mirror of
https://github.com/vcmi/vcmi.git
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95503d0623
1. Now there is only one bonus: MOVEMENT, with 2 subtypes: 0 is sea, 1 is land For movement value on land depends on creature speed we use a new ARMY_MOVEMENT updater with global bonus. If we does not like such dependency, we can just remove this updater from json. 2. All specialities and secondary skills for movement moved to new system AFAIK
617 lines
17 KiB
C++
617 lines
17 KiB
C++
/*
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* CPathfinder.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "VCMI_Lib.h"
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#include "IGameCallback.h"
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#include "HeroBonus.h"
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#include "int3.h"
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#include <boost/heap/fibonacci_heap.hpp>
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VCMI_LIB_NAMESPACE_BEGIN
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class CGHeroInstance;
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class CGObjectInstance;
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struct TerrainTile;
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class CPathfinderHelper;
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class CMap;
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class CGWhirlpool;
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class CPathfinderHelper;
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class CPathfinder;
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class PathfinderConfig;
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template<typename N>
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struct DLL_LINKAGE NodeComparer
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{
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STRONG_INLINE
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bool operator()(const N * lhs, const N * rhs) const
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{
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return lhs->getCost() > rhs->getCost();
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}
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};
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struct DLL_LINKAGE CGPathNode
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{
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typedef EPathfindingLayer ELayer;
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enum ENodeAction : ui8
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{
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UNKNOWN = 0,
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EMBARK = 1,
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DISEMBARK,
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NORMAL,
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BATTLE,
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VISIT,
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BLOCKING_VISIT,
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TELEPORT_NORMAL,
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TELEPORT_BLOCKING_VISIT,
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TELEPORT_BATTLE
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};
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enum EAccessibility : ui8
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{
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NOT_SET = 0,
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ACCESSIBLE = 1, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighboring tile but not passable
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FLYABLE, //can only be accessed in air layer
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BLOCKED //tile can't be entered nor visited
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};
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CGPathNode * theNodeBefore;
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int3 coord; //coordinates
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ELayer layer;
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ui32 moveRemains; //remaining movement points after hero reaches the tile
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ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
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EAccessibility accessible;
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ENodeAction action;
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bool locked;
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bool inPQ;
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CGPathNode()
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: coord(-1),
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layer(ELayer::WRONG),
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pqHandle(nullptr)
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{
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reset();
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}
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STRONG_INLINE
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void reset()
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{
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locked = false;
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accessible = NOT_SET;
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moveRemains = 0;
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cost = std::numeric_limits<float>::max();
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turns = 255;
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theNodeBefore = nullptr;
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action = UNKNOWN;
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inPQ = false;
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pq = nullptr;
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}
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STRONG_INLINE
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float getCost() const
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{
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return cost;
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}
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STRONG_INLINE
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void setCost(float value)
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{
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if(value == cost)
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return;
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bool getUpNode = value < cost;
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cost = value;
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// If the node is in the heap, update the heap.
