CPathfinder.h 17 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 "Terrain.h"
  16. #include <boost/heap/fibonacci_heap.hpp>
  17. VCMI_LIB_NAMESPACE_BEGIN
  18. class CGHeroInstance;
  19. class CGObjectInstance;
  20. struct TerrainTile;
  21. class CPathfinderHelper;
  22. class CMap;
  23. class CGWhirlpool;
  24. class CPathfinderHelper;
  25. class CPathfinder;
  26. class PathfinderConfig;
  27. template<typename N>
  28. struct DLL_LINKAGE NodeComparer
  29. {
  30. STRONG_INLINE
  31. bool operator()(const N * lhs, const N * rhs) const
  32. {
  33. return lhs->getCost() > rhs->getCost();
  34. }
  35. };
  36. struct DLL_LINKAGE CGPathNode
  37. {
  38. typedef EPathfindingLayer ELayer;
  39. enum ENodeAction : ui8
  40. {
  41. UNKNOWN = 0,
  42. EMBARK = 1,
  43. DISEMBARK,
  44. NORMAL,
  45. BATTLE,
  46. VISIT,
  47. BLOCKING_VISIT,
  48. TELEPORT_NORMAL,
  49. TELEPORT_BLOCKING_VISIT,
  50. TELEPORT_BATTLE
  51. };
  52. enum EAccessibility : ui8
  53. {
  54. NOT_SET = 0,
  55. ACCESSIBLE = 1, //tile can be entered and passed
  56. VISITABLE, //tile can be entered as the last tile in path
  57. BLOCKVIS, //visitable from neighboring tile but not passable
  58. FLYABLE, //can only be accessed in air layer
  59. BLOCKED //tile can't be entered nor visited
  60. };
  61. CGPathNode * theNodeBefore;
  62. int3 coord; //coordinates
  63. ELayer layer;
  64. ui32 moveRemains; //remaining movement points after hero reaches the tile
  65. ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
  66. EAccessibility accessible;
  67. ENodeAction action;
  68. bool locked;
  69. bool inPQ;
  70. CGPathNode()
  71. : coord(-1),
  72. layer(ELayer::WRONG),
  73. pqHandle(nullptr)
  74. {
  75. reset();
  76. }
  77. STRONG_INLINE
  78. void reset()
  79. {
  80. locked = false;
  81. accessible = NOT_SET;
  82. moveRemains = 0;
  83. cost = std::numeric_limits<float>::max();
  84. turns = 255;
  85. theNodeBefore = nullptr;
  86. action = UNKNOWN;
  87. inPQ = false;
  88. pq = nullptr;
  89. }
  90. STRONG_INLINE
  91. float getCost() const
  92. {
  93. return cost;
  94. }
  95. STRONG_INLINE
  96. void setCost(float value)
  97. {
  98. if(value == cost)
  99. return;
  100. bool getUpNode = value < cost;
  101. cost = value;
  102. // If the node is in the heap, update the heap.
  103. if(inPQ && pq != nullptr)
  104. {
  105. if(getUpNode)
  106. {
  107. pq->increase(this->pqHandle);
  108. }
  109. else
  110. {
  111. pq->decrease(this->pqHandle);
  112. }
  113. }
  114. }
  115. STRONG_INLINE
  116. void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
  117. {
  118. if(layer == ELayer::WRONG)
  119. {
  120. coord = Coord;
  121. layer = Layer;
  122. }
  123. else
  124. {
  125. reset();
  126. }
  127. accessible = Accessible;
  128. }
  129. STRONG_INLINE
  130. bool reachable() const
  131. {
  132. return turns < 255;
  133. }
  134. typedef boost::heap::fibonacci_heap<
  135. CGPathNode *,
  136. boost::heap::compare<NodeComparer<CGPathNode>>
  137. > TFibHeap;
  138. TFibHeap::handle_type pqHandle;
  139. TFibHeap* pq;
  140. private:
  141. float cost; //total cost of the path to this tile measured in turns with fractions
  142. };
  143. struct DLL_LINKAGE CGPath
  144. {
  145. std::vector<CGPathNode> nodes; //just get node by node
  146. int3 startPos() const; // start point
  147. int3 endPos() const; //destination point
  148. };
  149. struct DLL_LINKAGE CPathsInfo
  150. {
  151. typedef EPathfindingLayer ELayer;
  152. const CGHeroInstance * hero;
  153. int3 hpos;
  154. int3 sizes;
  155. boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
  156. CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
  157. ~CPathsInfo();
  158. const CGPathNode * getPathInfo(const int3 & tile) const;
  159. bool getPath(CGPath & out, const int3 & dst) const;
  160. const CGPathNode * getNode(const int3 & coord) const;
  161. STRONG_INLINE
  162. CGPathNode * getNode(const int3 & coord, const ELayer layer)
  163. {
  164. return &nodes[layer][coord.z][coord.x][coord.y];
  165. }
  166. };
  167. struct DLL_LINKAGE PathNodeInfo
  168. {
  169. CGPathNode * node;
  170. const CGObjectInstance * nodeObject;
  171. const CGHeroInstance * nodeHero;
  172. const TerrainTile * tile;
  173. int3 coord;
  174. bool guarded;
  175. PlayerRelations::PlayerRelations objectRelations;
