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- /*
- * CPathfinder.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 "CPathfinder.h"
- #include "INodeStorage.h"
- #include "PathfinderOptions.h"
- #include "PathfindingRules.h"
- #include "TurnInfo.h"
- #include "../gameState/CGameState.h"
- #include "../CPlayerState.h"
- #include "../TerrainHandler.h"
- #include "../mapObjects/CGHeroInstance.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../mapObjects/MiscObjects.h"
- #include "../mapping/CMap.h"
- #include "spells/CSpellHandler.h"
- VCMI_LIB_NAMESPACE_BEGIN
- bool CPathfinderHelper::canMoveFromNode(const PathNodeInfo & source) const
- {
- // we can always make the first step, even when standing on object
- if(source.node->theNodeBefore == nullptr)
- return true;
- if (!source.nodeObject)
- return true;
- if (!source.isNodeObjectVisitable())
- return true;
- // we can always move from visitable object if hero has teleported here (e.g. went through monolith)
- if (source.node->isTeleportAction())
- return true;
- // we can not go through teleporters since moving onto a teleport will teleport hero and may invalidate path (e.g. one-way teleport or enemy hero on other side)
- if (dynamic_cast<const CGTeleport*>(source.nodeObject) != nullptr)
- return false;
- return true;
- }
- void CPathfinderHelper::calculateNeighbourTiles(NeighbourTilesVector & result, const PathNodeInfo & source) const
- {
- result.clear();
- if (!canMoveFromNode(source))
- return;
- getNeighbours(
- *source.tile,
- source.node->coord,
- result,
- boost::logic::indeterminate,
- source.node->layer == EPathfindingLayer::SAIL);
- if(source.isNodeObjectVisitable())
- {
- vstd::erase_if(result, [&](const int3 & tile) -> bool
- {
- return !canMoveBetween(tile, source.nodeObject->visitablePos());
- });
- }
- }
- CPathfinder::CPathfinder(CGameState * _gs, std::shared_ptr<PathfinderConfig> config):
- gamestate(_gs),
- config(std::move(config))
- {
- initializeGraph();
- }
- void CPathfinder::push(CGPathNode * node)
- {
- if(node && !node->inPQ)
- {
- node->inPQ = true;
- node->pq = &this->pq;
- auto handle = pq.push(node);
- node->pqHandle = handle;
- }
- }
- CGPathNode * CPathfinder::topAndPop()
- {
- auto * node = pq.top();
- pq.pop();
- node->inPQ = false;
- node->pq = nullptr;
- return node;
- }
- void CPathfinder::calculatePaths()
- {
- //logGlobal->info("Calculating paths for hero %s (address %d) of player %d", hero->name, hero , hero->tempOwner);
- //initial tile - set cost on 0 and add to the queue
- std::vector<CGPathNode *> initialNodes = config->nodeStorage->getInitialNodes();
- int counter = 0;
- for(auto * initialNode : initialNodes)
- {
- if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
- {
- logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
- throw std::runtime_error("Wrong checksum");
- }
- source.setNode(gamestate, initialNode);
- auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
- if(hlp->isHeroPatrolLocked())
- continue;
- pq.push(initialNode);
- }
- std::vector<CGPathNode *> neighbourNodes;
- while(!pq.empty())
- {
- counter++;
- auto * node = topAndPop();
- source.setNode(gamestate, node);
- source.node->locked = true;
- int movement = source.node->moveRemains;
- uint8_t turn = source.node->turns;
- float cost = source.node->getCost();
- auto * hlp = config->getOrCreatePathfinderHelper(source, gamestate);
- hlp->updateTurnInfo(turn);
- if(movement == 0)
- {
- hlp->updateTurnInfo(++turn);
- movement = hlp->getMaxMovePoints(source.node->layer);
- if(!hlp->passOneTurnLimitCheck(source))
- continue;
- if(turn > hlp->options.turnLimit)
- continue;
- }
- source.isInitialPosition = source.nodeHero == hlp->hero;
