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- /*
- * PathfindingRules.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 "PathfindingRules.h"
- #include "CGPathNode.h"
- #include "CPathfinder.h"
- #include "INodeStorage.h"
- #include "PathfinderOptions.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../mapping/CMapDefines.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void MovementCostRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- const float currentCost = destination.cost;
- const int currentTurnsUsed = destination.turn;
- const int currentMovePointsLeft = destination.movementLeft;
- const int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
- int moveCostPoints = pathfinderHelper->getMovementCost(source, destination, currentMovePointsLeft);
- float destinationCost = currentCost;
- int destTurnsUsed = currentTurnsUsed;
- int destMovePointsLeft = currentMovePointsLeft;
- if(currentMovePointsLeft < moveCostPoints)
- {
- // occurs rarely, when hero with low movepoints tries to leave the road
- // in this case, all remaining movement points from current turn are spent
- // and actual movement will happen on next turn, spending points from next turn pool
- destinationCost += static_cast<float>(currentMovePointsLeft) / sourceLayerMaxMovePoints;
- destTurnsUsed += 1;
- destMovePointsLeft = sourceLayerMaxMovePoints;
- // update move cost - it might have changed since hero now makes next turn and replenished his pool
- moveCostPoints = pathfinderHelper->getMovementCost(source, destination, destMovePointsLeft);
- pathfinderHelper->updateTurnInfo(destTurnsUsed);
- }
- if(destination.action == EPathNodeAction::EMBARK || destination.action == EPathNodeAction::DISEMBARK)
- {
- // FREE_SHIP_BOARDING bonus only remove additional penalty
- // land <-> sail transition still cost movement points as normal movement
- const int movementPointsAfterEmbark = pathfinderHelper->movementPointsAfterEmbark(destMovePointsLeft, moveCostPoints, (destination.action == EPathNodeAction::DISEMBARK));
- const int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
- const float costBeforeConversion = static_cast<float>(destMovePointsLeft) / sourceLayerMaxMovePoints;
- const float costAfterConversion = static_cast<float>(movementPointsAfterEmbark) / destinationLayerMaxMovePoints;
- const float costDelta = costBeforeConversion - costAfterConversion;
- assert(costDelta >= 0);
- destMovePointsLeft = movementPointsAfterEmbark;
- destinationCost += costDelta;
- }
- else
- {
- // Standard movement
- assert(destMovePointsLeft >= moveCostPoints);
- destMovePointsLeft -= moveCostPoints;
- destinationCost += static_cast<float>(moveCostPoints) / sourceLayerMaxMovePoints;
- }
- // pathfinder / priority queue does not supports negative costs
- assert(destinationCost >= currentCost);
- destination.cost = destinationCost;
- destination.turn = destTurnsUsed;
- destination.movementLeft = destMovePointsLeft;
- if(destination.isBetterWay() &&
- ((source.node->turns == destTurnsUsed && destMovePointsLeft) || pathfinderHelper->passOneTurnLimitCheck(source)))
- {
- pathfinderConfig->nodeStorage->commit(destination, source);
- return;
- }
- destination.blocked = true;
- }
- void PathfinderBlockingRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
- destination.blocked = blockingReason != BlockingReason::NONE;
- }
- void DestinationActionRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- if(destination.action != EPathNodeAction::UNKNOWN)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
- #endif
- return;
- }
- EPathNodeAction action = EPathNodeAction::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 = EPathNodeAction::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 = EPathNodeAction::EMBARK;
- else if(destination.nodeHero)
- {
- if(destination.heroRelations == PlayerRelations::ENEMIES)
- action = EPathNodeAction::BATTLE;
- else
- action = EPathNodeAction::BLOCKING_VISIT;
- }
- else if(destination.nodeObject->ID == Obj::TOWN)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- action = EPathNodeAction::VISIT;
- else if(objRel == PlayerRelations::ENEMIES)
- action = EPathNodeAction::BATTLE;
- }
- else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- {
- if(destination.guarded)
- action = EPathNodeAction::BATTLE;
- }
- else if(objRel == PlayerRelations::ENEMIES)
- action = EPathNodeAction::BATTLE;
- }
- else if(destination.nodeObject->ID == Obj::BORDER_GATE)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- {
- if(destination.guarded)
- action = EPathNodeAction::BATTLE;
- }
- else
- action = EPathNodeAction::BLOCKING_VISIT;
- }
- else if(destination.isGuardianTile)
- action = EPathNodeAction::BATTLE;
- else if(destination.nodeObject->isBlockedVisitable() && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
- action = EPathNodeAction::BLOCKING_VISIT;
- if(action == EPathNodeAction::NORMAL)
- {
- if(destination.guarded)
- action = EPathNodeAction::BATTLE;
- else
- action = EPathNodeAction::VISIT;
- }
- }
- else if(destination.guarded)
- action = EPathNodeAction::BATTLE;
- break;
- }
- destination.action = action;
- }
- 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 == EPathNodeAction::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 EPathNodeAction::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 EPathNodeAction::BLOCKING_VISIT:
- return destination.guarded
- ? BlockingReason::DESTINATION_GUARDED
- : BlockingReason::DESTINATION_BLOCKVIS;
- case EPathNodeAction::NORMAL:
- return BlockingReason::NONE;
- case EPathNodeAction::EMBARK:
- if(pathfinderHelper->options.useEmbarkAndDisembark)
- return BlockingReason::NONE;
- return BlockingReason::DESTINATION_BLOCKED;
- case EPathNodeAction::DISEMBARK:
- if(pathfinderHelper->options.useEmbarkAndDisembark)
- return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
- return BlockingReason::DESTINATION_BLOCKED;
- case EPathNodeAction::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;
- }
- PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
- const PathNodeInfo & source,
- const CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) const
- {
- if(destination.node->accessible == EPathAccessibility::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 != EPathNodeAction::EMBARK && !destination.isGuardianTile)
- return BlockingReason::SOURCE_GUARDED;
- }
- if(source.node->layer == EPathfindingLayer::LAND)
- {
- if(!destination.isNodeObjectVisitable())
- return BlockingReason::DESTINATION_BLOCKED;
- if(!destination.nodeHero && !destination.nodeObject->isCoastVisitable())
- 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 != EPathAccessibility::ACCESSIBLE)
- {
- return BlockingReason::DESTINATION_BLOCKED;
- }
- if(destination.guarded)
- return BlockingReason::DESTINATION_BLOCKED;
- break;
- }
- return BlockingReason::NONE;
- }
- 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 == EPathAccessibility::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 != EPathAccessibility::ACCESSIBLE && (destination.node->accessible != EPathAccessibility::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 != EPathAccessibility::ACCESSIBLE &&
- source.node->accessible != EPathAccessibility::VISITABLE) &&
- (destination.node->accessible != EPathAccessibility::VISITABLE &&
- destination.node->accessible != EPathAccessibility::ACCESSIBLE))
- {
- destination.blocked = true;
- }
- }
- else if(destination.node->accessible != EPathAccessibility::ACCESSIBLE)
- {
- /// Hero that fly can only land on accessible tiles
- if(destination.nodeObject)
- destination.blocked = true;
- }
- break;
- case EPathfindingLayer::WATER:
- if(destination.node->accessible != EPathAccessibility::ACCESSIBLE && destination.node->accessible != EPathAccessibility::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;
- }
- }
- VCMI_LIB_NAMESPACE_END
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