  176. PlayerRelations::PlayerRelations heroRelations;
  177. bool isInitialPosition;
  178. PathNodeInfo();
  179. virtual void setNode(CGameState * gs, CGPathNode * n);
  180. void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
  181. bool isNodeObjectVisitable() const;
  182. };
  183. struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
  184. {
  185. CGPathNode::ENodeAction action;
  186. int turn;
  187. int movementLeft;
  188. float cost; //same as CGPathNode::cost
  189. bool blocked;
  190. bool isGuardianTile;
  191. CDestinationNodeInfo();
  192. virtual void setNode(CGameState * gs, CGPathNode * n) override;
  193. virtual bool isBetterWay() const;
  194. };
  195. class IPathfindingRule
  196. {
  197. public:
  198. virtual ~IPathfindingRule() = default;
  199. virtual void process(
  200. const PathNodeInfo & source,
  201. CDestinationNodeInfo & destination,
  202. const PathfinderConfig * pathfinderConfig,
  203. CPathfinderHelper * pathfinderHelper) const = 0;
  204. };
  205. class DLL_LINKAGE MovementCostRule : public IPathfindingRule
  206. {
  207. public:
  208. virtual void process(
  209. const PathNodeInfo & source,
  210. CDestinationNodeInfo & destination,
  211. const PathfinderConfig * pathfinderConfig,
  212. CPathfinderHelper * pathfinderHelper) const override;
  213. };
  214. class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
  215. {
  216. public:
  217. virtual void process(
  218. const PathNodeInfo & source,
  219. CDestinationNodeInfo & destination,
  220. const PathfinderConfig * pathfinderConfig,
  221. CPathfinderHelper * pathfinderHelper) const override;
  222. };
  223. class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
  224. {
  225. public:
  226. virtual void process(
  227. const PathNodeInfo & source,
  228. CDestinationNodeInfo & destination,
  229. const PathfinderConfig * pathfinderConfig,
  230. CPathfinderHelper * pathfinderHelper) const override;
  231. };
  232. class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
  233. {
  234. public:
  235. virtual void process(
  236. const PathNodeInfo & source,
  237. CDestinationNodeInfo & destination,
  238. const PathfinderConfig * pathfinderConfig,
  239. CPathfinderHelper * pathfinderHelper) const override
  240. {
  241. auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
  242. destination.blocked = blockingReason != BlockingReason::NONE;
  243. }
  244. protected:
  245. enum class BlockingReason
  246. {
  247. NONE = 0,
  248. SOURCE_GUARDED = 1,
  249. DESTINATION_GUARDED = 2,
  250. SOURCE_BLOCKED = 3,
  251. DESTINATION_BLOCKED = 4,
  252. DESTINATION_BLOCKVIS = 5,
  253. DESTINATION_VISIT = 6
  254. };
  255. virtual BlockingReason getBlockingReason(
  256. const PathNodeInfo & source,
  257. const CDestinationNodeInfo & destination,
  258. const PathfinderConfig * pathfinderConfig,
  259. const CPathfinderHelper * pathfinderHelper) const = 0;
  260. };
  261. class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
  262. {
  263. public:
  264. virtual void process(
  265. const PathNodeInfo & source,
  266. CDestinationNodeInfo & destination,
  267. const PathfinderConfig * pathfinderConfig,
  268. CPathfinderHelper * pathfinderHelper) const override;
  269. protected:
  270. virtual BlockingReason getBlockingReason(
  271. const PathNodeInfo & source,
  272. const CDestinationNodeInfo & destination,
  273. const PathfinderConfig * pathfinderConfig,
  274. const CPathfinderHelper * pathfinderHelper) const override;
  275. };
  276. class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
  277. {
  278. protected:
  279. virtual BlockingReason getBlockingReason(
  280. const PathNodeInfo & source,
  281. const CDestinationNodeInfo & destination,
  282. const PathfinderConfig * pathfinderConfig,
  283. const CPathfinderHelper * pathfinderHelper) const override;
  284. };
  285. struct DLL_LINKAGE PathfinderOptions
  286. {
  287. bool useFlying;
  288. bool useWaterWalking;
  289. bool useEmbarkAndDisembark;
  290. bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
  291. bool useTeleportOneWay; // One-way monoliths with one known exit only
  292. bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
  293. bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
  294. /// TODO: Find out with client and server code, merge with normal teleporters.
