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- #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"
- /*
- * 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
- *
- */
- CPathfinder::PathfinderOptions::PathfinderOptions()
- {
- useFlying = false;
- useWaterWalking = false;
- useEmbarkAndDisembark = true;
- useTeleportTwoWay = true;
- useTeleportOneWay = true;
- useTeleportOneWayRandom = false;
- useTeleportWhirlpool = false;
- lightweightFlyingMode = false;
- }
- CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
- {
- assert(hero);
- assert(hero == getHero(hero->id));
- out.hero = hero;
- out.hpos = hero->getPosition(false);
- if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
- {
- logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
- throw std::runtime_error("Wrong checksum");
- }
- if(hero->canFly())
- options.useFlying = true;
- if(hero->canWalkOnSea())
- options.useWaterWalking = true;
- if(CGWhirlpool::isProtected(hero))
- options.useTeleportWhirlpool = true;
- initializeGraph();
- neighbours.reserve(16);
- }
- void CPathfinder::calculatePaths()
- {
- int maxMovePointsLand = hero->maxMovePoints(true);
- int maxMovePointsWater = hero->maxMovePoints(false);
- auto maxMovePoints = [&](CGPathNode *cp) -> int
- {
- return cp->land ? maxMovePointsLand : maxMovePointsWater;
- };
- auto isBetterWay = [&](int remains, int turn) -> bool
- {
- if(dp->turns == 0xff) //we haven't been here before
- return true;
- else if(dp->turns > turn)
- return true;
- else if(dp->turns >= turn && dp->moveRemains < remains) //this route is faster
- return true;
- return false;
- };
- //logGlobal->infoStream() << boost::format("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
- CGPathNode *initialNode = out.getNode(out.hpos, hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND);
- initialNode->turns = 0;
- initialNode->moveRemains = hero->movement;
- mq.push_back(initialNode);
- while(!mq.empty())
- {
- cp = mq.front();
- mq.pop_front();
- int movement = cp->moveRemains, turn = cp->turns;
- if(!movement)
- {
- movement = maxMovePoints(cp);
- turn++;
- }
- //add accessible neighbouring nodes to the queue
- addNeighbours(cp->coord);
- for(auto & neighbour : neighbours)
- {
- dt = &gs->map->getTile(neighbour);
- for(EPathfindingLayer i = EPathfindingLayer::LAND; i <= EPathfindingLayer::AIR; i.advance(1))
- {
- useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
- dp = out.getNode(neighbour, i);
- if(dp->accessible == CGPathNode::NOT_SET)
- continue;
- if(cp->layer != i && !isLayerTransitionPossible())
- continue;
- if(!isMovementToDestPossible())
- continue;
- int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);
- int remains = movement - cost;
- if(useEmbarkCost)
- {
- remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);
- cost = movement - remains;
- }
- int turnAtNextTile = turn;
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to leave the road
- turnAtNextTile++;
- int moveAtNextTile = maxMovePoints(cp);
- cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- if(isBetterWay(remains, turnAtNextTile))
- {
- assert(dp != cp->theNodeBefore); //two tiles can't point to each other
- dp->moveRemains = remains;
- dp->turns = turnAtNextTile;
- dp->theNodeBefore = cp;
- if(isMovementAfterDestPossible())
- mq.push_back(dp);
- }
- }
- } //neighbours loop
- //just add all passable teleport exits
- if(sTileObj && canVisitObject())
- {
- addTeleportExits();
- for(auto & neighbour : neighbours)
- {
- dp = out.getNode(neighbour, cp->layer);
- if(isBetterWay(movement, turn))
- {
- dp->moveRemains = movement;
- dp->turns = turn;
- dp->theNodeBefore = cp;
- mq.push_back(dp);
- }
- }
- }
