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