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							- #pragma once
 
- #include "VCMI_Lib.h"
 
- #include "IGameCallback.h"
 
- #include "HeroBonus.h"
 
- #include "int3.h"
 
- #include <boost/heap/priority_queue.hpp>
 
- /*
 
-  * CPathfinder.h, 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
 
-  *
 
-  */
 
- class CGHeroInstance;
 
- class CGObjectInstance;
 
- struct TerrainTile;
 
- class CPathfinderHelper;
 
- class CMap;
 
- class CGWhirlpool;
 
- struct DLL_LINKAGE CGPathNode
 
- {
 
- 	typedef EPathfindingLayer ELayer;
 
- 	enum ENodeAction : ui8
 
- 	{
 
- 		UNKNOWN = 0,
 
- 		EMBARK = 1,
 
- 		DISEMBARK,
 
- 		NORMAL,
 
- 		BATTLE,
 
- 		VISIT,
 
- 		BLOCKING_VISIT,
 
- 		TELEPORT_NORMAL,
 
- 		TELEPORT_BLOCKING_VISIT,
 
- 		TELEPORT_BATTLE
 
- 	};
 
- 	enum EAccessibility : ui8
 
- 	{
 
- 		NOT_SET = 0,
 
- 		ACCESSIBLE = 1, //tile can be entered and passed
 
- 		VISITABLE, //tile can be entered as the last tile in path
 
- 		BLOCKVIS,  //visitable from neighbouring tile but not passable
 
- 		FLYABLE, //can only be accessed in air layer
 
- 		BLOCKED //tile can't be entered nor visited
 
- 	};
 
- 	CGPathNode * theNodeBefore;
 
- 	int3 coord; //coordinates
 
- 	ui32 moveRemains; //remaining tiles after hero reaches the tile
 
- 	ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
 
- 	ELayer layer;
 
- 	EAccessibility accessible;
 
- 	ENodeAction action;
 
- 	bool locked;
 
- 	CGPathNode();
 
- 	void reset();
 
- 	void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
 
- 	bool reachable() const;
 
- };
 
- struct DLL_LINKAGE CGPath
 
- {
 
- 	std::vector<CGPathNode> nodes; //just get node by node
 
- 	int3 startPos() const; // start point
 
- 	int3 endPos() const; //destination point
 
- 	void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
 
- };
 
- struct DLL_LINKAGE CPathsInfo
 
- {
 
- 	typedef EPathfindingLayer ELayer;
 
- 	mutable boost::mutex pathMx;
 
- 	const CGHeroInstance * hero;
 
- 	int3 hpos;
 
- 	int3 sizes;
 
- 	boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
 
- 	CPathsInfo(const int3 & Sizes);
 
- 	~CPathsInfo();
 
- 	const CGPathNode * getPathInfo(const int3 & tile) const;
 
- 	bool getPath(CGPath & out, const int3 & dst) const;
 
- 	int getDistance(const int3 & tile) const;
 
- 	const CGPathNode * getNode(const int3 & coord) const;
 
- 	CGPathNode * getNode(const int3 & coord, const ELayer layer);
 
- };
 
- class CPathfinder : private CGameInfoCallback
 
- {
 
- public:
 
- 	friend class CPathfinderHelper;
 
- 	CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
 
- 	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
 
- private:
 
- 	typedef EPathfindingLayer ELayer;
 
- 	struct PathfinderOptions
 
- 	{
 
- 		bool useFlying;
 
- 		bool useWaterWalking;
 
- 		bool useEmbarkAndDisembark;
 
- 		bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
 
- 		bool useTeleportOneWay; // One-way monoliths with one known exit only
 
- 		bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
 
- 		bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
 
- 		/// TODO: Find out with client and server code, merge with normal teleporters.
 
- 		/// Likely proper implementation would require some refactoring of CGTeleport.
 
- 		/// So for now this is unfinished and disabled by default.
 
- 		bool useCastleGate;
 
- 		/// If true transition into air layer only possible from initial node.
 
- 		/// This is drastically decrease path calculation complexity (and time).
 
- 		/// Downside is less MP effective paths calculation.
 
- 		///
 
- 		/// TODO: If this option end up useful for slow devices it's can be improved:
 
- 		/// - Allow transition into air layer not only from initial position, but also from teleporters.
 
- 		///   Movement into air can be also allowed when hero disembarked.
 
- 		/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
 
- 		///   Patrol support need similar functionality so it's won't be ton of useless code.
 
- 		///   Such limitation could be useful as it's can be scaled depend on device performance.
 
- 		bool lightweightFlyingMode;
 
- 		/// This option enable one turn limitation for flying and water walking.
 
- 		/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
 
- 		///
 
- 		/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
 
- 		/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
 
- 		///
 
- 		/// TODO:
 
- 		/// - Behavior when option is disabled not implemented and will lead to crashes.
 
- 		bool oneTurnSpecialLayersLimit;
 
- 		/// VCMI have different movement rules to solve flaws original engine has.
 
