mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
1474 lines
39 KiB
C++
1474 lines
39 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 "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"
|
|
|
|
bool canSeeObj(const CGObjectInstance * obj)
|
|
{
|
|
/// Pathfinder should ignore placed events
|
|
return obj != nullptr && obj->ID != Obj::EVENT;
|
|
}
|
|
|
|
std::vector<CGPathNode *> CNodeStorage::calculateNeighbours(
|
|
CPathNodeInfo & source,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper)
|
|
{
|
|
std::vector<CGPathNode *> neighbours;
|
|
auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
|
|
|
|
for(auto & neighbour : accessibleNeighbourTiles)
|
|
{
|
|
for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
|
|
{
|
|
auto node = getNode(neighbour, i);
|
|
|
|
if(node->accessible == CGPathNode::NOT_SET)
|
|
continue;
|
|
|
|
neighbours.push_back(node);
|
|
}
|
|
}
|
|
|
|
return neighbours;
|
|
}
|
|
|
|
std::vector<CGPathNode *> CNodeStorage::calculateTeleportations(
|
|
CPathNodeInfo & source,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper)
|
|
{
|
|
std::vector<CGPathNode *> neighbours;
|
|
auto accessibleExits = pathfinderHelper->getTeleportExits(source);
|
|
|
|
for(auto & neighbour : accessibleExits)
|
|
{
|
|
auto node = getNode(neighbour, source.node->layer);
|
|
|
|
neighbours.push_back(node);
|
|
}
|
|
|
|
return neighbours;
|
|
}
|
|
|
|
std::vector<int3> CPathfinderHelper::getNeighbourTiles(CPathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> neighbourTiles;
|
|
|
|
getNeighbours(
|
|
*source.tile,
|
|
source.node->coord,
|
|
neighbourTiles,
|
|
boost::logic::indeterminate,
|
|
source.node->layer == EPathfindingLayer::SAIL);
|
|
|
|
if(source.isNodeObjectVisitable())
|
|
{
|
|
vstd::erase_if(neighbourTiles, [&](int3 tile) -> bool
|
|
{
|
|
return !canMoveBetween(tile, source.nodeObject->visitablePos());
|
|
});
|
|
}
|
|
|
|
return neighbourTiles;
|
|
}
|
|
|
|
CNodeStorage::CNodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
|
|
:out(pathsInfo)
|
|
{
|
|
out.hero = hero;
|
|
out.hpos = hero->getPosition(false);
|
|
}
|
|
|
|
CGPathNode * CNodeStorage::getNode(const int3 & coord, const EPathfindingLayer layer)
|
|
{
|
|
return out.getNode(coord, layer);
|
|
}
|
|
|
|
void CNodeStorage::resetTile(
|
|
const int3 & tile,
|
|
EPathfindingLayer layer,
|
|
CGPathNode::EAccessibility accessibility)
|
|
{
|
|
getNode(tile, layer)->update(tile, layer, accessibility);
|
|
}
|
|
|
|
CGPathNode * CNodeStorage::getInitialNode()
|
|
{
|
|
auto initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
|
|
|
|
initialNode->turns = 0;
|
|
initialNode->moveRemains = out.hero->movement;
|
|
|
|
return initialNode;
|
|
}
|
|
|
|
void CNodeStorage::commit(CDestinationNodeInfo & destination, CPathNodeInfo & source)
|
|
{
|
|
assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
|
|
destination.node->moveRemains = destination.movementLeft;
|
|
destination.node->turns = destination.turn;
|
|
destination.node->theNodeBefore = source.node;
|
|
destination.node->action = destination.action;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
void CMovementCostRule::process(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
int turnAtNextTile = destination.turn, moveAtNextTile = destination.movementLeft;
|
|
int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
|
|
int remains = moveAtNextTile - cost;
|
|
if(remains < 0)
|
|
{
|
|
//occurs rarely, when hero with low movepoints tries to leave the road
|
|
pathfinderHelper->updateTurnInfo(++turnAtNextTile);
|
|
moveAtNextTile = pathfinderHelper->getMaxMovePoints(destination.node->layer);
|
|
cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
|
|
