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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 "CHeroHandler.h"
- #include "mapping/CMap.h"
- #include "CGameState.h"
- #include "mapObjects/CGHeroInstance.h"
- #include "GameConstants.h"
- #include "CStopWatch.h"
- #include "CConfigHandler.h"
- #include "CPlayerState.h"
- #include "PathfinderUtil.h"
- VCMI_LIB_NAMESPACE_BEGIN
- bool canSeeObj(const CGObjectInstance * obj)
- {
- /// Pathfinder should ignore placed events
- return obj != nullptr && obj->ID != Obj::EVENT;
- }
- void NodeStorage::initialize(const PathfinderOptions & options, const CGameState * gs)
- {
- //TODO: fix this code duplication with AINodeStorage::initialize, problem is to keep `resetTile` inline
- int3 pos;
- const PlayerColor player = out.hero->tempOwner;
- const int3 sizes = gs->getMapSize();
- const auto fow = static_cast<const CGameInfoCallback *>(gs)->getPlayerTeam(player)->fogOfWarMap;
- //make 200% sure that these are loop invariants (also a bit shorter code), let compiler do the rest(loop unswitching)
- const bool useFlying = options.useFlying;
- const bool useWaterWalking = options.useWaterWalking;
- for(pos.z=0; pos.z < sizes.z; ++pos.z)
- {
- for(pos.x=0; pos.x < sizes.x; ++pos.x)
- {
- for(pos.y=0; pos.y < sizes.y; ++pos.y)
- {
- const TerrainTile tile = gs->map->getTile(pos);
- if(tile.terType->isWater())
- {
- resetTile(pos, ELayer::SAIL, PathfinderUtil::evaluateAccessibility<ELayer::SAIL>(pos, tile, fow, player, gs));
- if(useFlying)
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
- if(useWaterWalking)
- resetTile(pos, ELayer::WATER, PathfinderUtil::evaluateAccessibility<ELayer::WATER>(pos, tile, fow, player, gs));
- }
- if(tile.terType->isLand())
- {
- resetTile(pos, ELayer::LAND, PathfinderUtil::evaluateAccessibility<ELayer::LAND>(pos, tile, fow, player, gs));
- if(useFlying)
- resetTile(pos, ELayer::AIR, PathfinderUtil::evaluateAccessibility<ELayer::AIR>(pos, tile, fow, player, gs));
- }
- }
- }
- }
- }
- std::vector<CGPathNode *> NodeStorage::calculateNeighbours(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper)
- {
- std::vector<CGPathNode *> neighbours;
- neighbours.reserve(16);
- auto accessibleNeighbourTiles = pathfinderHelper->getNeighbourTiles(source);
- for(auto & neighbour : accessibleNeighbourTiles)
- {
- for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
- {
- auto node = getNode(neighbour, i);
- if(node->accessible == CGPathNode::NOT_SET)
- continue;
- neighbours.push_back(node);
- }
- }
- return neighbours;
- }
- std::vector<CGPathNode *> NodeStorage::calculateTeleportations(
- const PathNodeInfo & source,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper)
- {
- std::vector<CGPathNode *> neighbours;
- if(!source.isNodeObjectVisitable())
- return neighbours;
- auto accessibleExits = pathfinderHelper->getTeleportExits(source);
- for(auto & neighbour : accessibleExits)
- {
- auto node = getNode(neighbour, source.node->layer);
- neighbours.push_back(node);
- }
- return neighbours;
- }
- std::vector<int3> CPathfinderHelper::getNeighbourTiles(const PathNodeInfo & source) const
- {
- std::vector<int3> neighbourTiles;
- neighbourTiles.reserve(16);
- getNeighbours(
- *source.tile,
- source.node->coord,
- neighbourTiles,
- boost::logic::indeterminate,
- source.node->layer == EPathfindingLayer::SAIL);
- if(source.isNodeObjectVisitable())
- {
- vstd::erase_if(neighbourTiles, [&](int3 tile) -> bool
- {
- return !canMoveBetween(tile, source.nodeObject->visitablePos());
- });
- }
- return neighbourTiles;
- }
- NodeStorage::NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero)
- :out(pathsInfo)
- {
- out.hero = hero;
- out.hpos = hero->visitablePos();
- }
- void NodeStorage::resetTile(
- const int3 & tile,
