CPathfinder.h 17 KB

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  1. /*
  2. * CPathfinder.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "VCMI_Lib.h"
  12. #include "IGameCallback.h"
  13. #include "HeroBonus.h"
  14. #include "int3.h"
  15. #include <boost/heap/fibonacci_heap.hpp>
  16. class CGHeroInstance;
  17. class CGObjectInstance;
  18. struct TerrainTile;
  19. class CPathfinderHelper;
  20. class CMap;
  21. class CGWhirlpool;
  22. class CPathfinderHelper;
  23. class CPathfinder;
  24. class PathfinderConfig;
  25. template<typename N>
  26. struct DLL_LINKAGE NodeComparer
  27. {
  28. STRONG_INLINE
  29. bool operator()(const N * lhs, const N * rhs) const
  30. {
  31. return lhs->getCost() > rhs->getCost();
  32. }
  33. };
  34. struct DLL_LINKAGE CGPathNode
  35. {
  36. typedef EPathfindingLayer ELayer;
  37. enum ENodeAction : ui8
  38. {
  39. UNKNOWN = 0,
  40. EMBARK = 1,
  41. DISEMBARK,
  42. NORMAL,
  43. BATTLE,
  44. VISIT,
  45. BLOCKING_VISIT,
  46. TELEPORT_NORMAL,
  47. TELEPORT_BLOCKING_VISIT,
  48. TELEPORT_BATTLE
  49. };
  50. enum EAccessibility : ui8
  51. {
  52. NOT_SET = 0,
  53. ACCESSIBLE = 1, //tile can be entered and passed
  54. VISITABLE, //tile can be entered as the last tile in path
  55. BLOCKVIS, //visitable from neighboring tile but not passable
  56. FLYABLE, //can only be accessed in air layer
  57. BLOCKED //tile can't be entered nor visited
  58. };
  59. CGPathNode * theNodeBefore;
  60. int3 coord; //coordinates
  61. ELayer layer;
  62. ui32 moveRemains; //remaining movement points after hero reaches the tile
  63. ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
  64. EAccessibility accessible;
  65. ENodeAction action;
  66. bool locked;
  67. bool inPQ;
  68. CGPathNode()
  69. : coord(-1),
  70. layer(ELayer::WRONG),
  71. pqHandle(nullptr)
  72. {
  73. reset();
  74. }
  75. STRONG_INLINE
  76. void reset()
  77. {
  78. locked = false;
  79. accessible = NOT_SET;
  80. moveRemains = 0;
  81. cost = std::numeric_limits<float>::max();
  82. turns = 255;
  83. theNodeBefore = nullptr;
  84. action = UNKNOWN;
  85. inPQ = false;
  86. pq = nullptr;
  87. }
  88. STRONG_INLINE
  89. float getCost() const
  90. {
  91. return cost;
  92. }
  93. STRONG_INLINE
  94. void setCost(float value)
  95. {
  96. if(value == cost)
  97. return;
  98. bool getUpNode = value < cost;
  99. cost = value;
  100. // If the node is in the heap, update the heap.
  101. if(inPQ && pq != nullptr)
  102. {
  103. if(getUpNode)
  104. {
  105. pq->increase(this->pqHandle);
  106. }
  107. else
  108. {
  109. pq->decrease(this->pqHandle);
  110. }
  111. }
  112. }
  113. STRONG_INLINE
  114. void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
  115. {
  116. if(layer == ELayer::WRONG)
  117. {
  118. coord = Coord;
  119. layer = Layer;
  120. }
  121. else
  122. {
  123. reset();
  124. }
  125. accessible = Accessible;
  126. }
  127. STRONG_INLINE
  128. bool reachable() const
  129. {
  130. return turns < 255;
  131. }
  132. typedef boost::heap::fibonacci_heap<
  133. CGPathNode *,
  134. boost::heap::compare<NodeComparer<CGPathNode>>
  135. > TFibHeap;
  136. TFibHeap::handle_type pqHandle;
  137. TFibHeap* pq;
  138. private:
  139. float cost; //total cost of the path to this tile measured in turns with fractions
  140. };
  141. struct DLL_LINKAGE CGPath
  142. {
  143. std::vector<CGPathNode> nodes; //just get node by node
  144. int3 startPos() const; // start point
  145. int3 endPos() const; //destination point
  146. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  147. };
  148. struct DLL_LINKAGE CPathsInfo
  149. {
  150. typedef EPathfindingLayer ELayer;
  151. const CGHeroInstance * hero;
  152. int3 hpos;
  153. int3 sizes;
  154. boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
  155. CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
  156. ~CPathsInfo();
  157. const CGPathNode * getPathInfo(const int3 & tile) const;
  158. bool getPath(CGPath & out, const int3 & dst) const;
  159. const CGPathNode * getNode(const int3 & coord) const;
  160. STRONG_INLINE
  161. CGPathNode * getNode(const int3 & coord, const ELayer layer)
  162. {
  163. return &nodes[coord.x][coord.y][coord.z][layer];
  164. }
  165. };
  166. struct DLL_LINKAGE PathNodeInfo
  167. {
  168. CGPathNode * node;
  169. const CGObjectInstance * nodeObject;
  170. const CGHeroInstance * nodeHero;