remains = moveAtNextTile - cost;
|
|
}
|
|
if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
|
|
{
|
|
/// FREE_SHIP_BOARDING bonus only remove additional penalty
|
|
/// land <-> sail transition still cost movement points as normal movement
|
|
remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, destination.action - 1);
|
|
}
|
|
|
|
destination.turn = turnAtNextTile;
|
|
destination.movementLeft = remains;
|
|
|
|
if(destination.isBetterWay() &&
|
|
((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
|
|
{
|
|
pathfinderConfig->nodeStorage->commit(destination, source);
|
|
|
|
return;
|
|
}
|
|
|
|
destination.blocked = true;
|
|
}
|
|
|
|
CPathfinderConfig::CPathfinderConfig(
|
|
std::shared_ptr<INodeStorage> nodeStorage,
|
|
std::vector<std::shared_ptr<IPathfindingRule>> rules)
|
|
: nodeStorage(nodeStorage), rules(rules), options()
|
|
{
|
|
}
|
|
|
|
CPathfinder::CPathfinder(
|
|
CPathsInfo & _out,
|
|
CGameState * _gs,
|
|
const CGHeroInstance * _hero)
|
|
: CPathfinder(
|
|
_gs,
|
|
_hero,
|
|
std::make_shared<CPathfinderConfig>(
|
|
std::make_shared<CNodeStorage>(_out, _hero),
|
|
std::vector<std::shared_ptr<IPathfindingRule>>{
|
|
std::make_shared<CLayerTransitionRule>(),
|
|
std::make_shared<CDestinationActionRule>(),
|
|
std::make_shared<CMovementToDestinationRule>(),
|
|
std::make_shared<CMovementCostRule>(),
|
|
std::make_shared<CMovementAfterDestinationRule>()
|
|
}))
|
|
{
|
|
}
|
|
|
|
CPathfinder::CPathfinder(
|
|
CGameState * _gs,
|
|
const CGHeroInstance * _hero,
|
|
std::shared_ptr<CPathfinderConfig> config)
|
|
: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
|
|
, hero(_hero)
|
|
, FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
|
|
, config(config)
|
|
, source()
|
|
, destination()
|
|
{
|
|
assert(hero);
|
|
assert(hero == getHero(hero->id));
|
|
|
|
hlp = make_unique<CPathfinderHelper>(_gs, hero, config->options);
|
|
|
|
initializePatrol();
|
|
initializeGraph();
|
|
}
|
|
|
|
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
|
|
CGPathNode * initialNode = config->nodeStorage->getInitialNode();
|
|
|
|
if(!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");
|
|
}
|
|
|
|
if(isHeroPatrolLocked())
|
|
return;
|
|
|
|
pq.push(initialNode);
|
|
while(!pq.empty())
|
|
{
|
|
auto node = pq.top();
|
|
auto excludeOurHero = node->coord == initialNode->coord;
|
|
|
|
source.setNode(gs, node, excludeOurHero);
|
|
pq.pop();
|
|
source.node->locked = true;
|
|
|
|
int movement = source.node->moveRemains, turn = source.node->turns;
|
|
hlp->updateTurnInfo(turn);
|
|
if(!movement)
|
|
{
|
|
hlp->updateTurnInfo(++turn);
|
|
movement = hlp->getMaxMovePoints(source.node->layer);
|
|
if(!hlp->passOneTurnLimitCheck(source))
|
|
continue;
|
|
}
|
|
|
|
source.guarded = isSourceGuarded();
|
|
if(source.nodeObject)
|
|
source.objectRelations = gs->getPlayerRelations(hero->tempOwner, source.nodeObject->tempOwner);
|
|
|
|
//add accessible neighbouring nodes to the queue
|
|
auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp.get());
|
|
for(CGPathNode * neighbour : neighbourNodes)
|
|
{
|
|
if(neighbour->locked)
|
|
continue;
|
|
|
|
if(!isPatrolMovementAllowed(neighbour->coord))
|
|
continue;
|
|
|
|
if(!hlp->isLayerAvailable(neighbour->layer))
|
|
continue;
|
|
|
|
/// Check transition without tile accessability rules
|
|
if(source.node->layer != neighbour->layer && !isLayerTransitionPossible(neighbour->layer))
|
|
continue;
|
|
|
|
destination.setNode(gs, neighbour);
|
|
|
|
destination.turn = turn;
|
|
destination.movementLeft = movement;
|
|
|
|
destination.guarded = isDestinationGuarded();
|
|
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
|
|
if(destination.nodeObject)
|
|