- source.updateInfo(hlp, gamestate);
- //add accessible neighbouring nodes to the queue
- for(EPathfindingLayer layer = EPathfindingLayer::LAND; layer < EPathfindingLayer::NUM_LAYERS; layer.advance(1))
- {
- if(!hlp->isLayerAvailable(layer))
- continue;
- config->nodeStorage->calculateNeighbours(neighbourNodes, source, layer, config.get(), hlp);
- for(CGPathNode * neighbour : neighbourNodes)
- {
- if(neighbour->locked)
- continue;
- destination.setNode(gamestate, neighbour);
- hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
- if(!hlp->isPatrolMovementAllowed(neighbour->coord))
- continue;
- /// Check transition without tile accessibility rules
- if(source.node->layer != neighbour->layer && !isLayerTransitionPossible())
- continue;
- destination.turn = turn;
- destination.movementLeft = movement;
- destination.cost = cost;
- destination.updateInfo(hlp, gamestate);
- destination.isGuardianTile = destination.guarded && isDestinationGuardian();
- for(const auto & rule : config->rules)
- {
- rule->process(source, destination, config.get(), hlp);
- if(destination.blocked)
- break;
- }
- if(!destination.blocked)
- push(destination.node);
- } //neighbours loop
- }
- //just add all passable teleport exits
- hlp = config->getOrCreatePathfinderHelper(source, gamestate);
- /// For now we disable teleports usage for patrol movement
- /// VCAI not aware about patrol and may stuck while attempt to use teleport
- if(hlp->patrolState == CPathfinderHelper::PATROL_RADIUS)
- continue;
- auto teleportationNodes = config->nodeStorage->calculateTeleportations(source, config.get(), hlp);
- for(CGPathNode * teleportNode : teleportationNodes)
- {
- if(teleportNode->locked)
- continue;
- /// TODO: We may consider use invisible exits on FoW border in future
- /// Useful for AI when at least one tile around exit is visible and passable
- /// Objects are usually visible on FoW border anyway so it's not cheating.
- ///
- /// For now it's disabled as it's will cause crashes in movement code.
- if(teleportNode->accessible == EPathAccessibility::BLOCKED)
- continue;
- destination.setNode(gamestate, teleportNode);
- destination.turn = turn;
- destination.movementLeft = movement;
- destination.cost = cost;
- if(destination.isBetterWay())
- {
- destination.action = getTeleportDestAction();
- config->nodeStorage->commit(destination, source);
- if(destination.node->action == EPathNodeAction::TELEPORT_NORMAL)
- push(destination.node);
- }
- }
- } //queue loop
- logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter));
- }
- TeleporterTilesVector CPathfinderHelper::getAllowedTeleportChannelExits(const TeleportChannelID & channelID) const
- {
- TeleporterTilesVector allowedExits;
- for(const auto & objId : getTeleportChannelExits(channelID, hero->tempOwner))
- {
- const auto * obj = getObj(objId);
- if(dynamic_cast<const CGWhirlpool *>(obj))
- {
- auto pos = obj->getBlockedPos();
- for(const auto & p : pos)
- {
- if(gs->map->getTile(p).topVisitableId() == obj->ID)
- allowedExits.push_back(p);
- }
- }
- else if(obj && CGTeleport::isExitPassable(gs, hero, obj))
- allowedExits.push_back(obj->visitablePos());
- }
- return allowedExits;
- }
- TeleporterTilesVector CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
- {
- TeleporterTilesVector allowedExits;
- auto towns = getPlayerState(hero->tempOwner)->towns;
- for(const auto & town : towns)
- {
- if(town->id != source.nodeObject->id && town->visitingHero == nullptr
- && town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
- {
- allowedExits.push_back(town->visitablePos());
- }
- }
- return allowedExits;
- }
- TeleporterTilesVector CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
- {
- TeleporterTilesVector teleportationExits;