  171. const TerrainTile * tile;
  172. int3 coord;
  173. bool guarded;
  174. PlayerRelations::PlayerRelations objectRelations;
  175. PlayerRelations::PlayerRelations heroRelations;
  176. bool isInitialPosition;
  177. PathNodeInfo();
  178. virtual void setNode(CGameState * gs, CGPathNode * n);
  179. void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
  180. bool isNodeObjectVisitable() const;
  181. };
  182. struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
  183. {
  184. CGPathNode::ENodeAction action;
  185. int turn;
  186. int movementLeft;
  187. float cost; //same as CGPathNode::cost
  188. bool blocked;
  189. bool isGuardianTile;
  190. CDestinationNodeInfo();
  191. virtual void setNode(CGameState * gs, CGPathNode * n) override;
  192. virtual bool isBetterWay() const;
  193. };
  194. class IPathfindingRule
  195. {
  196. public:
  197. virtual void process(
  198. const PathNodeInfo & source,
  199. CDestinationNodeInfo & destination,
  200. const PathfinderConfig * pathfinderConfig,
  201. CPathfinderHelper * pathfinderHelper) const = 0;
  202. };
  203. class DLL_LINKAGE MovementCostRule : public IPathfindingRule
  204. {
  205. public:
  206. virtual void process(
  207. const PathNodeInfo & source,
  208. CDestinationNodeInfo & destination,
  209. const PathfinderConfig * pathfinderConfig,
  210. CPathfinderHelper * pathfinderHelper) const override;
  211. };
  212. class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
  213. {
  214. public:
  215. virtual void process(
  216. const PathNodeInfo & source,
  217. CDestinationNodeInfo & destination,
  218. const PathfinderConfig * pathfinderConfig,
  219. CPathfinderHelper * pathfinderHelper) const override;
  220. };
  221. class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
  222. {
  223. public:
  224. virtual void process(
  225. const PathNodeInfo & source,
  226. CDestinationNodeInfo & destination,
  227. const PathfinderConfig * pathfinderConfig,
  228. CPathfinderHelper * pathfinderHelper) const override;
  229. };
  230. class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
  231. {
  232. public:
  233. virtual void process(
  234. const PathNodeInfo & source,
  235. CDestinationNodeInfo & destination,
  236. const PathfinderConfig * pathfinderConfig,
  237. CPathfinderHelper * pathfinderHelper) const override
  238. {
  239. auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  240. destination.blocked = blockingReason != BlockingReason::NONE;
  241. }
  242. protected:
  243. enum class BlockingReason
  244. {
  245. NONE = 0,
  246. SOURCE_GUARDED = 1,
  247. DESTINATION_GUARDED = 2,
  248. SOURCE_BLOCKED = 3,
  249. DESTINATION_BLOCKED = 4,
  250. DESTINATION_BLOCKVIS = 5,
  251. DESTINATION_VISIT = 6
  252. };
  253. virtual BlockingReason getBlockingReason(
  254. const PathNodeInfo & source,
  255. const CDestinationNodeInfo & destination,
  256. const PathfinderConfig * pathfinderConfig,
  257. const CPathfinderHelper * pathfinderHelper) const = 0;
  258. };
  259. class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
  260. {
  261. public:
  262. virtual void process(
  263. const PathNodeInfo & source,
  264. CDestinationNodeInfo & destination,
  265. const PathfinderConfig * pathfinderConfig,
  266. CPathfinderHelper * pathfinderHelper) const override;
  267. protected:
  268. virtual BlockingReason getBlockingReason(
  269. const PathNodeInfo & source,
  270. const CDestinationNodeInfo & destination,
  271. const PathfinderConfig * pathfinderConfig,
  272. const CPathfinderHelper * pathfinderHelper) const override;
  273. };
  274. class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
  275. {
  276. protected:
  277. virtual BlockingReason getBlockingReason(
  278. const PathNodeInfo & source,
  279. const CDestinationNodeInfo & destination,
  280. const PathfinderConfig * pathfinderConfig,
  281. const CPathfinderHelper * pathfinderHelper) const override;
  282. };
  283. struct DLL_LINKAGE PathfinderOptions
  284. {
  285. bool useFlying;
  286. bool useWaterWalking;
  287. bool useEmbarkAndDisembark;
  288. bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
  289. bool useTeleportOneWay; // One-way monoliths with one known exit only
  290. bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
  291. bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
  292. /// TODO: Find out with client and server code, merge with normal teleporters.
