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							- /*
 
-  * CPathfinder.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "VCMI_Lib.h"
 
- #include "IGameCallback.h"
 
- #include "HeroBonus.h"
 
- #include "int3.h"
 
- #include <boost/heap/fibonacci_heap.hpp>
 
- class CGHeroInstance;
 
- class CGObjectInstance;
 
- struct TerrainTile;
 
- class CPathfinderHelper;
 
- class CMap;
 
- class CGWhirlpool;
 
- class CPathfinderHelper;
 
- class CPathfinder;
 
- class PathfinderConfig;
 
- template<typename N>
 
- struct DLL_LINKAGE NodeComparer
 
- {
 
- 	STRONG_INLINE
 
- 	bool operator()(const N * lhs, const N * rhs) const
 
- 	{
 
- 		return lhs->getCost() > rhs->getCost();
 
- 	}
 
- };
 
- struct DLL_LINKAGE CGPathNode
 
- {
 
- 	typedef EPathfindingLayer ELayer;
 
- 	enum ENodeAction : ui8
 
- 	{
 
- 		UNKNOWN = 0,
 
- 		EMBARK = 1,
 
- 		DISEMBARK,
 
- 		NORMAL,
 
- 		BATTLE,
 
- 		VISIT,
 
- 		BLOCKING_VISIT,
 
- 		TELEPORT_NORMAL,
 
- 		TELEPORT_BLOCKING_VISIT,
 
- 		TELEPORT_BATTLE
 
- 	};
 
- 	enum EAccessibility : ui8
 
- 	{
 
- 		NOT_SET = 0,
 
- 		ACCESSIBLE = 1, //tile can be entered and passed
 
- 		VISITABLE, //tile can be entered as the last tile in path
 
- 		BLOCKVIS,  //visitable from neighboring tile but not passable
 
- 		FLYABLE, //can only be accessed in air layer
 
- 		BLOCKED //tile can't be entered nor visited
 
- 	};
 
- 	CGPathNode * theNodeBefore;
 
- 	int3 coord; //coordinates
 
- 	ELayer layer;
 
- 	ui32 moveRemains; //remaining movement points after hero reaches the tile
 
- 	ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
 
- 	EAccessibility accessible;
 
- 	ENodeAction action;
 
- 	bool locked;
 
- 	bool inPQ;
 
- 	CGPathNode()
 
- 		: coord(-1),
 
- 		layer(ELayer::WRONG),
 
- 		pqHandle(nullptr)
 
- 	{
 
- 		reset();
 
- 	}
 
- 	STRONG_INLINE
 
- 	void reset()
 
- 	{
 
- 		locked = false;
 
- 		accessible = NOT_SET;
 
- 		moveRemains = 0;
 
- 		cost = std::numeric_limits<float>::max();
 
- 		turns = 255;
 
- 		theNodeBefore = nullptr;
 
- 		action = UNKNOWN;
 
- 		inPQ = false;
 
- 		pq = nullptr;
 
- 	}
 
- 	STRONG_INLINE
 
- 	float getCost() const
 
- 	{
 
- 		return cost;
 
- 	}
 
- 	STRONG_INLINE
 
- 	void setCost(float value)
 
- 	{
 
- 		if(value == cost)
 
- 			return;
 
- 		bool getUpNode = value < cost;
 
- 		cost = value;
 
- 		// If the node is in the heap, update the heap.
 
- 		if(inPQ && pq != nullptr)
 
- 		{
 
- 			if(getUpNode)
 
- 			{
 
- 				pq->increase(this->pqHandle);
 
- 			}
 
- 			else
 
- 			{
 
- 				pq->decrease(this->pqHandle);
 
- 			}
 
- 		}
 
- 	}
 
- 	STRONG_INLINE
 
- 	void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
 
- 	{
 
- 		if(layer == ELayer::WRONG)
 
- 		{
 
- 			coord = Coord;
 
- 			layer = Layer;
 
- 		}
 
- 		else
 
- 		{
 
- 			reset();
 
- 		}
 
- 		accessible = Accessible;
 
- 	}
 
- 	STRONG_INLINE
 
- 	bool reachable() const
 
- 	{
 
- 		return turns < 255;
 
- 	}
 
- 	typedef boost::heap::fibonacci_heap<
 
- 		CGPathNode *,
 
- 		boost::heap::compare<NodeComparer<CGPathNode>>
 
- 	> TFibHeap;
 
- 	TFibHeap::handle_type pqHandle;
 
- 	TFibHeap* pq;
 
- private:
 
- 	float cost; //total cost of the path to this tile measured in turns with fractions
 
- };
 
