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- #include "stdafx.h"
- #include "global.h"
- #include "CPathfinder.h"
- #include "CGameInfo.h"
- #include "hch\CAmbarCendamo.h"
- #include "mapHandler.h"
- #include "CGameState.h"
- using namespace std;
- vector<Coordinate>* CPathfinder::GetPath(Coordinate start, Coordinate end, const CGHeroInstance* hero)
- {
- Start = start;
- End = end;
- return GetPath(hero);
- }
- /*
- * Does basic input checking and setup for the path calculation.
- */
- vector<Coordinate>* CPathfinder::GetPath(const CGHeroInstance* hero)
- {
- //check input
- if ((Start.x < 0)||(Start.y < 0)||(Start.z < 0)||(End.x < 0)||(End.y < 0)||(End.z < 0))
- {
- return NULL;
- }
- if ((Start.x >= CGI->mh->sizes.x)||(Start.y >= CGI->mh->sizes.y)||(Start.z >= CGI->mh->sizes.z)
- ||(End.x >= CGI->mh->sizes.x)||(End.y >= CGI->mh->sizes.y)||(End.z >= CGI->mh->sizes.z))
- {
- return NULL;
- }
- Hero = hero;
- //Reset the queues
- Open = priority_queue < vector<Coordinate>, vector<vector<Coordinate>>, Compare>();
- Closed.clear();
- //Determine if the hero can move on water
- int3 hpos = Hero->getPosition(false);
- if (!Hero->canWalkOnSea())
- {
- if (CGI->mh->ttiles[hpos.x][hpos.y][hpos.z].terType==EterrainType::water)
- blockLandSea=false;
- else
- blockLandSea=true;
- }
- else
- {
- blockLandSea = boost::logic::indeterminate;
- }
- CalcG(&Start);
- Start.h = 0;
- CalcG(&End);
- CalcH(&End);
- //If it is impossible to get to where the user clicked, dont return a path.
- if(End.h == -1)
- {
- return NULL;
- }
- //Add the Start node to the open list.
- vector<Coordinate> startPath;
- startPath.push_back(Start);
- Open.push(startPath);
- //Calculate the path.
- vector<Coordinate>* toReturn = CalcPath();
- if(toReturn != NULL)
- {
- //Flip the route since it is calculated in reverse
- int size = toReturn->size();
- for(int i = 0; i < size/2; i++)
- {
- Coordinate t = toReturn->at(i);
- (*toReturn)[i] = toReturn->at(size-1-i);
- (*toReturn)[size-1-i] = t;
- }
- }
- return toReturn;
- }
- /*
- * Does the actual path calculation. Don't call this directly, call GetPath instead.
- */
- vector<Coordinate>* CPathfinder::CalcPath()
- {
- if(Open.empty())
- {
- return NULL;
- }
- //Find the path in open with the smallest cost (f = g + h)
- //and remove it from open
- vector<Coordinate>* branch = new vector<Coordinate>();
- *branch = Open.top();
- Open.pop();
- //Don't search elements in the closed list, for they have been visited already.
- if(!ExistsInClosed(branch->back()))
- {
- //Add it to the closed list.
- Closed.push_back(branch->back());
- //If it is the destination
- if(branch->back().x == End.x && branch->back().y == End.y && branch->back().z == End.z)
- {
- return branch;
- }
- //Add neighbors to the open list
- AddNeighbors(branch);
- }
- delete branch;
- return CalcPath();
- }
- /*
- * Determines if the given node exists in the closed list, returns true if it does. This is
- * used to ensure you dont check the same node twice.
- */
- bool CPathfinder::ExistsInClosed(Coordinate node)
- {
- for(int i = 0; i < Closed.size(); i++)
- {
- if(node.x == Closed[i].x && node.y == Closed[i].y && node.z == Closed[i].z)
- return true;
- }
- return false;
- }
- /*
- * Adds the neighbors of the current node to the open cue so they can be considered in the
- * path creation. If the node has a cost (f = g + h) less than zero, it isn't added to Open.
- */
- void CPathfinder::AddNeighbors(vector<Coordinate>* branch)
- {
- //8 possible Nodes to add
- //
- // 1 2 3
- // 4 X 5
- // 6 7 8
- Coordinate node = branch->back();
- Coordinate c;
- for(int i = node.x-1; i<node.x+2;i++)
- {
- for(int j = node.y-1; j < node.y+2; j++)
- {
- if(i >= 0 && j >= 0 && i < CGI->mh->sizes.x && j < CGI->mh->sizes.y)
- {
- c = Coordinate(i,j,node.z);
- //Calculate the distance from the end node
- CalcG(&c);
- //Calculate the movement cost
- CalcH(&c);
- if(c.g != -1 && c.h != -1)
- {
- vector<Coordinate> toAdd = *branch;
- toAdd.push_back(c);
- Open.push(toAdd);
- }
- //delete c;
- }
- }
- }
- }
- /*
- * Calculates the movement cost of the node. Returns -1 if it is impossible to travel on.