- } //queue loop
- }
- void CPathfinder::addNeighbours(const int3 &coord)
- {
- neighbours.clear();
- ct = &gs->map->getTile(coord);
- std::vector<int3> tiles;
- gs->getNeighbours(*ct, coord, tiles, boost::logic::indeterminate, !cp->land);
- sTileObj = ct->topVisitableObj(coord == out.hpos);
- if(canVisitObject())
- {
- if(sTileObj)
- {
- for(int3 tile: tiles)
- {
- if(canMoveBetween(tile, sTileObj->visitablePos()))
- neighbours.push_back(tile);
- }
- }
- else
- vstd::concatenate(neighbours, tiles);
- }
- else
- vstd::concatenate(neighbours, tiles);
- }
- void CPathfinder::addTeleportExits(bool noTeleportExcludes)
- {
- assert(sTileObj);
- neighbours.clear();
- auto isAllowedTeleportEntrance = [&](const CGTeleport * obj) -> bool
- {
- if(!gs->isTeleportEntrancePassable(obj, hero->tempOwner))
- return false;
- if(noTeleportExcludes)
- return true;
- 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;
- };
- const CGTeleport *sTileTeleport = dynamic_cast<const CGTeleport *>(sTileObj);
- if(isAllowedTeleportEntrance(sTileTeleport))
- {
- for(auto objId : gs->getTeleportChannelExits(sTileTeleport->channel, hero->tempOwner))
- {
- auto obj = getObj(objId);
- if(CGTeleport::isExitPassable(gs, hero, obj))
- neighbours.push_back(obj->visitablePos());
- }
- }
- }
- bool CPathfinder::isLayerTransitionPossible()
- {
- if((cp->layer == EPathfindingLayer::AIR || cp->layer == EPathfindingLayer::WATER)
- && dp->layer != EPathfindingLayer::LAND)
- {
- return false;
- }
- else if(cp->layer == EPathfindingLayer::LAND && dp->layer == EPathfindingLayer::AIR)
- {
- if(options.lightweightFlyingMode && !isSourceInitialPosition())
- return false;
- }
- else if(cp->layer == EPathfindingLayer::SAIL && dp->layer != EPathfindingLayer::LAND)
- return false;
- else if(cp->layer == EPathfindingLayer::SAIL && dp->layer == EPathfindingLayer::LAND)
- {
- if(!dt->isCoastal())
- return false;
- //tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast
- if((dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))
- || dt->visitable) //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate
- return false;
- useEmbarkCost = 2;
- }
- else if(cp->layer == EPathfindingLayer::LAND && dp->layer == EPathfindingLayer::SAIL)
- {
- Obj destTopVisObjID = dt->topVisitableId();
- if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable
- return false;
- if(destTopVisObjID != Obj::HERO && destTopVisObjID != Obj::BOAT) //only boat or hero can be accessed from land
- return false;
- if(destTopVisObjID == Obj::BOAT)
- useEmbarkCost = 1;
- }
- return true;
- }
- bool CPathfinder::isMovementToDestPossible()
- {
- switch (dp->layer)
- {
- case EPathfindingLayer::LAND:
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
- return false;
- if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
- return false;
- break;
- case EPathfindingLayer::SAIL:
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
- return false;
- if(isSourceGuarded() && !isDestinationGuardian()) // Can step into tile of guard
- return false;
- break;
- case EPathfindingLayer::AIR:
- //if(!canMoveBetween(cp->coord, dp->coord))
- // return false;
- break;
- case EPathfindingLayer::WATER:
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED)
- return false;
- if(isDestinationGuarded())
- return false;
- break;
- }
- return true;
- }
- bool CPathfinder::isMovementAfterDestPossible()
- {
- switch (dp->layer)
- {
- case EPathfindingLayer::LAND:
- case EPathfindingLayer::SAIL:
- if(dp->accessible == CGPathNode::ACCESSIBLE)
- return true;
- if(dp->coord == out.hpos)
- return true; // This one is tricky, we can ignore fact that tile is not ACCESSIBLE in case if it's our hero block it. Though this need investigation
