CPathfinder.h 11 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/priority_queue.hpp>
  16. class CGHeroInstance;
  17. class CGObjectInstance;
  18. struct TerrainTile;
  19. class CPathfinderHelper;
  20. class CMap;
  21. class CGWhirlpool;
  22. struct DLL_LINKAGE CGPathNode
  23. {
  24. typedef EPathfindingLayer ELayer;
  25. enum ENodeAction : ui8
  26. {
  27. UNKNOWN = 0,
  28. EMBARK = 1,
  29. DISEMBARK,
  30. NORMAL,
  31. BATTLE,
  32. VISIT,
  33. BLOCKING_VISIT,
  34. TELEPORT_NORMAL,
  35. TELEPORT_BLOCKING_VISIT,
  36. TELEPORT_BATTLE
  37. };
  38. enum EAccessibility : ui8
  39. {
  40. NOT_SET = 0,
  41. ACCESSIBLE = 1, //tile can be entered and passed
  42. VISITABLE, //tile can be entered as the last tile in path
  43. BLOCKVIS, //visitable from neighbouring tile but not passable
  44. FLYABLE, //can only be accessed in air layer
  45. BLOCKED //tile can't be entered nor visited
  46. };
  47. CGPathNode * theNodeBefore;
  48. int3 coord; //coordinates
  49. ui32 moveRemains; //remaining tiles after hero reaches the tile
  50. ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
  51. ELayer layer;
  52. EAccessibility accessible;
  53. ENodeAction action;
  54. bool locked;
  55. CGPathNode();
  56. void reset();
  57. void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
  58. bool reachable() const;
  59. };
  60. struct DLL_LINKAGE CGPath
  61. {
  62. std::vector<CGPathNode> nodes; //just get node by node
  63. int3 startPos() const; // start point
  64. int3 endPos() const; //destination point
  65. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  66. };
  67. struct DLL_LINKAGE CPathsInfo
  68. {
  69. typedef EPathfindingLayer ELayer;
  70. mutable boost::mutex pathMx;
  71. const CGHeroInstance * hero;
  72. int3 hpos;
  73. int3 sizes;
  74. boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
  75. CPathsInfo(const int3 & Sizes);
  76. ~CPathsInfo();
  77. const CGPathNode * getPathInfo(const int3 & tile) const;
  78. bool getPath(CGPath & out, const int3 & dst) const;
  79. int getDistance(const int3 & tile) const;
  80. const CGPathNode * getNode(const int3 & coord) const;
  81. CGPathNode * getNode(const int3 & coord, const ELayer layer);
  82. };
  83. struct DLL_LINKAGE CPathNodeInfo
  84. {
  85. CGPathNode * node;
  86. const CGObjectInstance * nodeObject;
  87. const TerrainTile * tile;
  88. int3 coord;
  89. bool guarded;
  90. CPathNodeInfo();
  91. virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
  92. bool isNodeObjectVisitable() const;
  93. };
  94. struct DLL_LINKAGE CDestinationNodeInfo : public CPathNodeInfo
  95. {
  96. CGPathNode::ENodeAction action;
  97. bool furtherProcessingImpossible;
  98. bool blocked;
  99. CDestinationNodeInfo();
  100. virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false) override;
  101. };
  102. class CNodeHelper
  103. {
  104. public:
  105. virtual CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer) = 0;
  106. virtual CGPathNode * getInitialNode() = 0;
  107. };
  108. class CPathfinderHelper;
  109. class CPathfinder;
  110. class IPathfindingRule
  111. {
  112. public:
  113. virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) = 0;
  114. };
  115. class CMovementAfterDestinationRule : public IPathfindingRule
  116. {
  117. public:
  118. virtual void process(CPathfinderHelper * pathfinderHelper, CPathNodeInfo & source, CDestinationNodeInfo & destination) override;
  119. };
  120. class CNeighbourFinder
  121. {
  122. protected:
  123. CPathfinder * pathfinder;
  124. std::vector<int3> neighbourTiles;
  125. std::vector<int3> accessibleNeighbourTiles;
  126. std::vector<CGPathNode *> neighbours;
  127. public:
  128. CNeighbourFinder();
  129. virtual std::vector<CGPathNode *> & calculateNeighbours(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper, CNodeHelper * nodeHelper);
  130. protected:
  131. void addNeighbourTiles(CPathNodeInfo & source, CPathfinderHelper * pathfinderHelper);
  132. };
  133. struct DLL_LINKAGE PathfinderOptions
  134. {
  135. bool useFlying;
  136. bool useWaterWalking;
  137. bool useEmbarkAndDisembark;
  138. bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
  139. bool useTeleportOneWay; // One-way monoliths with one known exit only
  140. bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
  141. bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
  142. /// TODO: Find out with client and server code, merge with normal teleporters.
  143. /// Likely proper implementation would require some refactoring of CGTeleport.
  144. /// So for now this is unfinished and disabled by default.
  145. bool useCastleGate;
  146. /// If true transition into air layer only possible from initial node.
  147. /// This is drastically decrease path calculation complexity (and time).
  148. /// Downside is less MP effective paths calculation.
  149. ///
  150. /// TODO: If this option end up useful for slow devices it's can be improved:
  151. /// - Allow transition into air layer not only from initial position, but also from teleporters.
  152. /// Movement into air can be also allowed when hero disembarked.
  153. /// - Other idea is to allow transition into air within certain radius of N tiles around hero.
  154. /// Patrol support need similar functionality so it's won't be ton of useless code.
  155. /// Such limitation could be useful as it's can be scaled depend on device performance.
  156. bool lightweightFlyingMode;
  157. /// This option enable one turn limitation for flying and water walking.