- const auto * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
- if(isAllowedTeleportEntrance(objTeleport))
- {
- for(const auto & exit : getAllowedTeleportChannelExits(objTeleport->channel))
- {
- teleportationExits.push_back(exit);
- }
- }
- else if(options.useCastleGate && source.nodeObject->ID == Obj::TOWN && source.objectRelations != PlayerRelations::ENEMIES)
- {
- auto * town = dynamic_cast<const CGTownInstance *>(source.nodeObject);
- assert(town);
- if (town && town->getFaction() == FactionID::INFERNO)
- {
- /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
- /// This may be handy if we allow to use teleportation to friendly towns
- for(const auto & exit : getCastleGates(source))
- {
- teleportationExits.push_back(exit);
- }
- }
- }
- return teleportationExits;
- }
- bool CPathfinderHelper::isHeroPatrolLocked() const
- {
- return patrolState == PATROL_LOCKED;
- }
- bool CPathfinderHelper::isPatrolMovementAllowed(const int3 & dst) const
- {
- if(patrolState == PATROL_RADIUS)
- {
- if(!vstd::contains(patrolTiles, dst))
- return false;
- }
- return true;
- }
- bool CPathfinder::isLayerTransitionPossible() const
- {
- ELayer destLayer = destination.node->layer;
- /// No layer transition allowed when previous node action is BATTLE
- if(!config->options.allowLayerTransitioningAfterBattle && source.node->action == EPathNodeAction::BATTLE)
- return false;
- switch(source.node->layer.toEnum())
- {
- case ELayer::LAND:
- if(destLayer == ELayer::AIR)
- {
- if(!config->options.lightweightFlyingMode || source.isInitialPosition)
- return true;
- }
- else if(destLayer == ELayer::SAIL)
- {
- if(destination.tile->isWater())
- return true;
- }
- else
- return true;
- break;
- case ELayer::SAIL:
- if(destLayer == ELayer::LAND && !destination.tile->isWater())
- return true;
- break;
- case ELayer::AIR:
- if(destLayer == ELayer::LAND)
- return true;
- break;
- case ELayer::WATER:
- if(destLayer == ELayer::LAND)
- return true;
- break;
- }
- return false;
- }
- EPathNodeAction CPathfinder::getTeleportDestAction() const
- {
- EPathNodeAction action = EPathNodeAction::TELEPORT_NORMAL;
- if(destination.isNodeObjectVisitable() && destination.nodeHero)
- {
- if(destination.heroRelations == PlayerRelations::ENEMIES)
- action = EPathNodeAction::TELEPORT_BATTLE;
- else
- action = EPathNodeAction::TELEPORT_BLOCKING_VISIT;
- }
- return action;
- }
- bool CPathfinder::isDestinationGuardian() const
- {
- return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
- }
- void CPathfinderHelper::initializePatrol()
- {
- auto state = PATROL_NONE;
- if(hero->patrol.patrolling && !getPlayerState(hero->tempOwner)->human)
- {
- if(hero->patrol.patrolRadius)
- {
- state = PATROL_RADIUS;
- gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, ETileVisibility::REVEALED, std::optional<PlayerColor>(), int3::DIST_MANHATTAN);
- }
- else
- state = PATROL_LOCKED;
- }
- patrolState = state;
- }
- void CPathfinder::initializeGraph()
- {
- INodeStorage * nodeStorage = config->nodeStorage.get();
- nodeStorage->initialize(config->options, gamestate);
- }
- bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const
- {
- return gs->checkForVisitableDir(a, b);
- }
- bool CPathfinderHelper::isAllowedTeleportEntrance(const CGTeleport * obj) const
- {
- if(!obj || !isTeleportEntrancePassable(obj, hero->tempOwner))
- return false;
- const auto * whirlpool = dynamic_cast<const CGWhirlpool *>(obj);
- if(whirlpool)
- {
- if(addTeleportWhirlpool(whirlpool))
- return true;
- }
- else if(addTeleportTwoWay(obj) || addTeleportOneWay(obj) || addTeleportOneWayRandom(obj))
- return true;
- return false;
- }
- bool CPathfinderHelper::addTeleportTwoWay(const CGTeleport * obj) const