  295. /// Likely proper implementation would require some refactoring of CGTeleport.
  296. /// So for now this is unfinished and disabled by default.
  297. bool useCastleGate;
  298. /// If true transition into air layer only possible from initial node.
  299. /// This is drastically decrease path calculation complexity (and time).
  300. /// Downside is less MP effective paths calculation.
  301. ///
  302. /// TODO: If this option end up useful for slow devices it's can be improved:
  303. /// - Allow transition into air layer not only from initial position, but also from teleporters.
  304. /// Movement into air can be also allowed when hero disembarked.
  305. /// - Other idea is to allow transition into air within certain radius of N tiles around hero.
  306. /// Patrol support need similar functionality so it's won't be ton of useless code.
  307. /// Such limitation could be useful as it's can be scaled depend on device performance.
  308. bool lightweightFlyingMode;
  309. /// This option enable one turn limitation for flying and water walking.
  310. /// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
  311. ///
  312. /// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
  313. /// After all this limit should benefit performance on maps with tons of water or blocked tiles.
  314. ///
  315. /// TODO:
  316. /// - Behavior when option is disabled not implemented and will lead to crashes.
  317. bool oneTurnSpecialLayersLimit;
  318. /// VCMI have different movement rules to solve flaws original engine has.
  319. /// If this option enabled you'll able to do following things in fly:
  320. /// - Move from blocked tiles to visitable one
  321. /// - Move from guarded tiles to blockvis tiles without being attacked
  322. /// - Move from guarded tiles to guarded visitable tiles with being attacked after
  323. /// TODO:
  324. /// - Option should also allow same tile land <-> air layer transitions.
  325. /// Current implementation only allow go into (from) air layer only to neighbour tiles.
  326. /// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
  327. bool originalMovementRules;
  328. PathfinderOptions();
  329. };
  330. class DLL_LINKAGE INodeStorage
  331. {
  332. public:
  333. using ELayer = EPathfindingLayer;
  334. virtual ~INodeStorage() = default;
  335. virtual std::vector<CGPathNode *> getInitialNodes() = 0;
  336. virtual std::vector<CGPathNode *> calculateNeighbours(
  337. const PathNodeInfo & source,
  338. const PathfinderConfig * pathfinderConfig,
  339. const CPathfinderHelper * pathfinderHelper) = 0;
  340. virtual std::vector<CGPathNode *> calculateTeleportations(
  341. const PathNodeInfo & source,
  342. const PathfinderConfig * pathfinderConfig,
  343. const CPathfinderHelper * pathfinderHelper) = 0;
  344. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
  345. virtual void initialize(const PathfinderOptions & options, const CGameState * gs) = 0;
  346. };
  347. class DLL_LINKAGE NodeStorage : public INodeStorage
  348. {
  349. private:
  350. CPathsInfo & out;
  351. STRONG_INLINE
  352. void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
  353. public:
  354. NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
  355. STRONG_INLINE
  356. CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
  357. {
  358. return out.getNode(coord, layer);
  359. }
  360. void initialize(const PathfinderOptions & options, const CGameState * gs) override;
  361. virtual ~NodeStorage() = default;
  362. virtual std::vector<CGPathNode *> getInitialNodes() override;
  363. virtual std::vector<CGPathNode *> calculateNeighbours(
  364. const PathNodeInfo & source,
  365. const PathfinderConfig * pathfinderConfig,
  366. const CPathfinderHelper * pathfinderHelper) override;
  367. virtual std::vector<CGPathNode *> calculateTeleportations(
  368. const PathNodeInfo & source,
  369. const PathfinderConfig * pathfinderConfig,
  370. const CPathfinderHelper * pathfinderHelper) override;
  371. virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
  372. };
  373. class DLL_LINKAGE PathfinderConfig
  374. {
  375. public:
  376. std::shared_ptr<INodeStorage> nodeStorage;
  377. std::vector<std::shared_ptr<IPathfindingRule>> rules;
  378. PathfinderOptions options;
  379. PathfinderConfig(
  380. std::shared_ptr<INodeStorage> nodeStorage,
  381. std::vector<std::shared_ptr<IPathfindingRule>> rules);
  382. virtual ~PathfinderConfig() = default;
  383. virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) = 0;
  384. };
  385. class DLL_LINKAGE SingleHeroPathfinderConfig : public PathfinderConfig
  386. {
  387. private:
  388. std::unique_ptr<CPathfinderHelper> pathfinderHelper;
  389. public:
  390. SingleHeroPathfinderConfig(CPathsInfo & out, CGameState * gs, const CGHeroInstance * hero);