- */
- void CPathfinder::CalcH(Coordinate* node)
- {
- /*
- * If the terrain is blocked
- * If the terrain is rock
- * If the Hero cant walk on water and node is in water
- * If the Hero is on water and the node is not.
- * If there is fog of war on the node.
- * => Impossible to move there.
- */
- if( (CGI->mh->ttiles[node->x][node->y][node->z].blocked && !(node->x==End.x && node->y==End.y && CGI->mh->ttiles[node->x][node->y][node->z].visitable)) ||
- (CGI->mh->ttiles[node->x][node->y][node->z].terType==EterrainType::rock) ||
- ((blockLandSea) && (CGI->mh->ttiles[node->x][node->y][node->z].terType==EterrainType::water)) ||
- (!CGI->state->players[Hero->tempOwner].fogOfWarMap[node->x][node->y][node->z]) ||
- ((!blockLandSea) && (CGI->mh->ttiles[node->x][node->y][node->z].terType!=EterrainType::water)))
- {
- //Impossible.
-
- node->h = -1;
- return;
- }
- int ret=-1;
- int x = node->x;
- int y = node->y;
- if(node->x>=CGI->mh->map->width)
- x = CGI->mh->map->width-1;
- if(node->y>=CGI->mh->map->height)
- y = CGI->mh->map->height-1;
- //Get the movement cost.
- ret = Hero->getTileCost(CGI->mh->ttiles[x][y][node->z].terType, CGI->mh->map->terrain[x][y].malle,CGI->mh->map->terrain[x][y].nuine);
-
- node->h = ret;
- }
- /*
- * Calculates distance from node to end node.
- */
- void CPathfinder::CalcG(Coordinate* node)
- {
- float dist = (End.x-node->x) * (End.x-node->x) + (End.y-node->y) * (End.y-node->y);
- node->g = sqrt(dist);
- return;
- }
- /*
- * Converts the old Pathfinder format for compatibility reasons. This should be replaced
- * eventually by making the need for it obsolete.
- */
- CPath* CPathfinder::ConvertToOldFormat(vector<Coordinate>* p)
- {
- if(p == NULL)
- return NULL;
- CPath* path = new CPath();
- std::vector<int> costs; //vector with costs of tiles
- for(int i = 0; i < p->size(); i++)
- {
- CPathNode temp;
- //Set coord
- temp.coord = int3(p->at(i).x,p->at(i).y,p->at(i).z);
-
- //Set accesible
- if(p->at(i).h == -1)
- {
- temp.accesible = false;
- }
- else
- {
- temp.accesible = true;
- }
- //set diagonality
- float diagonal = 1.0f; //by default
- if(i>0)
- {
- if(p->at(i-1).x != temp.coord.x && p->at(i-1).y != temp.coord.y)
- {
- diagonal = sqrt(2.0f);
- }
- }
- //Set distance
- costs.push_back( i==0 ? 0 : p->at(i - 1).h * diagonal );
- //theNodeBefore is never used outside of pathfinding?
- //Set visited
- temp.visited = false;
- path->nodes.push_back(temp);
- }
- costs.push_back(0);
- for(int i=path->nodes.size()-1; i>=0; --i)
- {
- path->nodes[i].dist = costs[i+1] + ((i == path->nodes.size()-1) ? 0 : path->nodes[i+1].dist);
- }
- return path;
- }
- void CPathfinder::convertPath(CPath * path, unsigned int mode) //mode=0 -> from 'manifest' to 'object'
- {
- if (mode==0)
- {
- for (int i=0;i<path->nodes.size();i++)
- {
- path->nodes[i].coord = CGHeroInstance::convertPosition(path->nodes[i].coord,true);
- }
- }
- }
- int3 CPath::startPos()
- {
- return int3(nodes[nodes.size()-1].coord.x,nodes[nodes.size()-1].coord.y,nodes[nodes.size()-1].coord.z);
- }
- int3 CPath::endPos()
- {
- return int3(nodes[0].coord.x,nodes[0].coord.y,nodes[0].coord.z);
- }
- /*
- * The function used by the priority cue to determine which node to put at the top.
- */
- bool Compare::operator()(const vector<Coordinate>& a, const vector<Coordinate>& b)
- {
- double aTotal=0;
- double bTotal=0;
- for(int i = 0; i < a.size(); i++)
- {
- aTotal += a[i].g*a[i].h;
- }
- for(int i = 0; i < b.size(); i++)
- {
- bTotal += b[i].g*b[i].h;
- }
- return aTotal > bTotal;
- }
- void Coordinate::operator =(const Coordinate &other)
- {
- this->x = other.x;
- this->y = other.y;
- this->z = other.z;
- this->g = other.g;
- this->h = other.h;
- }
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