CPathfinder.h 6.5 KB

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  1. #pragma once
  2. #include "VCMI_Lib.h"
  3. #include "mapping/CMap.h"
  4. #include "IGameCallback.h"
  5. #include "int3.h"
  6. #include <boost/heap/priority_queue.hpp>
  7. /*
  8. * CPathfinder.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CGHeroInstance;
  17. class CGObjectInstance;
  18. struct TerrainTile;
  19. class CPathfinderHelper;
  20. struct DLL_LINKAGE CGPathNode
  21. {
  22. typedef EPathfindingLayer ELayer;
  23. enum ENodeAction
  24. {
  25. UNKNOWN = -1,
  26. NORMAL = 0,
  27. EMBARK = 1,
  28. DISEMBARK, //2
  29. BATTLE,//3
  30. VISIT,//4
  31. BLOCKING_VISIT//5
  32. };
  33. enum EAccessibility
  34. {
  35. NOT_SET = 0,
  36. ACCESSIBLE = 1, //tile can be entered and passed
  37. VISITABLE, //tile can be entered as the last tile in path
  38. BLOCKVIS, //visitable from neighbouring tile but not passable
  39. BLOCKED //tile can't be entered nor visited
  40. };
  41. bool locked;
  42. EAccessibility accessible;
  43. ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
  44. ui32 moveRemains; //remaining tiles after hero reaches the tile
  45. CGPathNode * theNodeBefore;
  46. int3 coord; //coordinates
  47. ELayer layer;
  48. ENodeAction action;
  49. CGPathNode(int3 Coord, ELayer Layer);
  50. void reset();
  51. bool reachable() const;
  52. };
  53. struct DLL_LINKAGE CGPath
  54. {
  55. std::vector<CGPathNode> nodes; //just get node by node
  56. int3 startPos() const; // start point
  57. int3 endPos() const; //destination point
  58. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  59. };
  60. struct DLL_LINKAGE CPathsInfo
  61. {
  62. typedef EPathfindingLayer ELayer;
  63. mutable boost::mutex pathMx;
  64. const CGHeroInstance *hero;
  65. int3 hpos;
  66. int3 sizes;
  67. boost::multi_array<CGPathNode *, 4> nodes; //[w][h][level][layer]
  68. CPathsInfo(const int3 &Sizes);
  69. ~CPathsInfo();
  70. const CGPathNode * getPathInfo(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
  71. bool getPath(CGPath &out, const int3 &dst, const ELayer &layer = ELayer::AUTO) const;
  72. int getDistance(const int3 &tile, const ELayer &layer = ELayer::AUTO) const;
  73. CGPathNode *getNode(const int3 &coord, const ELayer &layer) const;
  74. };
  75. class CPathfinder : private CGameInfoCallback
  76. {
  77. public:
  78. CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
  79. 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
  80. private:
  81. typedef EPathfindingLayer ELayer;
  82. struct PathfinderOptions
  83. {
  84. bool useFlying;
  85. bool useWaterWalking;
  86. bool useEmbarkAndDisembark;
  87. bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
  88. bool useTeleportOneWay; // One-way monoliths with one known exit only
  89. bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
  90. bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
  91. /// TODO: Find out with client and server code, merge with normal teleporters.
  92. /// Likely proper implementation would require some refactoring of CGTeleport.
  93. /// So for now this is unfinished and disabled by default.
  94. bool useCastleGate;
  95. /// If true transition into air layer only possible from initial node.
  96. /// This is drastically decrease path calculation complexity (and time).
  97. /// Downside is less MP effective paths calculation.
  98. bool lightweightFlyingMode;
  99. /// This option enable one turn limitation for flying and water walking.
  100. /// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
  101. ///
  102. /// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
  103. /// After all this limit should benefit performance on maps with tons of water or blocked tiles.
  104. bool oneTurnSpecialLayersLimit;
  105. PathfinderOptions();
  106. } options;
  107. CPathsInfo &out;
  108. const CGHeroInstance *hero;
  109. unique_ptr<CPathfinderHelper> hlp;
  110. struct NodeComparer
  111. {
  112. bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
  113. {
  114. if(rhs->turns > lhs->turns)
  115. return false;
  116. else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
  117. return false;
  118. return true;
  119. }
  120. };
  121. boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
  122. std::vector<int3> neighbours;
  123. CGPathNode *cp; //current (source) path node -> we took it from the queue
  124. CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
  125. const TerrainTile *ct, *dt; //tile info for both nodes
  126. const CGObjectInstance *sTileObj;
  127. CGPathNode::ENodeAction destAction;
  128. void addNeighbours(const int3 &coord);
  129. void addTeleportExits(bool noTeleportExcludes = false);
  130. bool isLayerAvailable(const ELayer &layer, const int &turn) const;
  131. bool isLayerTransitionPossible() const;
  132. bool isMovementToDestPossible();
  133. bool isMovementAfterDestPossible() const;
  134. bool isSourceInitialPosition() const;
  135. int3 getSourceGuardPosition() const;
  136. bool isSourceGuarded() const;
  137. bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
  138. bool isDestinationGuardian() const;
  139. void initializeGraph();
  140. CGPathNode::EAccessibility evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const;
  141. 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)
  142. bool addTeleportTwoWay(const CGTeleport * obj) const;
  143. bool addTeleportOneWay(const CGTeleport * obj) const;
  144. bool addTeleportOneWayRandom(const CGTeleport * obj) const;
  145. bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
  146. bool canVisitObject() const;
  147. };
  148. struct TurnInfo
  149. {
  150. int turn;
  151. int maxMovePointsLand;
  152. int maxMovePointsWater;
  153. const Bonus * bonusFlying;
  154. const Bonus * bonusWaterWalking;
  155. };
  156. class DLL_LINKAGE CPathfinderHelper
  157. {
  158. public:
  159. TurnInfo * ti;
  160. const CGHeroInstance * hero;
  161. CPathfinderHelper(const CGHeroInstance * Hero);
  162. void updateTurnInfo(const int &turn = 0);
  163. int getMaxMovePoints(const EPathfindingLayer &layer) const;
  164. static TurnInfo * getTurnInfo(const CGHeroInstance * h, const int &turn = 0);
  165. static void getNeighbours(CGameState * gs, const TerrainTile &srct, const int3 &tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, const bool &limitCoastSailing);
  166. static int getMovementCost(const CGHeroInstance * h, const int3 &src, const int3 &dst, const int &remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool &checkLast = true);
  167. static int getMovementCost(const CGHeroInstance * h, const int3 &dst);
  168. private:
  169. std::vector<TurnInfo *> turnsInfo;
  170. };