  391. virtual ~SingleHeroPathfinderConfig() = default;
  392. virtual CPathfinderHelper * getOrCreatePathfinderHelper(const PathNodeInfo & source, CGameState * gs) override;
  393. static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
  394. };
  395. class CPathfinder
  396. {
  397. public:
  398. friend class CPathfinderHelper;
  399. CPathfinder(
  400. CGameState * _gs,
  401. std::shared_ptr<PathfinderConfig> config);
  402. 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
  403. private:
  404. CGameState * gamestate;
  405. typedef EPathfindingLayer ELayer;
  406. std::shared_ptr<PathfinderConfig> config;
  407. boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
  408. PathNodeInfo source; //current (source) path node -> we took it from the queue
  409. CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
  410. bool isLayerTransitionPossible() const;
  411. CGPathNode::ENodeAction getTeleportDestAction() const;
  412. bool isDestinationGuardian() const;
  413. void initializeGraph();
  414. STRONG_INLINE
  415. void push(CGPathNode * node);
  416. STRONG_INLINE
  417. CGPathNode * topAndPop();
  418. };
  419. struct DLL_LINKAGE TurnInfo
  420. {
  421. /// This is certainly not the best design ever and certainly can be improved
  422. /// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
  423. struct BonusCache {
  424. std::vector<bool> noTerrainPenalty;
  425. bool freeShipBoarding;
  426. bool flyingMovement;
  427. int flyingMovementVal;
  428. bool waterWalking;
  429. int waterWalkingVal;
  430. int pathfindingVal;
  431. BonusCache(TConstBonusListPtr bonusList);
  432. };
  433. std::unique_ptr<BonusCache> bonusCache;
  434. const CGHeroInstance * hero;
  435. TConstBonusListPtr bonuses;
  436. mutable int maxMovePointsLand;
  437. mutable int maxMovePointsWater;
  438. TerrainId nativeTerrain;
  439. TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
  440. bool isLayerAvailable(const EPathfindingLayer layer) const;
  441. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  442. int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
  443. int getMaxMovePoints(const EPathfindingLayer layer) const;
  444. };
  445. class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
  446. {
  447. public:
  448. enum EPatrolState
  449. {
  450. PATROL_NONE = 0,
  451. PATROL_LOCKED = 1,
  452. PATROL_RADIUS
  453. } patrolState;
  454. std::unordered_set<int3, ShashInt3> patrolTiles;
  455. int turn;
  456. PlayerColor owner;
  457. const CGHeroInstance * hero;
  458. std::vector<TurnInfo *> turnsInfo;
  459. const PathfinderOptions & options;
  460. CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
  461. virtual ~CPathfinderHelper();
  462. void initializePatrol();
  463. bool isHeroPatrolLocked() const;
  464. bool isPatrolMovementAllowed(const int3 & dst) const;
  465. void updateTurnInfo(const int turn = 0);
  466. bool isLayerAvailable(const EPathfindingLayer layer) const;
  467. const TurnInfo * getTurnInfo() const;
  468. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  469. int getMaxMovePoints(const EPathfindingLayer layer) const;
  470. std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
  471. bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
  472. std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) const;
  473. bool addTeleportTwoWay(const CGTeleport * obj) const;
  474. bool addTeleportOneWay(const CGTeleport * obj) const;
  475. bool addTeleportOneWayRandom(const CGTeleport * obj) const;
  476. bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
  477. 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)
  478. std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
  479. std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
  480. void getNeighbours(
  481. const TerrainTile & srct,
  482. const int3 & tile,
  483. std::vector<int3> & vec,
  484. const boost::logic::tribool & onLand,
  485. const bool limitCoastSailing) const;
  486. int getMovementCost(
  487. const int3 & src,
  488. const int3 & dst,
  489. const TerrainTile * ct,
  490. const TerrainTile * dt,
  491. const int remainingMovePoints =- 1,
  492. const bool checkLast = true) const;
  493. int getMovementCost(
  494. const PathNodeInfo & src,
  495. const PathNodeInfo & dst,
  496. const int remainingMovePoints = -1,
  497. const bool checkLast = true) const
  498. {
  499. return getMovementCost(
  500. src.coord,
  501. dst.coord,
  502. src.tile,
  503. dst.tile,
  504. remainingMovePoints,
  505. checkLast
  506. );
  507. }
  508. int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
  509. bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
  510. };
  511. VCMI_LIB_NAMESPACE_END