- {
- return options.useTeleportTwoWay && isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
- }
- bool CPathfinderHelper::addTeleportOneWay(const CGTeleport * obj) const
- {
- if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
- {
- auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
- if(passableExits.size() == 1)
- return true;
- }
- return false;
- }
- bool CPathfinderHelper::addTeleportOneWayRandom(const CGTeleport * obj) const
- {
- if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
- {
- auto passableExits = CGTeleport::getPassableExits(gs, hero, getTeleportChannelExits(obj->channel, hero->tempOwner));
- if(passableExits.size() > 1)
- return true;
- }
- return false;
- }
- bool CPathfinderHelper::addTeleportWhirlpool(const CGWhirlpool * obj) const
- {
- return options.useTeleportWhirlpool && hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION) && obj;
- }
- int CPathfinderHelper::movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const
- {
- return hero->movementPointsAfterEmbark(movement, basicCost, disembark, getTurnInfo());
- }
- bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
- {
- if(!options.oneTurnSpecialLayersLimit)
- return true;
- if(source.node->layer == EPathfindingLayer::WATER)
- return false;
- if(source.node->layer == EPathfindingLayer::AIR)
- {
- return options.originalFlyRules && source.node->accessible == EPathAccessibility::ACCESSIBLE;
- }
- return true;
- }
- int CPathfinderHelper::getGuardiansCount(int3 tile) const
- {
- return getGuardingCreatures(tile).size();
- }
- CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
- CGameInfoCallback(gs),
- turn(-1),
- hero(Hero),
- options(Options),
- owner(Hero->tempOwner)
- {
- turnsInfo.reserve(16);
- updateTurnInfo();
- initializePatrol();
- SpellID flySpell = SpellID::FLY;
- canCastFly = Hero->canCastThisSpell(flySpell.toSpell());
- SpellID waterWalk = SpellID::WATER_WALK;
- canCastWaterWalk = Hero->canCastThisSpell(waterWalk.toSpell());
- }
- CPathfinderHelper::~CPathfinderHelper()
- {
- for(auto * ti : turnsInfo)
- delete ti;
- }
- void CPathfinderHelper::updateTurnInfo(const int Turn)
- {
- if(turn != Turn)
- {
- turn = Turn;
- if(turn >= turnsInfo.size())
- {
- auto * ti = new TurnInfo(hero, turn);
- turnsInfo.push_back(ti);
- }
- }
- }
- bool CPathfinderHelper::isLayerAvailable(const EPathfindingLayer & layer) const
- {
- switch(layer.toEnum())
- {
- case EPathfindingLayer::AIR:
- if(!options.useFlying)
- return false;
- if(canCastFly && options.canUseCast)
- return true;
- break;
- case EPathfindingLayer::WATER:
- if(!options.useWaterWalking)
- return false;
- if(canCastWaterWalk && options.canUseCast)
- return true;
- break;
- }
- return turnsInfo[turn]->isLayerAvailable(layer);
- }
- const TurnInfo * CPathfinderHelper::getTurnInfo() const
- {
- return turnsInfo[turn];
- }
- bool CPathfinderHelper::hasBonusOfType(const BonusType type) const
- {
- return turnsInfo[turn]->hasBonusOfType(type);
- }
- int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer & layer) const
- {
- return turnsInfo[turn]->getMaxMovePoints(layer);
- }
- void CPathfinderHelper::getNeighbours(
- const TerrainTile & srcTile,
- const int3 & srcCoord,
- NeighbourTilesVector & vec,
- const boost::logic::tribool & onLand,
- const bool limitCoastSailing) const
- {
- CMap * map = gs->map;
- static const int3 dirs[] = {
- int3(-1, +1, +0), int3(0, +1, +0), int3(+1, +1, +0),
- int3(-1, +0, +0), /* source pos */ int3(+1, +0, +0),
- int3(-1, -1, +0), int3(0, -1, +0), int3(+1, -1, +0)
- };
- for(const auto & dir : dirs)
- {
- const int3 destCoord = srcCoord + dir;
- if(!map->isInTheMap(destCoord))
- continue;
- const TerrainTile & destTile = map->getTile(destCoord);