- if(dp->accessible == CGPathNode::VISITABLE && CGTeleport::isTeleport(dt->topVisitableObj()))
- return true; // For now we'll always allow transit for teleporters
- if(useEmbarkCost && options.useEmbarkAndDisembark)
- return true;
- if(isDestinationGuarded() && !isSourceGuarded())
- return true; // Can step into a hostile tile once
- break;
- case EPathfindingLayer::AIR:
- case EPathfindingLayer::WATER:
- return true;
- break;
- }
- return false;
- }
- bool CPathfinder::isSourceInitialPosition()
- {
- return cp->coord == out.hpos;
- }
- int3 CPathfinder::getSourceGuardPosition()
- {
- return gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
- }
- bool CPathfinder::isSourceGuarded()
- {
- //map can start with hero on guarded tile or teleport there using dimension door
- //so threat tile hero standing on like it's not guarded because it's should be possible to move out of here
- if(getSourceGuardPosition() != int3(-1, -1, -1) && !isSourceInitialPosition())
- {
- //special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
- if(cp->accessible != CGPathNode::VISITABLE
- || !cp->theNodeBefore->land
- || ct->topVisitableId() != Obj::BOAT)
- {
- return true;
- }
- }
- return false;
- }
- bool CPathfinder::isDestinationGuarded()
- {
- if(gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
- && dp->accessible == CGPathNode::BLOCKVIS)
- {
- return true;
- }
- return false;
- }
- bool CPathfinder::isDestinationGuardian()
- {
- return getSourceGuardPosition() == dp->coord;
- }
- void CPathfinder::initializeGraph()
- {
- auto initializeNode = [&](int3 pos, EPathfindingLayer layer, const TerrainTile *tinfo)
- {
- auto node = out.getNode(pos, layer);
- node->accessible = evaluateAccessibility(pos, tinfo);
- node->turns = 0xff;
- node->moveRemains = 0;
- node->coord = pos;
- node->land = tinfo->terType != ETerrainType::WATER;
- node->theNodeBefore = nullptr;
- node->layer = layer;
- };
- int3 pos;
- for(pos.x=0; pos.x < out.sizes.x; ++pos.x)
- {
- for(pos.y=0; pos.y < out.sizes.y; ++pos.y)
- {
- for(pos.z=0; pos.z < out.sizes.z; ++pos.z)
- {
- const TerrainTile *tinfo = &gs->map->getTile(pos);
- switch (tinfo->terType)
- {
- case ETerrainType::WRONG:
- case ETerrainType::BORDER:
- case ETerrainType::ROCK:
- break;
- case ETerrainType::WATER:
- initializeNode(pos, EPathfindingLayer::SAIL, tinfo);
- if(options.useFlying)
- initializeNode(pos, EPathfindingLayer::AIR, tinfo);
- if(options.useWaterWalking)
- initializeNode(pos, EPathfindingLayer::WATER, tinfo);
- break;
- default:
- initializeNode(pos, EPathfindingLayer::LAND, tinfo);
- if(options.useFlying)
- initializeNode(pos, EPathfindingLayer::AIR, tinfo);
- break;
- }
- }
- }
- }
- }
- CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 &pos, const TerrainTile *tinfo) const
- {
- CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
- if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
- return CGPathNode::BLOCKED;
- if(tinfo->visitable)
- {
- if(tinfo->visitableObjects.front()->ID == Obj::SANCTUARY && tinfo->visitableObjects.back()->ID == Obj::HERO && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary
- {
- return CGPathNode::BLOCKED;
- }
- else
- {
- for(const CGObjectInstance *obj : tinfo->visitableObjects)
- {
- if(obj->passableFor(hero->tempOwner))
- {
- ret = CGPathNode::ACCESSIBLE;
- }
- else if(obj->blockVisit)
- {
- return CGPathNode::BLOCKVIS;
- }
- else if(obj->ID != Obj::EVENT) //pathfinder should ignore placed events
- {
- ret = CGPathNode::VISITABLE;
- }
- }
- }
- }
- else if(gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z].valid()
- && !tinfo->blocked)
- {
- // Monster close by; blocked visit for battle.
