CPathfinder.h 9.6 KB

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  1. #pragma once
  2. #include "VCMI_Lib.h"
  3. #include "IGameCallback.h"
  4. #include "HeroBonus.h"
  5. #include "int3.h"
  6. #include <boost/heap/priority_queue.hpp>
  7. /*
  8. * CPathfinder.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CGHeroInstance;
  17. class CGObjectInstance;
  18. struct TerrainTile;
  19. class CPathfinderHelper;
  20. class CMap;
  21. class CGWhirlpool;
  22. struct DLL_LINKAGE CGPathNode
  23. {
  24. typedef EPathfindingLayer ELayer;
  25. enum ENodeAction : ui8
  26. {
  27. UNKNOWN = 0,
  28. EMBARK = 1,
  29. DISEMBARK,
  30. NORMAL,
  31. BATTLE,
  32. VISIT,
  33. BLOCKING_VISIT,
  34. TELEPORT_NORMAL,
  35. TELEPORT_BLOCKING_VISIT,
  36. TELEPORT_BATTLE
  37. };
  38. enum EAccessibility : ui8
  39. {
  40. NOT_SET = 0,
  41. ACCESSIBLE = 1, //tile can be entered and passed
  42. VISITABLE, //tile can be entered as the last tile in path
  43. BLOCKVIS, //visitable from neighbouring tile but not passable
  44. FLYABLE, //can only be accessed in air layer
  45. BLOCKED //tile can't be entered nor visited
  46. };
  47. CGPathNode * theNodeBefore;
  48. int3 coord; //coordinates
  49. ui32 moveRemains; //remaining tiles after hero reaches the tile
  50. ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
  51. ELayer layer;
  52. EAccessibility accessible;
  53. ENodeAction action;
  54. bool locked;
  55. CGPathNode();
  56. void reset();
  57. void update(const int3 & Coord, const ELayer Layer, const EAccessibility Accessible);
  58. bool reachable() const;
  59. };
  60. struct DLL_LINKAGE CGPath
  61. {
  62. std::vector<CGPathNode> nodes; //just get node by node
  63. int3 startPos() const; // start point
  64. int3 endPos() const; //destination point
  65. void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
  66. };
  67. struct DLL_LINKAGE CPathsInfo
  68. {
  69. typedef EPathfindingLayer ELayer;
  70. mutable boost::mutex pathMx;
  71. const CGHeroInstance * hero;
  72. int3 hpos;
  73. int3 sizes;
  74. boost::multi_array<CGPathNode, 4> nodes; //[w][h][level][layer]
  75. CPathsInfo(const int3 & Sizes);
  76. ~CPathsInfo();
  77. const CGPathNode * getPathInfo(const int3 & tile) const;
  78. bool getPath(CGPath & out, const int3 & dst) const;
  79. int getDistance(const int3 & tile) const;
  80. const CGPathNode * getNode(const int3 & coord) const;
  81. CGPathNode * getNode(const int3 & coord, const ELayer layer);
  82. };
  83. class CPathfinder : private CGameInfoCallback
  84. {
  85. public:
  86. friend class CPathfinderHelper;
  87. CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
  88. 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
  89. private:
  90. typedef EPathfindingLayer ELayer;
  91. struct PathfinderOptions
  92. {
  93. bool useFlying;
  94. bool useWaterWalking;
  95. bool useEmbarkAndDisembark;
  96. bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
  97. bool useTeleportOneWay; // One-way monoliths with one known exit only
  98. bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
  99. bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
  100. /// TODO: Find out with client and server code, merge with normal teleporters.
  101. /// Likely proper implementation would require some refactoring of CGTeleport.
  102. /// So for now this is unfinished and disabled by default.
  103. bool useCastleGate;
  104. /// If true transition into air layer only possible from initial node.
  105. /// This is drastically decrease path calculation complexity (and time).
  106. /// Downside is less MP effective paths calculation.
  107. ///
  108. /// TODO: If this option end up useful for slow devices it's can be improved:
  109. /// - Allow transition into air layer not only from initial position, but also from teleporters.
  110. /// Movement into air can be also allowed when hero disembarked.
  111. /// - Other idea is to allow transition into air within certain radius of N tiles around hero.
  112. /// Patrol support need similar functionality so it's won't be ton of useless code.
  113. /// Such limitation could be useful as it's can be scaled depend on device performance.
  114. bool lightweightFlyingMode;
  115. /// This option enable one turn limitation for flying and water walking.
  116. /// So if we're out of MP while cp is blocked or water tile we won't add dest tile to queue.
  117. ///
  118. /// Following imitation is default H3 mechanics, but someone may want to disable it in mods.
  119. /// After all this limit should benefit performance on maps with tons of water or blocked tiles.
  120. ///
  121. /// TODO:
  122. /// - Behavior when option is disabled not implemented and will lead to crashes.
  123. bool oneTurnSpecialLayersLimit;
  124. /// VCMI have different movement rules to solve flaws original engine has.
  125. /// If this option enabled you'll able to do following things in fly:
  126. /// - Move from blocked tiles to visitable one
  127. /// - Move from guarded tiles to blockvis tiles without being attacked
  128. /// - Move from guarded tiles to guarded visitable tiles with being attacked after
  129. /// TODO:
  130. /// - Option should also allow same tile land <-> air layer transitions.
  131. /// Current implementation only allow go into (from) air layer only to neighbour tiles.
  132. /// I find it's reasonable limitation, but it's will make some movements more expensive than in H3.