- EPathfindingLayer layer,
- CGPathNode::EAccessibility accessibility)
- {
- getNode(tile, layer)->update(tile, layer, accessibility);
- }
- std::vector<CGPathNode *> NodeStorage::getInitialNodes()
- {
- auto initialNode = getNode(out.hpos, out.hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
- initialNode->turns = 0;
- initialNode->moveRemains = out.hero->movement;
- initialNode->setCost(0.0);
- if(!initialNode->coord.valid())
- {
- initialNode->coord = out.hpos;
- }
- return std::vector<CGPathNode *> { initialNode };
- }
- void NodeStorage::commit(CDestinationNodeInfo & destination, const PathNodeInfo & source)
- {
- assert(destination.node != source.node->theNodeBefore); //two tiles can't point to each other
- destination.node->setCost(destination.cost);
- destination.node->moveRemains = destination.movementLeft;
- destination.node->turns = destination.turn;
- destination.node->theNodeBefore = source.node;
- destination.node->action = destination.action;
- }
- PathfinderOptions::PathfinderOptions()
- {
- useFlying = settings["pathfinder"]["layers"]["flying"].Bool();
- useWaterWalking = settings["pathfinder"]["layers"]["waterWalking"].Bool();
- useEmbarkAndDisembark = settings["pathfinder"]["layers"]["sailing"].Bool();
- useTeleportTwoWay = settings["pathfinder"]["teleports"]["twoWay"].Bool();
- useTeleportOneWay = settings["pathfinder"]["teleports"]["oneWay"].Bool();
- useTeleportOneWayRandom = settings["pathfinder"]["teleports"]["oneWayRandom"].Bool();
- useTeleportWhirlpool = settings["pathfinder"]["teleports"]["whirlpool"].Bool();
- useCastleGate = settings["pathfinder"]["teleports"]["castleGate"].Bool();
- lightweightFlyingMode = settings["pathfinder"]["lightweightFlyingMode"].Bool();
- oneTurnSpecialLayersLimit = settings["pathfinder"]["oneTurnSpecialLayersLimit"].Bool();
- originalMovementRules = settings["pathfinder"]["originalMovementRules"].Bool();
- }
- void MovementCostRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- float costAtNextTile = destination.cost;
- int turnAtNextTile = destination.turn;
- int moveAtNextTile = destination.movementLeft;
- int cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile);
- int remains = moveAtNextTile - cost;
- int sourceLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(source.node->layer);
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to leave the road
- costAtNextTile += static_cast<float>(moveAtNextTile) / sourceLayerMaxMovePoints;//we spent all points of current turn
- pathfinderHelper->updateTurnInfo(++turnAtNextTile);
- int destinationLayerMaxMovePoints = pathfinderHelper->getMaxMovePoints(destination.node->layer);
- moveAtNextTile = destinationLayerMaxMovePoints;
- cost = pathfinderHelper->getMovementCost(source, destination, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- if(destination.action == CGPathNode::EMBARK || destination.action == CGPathNode::DISEMBARK)
- {
- /// FREE_SHIP_BOARDING bonus only remove additional penalty
- /// land <-> sail transition still cost movement points as normal movement
- remains = pathfinderHelper->movementPointsAfterEmbark(moveAtNextTile, cost, (destination.action == CGPathNode::DISEMBARK));
- cost = moveAtNextTile - remains;
- }
- costAtNextTile += static_cast<float>(cost) / sourceLayerMaxMovePoints;
- destination.cost = costAtNextTile;
- destination.turn = turnAtNextTile;
- destination.movementLeft = remains;
- if(destination.isBetterWay() &&
- ((source.node->turns == turnAtNextTile && remains) || pathfinderHelper->passOneTurnLimitCheck(source)))
- {
- pathfinderConfig->nodeStorage->commit(destination, source);
- return;
- }
- destination.blocked = true;
- }
- PathfinderConfig::PathfinderConfig(
- std::shared_ptr<INodeStorage> nodeStorage,
- std::vector<std::shared_ptr<IPathfindingRule>> rules)
