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- #pragma once
- #include "VCMI_Lib.h"
- #include "IGameCallback.h"
- #include "HeroBonus.h"
- #include "int3.h"
- #include <boost/heap/priority_queue.hpp>
- /*
- * 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
- *
- */
- class CGHeroInstance;
- class CGObjectInstance;
- struct TerrainTile;
- class CPathfinderHelper;
- class CMap;
- class CGWhirlpool;
- 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 neighbouring 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
- ui32 moveRemains; //remaining tiles after hero reaches the tile
- ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
- ELayer layer;
- EAccessibility accessible;
- ENodeAction action;
- bool locked;
- CGPathNode();
- void reset();
- void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
- bool reachable() const;
- };
- 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;
- mutable boost::mutex pathMx;
- const CGHeroInstance * hero;
- int3 hpos;
- int3 sizes;
- boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
- CPathsInfo(const int3 & Sizes);
- ~CPathsInfo();
- const CGPathNode * getPathInfo(const int3 & tile) const;
- bool getPath(CGPath & out, const int3 & dst) const;
- int getDistance(const int3 & tile) const;
- const CGPathNode * getNode(const int3 & coord) const;
- CGPathNode * getNode(const int3 & coord, const ELayer layer);
- };
- class CPathfinder : private CGameInfoCallback
- {
- public:
- friend class CPathfinderHelper;
- CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
- 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;
- struct 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();
- } options;
- CPathsInfo & out;
- const CGHeroInstance * hero;
- const std::vector<std::vector<std::vector<ui8> > > &FoW;
- std::unique_ptr<CPathfinderHelper> hlp;
- enum EPatrolState {
- PATROL_NONE = 0,
- PATROL_LOCKED = 1,
- PATROL_RADIUS
- } patrolState;
- std::unordered_set<int3, ShashInt3> patrolTiles;
- struct NodeComparer
- {
- bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
- {
- if(rhs->turns > lhs->turns)
- return false;
- else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
- return false;
- return true;
- }
- };
- boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
- std::vector<int3> neighbourTiles;
- std::vector<int3> neighbours;
- CGPathNode * cp; //current (source) path node -> we took it from the queue
- CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
- const TerrainTile * ct, * dt; //tile info for both nodes
- const CGObjectInstance * ctObj, * dtObj;
- CGPathNode::ENodeAction destAction;
- void addNeighbours();
- void addTeleportExits();
- bool isHeroPatrolLocked() const;
- bool isPatrolMovementAllowed(const int3 & dst) const;
- bool isLayerTransitionPossible(const ELayer dstLayer) const;
- bool isLayerTransitionPossible() const;
- bool isMovementToDestPossible() const;
- bool isMovementAfterDestPossible() const;
- CGPathNode::ENodeAction getDestAction() const;
- CGPathNode::ENodeAction getTeleportDestAction() const;
- bool isSourceInitialPosition() const;
- bool isSourceVisitableObj() const;
- bool isSourceGuarded() const;
- bool isDestVisitableObj() const;
- bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
- bool isDestinationGuardian() const;
- void initializePatrol();
- void initializeGraph();
- CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
- bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
- bool canSeeObj(const CGObjectInstance * 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)
- bool isAllowedTeleportEntrance(const CGTeleport * obj) 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;
- };
- 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(TBonusListPtr bonusList);
- };
- std::unique_ptr<BonusCache> bonusCache;
- const CGHeroInstance * hero;
- TBonusListPtr bonuses;
- mutable int maxMovePointsLand;
- mutable int maxMovePointsWater;
- int 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
- {
- public:
- CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::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;
- static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
- static int getMovementCost(const CGHeroInstance * h, const int3 & src, const int3 & dst, const TerrainTile * ct, const TerrainTile * dt, const int remainingMovePoints =- 1, const TurnInfo * ti = nullptr, const bool checkLast = true);
- static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
- private:
- int turn;
- const CGHeroInstance * hero;
- std::vector<TurnInfo *> turnsInfo;
- const CPathfinder::PathfinderOptions & options;
- };
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