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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"
 
- 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->getPosition(false);
 
- }
 
- 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()
 
- {
 
- }
 
- CPathfinder::CPathfinder(
 
- 	CPathsInfo & _out,
 
- 	CGameState * _gs,
 
- 	const CGHeroInstance * _hero)
 
- 	: CPathfinder(
 
- 		_gs,
 
- 		std::make_shared<SingleHeroPathfinderConfig>(_out, _gs, _hero))
 
- {
 
- }
 
- 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)
 
- 	: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
 
- 	, 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(!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(gs, initialNode);
 
- 		auto hlp = config->getOrCreatePathfinderHelper(source, gs);
 
- 		if(hlp->isHeroPatrolLocked())
 
- 			break;
 
- 		pq.push(initialNode);
 
- 	}
 
- 	while(!pq.empty())
 
- 	{
 
- 		counter++;
 
- 		auto node = topAndPop();
 
- 		source.setNode(gs, 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, gs);
 
- 		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, gs);
 
- 		//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(gs, neighbour);
 
- 			hlp = config->getOrCreatePathfinderHelper(destination, gs);
 
- 			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, gs);
 
- 			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, gs);
 
- 		/// 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(gs, 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(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.isGuardianTile && 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 gs->guardingCreaturePosition(source.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, gs);
 
- }
 
- 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->terrains())
 
- 	{
 
- 		noTerrainPenalty.push_back(static_cast<bool>(
 
- 				bl->getFirst(Selector::type()(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype()(terrain->id)))));
 
- 	}
 
- 	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 = 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.
 
- 	ui32 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 * 1.414213);
 
- 		//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;
 
- }
 
- void CGPath::convert(ui8 mode)
 
- {
 
- 	if(mode==0)
 
- 	{
 
- 		for(auto & elem : nodes)
 
- 		{
 
- 			elem.coord = CGHeroInstance::convertPosition(elem.coord,true);
 
- 		}
 
- 	}
 
- }
 
- 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));
 
- }
 
 
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