|
@@ -1,1434 +0,0 @@
|
|
|
-/*
|
|
|
- * 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 "CPlayerState.h"
|
|
|
-#include "PathfinderUtil.h"
|
|
|
-
|
|
|
-VCMI_LIB_NAMESPACE_BEGIN
|
|
|
-
|
|
|
-bool canSeeObj(const CGObjectInstance * obj)
|
|
|
-{
|
|
|
- /// Pathfinder should ignore placed events
|
|
|
- return obj != nullptr && obj->ID != Obj::EVENT;
|
|
|
-}
|
|
|
-
|
|
|
-void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
|
|
|
-{
|
|
|
- //TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
|
|
|
-
|
|
|
- int3 pos;
|
|
|
- const PlayerColor player = out.hero->tempOwner;
|
|
|
- const int3 sizes = gs->getMapSize();
|
|
|
- const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
|
|
|
-
|
|
|
- //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
|
|
|
- const bool useFlying = options.useFlying;
|
|
|
- const bool useWaterWalking = options.useWaterWalking;
|
|
|
-
|
|
|
- for(pos.z=0; pos.z < sizes.z; ++pos.z)
|
|
|
- {
|
|
|
- for(pos.x=0; pos.x < sizes.x; ++pos.x)
|
|
|
- {
|
|
|
- for(pos.y=0; pos.y < sizes.y; ++pos.y)
|
|
|
- {
|
|
|
- const TerrainTile tile = gs->map->getTile(pos);
|
|
|
- if(tile.terType->isWater())
|
|
|
- {
|
|
|
- resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
|
|
|
- if(useFlying)
|
|
|
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
|
|
|
- if(useWaterWalking)
|
|
|
- resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
|
|
|
- }
|
|
|
- if(tile.terType->isLand())
|
|
|
- {
|
|
|
- resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
|
|
|
- if(useFlying)
|
|
|
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
|
|
|
- const PathNodeInfo & source,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- const CPathfinderHelper * pathfinderHelper)
|
|
|
-{
|
|
|
- std::vector<CGPathNode *> neighbours;
|
|
|
- neighbours.reserve(16);
|
|
|
- auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
|
|
|
-
|
|
|
- for(auto & neighbour : accessibleNeighbourTiles)
|
|
|
- {
|
|
|
- for(EPathfindingLayer i = EPathfindingLayer::LAND; i < EPathfindingLayer::NUM_LAYERS; i.advance(1))
|
|
|
- {
|
|
|
- auto * node = getNode(neighbour, i);
|
|
|
-
|
|
|
- if(node->accessible == CGPathNode::NOT_SET)
|
|
|
- continue;
|
|
|
-
|
|
|
- neighbours.push_back(node);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return neighbours;
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
|
|
|
- const PathNodeInfo & source,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- const CPathfinderHelper * pathfinderHelper)
|
|
|
-{
|
|
|
- std::vector<CGPathNode *> neighbours;
|
|
|
-
|
|
|
- if(!source.isNodeObjectVisitable())
|
|
|
- return 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(const PathNodeInfo & source) const
|
|
|
-{
|
|
|
- std::vector<int3> neighbourTiles;
|
|
|
- neighbourTiles.reserve(8);
|
|
|
-
|
|
|
- getNeighbours(
|
|
|
- *source.tile,
|
|
|
- source.node->coord,
|
|
|
- neighbourTiles,
|
|
|
- boost::logic::indeterminate,
|
|
|
- source.node->layer == EPathfindingLayer::SAIL);
|
|
|
-
|
|
|
- if(source.isNodeObjectVisitable())
|
|
|
- {
|
|
|
- vstd::erase_if(neighbourTiles, [&](const int3 & tile) -> bool
|
|
|
- {
|
|
|
- return !canMoveBetween(tile, source.nodeObject->visitablePos());
|
|
|
- });
|
|
|
- }
|
|
|
-
|
|
|
- return neighbourTiles;
|
|
|
-}
|
|
|
-
|
|
|
-NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
|
|
|
- :out(pathsInfo)
|
|
|
-{
|
|
|
- out.hero = hero;
|
|
|
- out.hpos = hero->visitablePos();
|
|
|
-}
|
|
|
-
|
|
|
-void NodeStorage::resetTile(const int3 & tile, const EPathfindingLayer & layer, CGPathNode::EAccessibility accessibility)
|
|
|
-{
|
|
|
- getNode(tile, layer)->update(tile, layer, accessibility);
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<CGPathNode *> NodeStorage::getInitialNodes()