- : nodeStorage(nodeStorage), rules(rules), options()
- {
- }
- std::vector<std::shared_ptr<IPathfindingRule>> SingleHeroPathfinderConfig::buildRuleSet()
- {
- return std::vector<std::shared_ptr<IPathfindingRule>>{
- std::make_shared<LayerTransitionRule>(),
- std::make_shared<DestinationActionRule>(),
- std::make_shared<MovementToDestinationRule>(),
- std::make_shared<MovementCostRule>(),
- std::make_shared<MovementAfterDestinationRule>()
- };
- }
- SingleHeroPathfinderConfig::SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero)
- : PathfinderConfig(std::make_shared<NodeStorage>(out, hero), buildRuleSet())
- {
- pathfinderHelper.reset(new CPathfinderHelper(gs, hero, options));
- }
- CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs)
- {
- return pathfinderHelper.get();
- }
- CPathfinder::CPathfinder(
- CGameState * _gs,
- std::shared_ptr<PathfinderConfig> config)
- : gamestate(_gs)
- , config(config)
- , source()
- , destination()
- {
- 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 (adress %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);
- }
- 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)
- {
- hlp->updateTurnInfo(++turn);
- movement = hlp->getMaxMovePoints(source.node->layer);
- if(!hlp->passOneTurnLimitCheck(source))
- continue;
- }
- source.isInitialPosition = source.nodeHero == hlp->hero;
- source.updateInfo(hlp, gamestate);
- //add accessible neighbouring nodes to the queue
- auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
- for(CGPathNode * neighbour : neighbourNodes)
- {
- if(neighbour->locked)
- continue;
- if(!hlp->isLayerAvailable(neighbour->layer))
- continue;
- destination.setNode(gamestate, neighbour);
- hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
- if(!hlp->isPatrolMovementAllowed(neighbour->coord))
- continue;
- /// Check transition without tile accessability 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(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 == CGPathNode::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 == CGPathNode::TELEPORT_NORMAL)
- push(destination.node);
- }
- }
- } //queue loop
- logAi->trace("CPathfinder finished with %s iterations", std::to_string(counter));
- }
- std::vector<int3> CPathfinderHelper::getAllowedTeleportChannelExits(TeleportChannelID channelID) const
- {
- std::vector<int3> allowedExits;
- for(auto objId : getTeleportChannelExits(channelID, hero->tempOwner))
- {
- auto obj = getObj(objId);
- if(dynamic_cast<const CGWhirlpool *>(obj))
- {
- auto pos = obj->getBlockedPos();
- for(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;
- }
- std::vector<int3> CPathfinderHelper::getCastleGates(const PathNodeInfo & source) const
- {
- std::vector<int3> 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;
- }
- std::vector<int3> CPathfinderHelper::getTeleportExits(const PathNodeInfo & source) const
- {
- std::vector<int3> teleportationExits;
- const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(source.nodeObject);
- if(isAllowedTeleportEntrance(objTeleport))
- {
- for(auto exit : getAllowedTeleportChannelExits(objTeleport->channel))
- {
- teleportationExits.push_back(exit);
- }
- }
- else if(options.useCastleGate
- && (source.nodeObject->ID == Obj::TOWN && source.nodeObject->subID == ETownType::INFERNO
- && source.objectRelations != PlayerRelations::ENEMIES))
- {
- /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
- /// This may be handy if we allow to use teleportation to friendly towns
- for(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(source.node->action == CGPathNode::BATTLE)
- return false;
- switch(source.node->layer)
- {
- 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;
- }
