameState * gs, CGPathNode * n);
|
|
|
|
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
|
|
|
|
bool isNodeObjectVisitable() const;
|
|
};
|
|
|
|
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
|
|
{
|
|
CGPathNode::ENodeAction action;
|
|
int turn;
|
|
int movementLeft;
|
|
float cost; //same as CGPathNode::cost
|
|
bool blocked;
|
|
bool isGuardianTile;
|
|
|
|
CDestinationNodeInfo();
|
|
|
|
virtual void setNode(CGameState * gs, CGPathNode * n) override;
|
|
|
|
virtual bool isBetterWay() const;
|
|
};
|
|
|
|
class IPathfindingRule
|
|
{
|
|
public:
|
|
virtual ~IPathfindingRule() = default;
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const = 0;
|
|
};
|
|
|
|
class DLL_LINKAGE MovementCostRule : public IPathfindingRule
|
|
{
|
|
public:
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const override;
|
|
};
|
|
|
|
class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
|
|
{
|
|
public:
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const override;
|
|
};
|
|
|
|
class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
|
|
{
|
|
public:
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const override;
|
|
};
|
|
|
|
class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
|
|
{
|
|
public:
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const override
|
|
{
|
|
auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
|
|
|
|
destination.blocked = blockingReason != BlockingReason::NONE;
|
|
}
|
|
|
|
protected:
|
|
enum class BlockingReason
|
|
{
|
|
NONE = 0,
|
|
SOURCE_GUARDED = 1,
|
|
DESTINATION_GUARDED = 2,
|
|
SOURCE_BLOCKED = 3,
|
|
DESTINATION_BLOCKED = 4,
|
|
DESTINATION_BLOCKVIS = 5,
|
|
DESTINATION_VISIT = 6
|
|
};
|
|
|
|
virtual BlockingReason getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) const = 0;
|
|
};
|
|
|
|
class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
|
|
{
|
|
public:
|
|
virtual void process(
|
|
const PathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const override;
|
|
|
|
protected:
|
|
virtual BlockingReason getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) const override;
|
|
};
|
|
|
|
class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
|
|
{
|
|
protected:
|
|
virtual BlockingReason getBlockingReason(
|
|
const PathNodeInfo & source,
|
|
const CDestinationNodeInfo & destination,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) const override;
|
|
};
|
|
|
|
struct DLL_LINKAGE PathfinderOptions
|
|
{
|
|
bool useFlying;
|
|
bool useWaterWalking;
|
|
bool useEmbarkAndDisembark;
|
|
bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
|
|
bool useTeleportOneWay; // One-way monoliths with one known exit only
|
|
bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
|
|
bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
|
|
|
|
/// TODO: Find out with client and server code, merge with normal teleporters.
|
|
/// Likely proper implementation would require some refactoring of CGTeleport.
|
|
/// So for now this is unfinished and disabled by default.
|
|
bool useCastleGate;
|
|
|
|
/// If true transition into air layer only possible from initial node.
|
|
/// This is drastically decrease path calculation complexity (and time).
|
|
/// Downside is less MP effective paths calculation.
|
|
///
|
|
/// TODO: If this option end up useful for slow devices it's can be improved:
|
|
/// - Allow transition into air layer not only from initial position, but also from teleporters.
|
|
/// Movement into air can be also allowed when hero disembarked.
|
|
/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
|
|
/// Patrol support need similar functionality so it's won't be ton of useless code.
|
|
/// Such limitation could be useful as it's can be scaled depend on device performance.
|
|
bool lightweightFlyingMode;
|
|
|
|
/// This option enable one turn limitation for flying and water walking.
|
|
/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
|
|
///
|
|
/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
|
|
/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
|
|
///
|
|
/// TODO:
|
|
/// - Behavior when option is disabled not implemented and will lead to crashes.
|
|
bool oneTurnSpecialLayersLimit;
|
|
|
|
/// VCMI have different movement rules to solve flaws original engine has.
|
|
/// If this option enabled you'll able to do following things in fly:
|
|
/// - Move from blocked tiles to visitable one
|
|
/// - Move from guarded tiles to blockvis tiles without being attacked
|
|
/// - Move from guarded tiles to guarded visitable tiles with being attacked after
|
|
/// TODO:
|
|
/// - Option should also allow same tile land <-> air layer transitions.
|
|
/// Current implementation only allow go into (from) air layer only to neighbour tiles.
