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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"
- #include "CConfigHandler.h"
- #include "../lib/CPlayerState.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 = 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();
- }
- CPathfinder::CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero)
- : CGameInfoCallback(_gs, boost::optional<PlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap), patrolTiles({})
- {
- assert(hero);
- assert(hero == getHero(hero->id));
- out.hero = hero;
- out.hpos = hero->getPosition(false);
- if(!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");
- }
- hlp = make_unique<CPathfinderHelper>(hero, options);
- initializePatrol();
- initializeGraph();
- neighbourTiles.reserve(8);
- neighbours.reserve(16);
- }
- void CPathfinder::calculatePaths()
- {
- auto passOneTurnLimitCheck = [&]() -> bool
- {
- if(!options.oneTurnSpecialLayersLimit)
- return true;
- if(cp->layer == ELayer::WATER)
- return false;
- if(cp->layer == ELayer::AIR)
- {
- if(options.originalMovementRules && cp->accessible == CGPathNode::ACCESSIBLE)
- return true;
- else
- return false;
- }
- return true;
- };
- 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 ? ELayer::SAIL : ELayer::LAND);
- initialNode->turns = 0;
- initialNode->moveRemains = hero->movement;
- if(isHeroPatrolLocked())
- return;
- pq.push(initialNode);
- while(!pq.empty())
- {
- cp = pq.top();
- pq.pop();
- cp->locked = true;
- int movement = cp->moveRemains, turn = cp->turns;
- hlp->updateTurnInfo(turn);
- if(!movement)
- {
- hlp->updateTurnInfo(++turn);
- movement = hlp->getMaxMovePoints(cp->layer);
- if(!passOneTurnLimitCheck())
- continue;
- }
- ct = &gs->map->getTile(cp->coord);
- ctObj = ct->topVisitableObj(isSourceInitialPosition());
- //add accessible neighbouring nodes to the queue
- addNeighbours();
- for(auto & neighbour : neighbours)
- {
- if(!isPatrolMovementAllowed(neighbour))
- continue;
- dt = &gs->map->getTile(neighbour);
- dtObj = dt->topVisitableObj();
- for(ELayer i = ELayer::LAND; i <= ELayer::AIR; i.advance(1))
- {
- if(!hlp->isLayerAvailable(i))
- continue;
- /// Check transition without tile accessability rules
- if(cp->layer != i && !isLayerTransitionPossible(i))
- continue;
- dp = out.getNode(neighbour, i);
- if(dp->locked)
- continue;
- if(dp->accessible == CGPathNode::NOT_SET)
- continue;
- /// Check transition using tile accessability rules
- if(cp->layer != i && !isLayerTransitionPossible())
- continue;
- if(!isMovementToDestPossible())
- continue;
- destAction = getDestAction();
- int turnAtNextTile = turn, moveAtNextTile = movement;
- int cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo());
- int remains = moveAtNextTile - cost;
- if(remains < 0)
- {
- //occurs rarely, when hero with low movepoints tries to leave the road
- hlp->updateTurnInfo(++turnAtNextTile);
- moveAtNextTile = hlp->getMaxMovePoints(i);
- cost = CPathfinderHelper::getMovementCost(hero, cp->coord, dp->coord, ct, dt, moveAtNextTile, hlp->getTurnInfo()); //cost must be updated, movement points changed :(
- remains = moveAtNextTile - cost;
- }
- if(destAction == CGPathNode::EMBARK || destAction == CGPathNode::DISEMBARK)
- {
- /// FREE_SHIP_BOARDING bonus only remove additional penalty
- /// land <-> sail transition still cost movement points as normal movement