|
|
|
-{
|
|
|
- auto * initialNode = getNode(out.hpos, out.hero->boat ? out.hero->boat->layer : EPathfindingLayer::LAND);
|
|
|
-
|
|
|
- initialNode->turns = 0;
|
|
|
- initialNode->moveRemains = out.hero->movement;
|
|
|
- initialNode->setCost(0.0);
|
|
|
-
|
|
|
- if(!initialNode->coord.valid())
|
|
|
- {
|
|
|
- initialNode->coord = out.hpos;
|
|
|
- }
|
|
|
-
|
|
|
- return std::vector<CGPathNode *> { initialNode };
|
|
|
-}
|
|
|
-
|
|
|
-void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
|
|
|
-{
|
|
|
- assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
|
|
|
- destination.node->setCost(destination.cost);
|
|
|
- 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 MovementCostRule::process(
|
|
|
- const PathNodeInfo & source,
|
|
|
- CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- CPathfinderHelper * pathfinderHelper) const
|
|
|
-{
|
|
|
- float costAtNextTile = destination.cost;
|
|
|
- int turnAtNextTile = destination.turn;
|
|
|
- int moveAtNextTile = destination.movementLeft;
|
|
|
- int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
|
|
|
- int remains = moveAtNextTile - cost;
|
|
|
- int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
|
|
|
-
|
|
|
- if(remains < 0)
|
|
|
- {
|
|
|
- //occurs rarely, when hero with low movepoints tries to leave the road
|
|
|
- costAtNextTile += static_cast<float>(moveAtNextTile) / sourceLayerMaxMovePoints;//we spent all points of current turn
|
|
|
- pathfinderHelper->updateTurnInfo(++turnAtNextTile);
|
|
|
-
|
|
|
- int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
|
|
|
-
|
|
|
- moveAtNextTile = destinationLayerMaxMovePoints;
|
|
|
-
|
|
|
- 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 == CGPathNode::DISEMBARK));
|
|
|
- cost = moveAtNextTile - remains;
|
|
|
- }
|
|
|
-
|
|
|
- costAtNextTile += static_cast<float>(cost) / sourceLayerMaxMovePoints;
|
|
|
-
|
|
|
- destination.cost = costAtNextTile;
|
|
|
- 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;
|
|
|
-}
|
|
|
-
|
|
|
-PathfinderConfig::PathfinderConfig(std::shared_ptr<INodeStorage> nodeStorage, std::vector<std::shared_ptr<IPathfindingRule>> rules):
|
|
|
- nodeStorage(std::move(nodeStorage)),
|
|
|
- rules(std::move(rules))
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<std::shared_ptr<IPathfindingRule>> SingleHeroPathfinderConfig::buildRuleSet()
|
|
|
-{
|
|
|
- return std::vector<std::shared_ptr<IPathfindingRule>>{
|
|
|
- std::make_shared<LayerTransitionRule>(),
|
|
|
- std::make_shared<DestinationActionRule>(),
|
|
|
- std::make_shared<MovementToDestinationRule>(),
|
|
|
- std::make_shared<MovementCostRule>(),
|
|
|
- std::make_shared<MovementAfterDestinationRule>()
|
|
|
- };
|
|
|
-}
|
|
|
-
|
|
|
-SingleHeroPathfinderConfig::SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero)
|
|
|
- : PathfinderConfig(std::make_shared<NodeStorage>(out, hero), buildRuleSet())
|
|
|
-{
|
|
|
- pathfinderHelper = std::make_unique<CPathfinderHelper>(gs, hero, options);
|
|
|
-}
|
|
|
-
|
|
|
-CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
|
|
|
-{
|
|
|
- return pathfinderHelper.get();
|
|
|
-}
|
|
|
-
|
|
|
-CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr<PathfinderConfig> config):
|
|
|
- gamestate(_gs),
|
|
|
- config(std::move(config))
|
|
|
-{
|
|
|
- initializeGraph();
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void CPathfinder::push(CGPathNode * node)
|
|
|
-{
|
|
|
- if(node && !node->inPQ)
|
|
|
- {
|
|
|
- node->inPQ = true;
|
|
|
- node->pq = &this->pq;
|
|
|
- auto handle = pq.push(node);
|
|
|
- node->pqHandle = handle;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-CGPathNode * CPathfinder::topAndPop()
|
|
|
-{
|
|
|
- auto * node = pq.top();
|
|
|
-
|
|
|
- pq.pop();
|
|
|
- node->inPQ = false;
|
|
|