  133. bool originalMovementRules;
  134. PathfinderOptions();
  135. } options;
  136. CPathsInfo & out;
  137. const CGHeroInstance * hero;
  138. const std::vector<std::vector<std::vector<ui8> > > &FoW;
  139. std::unique_ptr<CPathfinderHelper> hlp;
  140. enum EPatrolState {
  141. PATROL_NONE = 0,
  142. PATROL_LOCKED = 1,
  143. PATROL_RADIUS
  144. } patrolState;
  145. std::unordered_set<int3, ShashInt3> patrolTiles;
  146. struct NodeComparer
  147. {
  148. bool operator()(const CGPathNode * lhs, const CGPathNode * rhs) const
  149. {
  150. if(rhs->turns > lhs->turns)
  151. return false;
  152. else if(rhs->turns == lhs->turns && rhs->moveRemains < lhs->moveRemains)
  153. return false;
  154. return true;
  155. }
  156. };
  157. boost::heap::priority_queue<CGPathNode *, boost::heap::compare<NodeComparer> > pq;
  158. std::vector<int3> neighbourTiles;
  159. std::vector<int3> neighbours;
  160. CGPathNode * cp; //current (source) path node -> we took it from the queue
  161. CGPathNode * dp; //destination node -> it's a neighbour of cp that we consider
  162. const TerrainTile * ct, * dt; //tile info for both nodes
  163. const CGObjectInstance * ctObj, * dtObj;
  164. CGPathNode::ENodeAction destAction;
  165. void addNeighbours();
  166. void addTeleportExits();
  167. bool isHeroPatrolLocked() const;
  168. bool isPatrolMovementAllowed(const int3 & dst) const;
  169. bool isLayerTransitionPossible(const ELayer dstLayer) const;
  170. bool isLayerTransitionPossible() const;
  171. bool isMovementToDestPossible() const;
  172. bool isMovementAfterDestPossible() const;
  173. CGPathNode::ENodeAction getDestAction() const;
  174. CGPathNode::ENodeAction getTeleportDestAction() const;
  175. bool isSourceInitialPosition() const;
  176. bool isSourceVisitableObj() const;
  177. bool isSourceGuarded() const;
  178. bool isDestVisitableObj() const;
  179. bool isDestinationGuarded(const bool ignoreAccessibility = true) const;
  180. bool isDestinationGuardian() const;
  181. void initializePatrol();
  182. void initializeGraph();
  183. CGPathNode::EAccessibility evaluateAccessibility(const int3 & pos, const TerrainTile * tinfo, const ELayer layer) const;
  184. bool isVisitableObj(const CGObjectInstance * obj, const ELayer layer) const;
  185. bool canSeeObj(const CGObjectInstance * obj) const;
  186. 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)
  187. bool isAllowedTeleportEntrance(const CGTeleport * obj) const;
  188. bool addTeleportTwoWay(const CGTeleport * obj) const;
  189. bool addTeleportOneWay(const CGTeleport * obj) const;
  190. bool addTeleportOneWayRandom(const CGTeleport * obj) const;
  191. bool addTeleportWhirlpool(const CGWhirlpool * obj) const;
  192. };
  193. struct DLL_LINKAGE TurnInfo
  194. {
  195. /// This is certainly not the best design ever and certainly can be improved
  196. /// Unfortunately for pathfinder that do hundreds of thousands calls onus system add too big overhead
  197. struct BonusCache {
  198. std::vector<bool> noTerrainPenalty;
  199. bool freeShipBoarding;
  200. bool flyingMovement;
  201. int flyingMovementVal;
  202. bool waterWalking;
  203. int waterWalkingVal;
  204. BonusCache(TBonusListPtr bonusList);
  205. };
  206. std::unique_ptr<BonusCache> bonusCache;
  207. const CGHeroInstance * hero;
  208. TBonusListPtr bonuses;
  209. mutable int maxMovePointsLand;
  210. mutable int maxMovePointsWater;
  211. int nativeTerrain;
  212. TurnInfo(const CGHeroInstance * Hero, const int Turn = 0);
  213. bool isLayerAvailable(const EPathfindingLayer layer) const;
  214. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  215. int valOfBonuses(const Bonus::BonusType type, const int subtype = -1) const;
  216. int getMaxMovePoints(const EPathfindingLayer layer) const;
  217. };
  218. class DLL_LINKAGE CPathfinderHelper
  219. {
  220. public:
  221. CPathfinderHelper(const CGHeroInstance * Hero, const CPathfinder::PathfinderOptions & Options);
  222. ~CPathfinderHelper();
  223. void updateTurnInfo(const int turn = 0);
  224. bool isLayerAvailable(const EPathfindingLayer layer) const;
  225. const TurnInfo * getTurnInfo() const;
  226. bool hasBonusOfType(const Bonus::BonusType type, const int subtype = -1) const;
  227. int getMaxMovePoints(const EPathfindingLayer layer) const;
  228. static void getNeighbours(const CMap * map, const TerrainTile & srct, const int3 & tile, std::vector<int3> & vec, const boost::logic::tribool & onLand, const bool limitCoastSailing);
  229. 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);
  230. static int getMovementCost(const CGHeroInstance * h, const int3 & dst);
  231. private:
  232. int turn;
  233. const CGHeroInstance * hero;
  234. std::vector<TurnInfo *> turnsInfo;
  235. const CPathfinder::PathfinderOptions & options;
  236. };