  293. /// Likely proper implementation would require some refactoring of CGTeleport.
  294. /// So for now this is unfinished and disabled by default.
  295. bool useCastleGate;
  296. /// If true transition into air layer only possible from initial node.
  297. /// This is drastically decrease path calculation complexity (and time).
  298. /// Downside is less MP effective paths calculation.
  299. ///
  300. /// TODO: If this option end up useful for slow devices it's can be improved:
  301. /// - Allow transition into air layer not only from initial position, but also from teleporters.
  302. /// Movement into air can be also allowed when hero disembarked.
  303. /// - Other idea is to allow transition into air within certain radius of N tiles around hero.
  304. /// Patrol support need similar functionality so it's won't be ton of useless code.
  305. /// Such limitation could be useful as it's can be scaled depend on device performance.
  306. bool lightweightFlyingMode;
  307. /// This option enable one turn limitation for flying and water walking.
  308. /// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
  309. ///
  310. /// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
  311. /// After all this limit should benefit performance on maps with tons of water or blocked tiles.
  312. ///
  313. /// TODO:
  314. /// - Behavior when option is disabled not implemented and will lead to crashes.
  315. bool oneTurnSpecialLayersLimit;
  316. /// VCMI have different movement rules to solve flaws original engine has.
  317. /// If this option enabled you'll able to do following things in fly:
  318. /// - Move from blocked tiles to visitable one
  319. /// - Move from guarded tiles to blockvis tiles without being attacked
  320. /// - Move from guarded tiles to guarded visitable tiles with being attacked after
  321. /// TODO:
  322. /// - Option should also allow same tile land <-> air layer transitions.
  323. /// Current implementation only allow go into (from) air layer only to neighbour tiles.
  324. /// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
  325. bool originalMovementRules;
  326. PathfinderOptions();
  327. };
  328. class DLL_LINKAGE INodeStorage
  329. {
  330. public:
  331. using ELayer = EPathfindingLayer;
  332. virtual std::vector<CGPathNode *> getInitialNodes() = 0;
  333. virtual std::vector<CGPathNode *> calculateNeighbours(
  334. const PathNodeInfo & source,
  335. const PathfinderConfig * pathfinderConfig,
  336. const CPathfinderHelper * pathfinderHelper) = 0;
  337. virtual std::vector<CGPathNode *> calculateTeleportations(
  338. const PathNodeInfo & source,
  339. const PathfinderConfig * pathfinderConfig,
  340. const CPathfinderHelper * pathfinderHelper) = 0;
  341. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
  342. virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
  343. };
  344. class DLL_LINKAGE NodeStorage : public INodeStorage
  345. {
  346. private:
  347. CPathsInfo & out;
  348. STRONG_INLINE
  349. void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
  350. public:
  351. NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
  352. STRONG_INLINE
  353. CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
  354. {
  355. return out.getNode(coord, layer);
  356. }
  357. void initialize(const PathfinderOptions & options, const CGameState * gs) override;
  358. virtual std::vector<CGPathNode *> getInitialNodes() override;
  359. virtual std::vector<CGPathNode *> calculateNeighbours(
  360. const PathNodeInfo & source,
  361. const PathfinderConfig * pathfinderConfig,
  362. const CPathfinderHelper * pathfinderHelper) override;
  363. virtual std::vector<CGPathNode *> calculateTeleportations(
  364. const PathNodeInfo & source,
  365. const PathfinderConfig * pathfinderConfig,
  366. const CPathfinderHelper * pathfinderHelper) override;
  367. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
  368. };
  369. class DLL_LINKAGE PathfinderConfig
  370. {
  371. public:
  372. std::shared_ptr<INodeStorage> nodeStorage;
  373. std::vector<std::shared_ptr<IPathfindingRule>> rules;
  374. PathfinderOptions options;
  375. PathfinderConfig(
  376. std::shared_ptr<INodeStorage> nodeStorage,
  377. std::vector<std::shared_ptr<IPathfindingRule>> rules);
  378. virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
  379. };
  380. class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
  381. {
  382. private:
  383. std::unique_ptr<CPathfinderHelper> pathfinderHelper;
  384. public:
  385. SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