  158. /// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
  159. ///
  160. /// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
  161. /// After all this limit should benefit performance on maps with tons of water or blocked tiles.
  162. ///
  163. /// TODO:
  164. /// - Behavior when option is disabled not implemented and will lead to crashes.
  165. bool oneTurnSpecialLayersLimit;
  166. /// VCMI have different movement rules to solve flaws original engine has.
  167. /// If this option enabled you'll able to do following things in fly:
  168. /// - Move from blocked tiles to visitable one
  169. /// - Move from guarded tiles to blockvis tiles without being attacked
  170. /// - Move from guarded tiles to guarded visitable tiles with being attacked after
  171. /// TODO:
  172. /// - Option should also allow same tile land <-> air layer transitions.
  173. /// Current implementation only allow go into (from) air layer only to neighbour tiles.
  174. /// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
  175. bool originalMovementRules;
  176. PathfinderOptions();
  177. };
  178. class CPathfinder : private CGameInfoCallback
  179. {
  180. public:
  181. friend class CPathfinderHelper;
  182. CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
  183. CPathfinder(
  184. CGameState * _gs,
  185. const CGHeroInstance * _hero,
  186. std::shared_ptr<CNodeHelper> nodeHelper,
  187. std::shared_ptr<CNeighbourFinder> neighbourFinder);
  188. 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
  189. private:
  190. typedef EPathfindingLayer ELayer;
  191. PathfinderOptions options;
  192. const CGHeroInstance * hero;
  193. const std::vector<std::vector<std::vector<ui8> > > &FoW;
  194. std::unique_ptr<CPathfinderHelper> hlp;
  195. std::shared_ptr<CNodeHelper> nodeHelper;
  196. std::shared_ptr<CNeighbourFinder> neighbourFinder;
  197. enum EPatrolState {
  198. PATROL_NONE = 0,
  199. PATROL_LOCKED = 1,
  200. PATROL_RADIUS
  201. } patrolState;
  202. std::unordered_set<int3, ShashInt3> patrolTiles;
  203. struct NodeComparer
  204. {
  205. bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
  206. {
  207. if(rhs->turns > lhs->turns)
  208. return false;
  209. else if(rhs->turns == lhs->turns && rhs->moveRemains <= lhs->moveRemains)
  210. return false;
  211. return true;
  212. }
  213. };
  214. boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
  215. std::vector<int3> neighbourTiles;
  216. std::vector<int3> neighbours;
  217. CPathNodeInfo source; //current (source) path node -> we took it from the queue
  218. CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
  219. void addTeleportExits();
  220. bool isHeroPatrolLocked() const;
  221. bool isPatrolMovementAllowed(const int3 & dst) const;
  222. bool isLayerTransitionPossible(const ELayer dstLayer) const;
  223. bool isLayerTransitionPossible() const;
  224. bool isMovementToDestPossible() const;
  225. CGPathNode::ENodeAction getDestAction() const;
  226. CGPathNode::ENodeAction getTeleportDestAction() const;
  227. bool isSourceInitialPosition() const;
  228. bool isSourceGuarded() const;
  229. bool isDestinationGuarded() const;
  230. bool isDestinationGuardian() const;
  231. void initializePatrol();
  232. void initializeGraph();
  233. CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
  234. };
  235. struct DLL_LINKAGE TurnInfo
  236. {
  237. /// This is certainly not the best design ever and certainly can be improved
  238. /// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
  239. struct BonusCache {
  240. std::vector<bool> noTerrainPenalty;
  241. bool freeShipBoarding;
  242. bool flyingMovement;
  243. int flyingMovementVal;
  244. bool waterWalking;
  245. int waterWalkingVal;
  246. BonusCache(TBonusListPtr bonusList);
  247. };
  248. std::unique_ptr<BonusCache> bonusCache;
  249. const CGHeroInstance * hero;
  250. TBonusListPtr bonuses;
  251. mutable int maxMovePointsLand;
  252. mutable int maxMovePointsWater;
  253. int nativeTerrain;
  254. TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
  255. bool isLayerAvailable(const EPathfindingLayer layer) const;
  256. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  257. int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
  258. int getMaxMovePoints(const EPathfindingLayer layer) const;
  259. };
  260. class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
  261. {
  262. public:
  263. int turn;
  264. const CGHeroInstance * hero;
  265. std::vector<TurnInfo *> turnsInfo;
  266. const PathfinderOptions & options;
  267. CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
  268. ~CPathfinderHelper();
  269. void updateTurnInfo(const int turn = 0);
  270. bool isLayerAvailable(const EPathfindingLayer layer) const;
  271. const TurnInfo * getTurnInfo() const;
  272. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  273. int getMaxMovePoints(const EPathfindingLayer layer) const;
  274. bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
  275. bool addTeleportTwoWay(const CGTeleport * obj) const;
  276. bool addTeleportOneWay(const CGTeleport * obj) const;
  277. bool addTeleportOneWayRandom(const CGTeleport * obj) const;
  278. bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
  279. 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)
  280. void getNeighbours(const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
  281. int getMovementCost(
  282. const int3 & src,
  283. const int3 & dst,
  284. const TerrainTile * ct,
  285. const TerrainTile * dt,
  286. const int remainingMovePoints =- 1,
  287. const bool checkLast = true);
  288. int getMovementCost(
  289. const CPathNodeInfo & src,
  290. const CPathNodeInfo & dst,
  291. const int remainingMovePoints = -1,
  292. const bool checkLast = true)
  293. {
  294. return getMovementCost(
  295. src.coord,
  296. dst.coord,
  297. src.tile,
  298. dst.tile,
  299. remainingMovePoints,
  300. checkLast
  301. );
  302. }
  303. };