- node->pq = nullptr;
|
|
|
- return node;
|
|
|
-}
|
|
|
-
|
|
|
-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
|
|
|
- std::vector<CGPathNode *> initialNodes = config->nodeStorage->getInitialNodes();
|
|
|
- int counter = 0;
|
|
|
-
|
|
|
- for(auto * initialNode : initialNodes)
|
|
|
- {
|
|
|
- if(!gamestate->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");
|
|
|
- }
|
|
|
-
|
|
|
- source.setNode(gamestate, initialNode);
|
|
|
- auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
|
|
|
-
|
|
|
- if(hlp->isHeroPatrolLocked())
|
|
|
- continue;
|
|
|
-
|
|
|
- pq.push(initialNode);
|
|
|
- }
|
|
|
-
|
|
|
- while(!pq.empty())
|
|
|
- {
|
|
|
- counter++;
|
|
|
- auto * node = topAndPop();
|
|
|
-
|
|
|
- source.setNode(gamestate, node);
|
|
|
- source.node->locked = true;
|
|
|
-
|
|
|
- int movement = source.node->moveRemains;
|
|
|
- uint8_t turn = source.node->turns;
|
|
|
- float cost = source.node->getCost();
|
|
|
-
|
|
|
- auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
|
|
|
-
|
|
|
- hlp->updateTurnInfo(turn);
|
|
|
- if(!movement)
|
|
|
- {
|
|
|
- hlp->updateTurnInfo(++turn);
|
|
|
- movement = hlp->getMaxMovePoints(source.node->layer);
|
|
|
- if(!hlp->passOneTurnLimitCheck(source))
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- source.isInitialPosition = source.nodeHero == hlp->hero;
|
|
|
- source.updateInfo(hlp, gamestate);
|
|
|
-
|
|
|
- //add accessible neighbouring nodes to the queue
|
|
|
- auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
|
|
|
- for(CGPathNode * neighbour : neighbourNodes)
|
|
|
- {
|
|
|
- if(neighbour->locked)
|
|
|
- continue;
|
|
|
-
|
|
|
- if(!hlp->isLayerAvailable(neighbour->layer))
|
|
|
- continue;
|
|
|
-
|
|
|
- destination.setNode(gamestate, neighbour);
|
|
|
- hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
|
|
|
-
|
|
|
- if(!hlp->isPatrolMovementAllowed(neighbour->coord))
|
|
|
- continue;
|
|
|
-
|
|
|
- /// Check transition without tile accessability rules
|
|
|
- if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
|
|
|
- continue;
|
|
|
-
|
|
|
- destination.turn = turn;
|
|
|
- destination.movementLeft = movement;
|
|
|
- destination.cost = cost;
|
|
|
- destination.updateInfo(hlp, gamestate);
|
|
|
- destination.isGuardianTile = destination.guarded && isDestinationGuardian();
|
|
|
-
|
|
|
- for(const auto & rule : config->rules)
|
|
|
- {
|
|
|
- rule->process(source, destination, config.get(), hlp);
|
|
|
-
|
|
|
- if(destination.blocked)
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- if(!destination.blocked)
|
|
|
- push(destination.node);
|
|
|
-
|
|
|
- } //neighbours loop
|
|
|
-
|
|
|
- //just add all passable teleport exits
|
|
|
- hlp = config->getOrCreatePathfinderHelper(source, gamestate);
|
|
|
-
|
|
|
- /// For now we disable teleports usage for patrol movement
|
|
|
- /// VCAI not aware about patrol and may stuck while attempt to use teleport
|
|
|
- if(hlp->patrolState == CPathfinderHelper::PATROL_RADIUS)
|
|
|
- continue;
|
|
|
-
|
|
|
- auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp);
|
|
|
- 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(gamestate, teleportNode);
|
|
|
- destination.turn = turn;
|
|
|
- destination.movementLeft = movement;
|
|
|
- destination.cost = cost;
|
|
|
-
|
|
|
- if(destination.isBetterWay())
|
|
|
- {
|
|
|
- destination.action = getTeleportDestAction();
|
|
|
- config->nodeStorage->commit(destination, source);
|
|
|
-
|
|
|
- if(destination.node->action == CGPathNode::TELEPORT_NORMAL)
|
|
|
- push(destination.node);
|
|
|
- }
|
|
|
- }
|
|
|
- } //queue loop
|
|
|
-
|
|
|
- logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter));
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const
|
|
|
-{
|
|
|
- std::vector<int3> allowedExits;