  386. virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
  387. static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
  388. };
  389. class CPathfinder : private CGameInfoCallback
  390. {
  391. public:
  392. friend class CPathfinderHelper;
  393. CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
  394. CPathfinder(
  395. CGameState * _gs,
  396. std::shared_ptr<PathfinderConfig> config);
  397. 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
  398. private:
  399. typedef EPathfindingLayer ELayer;
  400. std::shared_ptr<PathfinderConfig> config;
  401. boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
  402. PathNodeInfo source; //current (source) path node -> we took it from the queue
  403. CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
  404. bool isLayerTransitionPossible() const;
  405. CGPathNode::ENodeAction getTeleportDestAction() const;
  406. bool isDestinationGuardian() const;
  407. void initializeGraph();
  408. STRONG_INLINE
  409. void push(CGPathNode * node);
  410. STRONG_INLINE
  411. CGPathNode * topAndPop();
  412. };
  413. struct DLL_LINKAGE TurnInfo
  414. {
  415. /// This is certainly not the best design ever and certainly can be improved
  416. /// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
  417. struct BonusCache {
  418. std::vector<bool> noTerrainPenalty;
  419. bool freeShipBoarding;
  420. bool flyingMovement;
  421. int flyingMovementVal;
  422. bool waterWalking;
  423. int waterWalkingVal;
  424. BonusCache(TConstBonusListPtr bonusList);
  425. };
  426. std::unique_ptr<BonusCache> bonusCache;
  427. const CGHeroInstance * hero;
  428. TConstBonusListPtr bonuses;
  429. mutable int maxMovePointsLand;
  430. mutable int maxMovePointsWater;
  431. ETerrainType::EETerrainType nativeTerrain;
  432. TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
  433. bool isLayerAvailable(const EPathfindingLayer layer) const;
  434. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  435. int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
  436. int getMaxMovePoints(const EPathfindingLayer layer) const;
  437. };
  438. class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
  439. {
  440. public:
  441. enum EPatrolState
  442. {
  443. PATROL_NONE = 0,
  444. PATROL_LOCKED = 1,
  445. PATROL_RADIUS
  446. } patrolState;
  447. std::unordered_set<int3, ShashInt3> patrolTiles;
  448. int turn;
  449. PlayerColor owner;
  450. const CGHeroInstance * hero;
  451. std::vector<TurnInfo *> turnsInfo;
  452. const PathfinderOptions & options;
  453. CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
  454. ~CPathfinderHelper();
  455. void initializePatrol();
  456. bool isHeroPatrolLocked() const;
  457. bool isPatrolMovementAllowed(const int3 & dst) const;
  458. void updateTurnInfo(const int turn = 0);
  459. bool isLayerAvailable(const EPathfindingLayer layer) const;
  460. const TurnInfo * getTurnInfo() const;
  461. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  462. int getMaxMovePoints(const EPathfindingLayer layer) const;
  463. std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
  464. bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
  465. std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) const;
  466. bool addTeleportTwoWay(const CGTeleport * obj) const;
  467. bool addTeleportOneWay(const CGTeleport * obj) const;
  468. bool addTeleportOneWayRandom(const CGTeleport * obj) const;
  469. bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
  470. 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)
  471. std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
  472. std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
  473. void getNeighbours(
  474. const TerrainTile & srct,
  475. const int3 & tile,
  476. std::vector<int3> & vec,
  477. const boost::logic::tribool & onLand,
  478. const bool limitCoastSailing) const;
  479. int getMovementCost(
  480. const int3 & src,
  481. const int3 & dst,
  482. const TerrainTile * ct,
  483. const TerrainTile * dt,
  484. const int remainingMovePoints =- 1,
  485. const bool checkLast = true) const;
  486. int getMovementCost(
  487. const PathNodeInfo & src,
  488. const PathNodeInfo & dst,
  489. const int remainingMovePoints = -1,
  490. const bool checkLast = true) const
  491. {
  492. return getMovementCost(
  493. src.coord,
  494. dst.coord,
  495. src.tile,
  496. dst.tile,
  497. remainingMovePoints,
  498. checkLast
  499. );
  500. }
  501. int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
  502. bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
  503. };