|
|
/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
|
|
bool originalMovementRules;
|
|
|
|
PathfinderOptions();
|
|
};
|
|
|
|
class DLL_LINKAGE INodeStorage
|
|
{
|
|
public:
|
|
using ELayer = EPathfindingLayer;
|
|
virtual std::vector<CGPathNode *> getInitialNodes() = 0;
|
|
|
|
virtual std::vector<CGPathNode *> calculateNeighbours(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) = 0;
|
|
|
|
virtual std::vector<CGPathNode *> calculateTeleportations(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) = 0;
|
|
|
|
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
|
|
|
|
virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
|
|
};
|
|
|
|
class DLL_LINKAGE NodeStorage : public INodeStorage
|
|
{
|
|
private:
|
|
CPathsInfo & out;
|
|
|
|
STRONG_INLINE
|
|
void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
|
|
|
|
public:
|
|
NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
|
|
|
|
STRONG_INLINE
|
|
CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
|
|
{
|
|
return out.getNode(coord, layer);
|
|
}
|
|
|
|
void initialize(const PathfinderOptions & options, const CGameState * gs) override;
|
|
virtual ~NodeStorage() = default;
|
|
|
|
virtual std::vector<CGPathNode *> getInitialNodes() override;
|
|
|
|
virtual std::vector<CGPathNode *> calculateNeighbours(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) override;
|
|
|
|
virtual std::vector<CGPathNode *> calculateTeleportations(
|
|
const PathNodeInfo & source,
|
|
const PathfinderConfig * pathfinderConfig,
|
|
const CPathfinderHelper * pathfinderHelper) override;
|
|
|
|
virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
|
|
};
|
|
|
|
class DLL_LINKAGE PathfinderConfig
|
|
{
|
|
public:
|
|
std::shared_ptr<INodeStorage> nodeStorage;
|
|
std::vector<std::shared_ptr<IPathfindingRule>> rules;
|
|
PathfinderOptions options;
|
|
|
|
PathfinderConfig(
|
|
std::shared_ptr<INodeStorage> nodeStorage,
|
|
std::vector<std::shared_ptr<IPathfindingRule>> rules);
|
|
|
|
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
|
|
};
|
|
|
|
class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
|
|
{
|
|
private:
|
|
std::unique_ptr<CPathfinderHelper> pathfinderHelper;
|
|
|
|
public:
|
|
SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
|
|
virtual ~SingleHeroPathfinderConfig() = default;
|
|
|
|
virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
|
|
|
|
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
|
|
};
|
|
|
|
class CPathfinder : private CGameInfoCallback
|
|
{
|
|
public:
|
|
friend class CPathfinderHelper;
|
|
|
|
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
|
|
CPathfinder(
|
|
CGameState * _gs,
|
|
std::shared_ptr<PathfinderConfig> config);
|
|
|
|
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
|
|
|
|
private:
|
|
typedef EPathfindingLayer ELayer;
|
|
|
|
std::shared_ptr<PathfinderConfig> config;
|
|
|
|
boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
|
|
|
|
PathNodeInfo source; //current (source) path node -> we took it from the queue
|
|
CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
|
|
|
|
bool isLayerTransitionPossible() const;
|
|
CGPathNode::ENodeAction getTeleportDestAction() const;
|
|
|
|
bool isDestinationGuardian() const;
|
|
|
|
void initializeGraph();
|
|
|
|
STRONG_INLINE
|
|
void push(CGPathNode * node);
|
|
|
|
STRONG_INLINE
|
|
CGPathNode * topAndPop();
|
|
};
|
|
|
|
struct DLL_LINKAGE TurnInfo
|
|
{
|
|
/// This is certainly not the best design ever and certainly can be improved
|
|
/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
|
|
struct BonusCache {
|
|
std::vector<bool> noTerrainPenalty;
|
|
bool freeShipBoarding;
|
|
bool flyingMovement;
|
|
int flyingMovementVal;
|
|
bool waterWalking;
|
|
int waterWalkingVal;
|
|
|
|
BonusCache(TConstBonusListPtr bonusList);
|
|
};
|
|
std::unique_ptr<BonusCache> bonusCache;
|
|
|
|
const CGHeroInstance * hero;
|
|
TConstBonusListPtr bonuses;
|
|
mutable int maxMovePointsLand;
|
|
mutable int maxMovePointsWater;
|
|
Terrain nativeTerrain;
|
|
|
|
TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
|
|
bool isLayerAvailable(const EPathfindingLayer layer) const;
|
|
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
|
|
int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
|
|
int getMaxMovePoints(const EPathfindingLayer layer) const;
|
|
};
|
|
|
|
class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
|
|
{
|
|
public:
|
|
enum EPatrolState
|
|
{
|
|
PATROL_NONE = 0,
|
|
PATROL_LOCKED = 1,
|
|
PATROL_RADIUS
|
|
} patrolState;
|
|
std::unordered_set<int3, ShashInt3> patrolTiles;
|
|
|
|
int turn;
|
|
PlayerColor owner;
|
|
const CGHeroInstance * hero;
|
|
std::vector<TurnInfo *> turnsInfo;
|
|
const PathfinderOptions & options;
|
|
|
|
CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
|
|
virtual ~CPathfinderHelper();
|
|
void initializePatrol();
|
|
bool isHeroPatrolLocked() const;
|
|
bool isPatrolMovementAllowed(const int3 & dst) const;
|
|
void updateTurnInfo(const int turn = 0);
|
|
bool isLayerAvailable(const EPathfindingLayer layer) const;
|
|
const TurnInfo * getTurnInfo() const;
|
|
bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
|
|
int getMaxMovePoints(const EPathfindingLayer layer) const;
|
|
|
|
std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
|
|
bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
|
|
std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) const;
|
|
bool addTeleportTwoWay(const CGTeleport * obj) const;
|
|
bool addTeleportOneWay(const CGTeleport * obj) const;
|
|
bool addTeleportOneWayRandom(const CGTeleport * obj) const;
|
|
bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
|
|
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)
|
|
|
|
std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
|
|
std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
|
|
|
|
void getNeighbours(
|
|
const TerrainTile & srct,
|
|
const int3 & tile,
|
|
std::vector<int3> & vec,
|
|
const boost::logic::tribool & onLand,
|
|
const bool limitCoastSailing) const;
|
|
|
|
int getMovementCost(
|
|
const int3 & src,
|
|
const int3 & dst,
|
|
const TerrainTile * ct,
|
|
const TerrainTile * dt,
|
|
const int remainingMovePoints =- 1,
|
|
const bool checkLast = true) const;
|
|
|
|
int getMovementCost(
|
|
const PathNodeInfo & src,
|
|
const PathNodeInfo & dst,
|
|
const int remainingMovePoints = -1,
|
|
const bool checkLast = true) const
|
|
{
|
|
return getMovementCost(
|
|
src.coord,
|
|
dst.coord,
|
|
src.tile,
|
|
dst.tile,
|
|
remainingMovePoints,
|
|
checkLast
|
|
);
|
|
}
|
|
|
|
int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
|
|
bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
|
|
};
|