- 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 == CGPathNode::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 != CGPathNode::ACCESSIBLE && (destination.node->accessible != CGPathNode::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 != CGPathNode::ACCESSIBLE &&
- source.node->accessible != CGPathNode::VISITABLE) &&
- (destination.node->accessible != CGPathNode::VISITABLE &&
- destination.node->accessible != CGPathNode::ACCESSIBLE))
- {
- destination.blocked = true;
- }
- }
- else if(destination.node->accessible != CGPathNode::ACCESSIBLE)
- {
- /// Hero that fly can only land on accessible tiles
- if(destination.nodeObject)
- destination.blocked = true;
- }
- break;
- case EPathfindingLayer::WATER:
- if(destination.node->accessible != CGPathNode::ACCESSIBLE && destination.node->accessible != CGPathNode::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;
- }
- }
- PathfinderBlockingRule::BlockingReason MovementToDestinationRule::getBlockingReason(
- const PathNodeInfo & source,
- const CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- const CPathfinderHelper * pathfinderHelper) const
- {
- if(destination.node->accessible == CGPathNode::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 != CGPathNode::EMBARK && !destination.isGuardianTile)
- return BlockingReason::SOURCE_GUARDED;
- }
- if(source.node->layer == EPathfindingLayer::LAND)
- {
- if(!destination.isNodeObjectVisitable())
- return BlockingReason::DESTINATION_BLOCKED;
- if(destination.nodeObject->ID != Obj::BOAT && !destination.nodeHero)
- 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 != CGPathNode::ACCESSIBLE)
- {
- return BlockingReason::DESTINATION_BLOCKED;
- }
- if(destination.guarded)
- return BlockingReason::DESTINATION_BLOCKED;
- break;
- }
- return BlockingReason::NONE;
- }
- 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 == CGPathNode::ENodeAction::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 don't fly
- case CGPathNode::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 CGTeleport * 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 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 CGPathNode::BLOCKING_VISIT:
- return destination.guarded
- ? BlockingReason::DESTINATION_GUARDED
- : BlockingReason::DESTINATION_BLOCKVIS;
- case CGPathNode::NORMAL:
- return BlockingReason::NONE;
- case CGPathNode::EMBARK:
- if(pathfinderHelper->options.useEmbarkAndDisembark)
- return BlockingReason::NONE;
- return BlockingReason::DESTINATION_BLOCKED;
- case CGPathNode::DISEMBARK:
- if(pathfinderHelper->options.useEmbarkAndDisembark)
- return destination.guarded ? BlockingReason::DESTINATION_GUARDED : BlockingReason::NONE;
- return BlockingReason::DESTINATION_BLOCKED;
- case CGPathNode::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;
- }
- void DestinationActionRule::process(
- const PathNodeInfo & source,
- CDestinationNodeInfo & destination,
- const PathfinderConfig * pathfinderConfig,
- CPathfinderHelper * pathfinderHelper) const
- {
- if(destination.action != CGPathNode::ENodeAction::UNKNOWN)
- {
- #ifdef VCMI_TRACE_PATHFINDER
- logAi->trace("Accepted precalculated action at %s", destination.coord.toString());
- #endif
- return;
- }
- CGPathNode::ENodeAction action = CGPathNode::NORMAL;
- auto hero = pathfinderHelper->hero;
- switch(destination.node->layer)
- {
- case EPathfindingLayer::LAND:
- if(source.node->layer == EPathfindingLayer::SAIL)
- {
- // TODO: Handle dismebark into guarded areaa
- action = CGPathNode::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 = CGPathNode::EMBARK;
- else if(destination.nodeHero)
- {
- if(destination.heroRelations == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- else
- action = CGPathNode::BLOCKING_VISIT;
- }
- else if(destination.nodeObject->ID == Obj::TOWN)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- action = CGPathNode::VISIT;