- return CGPathNode::BLOCKVIS;
- }
- return ret;
- }
- bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const
- {
- return gs->checkForVisitableDir(a, b);
- }
- bool CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
- {
- return options.useTeleportTwoWay && gs->isTeleportChannelBidirectional(obj->channel, hero->tempOwner);
- }
- bool CPathfinder::addTeleportOneWay(const CGTeleport * obj) const
- {
- if(options.useTeleportOneWay && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
- {
- auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
- if(passableExits.size() == 1)
- return true;
- }
- return false;
- }
- bool CPathfinder::addTeleportOneWayRandom(const CGTeleport * obj) const
- {
- if(options.useTeleportOneWayRandom && isTeleportChannelUnidirectional(obj->channel, hero->tempOwner))
- {
- auto passableExits = CGTeleport::getPassableExits(gs, hero, gs->getTeleportChannelExits(obj->channel, hero->tempOwner));
- if(passableExits.size() > 1)
- return true;
- }
- return false;
- }
- bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
- {
- return options.useTeleportWhirlpool && obj;
- }
- bool CPathfinder::canVisitObject() const
- {
- //hero can't visit objects while walking on water or flying
- return cp->layer == EPathfindingLayer::LAND || cp->layer == EPathfindingLayer::SAIL;
- }
- CGPathNode::CGPathNode()
- :coord(-1,-1,-1)
- {
- accessible = NOT_SET;
- land = 0;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = nullptr;
- layer = EPathfindingLayer::WRONG;
- }
- bool CGPathNode::reachable() const
- {
- return turns < 255;
- }
- 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 )
- :sizes(Sizes)
- {
- hero = nullptr;
- nodes = new CGPathNode***[sizes.x];
- for(int i = 0; i < sizes.x; i++)
- {
- nodes[i] = new CGPathNode**[sizes.y];
- for(int j = 0; j < sizes.y; j++)
- {
- nodes[i][j] = new CGPathNode*[sizes.z];
- for (int z = 0; z < sizes.z; z++)
- {
- nodes[i][j][z] = new CGPathNode[EPathfindingLayer::NUM_LAYERS];
- }
- }
- }
- }
- CPathsInfo::~CPathsInfo()
- {
- for(int i = 0; i < sizes.x; i++)
- {
- for(int j = 0; j < sizes.y; j++)
- {
- for (int z = 0; z < sizes.z; z++)
- {
- delete [] nodes[i][j][z];
- }
- delete [] nodes[i][j];
- }
- delete [] nodes[i];
- }
- delete [] nodes;
- }
- const CGPathNode * CPathsInfo::getPathInfo(const int3 &tile, const EPathfindingLayer &layer) const
- {
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- if(tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z || layer >= EPathfindingLayer::NUM_LAYERS)
- return nullptr;
- return getNode(tile, layer);
- }
- bool CPathsInfo::getPath(CGPath &out, const int3 &dst, const EPathfindingLayer &layer) const
- {
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- out.nodes.clear();
- const CGPathNode *curnode = getNode(dst, layer);
- if(!curnode->theNodeBefore)
- return false;
- while(curnode)
- {
- CGPathNode cpn = *curnode;
- curnode = curnode->theNodeBefore;
- out.nodes.push_back(cpn);
- }
- return true;
- }
- int CPathsInfo::getDistance(const int3 &tile, const EPathfindingLayer &layer) const
- {
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- CGPath ret;
- if(getPath(ret, tile, layer))
- return ret.nodes.size();
- else
- return 255;
- }
- CGPathNode *CPathsInfo::getNode(const int3 &coord, const EPathfindingLayer &layer) const
- {
- if(layer != EPathfindingLayer::AUTO)
- return &nodes[coord.x][coord.y][coord.z][layer];
- auto landNode = &nodes[coord.x][coord.y][coord.z][EPathfindingLayer::LAND];
- if(landNode->theNodeBefore)
- return landNode;
- else
- return &nodes[coord.x][coord.y][coord.z][EPathfindingLayer::SAIL];
- }
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