|
|
|
-
|
|
|
- for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner))
|
|
|
- {
|
|
|
- const auto * obj = getObj(objId);
|
|
|
- if(dynamic_cast<const CGWhirlpool *>(obj))
|
|
|
- {
|
|
|
- auto pos = obj->getBlockedPos();
|
|
|
- for(const auto & p : pos)
|
|
|
- {
|
|
|
- if(gs->map->getTile(p).topVisitableId() == obj->ID)
|
|
|
- allowedExits.push_back(p);
|
|
|
- }
|
|
|
- }
|
|
|
- else if(obj && CGTeleport::isExitPassable(gs, hero, obj))
|
|
|
- allowedExits.push_back(obj->visitablePos());
|
|
|
- }
|
|
|
-
|
|
|
- return allowedExits;
|
|
|
-}
|
|
|
-
|
|
|
-std::vector<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
|
|
|
-{
|
|
|
- std::vector<int3> allowedExits;
|
|
|
-
|
|
|
- auto towns = getPlayerState(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(const PathNodeInfo & source) const
|
|
|
-{
|
|
|
- std::vector<int3> teleportationExits;
|
|
|
-
|
|
|
- const auto * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
|
|
|
- if(isAllowedTeleportEntrance(objTeleport))
|
|
|
- {
|
|
|
- for(const 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(const auto & exit : getCastleGates(source))
|
|
|
- {
|
|
|
- teleportationExits.push_back(exit);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return teleportationExits;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinderHelper::isHeroPatrolLocked() const
|
|
|
-{
|
|
|
- return patrolState == PATROL_LOCKED;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinderHelper::isPatrolMovementAllowed(const int3 & dst) const
|
|
|
-{
|
|
|
- if(patrolState == PATROL_RADIUS)
|
|
|
- {
|
|
|
- if(!vstd::contains(patrolTiles, dst))
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinder::isLayerTransitionPossible() const
|
|
|
-{
|
|
|
- ELayer destLayer = destination.node->layer;
|
|
|
-
|
|
|
- /// 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 || source.isInitialPosition)
|
|
|
- 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 LayerTransitionRule::process(
|
|
|
- const PathNodeInfo & source,
|
|
|
- CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- CPathfinderHelper * pathfinderHelper) const
|
|
|
-{
|
|
|
- if(source.node->layer == destination.node->layer)
|
|
|
- return;
|
|
|
-
|
|
|
- switch(source.node->layer)
|
|
|
- {
|
|
|
- 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(destination.node->accessible != CGPathNode::ACCESSIBLE)
|
|
|
- {
|
|
|
- /// Hero that fly can only land on accessible tiles
|
|
|
- if(destination.nodeObject)
|
|
|
- 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;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
|
|
|
- const PathNodeInfo & source,
|
|
|
- const CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- const 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.nodeHero)
|
|
|
- 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 MovementAfterDestinationRule::process(
|
|
|
- const PathNodeInfo & source,
|
|
|
- CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * config,
|
|
|
- CPathfinderHelper * pathfinderHelper) const
|
|
|
-{
|
|
|
- auto blocker = getBlockingReason(source, destination, config, pathfinderHelper);
|
|
|
-
|
|
|
- if(blocker == BlockingReason::DESTINATION_GUARDED && destination.action == CGPathNode::ENodeAction::BATTLE)
|
|
|
- {
|
|
|
- return; // allow bypass guarded tile but only in direction of guard, a bit UI related thing
|
|
|
- }
|
|
|
-
|
|
|
- destination.blocked = blocker != BlockingReason::NONE;
|
|
|
-}
|
|
|
-
|
|
|
-PathfinderBlockingRule::BlockingReason MovementAfterDestinationRule::getBlockingReason(
|
|
|
- const PathNodeInfo & source,
|
|
|
- const CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * config,
|
|
|
- const CPathfinderHelper * pathfinderHelper) const
|
|
|
-{
|
|
|
- switch(destination.action)