- remains = hero->movementPointsAfterEmbark(moveAtNextTile, cost, destAction - 1, hlp->getTurnInfo());
- cost = moveAtNextTile - remains;
- }
- if(isBetterWay(remains, turnAtNextTile) &&
- ((cp->turns == turnAtNextTile && remains) || passOneTurnLimitCheck()))
- {
- assert(dp != cp->theNodeBefore); //two tiles can't point to each other
- dp->moveRemains = remains;
- dp->turns = turnAtNextTile;
- dp->theNodeBefore = cp;
- dp->action = destAction;
- if(isMovementAfterDestPossible())
- pq.push(dp);
- }
- }
- } //neighbours loop
- //just add all passable teleport exits
- addTeleportExits();
- for(auto & neighbour : neighbours)
- {
- dp = out.getNode(neighbour, cp->layer);
- if(dp->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(dp->accessible == CGPathNode::BLOCKED)
- continue;
- if(isBetterWay(movement, turn))
- {
- dtObj = gs->map->getTile(neighbour).topVisitableObj();
- dp->moveRemains = movement;
- dp->turns = turn;
- dp->theNodeBefore = cp;
- dp->action = getTeleportDestAction();
- if(dp->action == CGPathNode::TELEPORT_NORMAL)
- pq.push(dp);
- }
- }
- } //queue loop
- }
- void CPathfinder::addNeighbours()
- {
- neighbours.clear();
- neighbourTiles.clear();
- CPathfinderHelper::getNeighbours(gs->map, *ct, cp->coord, neighbourTiles, boost::logic::indeterminate, cp->layer == ELayer::SAIL);
- if(isSourceVisitableObj())
- {
- for(int3 tile: neighbourTiles)
- {
- if(canMoveBetween(tile, ctObj->visitablePos()))
- neighbours.push_back(tile);
- }
- }
- else
- vstd::concatenate(neighbours, neighbourTiles);
- }
- void CPathfinder::addTeleportExits()
- {
- neighbours.clear();
- /// For now we disable teleports usage for patrol movement
- /// VCAI not aware about patrol and may stuck while attempt to use teleport
- if(!isSourceVisitableObj() || patrolState == PATROL_RADIUS)
- return;
- const CGTeleport * objTeleport = dynamic_cast<const CGTeleport *>(ctObj);
- if(isAllowedTeleportEntrance(objTeleport))
- {
- for(auto objId : getTeleportChannelExits(objTeleport->channel, 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)
- neighbours.push_back(p);
- }
- }
- else if(CGTeleport::isExitPassable(gs, hero, obj))
- neighbours.push_back(obj->visitablePos());
- }
- }
- if(options.useCastleGate
- && (ctObj->ID == Obj::TOWN && ctObj->subID == ETownType::INFERNO
- && getPlayerRelations(hero->tempOwner, ctObj->tempOwner) != PlayerRelations::ENEMIES))
- {
- /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo
- /// This may be handy if we allow to use teleportation to friendly towns
- auto towns = getPlayer(hero->tempOwner)->towns;
- for(const auto & town : towns)
- {
- if(town->id != ctObj->id && town->visitingHero == nullptr
- && town->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
- {
- neighbours.push_back(town->visitablePos());
- }
- }
- }
- }
- bool CPathfinder::isHeroPatrolLocked() const
- {
- return patrolState == PATROL_LOCKED;
- }
- bool CPathfinder::isPatrolMovementAllowed(const int3 & dst) const
- {
- if(patrolState == PATROL_RADIUS)
- {
- if(!vstd::contains(patrolTiles, dst))
- return false;
- }
- return true;
- }
- bool CPathfinder::isLayerTransitionPossible(const ELayer destLayer) const
- {
- /// No layer transition allowed when previous node action is BATTLE
- if(cp->action == CGPathNode::BATTLE)
- return false;
- switch(cp->layer)
- {