destination.objectRelations = gs->getPlayerRelations(hero->tempOwner, destination.nodeObject->tempOwner);
|
|
|
|
for(auto rule : config->rules)
|
|
{
|
|
rule->process(source, destination, config.get(), hlp.get());
|
|
|
|
if(destination.blocked)
|
|
break;
|
|
}
|
|
|
|
if(!destination.blocked)
|
|
pq.push(destination.node);
|
|
|
|
} //neighbours loop
|
|
|
|
//just add all passable teleport exits
|
|
|
|
/// For now we disable teleports usage for patrol movement
|
|
/// VCAI not aware about patrol and may stuck while attempt to use teleport
|
|
if(!source.isNodeObjectVisitable() || patrolState == PATROL_RADIUS)
|
|
continue;
|
|
|
|
auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp.get());
|
|
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 == CGPathNode::BLOCKED)
|
|
continue;
|
|
|
|
destination.setNode(gs, teleportNode);
|
|
destination.turn = turn;
|
|
destination.movementLeft = movement;
|
|
|
|
if(destination.isBetterWay())
|
|
{
|
|
destination.action = getTeleportDestAction();
|
|
config->nodeStorage->commit(destination, source);
|
|
|
|
if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
|
|
pq.push(destination.node);
|
|
}
|
|
}
|
|
} //queue loop
|
|
}
|
|
|
|
std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(TeleportChannelID channelID) const
|
|
{
|
|
std::vector<int3> allowedExits;
|
|
|
|
for(auto objId : getTeleportChannelExits(channelID, 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)
|
|
allowedExits.push_back(p);
|
|
}
|
|
}
|
|
else if(CGTeleport::isExitPassable(gs, hero, obj))
|
|
allowedExits.push_back(obj->visitablePos());
|
|
}
|
|
|
|
return allowedExits;
|
|
}
|
|
|
|
std::vector<int3> CPathfinderHelper::getCastleGates(CPathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> allowedExits;
|
|
|
|
auto towns = getPlayer(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(CPathNodeInfo & source) const
|
|
{
|
|
std::vector<int3> teleportationExits;
|
|
|
|
const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
|
|
if(isAllowedTeleportEntrance(objTeleport))
|
|
{
|
|
for(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(auto exit : getCastleGates(source))
|
|
{
|
|
teleportationExits.push_back(exit);
|
|
}
|
|
}
|
|
|
|
return teleportationExits;
|
|
}
|
|
|
|
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(source.node->action == CGPathNode::BATTLE)
|
|
return false;
|
|
|
|
switch(source.node->layer)
|
|
{
|
|
case ELayer::LAND:
|
|
if(destLayer == ELayer::AIR)
|
|
{
|
|
if(!config->options.lightweightFlyingMode || isSourceInitialPosition())
|
|
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;
|
|
}
|
|
|
|
void CLayerTransitionRule::process(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(source.node->layer == destination.node->layer)
|
|
return;
|
|
|
|
switch(source.node->layer)
|
|
{
|
|
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 == CGPathNode::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 != CGPathNode::ACCESSIBLE && (destination.node->accessible != CGPathNode::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 != CGPathNode::ACCESSIBLE &&
|
|
source.node->accessible != CGPathNode::VISITABLE) &&
|
|
(destination.node->accessible != CGPathNode::VISITABLE &&
|
|
destination.node->accessible != CGPathNode::ACCESSIBLE))
|
|
{
|
|
destination.blocked = true;
|
|
}
|
|
}
|
|
else if(source.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::ACCESSIBLE)
|
|
{
|
|
/// Hero that fly can only land on accessible tiles
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
|
|
case EPathfindingLayer::WATER:
|
|
if(destination.node->accessible != CGPathNode::ACCESSIBLE && destination.node->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
|
|