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if(inPQ && pq != nullptr)
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{
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if(getUpNode)
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{
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pq->increase(this->pqHandle);
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}
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else
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{
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pq->decrease(this->pqHandle);
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}
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}
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}
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STRONG_INLINE
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void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
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{
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if(layer == ELayer::WRONG)
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{
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coord = Coord;
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layer = Layer;
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}
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else
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{
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reset();
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}
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accessible = Accessible;
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}
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STRONG_INLINE
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bool reachable() const
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{
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return turns < 255;
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}
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typedef boost::heap::fibonacci_heap<
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CGPathNode *,
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boost::heap::compare<NodeComparer<CGPathNode>>
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> TFibHeap;
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TFibHeap::handle_type pqHandle;
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TFibHeap* pq;
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private:
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float cost; //total cost of the path to this tile measured in turns with fractions
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};
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struct DLL_LINKAGE CGPath
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{
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std::vector<CGPathNode> nodes; //just get node by node
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int3 startPos() const; // start point
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int3 endPos() const; //destination point
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};
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struct DLL_LINKAGE CPathsInfo
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{
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typedef EPathfindingLayer ELayer;
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const CGHeroInstance * hero;
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int3 hpos;
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int3 sizes;
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boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
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CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
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~CPathsInfo();
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const CGPathNode * getPathInfo(const int3 & tile) const;
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bool getPath(CGPath & out, const int3 & dst) const;
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const CGPathNode * getNode(const int3 & coord) const;
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STRONG_INLINE
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CGPathNode * getNode(const int3 & coord, const ELayer layer)
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{
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return &nodes[layer][coord.z][coord.x][coord.y];
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}
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};
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struct DLL_LINKAGE PathNodeInfo
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{
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CGPathNode * node;
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const CGObjectInstance * nodeObject;
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const CGHeroInstance * nodeHero;
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const TerrainTile * tile;
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int3 coord;
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bool guarded;
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PlayerRelations::PlayerRelations objectRelations;
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PlayerRelations::PlayerRelations heroRelations;
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bool isInitialPosition;
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PathNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n);
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void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
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bool isNodeObjectVisitable() const;
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};
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struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
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{
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CGPathNode::ENodeAction action;
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int turn;
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int movementLeft;
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float cost; //same as CGPathNode::cost
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bool blocked;
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bool isGuardianTile;
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CDestinationNodeInfo();
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virtual void setNode(CGameState * gs, CGPathNode * n) override;
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virtual bool isBetterWay() const;
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};
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class IPathfindingRule
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{
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public:
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virtual ~IPathfindingRule() = default;
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const = 0;
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};
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class DLL_LINKAGE MovementCostRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override
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{
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auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
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destination.blocked = blockingReason != BlockingReason::NONE;
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}
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protected:
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enum class BlockingReason
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{
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NONE = 0,
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SOURCE_GUARDED = 1,
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DESTINATION_GUARDED = 2,
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SOURCE_BLOCKED = 3,
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DESTINATION_BLOCKED = 4,
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DESTINATION_BLOCKVIS = 5,
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DESTINATION_VISIT = 6
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};
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const = 0;
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};
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class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
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{
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public:
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virtual void process(
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const PathNodeInfo & source,
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CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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CPathfinderHelper * pathfinderHelper) const override;
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protected:
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const override;
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};
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class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
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{
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protected:
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virtual BlockingReason getBlockingReason(
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const PathNodeInfo & source,
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const CDestinationNodeInfo & destination,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) const override;
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};
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struct DLL_LINKAGE PathfinderOptions
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{
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bool useFlying;
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bool useWaterWalking;
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bool useEmbarkAndDisembark;
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bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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/// TODO: Find out with client and server code, merge with normal teleporters.
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/// Likely proper implementation would require some refactoring of CGTeleport.
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/// So for now this is unfinished and disabled by default.
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bool useCastleGate;
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/// If true transition into air layer only possible from initial node.
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/// This is drastically decrease path calculation complexity (and time).
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/// Downside is less MP effective paths calculation.
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///
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/// TODO: If this option end up useful for slow devices it's can be improved:
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/// - Allow transition into air layer not only from initial position, but also from teleporters.
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/// Movement into air can be also allowed when hero disembarked.
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/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
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/// Patrol support need similar functionality so it's won't be ton of useless code.
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/// Such limitation could be useful as it's can be scaled depend on device performance.
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bool lightweightFlyingMode;
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/// This option enable one turn limitation for flying and water walking.
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/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
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///
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/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
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/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
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///
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/// TODO:
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/// - Behavior when option is disabled not implemented and will lead to crashes.
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bool oneTurnSpecialLayersLimit;
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/// VCMI have different movement rules to solve flaws original engine has.
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/// If this option enabled you'll able to do following things in fly:
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/// - Move from blocked tiles to visitable one
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/// - Move from guarded tiles to blockvis tiles without being attacked
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/// - Move from guarded tiles to guarded visitable tiles with being attacked after
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/// TODO:
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/// - Option should also allow same tile land <-> air layer transitions.
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/// Current implementation only allow go into (from) air layer only to neighbour tiles.