- case ELayer::LAND:
- if(destLayer == ELayer::AIR)
- {
- if(!options.lightweightFlyingMode || isSourceInitialPosition())
- return true;
- }
- else if(destLayer == ELayer::SAIL)
- {
- if(dt->isWater())
- return true;
- }
- else
- return true;
- break;
- case ELayer::SAIL:
- if(destLayer == ELayer::LAND && !dt->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;
- }
- bool CPathfinder::isLayerTransitionPossible() const
- {
- switch(cp->layer)
- {
- case ELayer::LAND:
- if(dp->layer == ELayer::SAIL)
- {
- /// Cannot enter empty water tile from land -> it has to be visitable
- if(dp->accessible == CGPathNode::ACCESSIBLE)
- return false;
- }
- break;
- case ELayer::SAIL:
- //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;
- }
- break;
- case ELayer::AIR:
- if(options.originalMovementRules)
- {
- if((cp->accessible != CGPathNode::ACCESSIBLE &&
- cp->accessible != CGPathNode::VISITABLE) &&
- (dp->accessible != CGPathNode::VISITABLE &&
- dp->accessible != CGPathNode::ACCESSIBLE))
- {
- return false;
- }
- }
- else if(cp->accessible != CGPathNode::ACCESSIBLE && dp->accessible != CGPathNode::ACCESSIBLE)
- {
- /// Hero that fly can only land on accessible tiles
- return false;
- }
- break;
- case ELayer::WATER:
- if(dp->accessible != CGPathNode::ACCESSIBLE && dp->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
- return false;
- }
- break;
- }
- return true;
- }
- bool CPathfinder::isMovementToDestPossible() const
- {
- if(dp->accessible == CGPathNode::BLOCKED)
- return false;
- switch(dp->layer)
- {
- case ELayer::LAND:
- if(!canMoveBetween(cp->coord, dp->coord))
- return false;
- if(isSourceGuarded())
- {
- if(!(options.originalMovementRules && cp->layer == ELayer::AIR) &&
- !isDestinationGuardian()) // Can step into tile of guard
- {
- return false;
- }
- }
- break;
- case ELayer::SAIL:
- if(!canMoveBetween(cp->coord, dp->coord))
- return false;
- if(isSourceGuarded())
- {
- // Hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile
- if(cp->action != CGPathNode::EMBARK && !isDestinationGuardian())
- return false;
- }
- if(cp->layer == ELayer::LAND)
- {
- if(!isDestVisitableObj())
- return false;
- if(dtObj->ID != Obj::BOAT && dtObj->ID != Obj::HERO)
- return false;
- }
- else if(isDestVisitableObj() && dtObj->ID == Obj::BOAT)
- {
- /// Hero in boat can't visit empty boats
- return false;
- }
- break;
- case ELayer::WATER:
- if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible != CGPathNode::ACCESSIBLE)
- return false;
- if(isDestinationGuarded())
- return false;
- break;
- }
- return true;
- }
- bool CPathfinder::isMovementAfterDestPossible() const
- {
- switch(destAction)
- {
- /// 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 *>(dtObj);
- if(isAllowedTeleportEntrance(objTeleport))
- {
- /// For now we'll always allow transit over teleporters
- /// Transit over whirlpools only allowed when hero protected
- return true;
- }
- else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2 || dtObj->ID == Obj::BORDER_GATE)
- {
- /// Transit via unguarded garrisons is always possible
- return true;
- }
- break;
- }
- case CGPathNode::NORMAL:
- return true;
- case CGPathNode::EMBARK:
- if(options.useEmbarkAndDisembark)
- return true;
- break;
- case CGPathNode::DISEMBARK:
- if(options.useEmbarkAndDisembark && !isDestinationGuarded())
- return true;
- break;