destination.blocked = true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
CPathfinderBlockingRule::BlockingReason CMovementToDestinationRule::getBlockingReason(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
|
|
if(destination.node->accessible == CGPathNode::BLOCKED)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
switch(destination.node->layer)
|
|
{
|
|
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) &&
|
|
!destination.isGuardianTile) // 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 != CGPathNode::EMBARK && !destination.isGuardianTile)
|
|
return BlockingReason::SOURCE_GUARDED;
|
|
}
|
|
|
|
if(source.node->layer == EPathfindingLayer::LAND)
|
|
{
|
|
if(!destination.isNodeObjectVisitable())
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
if(destination.nodeObject->ID != Obj::BOAT && destination.nodeObject->ID != Obj::HERO)
|
|
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 != CGPathNode::ACCESSIBLE)
|
|
{
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
if(destination.guarded)
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::NONE;
|
|
}
|
|
|
|
|
|
void CMovementAfterDestinationRule::process(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * config,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
|
|
|
|
if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == CGPathNode::ENodeAction::BATTLE)
|
|
{
|
|
return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
|
|
}
|
|
|
|
destination.blocked = blocker != BlockingReason::NONE;
|
|
}
|
|
|
|
CPathfinderBlockingRule::BlockingReason CMovementAfterDestinationRule::getBlockingReason(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * config,
|
|
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 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 *>(destination.nodeObject);
|
|
if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
|
|
{
|
|
/// For now we'll always allow transit over teleporters
|
|
/// Transit over whirlpools only allowed when hero 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 CGPathNode::BLOCKING_VISIT:
|
|
return destination.guarded
|
|
? BlockingReason::DESTINATION_GUARDED
|
|
: BlockingReason::DESTINATION_BLOCKVIS;
|
|
|
|
case CGPathNode::NORMAL:
|
|
return BlockingReason::NONE;
|
|
|
|
case CGPathNode::EMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case CGPathNode::DISEMBARK:
|
|
if(pathfinderHelper->options.useEmbarkAndDisembark)
|
|
return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
|
|
case CGPathNode::BATTLE:
|
|
/// Movement after BATTLE action only possible from guarded tile to guardian tile
|
|
if(destination.guarded)
|
|
return BlockingReason::DESTINATION_GUARDED;
|
|
|
|
break;
|
|
}
|
|
|
|
return BlockingReason::DESTINATION_BLOCKED;
|
|
}
|
|
|
|
void CDestinationActionRule::process(
|
|
CPathNodeInfo & source,
|
|
CDestinationNodeInfo & destination,
|
|
CPathfinderConfig * pathfinderConfig,
|
|
CPathfinderHelper * pathfinderHelper) const
|
|
{
|
|
if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CGPathNode::ENodeAction action = CGPathNode::NORMAL;
|
|
auto hero = pathfinderHelper->hero;
|
|
|
|
switch(destination.node->layer)
|
|
{
|
|
case EPathfindingLayer::LAND:
|
|
if(source.node->layer == EPathfindingLayer::SAIL)
|
|
{
|
|
// TODO: Handle dismebark into guarded areaa
|
|
action = CGPathNode::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 = CGPathNode::EMBARK;
|
|
else if(destination.nodeObject->ID == Obj::HERO)
|
|
{
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::TOWN)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
action = CGPathNode::VISIT;
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else if(destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