- else if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- }
- else if(destination.nodeObject->ID == Obj::GARRISON || destination.nodeObject->ID == Obj::GARRISON2)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- {
- if(destination.guarded)
- action = CGPathNode::BATTLE;
- }
- else if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- }
- else if(destination.nodeObject->ID == Obj::BORDER_GATE)
- {
- if(destination.nodeObject->passableFor(hero->tempOwner))
- {
- if(destination.guarded)
- action = CGPathNode::BATTLE;
- }
- else
- action = CGPathNode::BLOCKING_VISIT;
- }
- else if(destination.isGuardianTile)
- action = CGPathNode::BATTLE;
- else if(destination.nodeObject->blockVisit && !(pathfinderConfig->options.useCastleGate && destination.nodeObject->ID == Obj::TOWN))
- action = CGPathNode::BLOCKING_VISIT;
- if(action == CGPathNode::NORMAL)
- {
- if(destination.guarded)
- action = CGPathNode::BATTLE;
- else
- action = CGPathNode::VISIT;
- }
- }
- else if(destination.guarded)
- action = CGPathNode::BATTLE;
- break;
- }
- destination.action = action;
- }
- CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
- {
- CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
- if(destination.isNodeObjectVisitable() && destination.nodeHero)
- {
- if(destination.heroRelations == PlayerRelations::ENEMIES)
- action = CGPathNode::TELEPORT_BATTLE;
- else
- action = CGPathNode::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, boost::optional<PlayerColor>(), 0, 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;
- 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(Bonus::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)
- {
- if(options.originalMovementRules && source.node->accessible == CGPathNode::ACCESSIBLE)
- return true;
- else
- return false;
- }
- return true;
- }
- TurnInfo::BonusCache::BonusCache(TConstBonusListPtr bl)
- {
- for(const auto & terrain : VLC->terrainTypeHandler->objects)
- {
- noTerrainPenalty.push_back(static_cast<bool>(
- bl->getFirst(Selector::type()(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->getIndex())))));
- }
- freeShipBoarding = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::FREE_SHIP_BOARDING)));
- flyingMovement = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::FLYING_MOVEMENT)));
- flyingMovementVal = bl->valOfBonuses(Selector::type()(Bonus::FLYING_MOVEMENT));
- waterWalking = static_cast<bool>(bl->getFirst(Selector::type()(Bonus::WATER_WALKING)));
- waterWalkingVal = bl->valOfBonuses(Selector::type()(Bonus::WATER_WALKING));
- pathfindingVal = bl->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::PATHFINDING));
- }
- TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
- : hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
- {
- bonuses = hero->getAllBonuses(Selector::days(turn), Selector::all, nullptr, "");
- bonusCache = std::make_unique<BonusCache>(bonuses);
- nativeTerrain = hero->getNativeTerrain();
- }
- bool TurnInfo::isLayerAvailable(const EPathfindingLayer layer) const
- {
- switch(layer)
- {
- case EPathfindingLayer::AIR:
- if(!hasBonusOfType(Bonus::FLYING_MOVEMENT))
- return false;
- break;
- case EPathfindingLayer::WATER:
- if(!hasBonusOfType(Bonus::WATER_WALKING))
- return false;
- break;
- }
- return true;
- }
- bool TurnInfo::hasBonusOfType(Bonus::BonusType type, int subtype) const
- {
- switch(type)
- {
- case Bonus::FREE_SHIP_BOARDING:
- return bonusCache->freeShipBoarding;
- case Bonus::FLYING_MOVEMENT:
- return bonusCache->flyingMovement;
- case Bonus::WATER_WALKING:
- return bonusCache->waterWalking;
- case Bonus::NO_TERRAIN_PENALTY:
- return bonusCache->noTerrainPenalty[subtype];
- }
- return static_cast<bool>(
