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							- /*
 
-  * 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 "INodeStorage.h"
 
- #include "PathfinderOptions.h"
 
- #include "PathfindingRules.h"
 
- #include "TurnInfo.h"
 
- #include "../gameState/CGameState.h"
 
- #include "../CPlayerState.h"
 
- #include "../TerrainHandler.h"
 
- #include "../mapObjects/CGHeroInstance.h"
 
- #include "../mapping/CMap.h"
 
- #include "spells/CSpellHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- 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;
 
- }
 
- 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;
 
- 			if(turn >= hlp->options.turnLimit)
 
- 				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 == EPathAccessibility::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 == EPathNodeAction::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.objectRelations != PlayerRelations::ENEMIES)
 
- 	{
 
- 		auto * town = dynamic_cast<const CGTownInstance *>(source.nodeObject);
 
- 		assert(town);
 
- 		if (town && town->getFaction() == FactionID::INFERNO)
 
- 		{
 
- 			/// 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 == EPathNodeAction::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;
 
- }
 
- EPathNodeAction CPathfinder::getTeleportDestAction() const
 
- {
 
- 	EPathNodeAction action = EPathNodeAction::TELEPORT_NORMAL;
 
- 	if(destination.isNodeObjectVisitable() && destination.nodeHero)
 
- 	{
 
- 		if(destination.heroRelations == PlayerRelations::ENEMIES)
 
- 			action = EPathNodeAction::TELEPORT_BATTLE;
 
- 		else
 
- 			action = EPathNodeAction::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, ETileVisibility::REVEALED, std::optional<PlayerColor>(), 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 == EPathAccessibility::ACCESSIBLE;
 
- 	}
 
- 	return true;
 
- }
 
- int CPathfinderHelper::getGuardiansCount(int3 tile) const
 
- {
 
- 	return getGuardingCreatures(tile).size();
 
- }
 
- CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
 
- 	CGameInfoCallback(gs),
 
- 	turn(-1),
 
- 	hero(Hero),
 
- 	options(Options),
 
- 	owner(Hero->tempOwner)
 
- {
 
- 	turnsInfo.reserve(16);
 
- 	updateTurnInfo();
 
- 	initializePatrol();
 
- 	SpellID flySpell = SpellID::FLY;
 
- 	canCastFly = Hero->canCastThisSpell(flySpell.toSpell());
 
- 	SpellID waterWalk = SpellID::WATER_WALK;
 
- 	canCastWaterWalk = Hero->canCastThisSpell(waterWalk.toSpell());
 
- }
 
- 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;
 
- 		if(canCastFly && options.canUseCast)
 
- 			return true;
 
- 		break;
 
- 	case EPathfindingLayer::WATER:
 
- 		if(!options.useWaterWalking)
 
- 			return false;
 
- 		if(canCastWaterWalk && options.canUseCast)
 
- 			return true;
 
- 		break;
 
- 	}
 
- 	return turnsInfo[turn]->isLayerAvailable(layer);
 
- }
 
- const TurnInfo * CPathfinderHelper::getTurnInfo() const
 
- {
 
- 	return turnsInfo[turn];
 
- }
 
- bool CPathfinderHelper::hasBonusOfType(const BonusType type) const
 
- {
 
- 	return turnsInfo[turn]->hasBonusOfType(type);
 
- }
 
- 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 PathNodeInfo & src,
 
- 	const PathNodeInfo & dst,
 
- 	const int remainingMovePoints,
 
- 	const bool checkLast) const
 
- {
 
- 	return getMovementCost(
 
- 		src.coord,
 
- 		dst.coord,
 
- 		src.tile,
 
- 		dst.tile,
 
- 		remainingMovePoints,
 
- 		checkLast,
 
- 		dst.node->layer == EPathfindingLayer::SAIL,
 
- 		dst.node->layer == EPathfindingLayer::WATER
 
- 	);
 
- }
 
- 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->getTileMovementCost(*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;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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