|
|
|
- {
|
|
|
- /// TODO: Investigate what kind of limitation is possible to apply on movement from visitable tiles
|
|
|
- /// Likely in many cases we don't need to add visitable tile to queue when hero doesn't fly
|
|
|
- case 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 auto * objTeleport = dynamic_cast<const CGTeleport *>(destination.nodeObject);
|
|
|
- if(pathfinderHelper->isAllowedTeleportEntrance(objTeleport))
|
|
|
- {
|
|
|
- /// For now we'll always allow transit over teleporters
|
|
|
- /// Transit over whirlpools only allowed when hero is protected
|
|
|
- return BlockingReason::NONE;
|
|
|
- }
|
|
|
- else if(destination.nodeObject->ID == Obj::GARRISON
|
|
|
- || destination.nodeObject->ID == Obj::GARRISON2
|
|
|
- || destination.nodeObject->ID == Obj::BORDER_GATE)
|
|
|
- {
|
|
|
- /// Transit via unguarded garrisons is always possible
|
|
|
- return BlockingReason::NONE;
|
|
|
- }
|
|
|
-
|
|
|
- return BlockingReason::DESTINATION_VISIT;
|
|
|
- }
|
|
|
-
|
|
|
- case 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 DestinationActionRule::process(
|
|
|
- const PathNodeInfo & source,
|
|
|
- CDestinationNodeInfo & destination,
|
|
|
- const PathfinderConfig * pathfinderConfig,
|
|
|
- CPathfinderHelper * pathfinderHelper) const
|
|
|
-{
|
|
|
- if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
|
|
|
- {
|
|
|
-#ifdef VCMI_TRACE_PATHFINDER
|
|
|
- logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
|
|
|
-#endif
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- CGPathNode::ENodeAction action = CGPathNode::NORMAL;
|
|
|
- const 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.nodeHero)
|
|
|
- {
|
|
|
- if(destination.heroRelations == 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(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.nodeHero)
|
|
|
- {
|
|
|
- if(destination.heroRelations == PlayerRelations::ENEMIES)
|
|
|
- action = CGPathNode::TELEPORT_BATTLE;
|
|
|
- else
|
|
|
- action = CGPathNode::TELEPORT_BLOCKING_VISIT;
|
|
|
- }
|
|
|
-
|
|
|
- return action;
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinder::isDestinationGuardian() const
|
|
|
-{
|
|
|
- return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
|
|
|
-}
|
|
|
-
|
|
|
-void CPathfinderHelper::initializePatrol()
|
|
|
-{
|
|
|
- auto state = PATROL_NONE;
|
|
|
-
|
|
|
- if(hero->patrol.patrolling && !getPlayerState(hero->tempOwner)->human)
|
|
|
- {
|
|
|
- if(hero->patrol.patrolRadius)
|
|
|
- {
|
|
|
- state = PATROL_RADIUS;
|
|
|
- gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
|
|
|
- }
|
|
|
- else
|
|
|
- state = PATROL_LOCKED;
|
|
|
- }
|
|
|
-
|
|
|
- patrolState = state;
|
|
|
-}
|
|
|
-
|
|
|
-void CPathfinder::initializeGraph()
|
|
|
-{
|
|
|
- INodeStorage * nodeStorage = config->nodeStorage.get();
|
|
|
- nodeStorage->initialize(config->options, gamestate);
|
|
|
-}
|
|
|
-
|
|
|
-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;
|
|
|
-
|
|
|
- const 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(BonusType::WHIRLPOOL_PROTECTION) && obj;
|
|
|
-}
|
|
|
-
|
|
|
-int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
|
|
|
-{
|
|
|
- return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
|
|
|
-{
|
|
|
-
|
|
|
- if(!options.oneTurnSpecialLayersLimit)
|
|
|
- return true;
|
|
|
-
|
|
|
- if(source.node->layer == EPathfindingLayer::WATER)
|
|
|
- return false;
|
|
|
- if(source.node->layer == EPathfindingLayer::AIR)
|
|
|
- {
|
|
|
- return options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE;
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-TurnInfo::BonusCache::BonusCache(const TConstBonusListPtr & bl)
|
|
|
-{
|
|
|
- for(const auto & terrain : VLC->terrainTypeHandler->objects)
|
|
|
- {
|
|
|
- noTerrainPenalty.push_back(static_cast<bool>(