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/// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
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bool originalMovementRules;
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PathfinderOptions();
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};
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class DLL_LINKAGE INodeStorage
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{
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public:
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using ELayer = EPathfindingLayer;
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virtual ~INodeStorage() = default;
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virtual std::vector<CGPathNode *> getInitialNodes() = 0;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) = 0;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) = 0;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
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virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
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};
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class DLL_LINKAGE NodeStorage : public INodeStorage
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{
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private:
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CPathsInfo & out;
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STRONG_INLINE
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void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
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public:
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NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
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STRONG_INLINE
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CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
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{
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return out.getNode(coord, layer);
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}
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void initialize(const PathfinderOptions & options, const CGameState * gs) override;
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virtual ~NodeStorage() = default;
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virtual std::vector<CGPathNode *> getInitialNodes() override;
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virtual std::vector<CGPathNode *> calculateNeighbours(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual std::vector<CGPathNode *> calculateTeleportations(
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const PathNodeInfo & source,
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const PathfinderConfig * pathfinderConfig,
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const CPathfinderHelper * pathfinderHelper) override;
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virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
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};
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class DLL_LINKAGE PathfinderConfig
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{
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public:
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std::shared_ptr<INodeStorage> nodeStorage;
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std::vector<std::shared_ptr<IPathfindingRule>> rules;
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PathfinderOptions options;
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PathfinderConfig(
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std::shared_ptr<INodeStorage> nodeStorage,
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std::vector<std::shared_ptr<IPathfindingRule>> rules);
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virtual ~PathfinderConfig() = default;
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
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};
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class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
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{
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private:
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std::unique_ptr<CPathfinderHelper> pathfinderHelper;
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public:
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SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
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virtual ~SingleHeroPathfinderConfig() = default;
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virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
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static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
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};
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class CPathfinder
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{
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public:
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friend class CPathfinderHelper;
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CPathfinder(
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CGameState * _gs,
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std::shared_ptr<PathfinderConfig> config);
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void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
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private:
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CGameState * gamestate;
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typedef EPathfindingLayer ELayer;
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std::shared_ptr<PathfinderConfig> config;
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boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
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PathNodeInfo source; //current (source) path node -> we took it from the queue
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CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
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bool isLayerTransitionPossible() const;
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CGPathNode::ENodeAction getTeleportDestAction() const;
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bool isDestinationGuardian() const;
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void initializeGraph();
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STRONG_INLINE
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void push(CGPathNode * node);
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STRONG_INLINE
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CGPathNode * topAndPop();
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};
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struct DLL_LINKAGE TurnInfo
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{
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/// This is certainly not the best design ever and certainly can be improved
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/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
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struct BonusCache {
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std::vector<bool> noTerrainPenalty;
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bool freeShipBoarding;
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bool flyingMovement;
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int flyingMovementVal;
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bool waterWalking;
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int waterWalkingVal;
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int pathfindingVal;
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BonusCache(TConstBonusListPtr bonusList);
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};
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std::unique_ptr<BonusCache> bonusCache;
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const CGHeroInstance * hero;
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mutable TConstBonusListPtr bonuses;
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mutable int maxMovePointsLand;
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mutable int maxMovePointsWater;
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TerrainId nativeTerrain;
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TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
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bool isLayerAvailable(const EPathfindingLayer layer) const;
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bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
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int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
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void updateHeroBonuses(Bonus::BonusType type, const CSelector& sel) const;
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int getMaxMovePoints(const EPathfindingLayer layer) const;
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};
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class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
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{
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public:
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enum EPatrolState
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{
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PATROL_NONE = 0,
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PATROL_LOCKED = 1,
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PATROL_RADIUS
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} patrolState;
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std::unordered_set<int3, ShashInt3> patrolTiles;
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int turn;
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PlayerColor owner;
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const CGHeroInstance * hero;
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std::vector<TurnInfo *> turnsInfo;
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const PathfinderOptions & options;
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CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
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virtual ~CPathfinderHelper();
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void initializePatrol();
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bool isHeroPatrolLocked() const;
|
|
bool isPatrolMovementAllowed(const int3 & dst) const;
|
|
void updateTurnInfo(const int turn = 0);
|
|
bool isLayerAvailable(const EPathfindingLayer layer) const;
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|
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;
|
|
};
|
|
|
|
VCMI_LIB_NAMESPACE_END
|