- 		/// If this option enabled you'll able to do following things in fly:
 
- 		/// - Move from blocked tiles to visitable one
 
- 		/// - Move from guarded tiles to blockvis tiles without being attacked
 
- 		/// - Move from guarded tiles to guarded visitable tiles with being attacked after
 
- 		/// TODO:
 
- 		/// - Option should also allow same tile land <-> air layer transitions.
 
- 		///   Current implementation only allow go into (from) air layer only to neighbour tiles.
 
- 		///   I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
 
- 		bool originalMovementRules;
 
- 		PathfinderOptions();
 
- 	} options;
 
- 	CPathsInfo & out;
 
- 	const CGHeroInstance * hero;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW;
 
- 	std::unique_ptr<CPathfinderHelper> hlp;
 
- 	enum EPatrolState {
 
- 		PATROL_NONE = 0,
 
- 		PATROL_LOCKED = 1,
 
- 		PATROL_RADIUS
 
- 	} patrolState;
 
- 	std::unordered_set<int3, ShashInt3> patrolTiles;
 
- 	struct NodeComparer
 
- 	{
 
- 		bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
 
- 		{
 
- 			if(rhs->turns > lhs->turns)
 
- 				return false;
 
- 			else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
 
- 				return false;
 
- 			return true;
 
- 		}
 
- 	};
 
- 	boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
 
- 	std::vector<int3> neighbourTiles;
 
- 	std::vector<int3> neighbours;
 
- 	CGPathNode * cp; //current (source) path node -> we took it from the queue
 
- 	CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
 
- 	const TerrainTile * ct, * dt; //tile info for both nodes
 
- 	const CGObjectInstance * ctObj, * dtObj;
 
- 	CGPathNode::ENodeAction destAction;
 
- 	void addNeighbours();
 
- 	void addTeleportExits();
 
- 	bool isHeroPatrolLocked() const;
 
- 	bool isPatrolMovementAllowed(const int3 & dst) const;
 
- 	bool isLayerTransitionPossible(const ELayer dstLayer) const;
 
- 	bool isLayerTransitionPossible() const;
 
- 	bool isMovementToDestPossible() const;
 
- 	bool isMovementAfterDestPossible() const;
 
- 	CGPathNode::ENodeAction getDestAction() const;
 
- 	CGPathNode::ENodeAction getTeleportDestAction() const;
 
- 	bool isSourceInitialPosition() const;
 
- 	bool isSourceVisitableObj() const;
 
- 	bool isSourceGuarded() const;
 
- 	bool isDestVisitableObj() const;
 
- 	bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
 
- 	bool isDestinationGuardian() const;
 
- 	void initializePatrol();
 
- 	void initializeGraph();
 
- 	CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
 
- 	bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
 
- 	bool canSeeObj(const CGObjectInstance * obj) const;
 
- 	bool canMoveBetween(const int3 & a, const int3 & b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
 
- 	bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
 
- 	bool addTeleportTwoWay(const CGTeleport * obj) const;
 
- 	bool addTeleportOneWay(const CGTeleport * obj) const;
 
- 	bool addTeleportOneWayRandom(const CGTeleport * obj) const;
 
- 	bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
 
- };
 
- struct DLL_LINKAGE TurnInfo
 
- {
 
- 	/// This is certainly not the best design ever and certainly can be improved
 
- 	/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
 
- 	struct BonusCache {
 
- 		std::vector<bool> noTerrainPenalty;
 
- 		bool freeShipBoarding;
 
- 		bool flyingMovement;
 
- 		int flyingMovementVal;
 
- 		bool waterWalking;
 
- 		int waterWalkingVal;
 
- 		BonusCache(TBonusListPtr bonusList);
 
- 	};
 
- 	std::unique_ptr<BonusCache> bonusCache;
 
- 	const CGHeroInstance * hero;
 
- 	TBonusListPtr bonuses;
 
- 	mutable int maxMovePointsLand;
 
- 	mutable int maxMovePointsWater;
 
- 	int nativeTerrain;
 
- 	TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
 
- 	bool isLayerAvailable(const EPathfindingLayer layer) const;
 
- 	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int getMaxMovePoints(const EPathfindingLayer layer) const;
 
- };
 
- class DLL_LINKAGE CPathfinderHelper
 
- {
 
- public:
 
- 	CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options);
 
- 	~CPathfinderHelper();
 
- 	void updateTurnInfo(const int turn = 0);
 
- 	bool isLayerAvailable(const EPathfindingLayer layer) const;
 
- 	const TurnInfo * getTurnInfo() const;
 
- 	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int getMaxMovePoints(const EPathfindingLayer layer) const;
 
- 	static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
 
- 	static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
 
- 	static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
 
- private:
 
- 	int turn;
 
- 	const CGHeroInstance * hero;
 
- 	std::vector<TurnInfo *> turnsInfo;
 
- 	const CPathfinder::PathfinderOptions & options;
 
- };
 
 
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