|
|
|
- bl->getFirst(Selector::type()(BonusType::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->getIndex())))));
|
|
|
- }
|
|
|
-
|
|
|
- freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
|
|
|
- flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
|
|
|
- flyingMovementVal = bl->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
|
|
|
- waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(BonusType::WATER_WALKING)));
|
|
|
- waterWalkingVal = bl->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
|
|
|
- pathfindingVal = bl->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
|
|
|
-}
|
|
|
-
|
|
|
-TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn):
|
|
|
- hero(Hero),
|
|
|
- maxMovePointsLand(-1),
|
|
|
- maxMovePointsWater(-1),
|
|
|
- turn(turn)
|
|
|
-{
|
|
|
- bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
|
|
|
- bonusCache = std::make_unique<BonusCache>(bonuses);
|
|
|
- nativeTerrain = hero->getNativeTerrain();
|
|
|
-}
|
|
|
-
|
|
|
-bool TurnInfo::isLayerAvailable(const EPathfindingLayer & layer) const
|
|
|
-{
|
|
|
- switch(layer)
|
|
|
- {
|
|
|
- case EPathfindingLayer::AIR:
|
|
|
- if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::AIR)
|
|
|
- break;
|
|
|
-
|
|
|
- if(!hasBonusOfType(BonusType::FLYING_MOVEMENT))
|
|
|
- return false;
|
|
|
-
|
|
|
- break;
|
|
|
-
|
|
|
- case EPathfindingLayer::WATER:
|
|
|
- if(hero && hero->boat && hero->boat->layer == EPathfindingLayer::WATER)
|
|
|
- break;
|
|
|
-
|
|
|
- if(!hasBonusOfType(BonusType::WATER_WALKING))
|
|
|
- return false;
|
|
|
-
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-bool TurnInfo::hasBonusOfType(BonusType type, int subtype) const
|
|
|
-{
|
|
|
- switch(type)
|
|
|
- {
|
|
|
- case BonusType::FREE_SHIP_BOARDING:
|
|
|
- return bonusCache->freeShipBoarding;
|
|
|
- case BonusType::FLYING_MOVEMENT:
|
|
|
- return bonusCache->flyingMovement;
|
|
|
- case BonusType::WATER_WALKING:
|
|
|
- return bonusCache->waterWalking;
|
|
|
- case BonusType::NO_TERRAIN_PENALTY:
|
|
|
- return bonusCache->noTerrainPenalty[subtype];
|
|
|
- }
|
|
|
-
|
|
|
- return static_cast<bool>(
|
|
|
- bonuses->getFirst(Selector::type()(type).And(Selector::subtype()(subtype))));
|
|
|
-}
|
|
|
-
|
|
|
-int TurnInfo::valOfBonuses(BonusType type, int subtype) const
|
|
|
-{
|
|
|
- switch(type)
|
|
|
- {
|
|
|
- case BonusType::FLYING_MOVEMENT:
|
|
|
- return bonusCache->flyingMovementVal;
|
|
|
- case BonusType::WATER_WALKING:
|
|
|
- return bonusCache->waterWalkingVal;
|
|
|
- case BonusType::ROUGH_TERRAIN_DISCOUNT:
|
|
|
- return bonusCache->pathfindingVal;
|
|
|
- }
|
|
|
-
|
|
|
- return bonuses->valOfBonuses(Selector::type()(type).And(Selector::subtype()(subtype)));
|
|
|
-}
|
|
|
-
|
|
|
-int TurnInfo::getMaxMovePoints(const EPathfindingLayer & layer) const
|
|
|
-{
|
|
|
- if(maxMovePointsLand == -1)
|
|
|
- maxMovePointsLand = hero->maxMovePointsCached(true, this);
|
|
|
- if(maxMovePointsWater == -1)
|
|
|
- maxMovePointsWater = hero->maxMovePointsCached(false, this);
|
|
|
-
|
|
|
- return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
|
|
|
-}
|
|
|
-
|
|
|
-void TurnInfo::updateHeroBonuses(BonusType type, const CSelector& sel) const
|
|
|
-{
|
|
|
- switch(type)
|
|
|
- {
|
|
|
- case BonusType::FREE_SHIP_BOARDING:
|
|
|
- bonusCache->freeShipBoarding = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FREE_SHIP_BOARDING)));
|
|
|
- break;
|
|
|
- case BonusType::FLYING_MOVEMENT:
|
|
|
- bonusCache->flyingMovement = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::FLYING_MOVEMENT)));
|
|
|
- bonusCache->flyingMovementVal = bonuses->valOfBonuses(Selector::type()(BonusType::FLYING_MOVEMENT));
|
|
|
- break;
|
|
|
- case BonusType::WATER_WALKING:
|
|
|