- bonuses->getFirst(Selector::type()(type).And(Selector::subtype()(subtype))));
- }
- int TurnInfo::valOfBonuses(Bonus::BonusType type, int subtype) const
- {
- switch(type)
- {
- case Bonus::FLYING_MOVEMENT:
- return bonusCache->flyingMovementVal;
- case Bonus::WATER_WALKING:
- return bonusCache->waterWalkingVal;
- case Bonus::SECONDARY_SKILL_PREMY:
- if (subtype == SecondarySkill::PATHFINDING)
- return bonusCache->pathfindingVal;
- }
- return bonuses->valOfBonuses(Selector::type()(type).And(Selector::subtype()(subtype)));
- }
- int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
- {
- if(maxMovePointsLand == -1)
- maxMovePointsLand = hero->maxMovePointsCached(true, this);
- if(maxMovePointsWater == -1)
- maxMovePointsWater = hero->maxMovePointsCached(false, this);
- return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
- }
- CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options)
- : CGameInfoCallback(gs, boost::optional<PlayerColor>()), turn(-1), hero(Hero), options(Options), owner(Hero->tempOwner)
- {
- turnsInfo.reserve(16);
- updateTurnInfo();
- initializePatrol();
- }
- 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)
- {
- case EPathfindingLayer::AIR:
- if(!options.useFlying)
- return false;
- break;
- case EPathfindingLayer::WATER:
- if(!options.useWaterWalking)
- return false;
- break;
- }
- return turnsInfo[turn]->isLayerAvailable(layer);
- }
- const TurnInfo * CPathfinderHelper::getTurnInfo() const
- {
- return turnsInfo[turn];
- }
- bool CPathfinderHelper::hasBonusOfType(const Bonus::BonusType type, const int subtype) const
- {
- return turnsInfo[turn]->hasBonusOfType(type, subtype);
- }
- int CPathfinderHelper::getMaxMovePoints(const EPathfindingLayer layer) const
- {
- return turnsInfo[turn]->getMaxMovePoints(layer);
- }
- void CPathfinderHelper::getNeighbours(
- const TerrainTile & srct,
- const int3 & tile,
- std::vector<int3> & 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(auto & dir : dirs)
- {
- const int3 hlp = tile + dir;
- if(!map->isInTheMap(hlp))
- continue;
- const TerrainTile & hlpt = map->getTile(hlp);
- if(!hlpt.terType->isPassable())
- continue;
- // //we cannot visit things from blocked tiles
- // if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
- // {
- // continue;
- // }
- /// Following condition let us avoid diagonal movement over coast when sailing
- if(srct.terType->isWater() && limitCoastSailing && hlpt.terType->isWater() && dir.x && dir.y) //diagonal move through water
- {
- int3 hlp1 = tile,
- hlp2 = tile;
- hlp1.x += dir.x;
- hlp2.y += dir.y;
- if(map->getTile(hlp1).terType->isLand() || map->getTile(hlp2).terType->isLand())
- continue;
- }
- if(indeterminate(onLand) || onLand == hlpt.terType->isLand())
- {
- vec.push_back(hlp);
- }
- }
- }
- int CPathfinderHelper::getMovementCost(
- const int3 & src,
- const int3 & dst,
- const TerrainTile * ct,
- const TerrainTile * dt,
- const int remainingMovePoints,
- const bool checkLast) const
- {
- if(src == dst) //same tile
- return 0;
- auto ti = getTurnInfo();
- if(ct == nullptr || dt == nullptr)
- {
- ct = hero->cb->getTile(src);
- dt = hero->cb->getTile(dst);
- }
- /// TODO: by the original game rules hero shouldn't be affected by terrain penalty while flying.
- /// Also flying movement only has penalty when player moving over blocked tiles.
- /// So if you only have base flying with 40% penalty you can still ignore terrain penalty while having zero flying penalty.
- int ret = hero->getTileCost(*dt, *ct, ti);
- /// Unfortunately this can't be implemented yet as server don't know when player flying and when he's not.
- /// Difference in cost calculation on client and server is much worse than incorrect cost.
- /// So this one is waiting till server going to use pathfinder rules for path validation.