- case CGPathNode::BATTLE:
- /// Movement after BATTLE action only possible from guarded tile to guardian tile
- if(isDestinationGuarded())
- return true;
- break;
- }
- return false;
- }
- CGPathNode::ENodeAction CPathfinder::getDestAction() const
- {
- CGPathNode::ENodeAction action = CGPathNode::NORMAL;
- switch(dp->layer)
- {
- case ELayer::LAND:
- if(cp->layer == ELayer::SAIL)
- {
- // TODO: Handle dismebark into guarded areaa
- action = CGPathNode::DISEMBARK;
- break;
- }
- /// don't break - next case shared for both land and sail layers
- case ELayer::SAIL:
- if(isDestVisitableObj())
- {
- auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
- if(dtObj->ID == Obj::BOAT)
- action = CGPathNode::EMBARK;
- else if(dtObj->ID == Obj::HERO)
- {
- if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- else
- action = CGPathNode::BLOCKING_VISIT;
- }
- else if(dtObj->ID == Obj::TOWN)
- {
- if(dtObj->passableFor(hero->tempOwner))
- action = CGPathNode::VISIT;
- else if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- }
- else if(dtObj->ID == Obj::GARRISON || dtObj->ID == Obj::GARRISON2)
- {
- if(dtObj->passableFor(hero->tempOwner))
- {
- if(isDestinationGuarded(true))
- action = CGPathNode::BATTLE;
- }
- else if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::BATTLE;
- }
- else if(dtObj->ID == Obj::BORDER_GATE)
- {
- if(dtObj->passableFor(hero->tempOwner))
- {
- if(isDestinationGuarded(true))
- action = CGPathNode::BATTLE;
- }
- else
- action = CGPathNode::BLOCKING_VISIT;
- }
- else if(isDestinationGuardian())
- action = CGPathNode::BATTLE;
- else if(dtObj->blockVisit && !(options.useCastleGate && dtObj->ID == Obj::TOWN))
- action = CGPathNode::BLOCKING_VISIT;
- if(action == CGPathNode::NORMAL)
- {
- if(options.originalMovementRules && isDestinationGuarded())
- action = CGPathNode::BATTLE;
- else
- action = CGPathNode::VISIT;
- }
- }
- else if(isDestinationGuarded())
- action = CGPathNode::BATTLE;
- break;
- }
- return action;
- }
- CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
- {
- CGPathNode::ENodeAction action = CGPathNode::TELEPORT_NORMAL;
- if(isDestVisitableObj() && dtObj->ID == Obj::HERO)
- {
- auto objRel = getPlayerRelations(dtObj->tempOwner, hero->tempOwner);
- if(objRel == PlayerRelations::ENEMIES)
- action = CGPathNode::TELEPORT_BATTLE;
- else
- action = CGPathNode::TELEPORT_BLOCKING_VISIT;
- }
- return action;
- }
- bool CPathfinder::isSourceInitialPosition() const
- {
- return cp->coord == out.hpos;
- }
- bool CPathfinder::isSourceVisitableObj() const
- {
- return isVisitableObj(ctObj, cp->layer);
- }
- bool CPathfinder::isSourceGuarded() const
- {
- /// Hero can move from guarded tile if movement started on that tile
- /// It's possible at least in these cases:
- /// - Map start with hero on guarded tile
- /// - Dimention door used
- /// TODO: check what happen when there is several guards
- if(gs->guardingCreaturePosition(cp->coord).valid() && !isSourceInitialPosition())
- {
- return true;
- }
- return false;
- }
- bool CPathfinder::isDestVisitableObj() const
- {
- return isVisitableObj(dtObj, dp->layer);
- }
- bool CPathfinder::isDestinationGuarded(const bool ignoreAccessibility) const
- {
- /// isDestinationGuarded is exception needed for garrisons.
- /// When monster standing behind garrison it's visitable and guarded at the same time.