- bonusCache->waterWalking = static_cast<bool>(bonuses->getFirst(Selector::type()(BonusType::WATER_WALKING)));
|
|
|
- bonusCache->waterWalkingVal = bonuses->valOfBonuses(Selector::type()(BonusType::WATER_WALKING));
|
|
|
- break;
|
|
|
- case BonusType::ROUGH_TERRAIN_DISCOUNT:
|
|
|
- bonusCache->pathfindingVal = bonuses->valOfBonuses(Selector::type()(BonusType::ROUGH_TERRAIN_DISCOUNT));
|
|
|
- break;
|
|
|
- default:
|
|
|
- bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
|
|
|
- CGameInfoCallback(gs, std::optional<PlayerColor>()),
|
|
|
- turn(-1),
|
|
|
- hero(Hero),
|
|
|
- options(Options),
|
|
|
- owner(Hero->tempOwner)
|
|
|
-{
|
|
|
- turnsInfo.reserve(16);
|
|
|
- updateTurnInfo();
|
|
|
- initializePatrol();
|
|
|
-}
|
|
|
-
|
|
|
-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 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 & srcTile,
|
|
|
- const int3 & srcCoord,
|
|
|
- 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(const auto & dir : dirs)
|
|
|
- {
|
|
|
- const int3 destCoord = srcCoord + dir;
|
|
|
- if(!map->isInTheMap(destCoord))
|
|
|
- continue;
|
|
|
-
|
|
|
- const TerrainTile & destTile = map->getTile(destCoord);
|
|
|
- if(!destTile.terType->isPassable())
|
|
|
- continue;
|
|
|
-
|
|
|
-// //we cannot visit things from blocked tiles
|
|
|
-// if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE)
|
|
|
-// {
|
|
|
-// continue;
|
|
|
-// }
|
|
|
-
|
|
|
- /// Following condition let us avoid diagonal movement over coast when sailing
|
|
|
- if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water
|
|
|
- {
|
|
|
- const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
|
|
|
- const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
|
|
|
- if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand())
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- if(indeterminate(onLand) || onLand == destTile.terType->isLand())
|
|
|
- {
|
|
|
- vec.push_back(destCoord);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-int CPathfinderHelper::getMovementCost(
|
|
|
- const int3 & src,
|
|
|
- const int3 & dst,
|
|
|
- const TerrainTile * ct,
|
|
|
- const TerrainTile * dt,
|
|
|
- const int remainingMovePoints,
|
|
|
- const bool checkLast,
|
|
|
- boost::logic::tribool isDstSailLayer,
|
|
|
- boost::logic::tribool isDstWaterLayer) const
|
|
|
-{
|
|
|
- if(src == dst) //same tile
|
|
|
- return 0;
|
|
|
-
|
|
|
- const auto * ti = getTurnInfo();
|
|
|
-
|
|
|
- if(ct == nullptr || dt == nullptr)
|
|
|
- {
|
|
|
- ct = hero->cb->getTile(src);
|
|
|
- dt = hero->cb->getTile(dst);
|
|
|
- }
|
|
|
-
|
|
|
- bool isSailLayer;
|
|
|
- if(indeterminate(isDstSailLayer))
|
|
|
- isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater();
|
|
|
- else
|
|
|
- isSailLayer = static_cast<bool>(isDstSailLayer);
|
|
|
-
|
|
|
- bool isWaterLayer;
|
|
|
- if(indeterminate(isDstWaterLayer))
|
|
|
- isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater();
|
|
|
- else
|
|
|
- isWaterLayer = static_cast<bool>(isDstWaterLayer);
|
|
|
-
|
|
|
- bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
|
|
|
-
|
|
|
- int ret = hero->getTileCost(*dt, *ct, ti);
|
|
|
- if(isSailLayer)
|
|
|
- {
|
|
|
- if(ct->hasFavorableWinds())
|
|
|
- ret = static_cast<int>(ret * 2.0 / 3);
|
|
|
- }
|
|
|
- else if(isAirLayer)
|
|
|
- vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
|
|
|
- else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
|
|
|
- ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
|
|
|
-
|
|
|
- if(src.x != dst.x && src.y != dst.y) //it's diagonal move
|
|
|
- {
|
|
|
- int old = ret;
|
|
|
- ret = static_cast<int>(ret * M_SQRT2);
|
|
|
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
|
|
|
- // https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
|
|
|