- if(dt->blocked && ti->hasBonusOfType(Bonus::FLYING_MOVEMENT))
- {
- ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0);
- }
- else if(dt->terType->isWater())
- {
- if(hero->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
- ret = static_cast<int>(ret * 0.666);
- else if(!hero->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
- {
- ret = static_cast<int>(ret * (100.0 + ti->valOfBonuses(Bonus::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
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- return remainingMovePoints;
- }
- }
- /// TODO: This part need rework in order to work properly with flying and water walking
- /// Currently it's only work properly for normal movement or sailing
- int left = remainingMovePoints-ret;
- if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
- {
- std::vector<int3> vec;
- vec.reserve(8); //optimization
- getNeighbours(*dt, dst, vec, ct->terType->isLand(), true);
- for(auto & elem : vec)
- {
- int fcost = getMovementCost(dst, elem, nullptr, nullptr, left, false);
- if(fcost <= left)
- {
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- return ret;
- }
- int3 CGPath::startPos() const
- {
- return nodes[nodes.size()-1].coord;
- }
- int3 CGPath::endPos() const
- {
- return nodes[0].coord;
- }
- CPathsInfo::CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_)
- : sizes(Sizes), hero(hero_)
- {
- nodes.resize(boost::extents[ELayer::NUM_LAYERS][sizes.z][sizes.x][sizes.y]);
- }
- CPathsInfo::~CPathsInfo() = default;
- const CGPathNode * CPathsInfo::getPathInfo(const int3 & tile) const
- {
- assert(vstd::iswithin(tile.x, 0, sizes.x));
- assert(vstd::iswithin(tile.y, 0, sizes.y));
- assert(vstd::iswithin(tile.z, 0, sizes.z));
- return getNode(tile);
- }
- bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
- {
- out.nodes.clear();
- const CGPathNode * curnode = getNode(dst);
- if(!curnode->theNodeBefore)
- return false;
- while(curnode)
- {
- const CGPathNode cpn = * curnode;
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
- {
- auto landNode = &nodes[ELayer::LAND][coord.z][coord.x][coord.y];
- if(landNode->reachable())
- return landNode;
- else
- return &nodes[ELayer::SAIL][coord.z][coord.x][coord.y];
- }
- PathNodeInfo::PathNodeInfo()
- : node(nullptr), nodeObject(nullptr), tile(nullptr), coord(-1, -1, -1), guarded(false), isInitialPosition(false)
- {
- }
- void PathNodeInfo::setNode(CGameState * gs, CGPathNode * n)
- {
- node = n;
- if(coord != node->coord)
- {
- assert(node->coord.valid());
- coord = node->coord;
- tile = gs->getTile(coord);
- nodeObject = tile->topVisitableObj();
-
- if(nodeObject && nodeObject->ID == Obj::HERO)
- {
- nodeHero = dynamic_cast<const CGHeroInstance *>(nodeObject);
- nodeObject = tile->topVisitableObj(true);
- if(!nodeObject)
- nodeObject = nodeHero;
- }
- else
- {
- nodeHero = nullptr;
- }
- }
- guarded = false;
- }
- void PathNodeInfo::updateInfo(CPathfinderHelper * hlp, CGameState * gs)
- {
- if(gs->guardingCreaturePosition(node->coord).valid() && !isInitialPosition)
- {
- guarded = true;
- }
- if(nodeObject)
- {
- objectRelations = gs->getPlayerRelations(hlp->owner, nodeObject->tempOwner);
- }
- if(nodeHero)
- {
- heroRelations = gs->getPlayerRelations(hlp->owner, nodeHero->tempOwner);
- }
- }
- CDestinationNodeInfo::CDestinationNodeInfo()
- : PathNodeInfo(),
- blocked(false),
- action(CGPathNode::ENodeAction::UNKNOWN)
- {
- }
- void CDestinationNodeInfo::setNode(CGameState * gs, CGPathNode * n)
- {
- PathNodeInfo::setNode(gs, n);
- blocked = false;
- action = CGPathNode::ENodeAction::UNKNOWN;
- }
- bool CDestinationNodeInfo::isBetterWay() const
- {
- if(node->turns == 0xff) //we haven't been here before
- return true;
- else
- return cost < node->getCost(); //this route is faster
- }
- bool PathNodeInfo::isNodeObjectVisitable() const
- {
- /// Hero can't visit objects while walking on water or flying
- return (node->layer == EPathfindingLayer::LAND || node->layer == EPathfindingLayer::SAIL)
- && (canSeeObj(nodeObject) || canSeeObj(nodeHero));
- }
- VCMI_LIB_NAMESPACE_END
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