- struct DLL_LINKAGE CGPath
 
- {
 
- 	std::vector<CGPathNode> nodes; //just get node by node
 
- 	int3 startPos() const; // start point
 
- 	int3 endPos() const; //destination point
 
- 	void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
 
- };
 
- struct DLL_LINKAGE CPathsInfo
 
- {
 
- 	typedef EPathfindingLayer ELayer;
 
- 	const CGHeroInstance * hero;
 
- 	int3 hpos;
 
- 	int3 sizes;
 
- 	boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
 
- 	CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
 
- 	~CPathsInfo();
 
- 	const CGPathNode * getPathInfo(const int3 & tile) const;
 
- 	bool getPath(CGPath & out, const int3 & dst) const;
 
- 	const CGPathNode * getNode(const int3 & coord) const;
 
- 	STRONG_INLINE
 
- 	CGPathNode * getNode(const int3 & coord, const ELayer layer)
 
- 	{
 
- 		return &nodes[coord.x][coord.y][coord.z][layer];
 
- 	}
 
- };
 
- struct DLL_LINKAGE PathNodeInfo
 
- {
 
- 	CGPathNode * node;
 
- 	const CGObjectInstance * nodeObject;
 
- 	const TerrainTile * tile;
 
- 	int3 coord;
 
- 	bool guarded;
 
- 	PlayerRelations::PlayerRelations objectRelations;
 
- 	PathNodeInfo();
 
- 	virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false);
 
- 	bool isNodeObjectVisitable() const;
 
- };
 
- struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
 
- {
 
- 	CGPathNode::ENodeAction action;
 
- 	int turn;
 
- 	int movementLeft;
 
- 	float cost; //same as CGPathNode::cost
 
- 	bool blocked;
 
- 	bool isGuardianTile;
 
- 	CDestinationNodeInfo();
 
- 	virtual void setNode(CGameState * gs, CGPathNode * n, bool excludeTopObject = false) override;
 
- 	virtual bool isBetterWay() const;
 
- };
 
- class IPathfindingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const = 0;
 
- };
 
- class DLL_LINKAGE MovementCostRule : public IPathfindingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const override;
 
- };
 
- class DLL_LINKAGE LayerTransitionRule : public IPathfindingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const override;
 
- };
 
- class DLL_LINKAGE DestinationActionRule : public IPathfindingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const override;
 
- };
 
- class DLL_LINKAGE PathfinderBlockingRule : public IPathfindingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const override
 
- 	{
 
- 		auto blockingReason = getBlockingReason(source, destination, pathfinderConfig, pathfinderHelper);
 
- 		destination.blocked = blockingReason != BlockingReason::NONE;
 
- 	}
 
- protected:
 
- 	enum class BlockingReason
 
- 	{
 
- 		NONE = 0,
 
- 		SOURCE_GUARDED = 1,
 
- 		DESTINATION_GUARDED = 2,
 
- 		SOURCE_BLOCKED = 3,
 
- 		DESTINATION_BLOCKED = 4,
 
- 		DESTINATION_BLOCKVIS = 5,
 
- 		DESTINATION_VISIT = 6
 
- 	};
 
- 	virtual BlockingReason getBlockingReason(
 
- 		const PathNodeInfo & source,
 
- 		const CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) const = 0;
 
- };
 
- class DLL_LINKAGE MovementAfterDestinationRule : public PathfinderBlockingRule
 
- {
 
- public:
 
- 	virtual void process(
 
- 		const PathNodeInfo & source,
 
- 		CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		CPathfinderHelper * pathfinderHelper) const override;
 
- protected:
 
- 	virtual BlockingReason getBlockingReason(
 
- 		const PathNodeInfo & source,
 
- 		const CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) const override;
 
- };
 
- class DLL_LINKAGE MovementToDestinationRule : public PathfinderBlockingRule
 
- {
 
- protected:
 
- 	virtual BlockingReason getBlockingReason(
 
- 		const PathNodeInfo & source,
 
- 		const CDestinationNodeInfo & destination,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) const override;
 
- };
 
- struct DLL_LINKAGE PathfinderOptions
 
- {
 
- 	bool useFlying;
 
- 	bool useWaterWalking;
 
- 	bool useEmbarkAndDisembark;
 
- 	bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
 
- 	bool useTeleportOneWay; // One-way monoliths with one known exit only
 
- 	bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
 
- 	bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
 
- 							   /// TODO: Find out with client and server code, merge with normal teleporters.
 
- 							   /// Likely proper implementation would require some refactoring of CGTeleport.
 
- 							   /// So for now this is unfinished and disabled by default.
 
- 	bool useCastleGate;
 
- 	/// If true transition into air layer only possible from initial node.
 
- 	/// This is drastically decrease path calculation complexity (and time).
 