{
|
|
if(destination.nodeObject->passableFor(hero->tempOwner))
|
|
{
|
|
if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
}
|
|
else
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
}
|
|
else if(destination.isGuardianTile)
|
|
action = CGPathNode::BATTLE;
|
|
else if(destination.nodeObject->blockVisit && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
|
|
action = CGPathNode::BLOCKING_VISIT;
|
|
|
|
if(action == CGPathNode::NORMAL)
|
|
{
|
|
if(pathfinderConfig->options.originalMovementRules && destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
else
|
|
action = CGPathNode::VISIT;
|
|
}
|
|
}
|
|
else if(destination.guarded)
|
|
action = CGPathNode::BATTLE;
|
|
|
|
break;
|
|
}
|
|
|
|
destination.action = action;
|
|
}
|
|
|
|
CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
|
|
{
|
|
CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
|
|
if(destination.isNodeObjectVisitable() && destination.nodeObject->ID == Obj::HERO)
|
|
{
|
|
auto objRel = getPlayerRelations(destination.nodeObject->tempOwner, hero->tempOwner);
|
|
if(objRel == PlayerRelations::ENEMIES)
|
|
action = CGPathNode::TELEPORT_BATTLE;
|
|
else
|
|
action = CGPathNode::TELEPORT_BLOCKING_VISIT;
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
bool CPathfinder::isSourceInitialPosition() const
|
|
{
|
|
return source.node->coord == config->nodeStorage->getInitialNode()->coord;
|
|
}
|
|
|
|
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(source.node->coord).valid() && !isSourceInitialPosition())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuarded() const
|
|
{
|
|
/// isDestinationGuarded is exception needed for garrisons.
|
|
/// When monster standing behind garrison it's visitable and guarded at the same time.
|
|
return gs->guardingCreaturePosition(destination.node->coord).valid();
|
|
}
|
|
|
|
bool CPathfinder::isDestinationGuardian() const
|
|
{
|
|
return gs->guardingCreaturePosition(source.node->coord) == destination.node->coord;
|
|
}
|
|
|
|
void CPathfinder::initializePatrol()
|
|
{
|
|
auto state = PATROL_NONE;
|
|
if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
|
|
{
|
|
if(hero->patrol.patrolRadius)
|
|
{
|
|
state = PATROL_RADIUS;
|
|
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
|
|
}
|
|
else
|
|
state = PATROL_LOCKED;
|
|
}
|
|
|
|
patrolState = state;
|
|
}
|
|
|
|
void CPathfinder::initializeGraph()
|
|
{
|
|
auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
|
|
{
|
|
auto accessibility = evaluateAccessibility(pos, tinfo, layer);
|
|
|
|
config->nodeStorage->resetTile(pos, layer, accessibility);
|
|
};
|
|
|
|
int3 pos;
|
|
int3 sizes = gs->getMapSize();
|
|
for(pos.x=0; pos.x < sizes.x; ++pos.x)
|
|
{
|
|
for(pos.y=0; pos.y < sizes.y; ++pos.y)
|
|
{
|
|
for(pos.z=0; pos.z < 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(config->options.useFlying)
|
|
updateNode(pos, ELayer::AIR, tinfo);
|
|
if(config->options.useWaterWalking)
|
|
updateNode(pos, ELayer::WATER, tinfo);
|
|
break;
|
|
|
|
default:
|
|
updateNode(pos, ELayer::LAND, tinfo);
|
|
if(config->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 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;
|
|
|
|
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(Bonus::WHIRLPOOL_PROTECTION) && obj;
|
|
}
|
|
|
|
int CPathfinderHelper::getHeroMaxMovementPoints(EPathfindingLayer layer) const
|
|
{
|
|
return hero->maxMovePoints(layer);
|
|
}
|
|
|
|
int CPathfinderHelper::movementPointsAfterEmbark(int movement, int turn, int action) const
|
|
{
|
|
return hero->movementPointsAfterEmbark(movement, turn, action, getTurnInfo());
|
|
}
|
|
|
|
bool CPathfinderHelper::passOneTurnLimitCheck(CPathNodeInfo & source) const
|
|
{
|