- if(ret > remainingMovePoints && remainingMovePoints >= old)
|
|
|
- {
|
|
|
- return remainingMovePoints;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- const int left = remainingMovePoints - ret;
|
|
|
- constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
|
|
|
- if(checkLast && left > 0 && left <= maxCostOfOneStep) //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->isLand(), true);
|
|
|
- for(const auto & elem : vec)
|
|
|
- {
|
|
|
- int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
|
|
|
- if(fcost <= left)
|
|
|
- {
|
|
|
- return ret;
|
|
|
- }
|
|
|
- }
|
|
|
- ret = remainingMovePoints;
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-int3 CGPath::startPos() const
|
|
|
-{
|
|
|
- return nodes[nodes.size()-1].coord;
|
|
|
-}
|
|
|
-
|
|
|
-int3 CGPath::endPos() const
|
|
|
-{
|
|
|
- return nodes[0].coord;
|
|
|
-}
|
|
|
-
|
|
|
-CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
|
|
|
- : sizes(Sizes), hero(hero_)
|
|
|
-{
|
|
|
- nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
|
|
|
-}
|
|
|
-
|
|
|
-CPathsInfo::~CPathsInfo() = default;
|
|
|
-
|
|
|
-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));
|
|
|
-
|
|
|
- return getNode(tile);
|
|
|
-}
|
|
|
-
|
|
|
-bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
|
|
|
-{
|
|
|
- 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;
|
|
|
-}
|
|
|
-
|
|
|
-const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
|
|
|
-{
|
|
|
- const auto * landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
|
|
|
- if(landNode->reachable())
|
|
|
- return landNode;
|
|
|
- else
|
|
|
- return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
|
|
|
-}
|
|
|
-
|
|
|
-PathNodeInfo::PathNodeInfo()
|
|
|
- : node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false), isInitialPosition(false)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
|
|
-{
|
|
|
- node = n;
|
|
|
-
|
|
|
- if(coord != node->coord)
|
|
|
- {
|
|
|
- assert(node->coord.valid());
|
|
|
-
|
|
|
- coord = node->coord;
|
|
|
- tile = gs->getTile(coord);
|
|
|
- nodeObject = tile->topVisitableObj();
|
|
|
-
|
|
|
- if(nodeObject && nodeObject->ID == Obj::HERO)
|
|
|
- {
|
|
|
- nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);
|
|
|
- nodeObject = tile->topVisitableObj(true);
|
|
|
-
|
|
|
- if(!nodeObject)
|
|
|
- nodeObject = nodeHero;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- nodeHero = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- guarded = false;
|
|
|
-}
|
|
|
-
|
|
|
-void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
|
|
|
-{
|
|
|
- if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)
|
|
|
- {
|
|
|
- guarded = true;
|
|
|
- }
|
|
|
-
|
|
|
- if(nodeObject)
|
|
|
- {
|
|
|
- objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
|
|
|
- }
|
|
|
-
|
|
|
- if(nodeHero)
|
|
|
- {
|
|
|
- heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-CDestinationNodeInfo::CDestinationNodeInfo():
|
|
|
- blocked(false),
|
|
|
- action(CGPathNode::ENodeAction::UNKNOWN)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
|
|
|
-{
|
|
|
- PathNodeInfo::setNode(gs, n);
|
|
|
-
|
|
|
- blocked = false;
|
|
|
- action = CGPathNode::ENodeAction::UNKNOWN;
|
|
|
-}
|
|
|
-
|
|
|
-bool CDestinationNodeInfo::isBetterWay() const
|
|
|
-{
|
|
|
- if(node->turns == 0xff) //we haven't been here before
|
|
|
- return true;
|
|
|
- else
|
|
|
- return cost < node->getCost(); //this route is faster
|
|
|
-}
|
|
|
-
|
|
|
-bool PathNodeInfo::isNodeObjectVisitable() const
|
|
|
-{
|
|
|
- /// Hero can't visit objects while walking on water or flying
|
|
|
- return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
|
|
|
- && (canSeeObj(nodeObject) || canSeeObj(nodeHero));
|
|
|
-}
|
|
|
-
|
|
|
-VCMI_LIB_NAMESPACE_END
|