- 	/// Downside is less MP effective paths calculation.
 
- 	///
 
- 	/// TODO: If this option end up useful for slow devices it's can be improved:
 
- 	/// - Allow transition into air layer not only from initial position, but also from teleporters.
 
- 	///   Movement into air can be also allowed when hero disembarked.
 
- 	/// - Other idea is to allow transition into air within certain radius of N tiles around hero.
 
- 	///   Patrol support need similar functionality so it's won't be ton of useless code.
 
- 	///   Such limitation could be useful as it's can be scaled depend on device performance.
 
- 	bool lightweightFlyingMode;
 
- 	/// This option enable one turn limitation for flying and water walking.
 
- 	/// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
 
- 	///
 
- 	/// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
 
- 	/// After all this limit should benefit performance on maps with tons of water or blocked tiles.
 
- 	///
 
- 	/// TODO:
 
- 	/// - Behavior when option is disabled not implemented and will lead to crashes.
 
- 	bool oneTurnSpecialLayersLimit;
 
- 	/// VCMI have different movement rules to solve flaws original engine has.
 
- 	/// If this option enabled you'll able to do following things in fly:
 
- 	/// - Move from blocked tiles to visitable one
 
- 	/// - Move from guarded tiles to blockvis tiles without being attacked
 
- 	/// - Move from guarded tiles to guarded visitable tiles with being attacked after
 
- 	/// TODO:
 
- 	/// - Option should also allow same tile land <-> air layer transitions.
 
- 	///   Current implementation only allow go into (from) air layer only to neighbour tiles.
 
- 	///   I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
 
- 	bool originalMovementRules;
 
- 	PathfinderOptions();
 
- };
 
- class DLL_LINKAGE INodeStorage
 
- {
 
- public:
 
- 	using ELayer = EPathfindingLayer;
 
- 	virtual CGPathNode * getInitialNode() = 0;
 
- 	virtual std::vector<CGPathNode *> calculateNeighbours(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) = 0;
 
- 	virtual std::vector<CGPathNode *> calculateTeleportations(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) = 0;
 
- 	virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) = 0;
 
- 	virtual void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) = 0;
 
- };
 
- class DLL_LINKAGE NodeStorage : public INodeStorage
 
- {
 
- private:
 
- 	CPathsInfo & out;
 
- 	STRONG_INLINE
 
- 	void resetTile(const int3 & tile, EPathfindingLayer layer, CGPathNode::EAccessibility accessibility);
 
- public:
 
- 	NodeStorage(CPathsInfo & pathsInfo, const CGHeroInstance * hero);
 
- 	STRONG_INLINE
 
- 	CGPathNode * getNode(const int3 & coord, const EPathfindingLayer layer)
 
- 	{
 
- 		return out.getNode(coord, layer);
 
- 	}
 
- 	void initialize(const PathfinderOptions & options, const CGameState * gs, const CGHeroInstance * hero) override;
 
- 	virtual CGPathNode * getInitialNode() override;
 
- 	virtual std::vector<CGPathNode *> calculateNeighbours(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	virtual std::vector<CGPathNode *> calculateTeleportations(
 
- 		const PathNodeInfo & source,
 
- 		const PathfinderConfig * pathfinderConfig,
 
- 		const CPathfinderHelper * pathfinderHelper) override;
 
- 	virtual void commit(CDestinationNodeInfo & destination, const PathNodeInfo & source) override;
 
- };
 
- class DLL_LINKAGE PathfinderConfig
 
- {
 
- public:
 
- 	std::shared_ptr<INodeStorage> nodeStorage;
 
- 	std::vector<std::shared_ptr<IPathfindingRule>> rules;
 
- 	PathfinderOptions options;
 
- 	PathfinderConfig(
 
- 		std::shared_ptr<INodeStorage> nodeStorage,
 
- 		std::vector<std::shared_ptr<IPathfindingRule>> rules);
 
- };
 
- class CPathfinder : private CGameInfoCallback
 
- {
 
- public:
 
- 	friend class CPathfinderHelper;
 
- 	CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
 
- 	CPathfinder(
 
- 		CGameState * _gs,
 
- 		const CGHeroInstance * _hero,
 
- 		std::shared_ptr<PathfinderConfig> config);
 
- 	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
 
- private:
 
- 	typedef EPathfindingLayer ELayer;
 
- 	const CGHeroInstance * hero;
 
- 	std::unique_ptr<CPathfinderHelper> hlp;
 
- 	std::shared_ptr<PathfinderConfig> config;
 
- 	enum EPatrolState {
 
- 		PATROL_NONE = 0,
 
- 		PATROL_LOCKED = 1,
 
- 		PATROL_RADIUS
 
- 	} patrolState;
 