|
|
|
if(!options.oneTurnSpecialLayersLimit)
|
|
return true;
|
|
|
|
if(source.node->layer == EPathfindingLayer::WATER)
|
|
return false;
|
|
if(source.node->layer == EPathfindingLayer::AIR)
|
|
{
|
|
if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
|
|
{
|
|
noTerrainPenalty.reserve(ETerrainType::ROCK);
|
|
for(int i = 0; i < ETerrainType::ROCK; i++)
|
|
{
|
|
noTerrainPenalty.push_back(static_cast<bool>(
|
|
bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
|
|
}
|
|
|
|
freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FREE_SHIP_BOARDING)));
|
|
flyingMovement = static_cast<bool>(bl->getFirst(Selector::type(Bonus::FLYING_MOVEMENT)));
|
|
flyingMovementVal = bl->valOfBonuses(Selector::type(Bonus::FLYING_MOVEMENT));
|
|
waterWalking = static_cast<bool>(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 static_cast<bool>(
|
|
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(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
|
|
: CGameInfoCallback(gs, boost::optional<PlayerColor>()), turn(-1), hero(Hero), options(Options)
|
|
{
|
|
turnsInfo.reserve(16);
|
|
updateTurnInfo();
|
|
}
|
|
|
|
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 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 TerrainTile & srct,
|
|
const int3 & tile,
|
|
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(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 int3 & src,
|
|
const int3 & dst,
|
|
const TerrainTile * ct,
|
|
const TerrainTile * dt,
|
|
const int remainingMovePoints,
|
|
const bool checkLast) const
|
|
{
|
|
if(src == dst) //same tile
|
|
return 0;
|
|
|
|
auto ti = getTurnInfo();
|
|
|
|
if(ct == nullptr || dt == nullptr)
|
|
{
|
|
ct = hero->cb->getTile(src);
|
|
dt = hero->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 = hero->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(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
|
|
ret *= 0.666;
|
|
else if(!hero->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(*dt, dst, vec, ct->terType != ETerrainType::WATER, true);
|
|
for(auto & elem : vec)
|
|
{
|
|
int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
|
|
if(fcost <= left)
|
|
{
|
|
return ret;
|
|
}
|
|
}
|
|
ret = remainingMovePoints;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
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];
|
|
}
|
|
|
|
CPathNodeInfo::CPathNodeInfo()
|
|
: node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false)
|
|
{
|
|
}
|
|
|
|
void CPathNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
|
|
{
|
|
node = n;
|
|
|
|
if(coord != node->coord)
|
|
{
|
|
assert(node->coord.valid());
|
|
|
|
coord = node->coord;
|
|
tile = gs->getTile(coord);
|
|
nodeObject = tile->topVisitableObj(excludeTopObject);
|
|
}
|
|
|
|
guarded = false;
|
|
}
|
|
|
|
CDestinationNodeInfo::CDestinationNodeInfo()
|
|
: CPathNodeInfo(), blocked(false), action(CGPathNode::ENodeAction::UNKNOWN)
|
|
{
|
|
}
|
|
|
|
void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject)
|
|
{
|
|
CPathNodeInfo::setNode(gs, n, excludeTopObject);
|
|
|
|
blocked = false;
|
|
action = CGPathNode::ENodeAction::UNKNOWN;
|
|
}
|
|
|
|
bool CDestinationNodeInfo::isBetterWay() const
|
|
{
|
|
if(node->turns == 0xff) //we haven't been here before
|
|
return true;
|
|
else if(node->turns > turn)
|
|
return true;
|
|
else if(node->turns >= turn && node->moveRemains < movementLeft) //this route is faster
|
|
return true;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
bool CPathNodeInfo::isNodeObjectVisitable() const
|
|
{
|
|
/// Hero can't visit objects while walking on water or flying
|
|
return canSeeObj(nodeObject) && (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL);
|
|
}
|