- if(!destTile.terType->isPassable())
- continue;
- // //we cannot visit things from blocked tiles
- // if(srcTile.blocked && !srcTile.visitable && destTile.visitable && srcTile.blockingObjects.front()->ID != HEROI_TYPE)
- // {
- // continue;
- // }
- /// Following condition let us avoid diagonal movement over coast when sailing
- if(srcTile.terType->isWater() && limitCoastSailing && destTile.terType->isWater() && dir.x && dir.y) //diagonal move through water
- {
- const int3 horizontalNeighbour = srcCoord + int3{dir.x, 0, 0};
- const int3 verticalNeighbour = srcCoord + int3{0, dir.y, 0};
- if(map->getTile(horizontalNeighbour).terType->isLand() || map->getTile(verticalNeighbour).terType->isLand())
- continue;
- }
- if(indeterminate(onLand) || onLand == destTile.terType->isLand())
- {
- vec.push_back(destCoord);
- }
- }
- }
- int CPathfinderHelper::getMovementCost(
- const PathNodeInfo & src,
- const PathNodeInfo & dst,
- const int remainingMovePoints,
- const bool checkLast) const
- {
- return getMovementCost(
- src.coord,
- dst.coord,
- src.tile,
- dst.tile,
- remainingMovePoints,
- checkLast,
- dst.node->layer == EPathfindingLayer::SAIL,
- dst.node->layer == EPathfindingLayer::WATER
- );
- }
- int CPathfinderHelper::getMovementCost(
- const int3 & src,
- const int3 & dst,
- const TerrainTile * ct,
- const TerrainTile * dt,
- const int remainingMovePoints,
- const bool checkLast,
- boost::logic::tribool isDstSailLayer,
- boost::logic::tribool isDstWaterLayer) const
- {
- if(src == dst) //same tile
- return 0;
- const auto * ti = getTurnInfo();
- if(ct == nullptr || dt == nullptr)
- {
- ct = hero->cb->getTile(src);
- dt = hero->cb->getTile(dst);
- }
- bool isSailLayer;
- if(indeterminate(isDstSailLayer))
- isSailLayer = hero->boat && hero->boat->layer == EPathfindingLayer::SAIL && dt->terType->isWater();
- else
- isSailLayer = static_cast<bool>(isDstSailLayer);
- bool isWaterLayer;
- if(indeterminate(isDstWaterLayer))
- isWaterLayer = ((hero->boat && hero->boat->layer == EPathfindingLayer::WATER) || ti->hasBonusOfType(BonusType::WATER_WALKING)) && dt->terType->isWater();
- else
- isWaterLayer = static_cast<bool>(isDstWaterLayer);
-
- bool isAirLayer = (hero->boat && hero->boat->layer == EPathfindingLayer::AIR) || ti->hasBonusOfType(BonusType::FLYING_MOVEMENT);
- int ret = hero->getTileMovementCost(*dt, *ct, ti);
- if(isSailLayer)
- {
- if(ct->hasFavorableWinds())
- ret = static_cast<int>(ret * 2.0 / 3);
- }
- else if(isAirLayer)
- vstd::amin(ret, GameConstants::BASE_MOVEMENT_COST + ti->valOfBonuses(BonusType::FLYING_MOVEMENT));
- else if(isWaterLayer && ti->hasBonusOfType(BonusType::WATER_WALKING))
- ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(BonusType::WATER_WALKING)) / 100.0);
- if(src.x != dst.x && src.y != dst.y) //it's diagonal move
- {
- int old = ret;
- ret = static_cast<int>(ret * M_SQRT2);
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- // https://heroes.thelazy.net/index.php/Movement#Diagonal_move_exception
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- const int left = remainingMovePoints - ret;
- constexpr auto maxCostOfOneStep = static_cast<int>(175 * M_SQRT2); // diagonal move on Swamp - 247 MP
- if(checkLast && left > 0 && left <= maxCostOfOneStep) //it might be the last tile - if no further move possible we take all move points
- {
- NeighbourTilesVector vec;
- getNeighbours(*dt, dst, vec, ct->terType->isLand(), true);
- for(const auto & elem : vec)
- {
- int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
- if(fcost <= left)
- {
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- return ret;
- }
- VCMI_LIB_NAMESPACE_END
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