- if(gs->guardingCreaturePosition(dp->coord).valid()
- && (ignoreAccessibility || dp->accessible == CGPathNode::BLOCKVIS))
- {
- return true;
- }
- return false;
- }
- bool CPathfinder::isDestinationGuardian() const
- {
- return gs->guardingCreaturePosition(cp->coord) == dp->coord;
- }
- void CPathfinder::initializePatrol()
- {
- auto state = PATROL_NONE;
- if(hero->patrol.patrolling && !getPlayer(hero->tempOwner)->human)
- {
- if(hero->patrol.patrolRadius)
- {
- state = PATROL_RADIUS;
- gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, boost::optional<PlayerColor>(), 0, true);
- }
- else
- state = PATROL_LOCKED;
- }
- patrolState = state;
- }
- void CPathfinder::initializeGraph()
- {
- auto updateNode = [&](int3 pos, ELayer layer, const TerrainTile * tinfo)
- {
- auto node = out.getNode(pos, layer);
- auto accessibility = evaluateAccessibility(pos, tinfo, layer);
- node->update(pos, layer, accessibility);
- };
- 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::ROCK:
- break;
- case ETerrainType::WATER:
- updateNode(pos, ELayer::SAIL, tinfo);
- if(options.useFlying)
- updateNode(pos, ELayer::AIR, tinfo);
- if(options.useWaterWalking)
- updateNode(pos, ELayer::WATER, tinfo);
- break;
- default:
- updateNode(pos, ELayer::LAND, tinfo);
- if(options.useFlying)
- updateNode(pos, ELayer::AIR, tinfo);
- break;
- }
- }
- }
- }
- }
- CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const
- {
- if(tinfo->terType == ETerrainType::ROCK || !FoW[pos.x][pos.y][pos.z])
- return CGPathNode::BLOCKED;
- switch(layer)
- {
- case ELayer::LAND:
- case ELayer::SAIL:
- 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->blockVisit)
- {
- return CGPathNode::BLOCKVIS;
- }
- else if(obj->passableFor(hero->tempOwner))
- {
- return CGPathNode::ACCESSIBLE;
- }
- else if(canSeeObj(obj))
- {
- return CGPathNode::VISITABLE;
- }
- }
- }
- }
- else if(tinfo->blocked)
- {
- return CGPathNode::BLOCKED;
- }
- else if(gs->guardingCreaturePosition(pos).valid())
- {
- // Monster close by; blocked visit for battle
- return CGPathNode::BLOCKVIS;
- }
- break;
- case ELayer::WATER:
- if(tinfo->blocked || tinfo->terType != ETerrainType::WATER)
- return CGPathNode::BLOCKED;
- break;
- case ELayer::AIR:
- if(tinfo->blocked || tinfo->terType == ETerrainType::WATER)
- return CGPathNode::FLYABLE;
- break;
- }
- return CGPathNode::ACCESSIBLE;
- }
- bool CPathfinder::isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const
- {
- /// Hero can't visit objects while walking on water or flying
- return canSeeObj(obj) && (layer == ELayer::LAND || layer == ELayer::SAIL);
- }
- bool CPathfinder::canSeeObj(const CGObjectInstance * obj) const
- {
- /// Pathfinder should ignore placed events
- return obj != nullptr && obj->ID != Obj::EVENT;
- }
- bool CPathfinder::canMoveBetween(const int3 & a, const int3 & b) const
- {
- return gs->checkForVisitableDir(a, b);
- }
- bool CPathfinder::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 CPathfinder::addTeleportTwoWay(const CGTeleport * obj) const
- {
- return options.useTeleportTwoWay && 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, 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, getTeleportChannelExits(obj->channel, hero->tempOwner));
- if(passableExits.size() > 1)
- return true;
- }
- return false;
- }
- bool CPathfinder::addTeleportWhirlpool(const CGWhirlpool * obj) const
- {
- return options.useTeleportWhirlpool && hlp->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) && obj;
- }
- TurnInfo::BonusCache::BonusCache(TBonusListPtr bl)
- {
- noTerrainPenalty.reserve(ETerrainType::ROCK);
- for(int i = 0; i < ETerrainType::ROCK; i++)
- {
- noTerrainPenalty.push_back(static_cast<bool>(
- bl->getFirst(Selector::type(Bonus::NO_TERRAIN_PENALTY).And(Selector::subtype(i)))));
- }
- 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));
- }
- TurnInfo::TurnInfo(const CGHeroInstance * Hero, const int turn)
- : hero(Hero), maxMovePointsLand(-1), maxMovePointsWater(-1)
- {
- std::stringstream cachingStr;
- cachingStr << "days_" << turn;
- bonuses = hero->getAllBonuses(Selector::days(turn), nullptr, nullptr, cachingStr.str());
- 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;
- }
- return bonuses->valOfBonuses(Selector::type(type).And(Selector::subtype(subtype)));
- }
- int TurnInfo::getMaxMovePoints(const EPathfindingLayer layer) const
- {
- if(maxMovePointsLand == -1)
- maxMovePointsLand = hero->maxMovePoints(true, this);
- if(maxMovePointsWater == -1)
- maxMovePointsWater = hero->maxMovePoints(false, this);
- return layer == EPathfindingLayer::SAIL ? maxMovePointsWater : maxMovePointsLand;
- }
- CPathfinderHelper::CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options)
- : turn(-1), hero(Hero), options(Options)
- {
- turnsInfo.reserve(16);
- updateTurnInfo();
- }
- 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 CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing)
- {
- 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 == ETerrainType::ROCK)
- 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 == ETerrainType::WATER && limitCoastSailing && hlpt.terType == ETerrainType::WATER && 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 != ETerrainType::WATER || map->getTile(hlp2).terType != ETerrainType::WATER)
- continue;
- }
- if(indeterminate(onLand) || onLand == (hlpt.terType != ETerrainType::WATER))
- {
- vec.push_back(hlp);
- }
- }
- }
- int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints, const TurnInfo * ti, const bool checkLast)
- {
- if(src == dst) //same tile
- return 0;
- bool localTi = false;
- if(!ti)
- {
- localTi = true;
- ti = new TurnInfo(h);
- }
- if(ct == nullptr || dt == nullptr)
- {
- ct = h->cb->getTile(src);
- dt = h->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.