- 	std::unordered_set<int3, ShashInt3> patrolTiles;
 
- 	boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>> > pq;
 
- 	PathNodeInfo source; //current (source) path node -> we took it from the queue
 
- 	CDestinationNodeInfo destination; //destination node -> it's a neighbour of source that we consider
 
- 	bool isHeroPatrolLocked() const;
 
- 	bool isPatrolMovementAllowed(const int3 & dst) const;
 
- 	bool isLayerTransitionPossible() const;
 
- 	CGPathNode::ENodeAction getTeleportDestAction() const;
 
- 	bool isSourceInitialPosition() const;
 
- 	bool isSourceGuarded() const;
 
- 	bool isDestinationGuarded() const;
 
- 	bool isDestinationGuardian() const;
 
- 	void initializePatrol();
 
- 	void initializeGraph();
 
- 	STRONG_INLINE
 
- 	void push(CGPathNode * node);
 
- 	STRONG_INLINE
 
- 	CGPathNode * topAndPop();
 
- };
 
- struct DLL_LINKAGE TurnInfo
 
- {
 
- 	/// This is certainly not the best design ever and certainly can be improved
 
- 	/// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
 
- 	struct BonusCache {
 
- 		std::vector<bool> noTerrainPenalty;
 
- 		bool freeShipBoarding;
 
- 		bool flyingMovement;
 
- 		int flyingMovementVal;
 
- 		bool waterWalking;
 
- 		int waterWalkingVal;
 
- 		BonusCache(TConstBonusListPtr bonusList);
 
- 	};
 
- 	std::unique_ptr<BonusCache> bonusCache;
 
- 	const CGHeroInstance * hero;
 
- 	TConstBonusListPtr bonuses;
 
- 	mutable int maxMovePointsLand;
 
- 	mutable int maxMovePointsWater;
 
- 	ETerrainType::EETerrainType nativeTerrain;
 
- 	TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
 
- 	bool isLayerAvailable(const EPathfindingLayer layer) const;
 
- 	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int getMaxMovePoints(const EPathfindingLayer layer) const;
 
- };
 
- class DLL_LINKAGE CPathfinderHelper : private CGameInfoCallback
 
- {
 
- public:
 
- 	int turn;
 
- 	const CGHeroInstance * hero;
 
- 	std::vector<TurnInfo *> turnsInfo;
 
- 	const PathfinderOptions & options;
 
- 	CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options);
 
- 	~CPathfinderHelper();
 
- 	void updateTurnInfo(const int turn = 0);
 
- 	bool isLayerAvailable(const EPathfindingLayer layer) const;
 
- 	const TurnInfo * getTurnInfo() const;
 
- 	bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
 
- 	int getMaxMovePoints(const EPathfindingLayer layer) const;
 
- 	std::vector<int3> getCastleGates(const PathNodeInfo & source) const;
 
- 	bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
 
- 	std::vector<int3> getAllowedTeleportChannelExits(TeleportChannelID channelID) const;
 
- 	bool addTeleportTwoWay(const CGTeleport * obj) const;
 
- 	bool addTeleportOneWay(const CGTeleport * obj) const;
 
- 	bool addTeleportOneWayRandom(const CGTeleport * obj) const;
 
- 	bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
 
- 	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)
 
- 	std::vector<int3> getNeighbourTiles(const PathNodeInfo & source) const;
 
- 	std::vector<int3> getTeleportExits(const PathNodeInfo & source) const;
 
- 	void getNeighbours(
 
- 		const TerrainTile & srct,
 
- 		const int3 & tile,
 
- 		std::vector<int3> & vec,
 
- 		const boost::logic::tribool & onLand,
 
- 		const bool limitCoastSailing) const;
 
- 	int getMovementCost(
 
- 		const int3 & src,
 
- 		const int3 & dst,
 
- 		const TerrainTile * ct,
 
- 		const TerrainTile * dt,
 
- 		const int remainingMovePoints =- 1,
 
- 		const bool checkLast = true) const;
 
- 	int getMovementCost(
 
- 		const PathNodeInfo & src,
 
- 		const PathNodeInfo & dst,
 
- 		const int remainingMovePoints = -1,
 
- 		const bool checkLast = true) const
 
- 	{
 
- 		return getMovementCost(
 
- 			src.coord,
 
- 			dst.coord,
 
- 			src.tile,
 
- 			dst.tile,
 
- 			remainingMovePoints,
 
- 			checkLast
 
- 		);
 
- 	}
 
- 	int movementPointsAfterEmbark(int movement, int basicCost, bool disembark) const;
 
- 	bool passOneTurnLimitCheck(const PathNodeInfo & source) const;
 
- };
 
 
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