- int ret = h->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 *= (100.0 + ti->valOfBonuses(Bonus::FLYING_MOVEMENT)) / 100.0;
- }
- else if(dt->terType == ETerrainType::WATER)
- {
- if(h->boat && ct->hasFavorableWinds() && dt->hasFavorableWinds())
- ret *= 0.666;
- else if(!h->boat && ti->hasBonusOfType(Bonus::WATER_WALKING))
- {
- 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 *= 1.414213;
- //diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
- if(ret > remainingMovePoints && remainingMovePoints >= old)
- {
- if(localTi)
- delete ti;
- 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(h->cb->gameState()->map, *dt, dst, vec, ct->terType != ETerrainType::WATER, true);
- for(auto & elem : vec)
- {
- int fcost = getMovementCost(h, dst, elem, nullptr, nullptr, left, ti, false);
- if(fcost <= left)
- {
- if(localTi)
- delete ti;
- return ret;
- }
- }
- ret = remainingMovePoints;
- }
- if(localTi)
- delete ti;
- return ret;
- }
- int CPathfinderHelper::getMovementCost(const CGHeroInstance * h, const int3 & dst)
- {
- return getMovementCost(h, h->visitablePos(), dst, nullptr, nullptr, h->movement);
- }
- CGPathNode::CGPathNode()
- : coord(int3(-1, -1, -1)), layer(ELayer::WRONG)
- {
- reset();
- }
- void CGPathNode::reset()
- {
- locked = false;
- accessible = NOT_SET;
- moveRemains = 0;
- turns = 255;
- theNodeBefore = nullptr;
- action = UNKNOWN;
- }
- void CGPathNode::update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible)
- {
- if(layer == ELayer::WRONG)
- {
- coord = Coord;
- layer = Layer;
- }
- else
- reset();
- accessible = Accessible;
- }
- 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.resize(boost::extents[sizes.x][sizes.y][sizes.z][ELayer::NUM_LAYERS]);
- }
- CPathsInfo::~CPathsInfo()
- {
- }
- 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));
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- return getNode(tile);
- }
- bool CPathsInfo::getPath(CGPath & out, const int3 & dst) const
- {
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- 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;
- }
- int CPathsInfo::getDistance(const int3 & tile) const
- {
- boost::unique_lock<boost::mutex> pathLock(pathMx);
- CGPath ret;
- if(getPath(ret, tile))
- return ret.nodes.size();
- else
- return 255;
- }
- const CGPathNode * CPathsInfo::getNode(const int3 & coord) const
- {
- auto landNode = &nodes[coord.x][coord.y][coord.z][ELayer::LAND];
- if(landNode->reachable())
- return landNode;
- else
- return &nodes[coord.x][coord.y][coord.z][ELayer::SAIL];
- }
- CGPathNode * CPathsInfo::getNode(const int3 & coord, const ELayer layer)
- {
- return &nodes[coord.x][coord.y][coord.z][layer];
- }
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