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vcmi/lib/rmg/Zone.cpp

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/*
* Zone.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
*
*/
#include "StdInc.h"
#include "Zone.h"
#include "RmgMap.h"
#include "Functions.h"
#include "TileInfo.h"
#include "CMapGenerator.h"
#include "RmgPath.h"
#include "modificators/ObjectManager.h"
VCMI_LIB_NAMESPACE_BEGIN
const std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
{
return true;
};
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Zone::Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & r)
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: finished(false)
, townType(ETownType::NEUTRAL)
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, terrainType(ETerrainId::GRASS)
, map(map)
, generator(generator)
{
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rand.setSeed(r.nextInt());
}
bool Zone::isUnderground() const
{
return getPos().z;
}
void Zone::setOptions(const ZoneOptions& options)
{
ZoneOptions::operator=(options);
}
float3 Zone::getCenter() const
{
return center;
}
void Zone::setCenter(const float3 &f)
{
//limit boundaries to (0,1) square
//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
center = f;
center.x = static_cast<float>(std::fmod(center.x, 1));
center.y = static_cast<float>(std::fmod(center.y, 1));
if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
center.x = 1 - std::abs(center.x);
if(center.y < 0)
center.y = 1 - std::abs(center.y);
}
int3 Zone::getPos() const
{
return pos;
}
void Zone::setPos(const int3 &Pos)
{
pos = Pos;
}
const rmg::Area & Zone::getArea() const
{
return dArea;
}
rmg::Area & Zone::area()
{
return dArea;
}
rmg::Area & Zone::areaPossible()
{
//FIXME: make const, only modify via mutex-protected interface
return dAreaPossible;
}
rmg::Area & Zone::areaUsed()
{
return dAreaUsed;
}
void Zone::clearTiles()
{
//Lock lock(mx);
dArea.clear();
dAreaPossible.clear();
dAreaFree.clear();
}
void Zone::initFreeTiles()
{
rmg::Tileset possibleTiles;
//Lock lock(mx);
vstd::copy_if(dArea.getTiles(), vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
{
return map.isPossible(tile);
});
dAreaPossible.assign(possibleTiles);
if(dAreaFree.empty())
{
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// Fixme: This might fail fot water zone, which doesn't need to have a tile in its center of the mass
dAreaPossible.erase(pos);
dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
}
}
rmg::Area & Zone::freePaths()
{
return dAreaFree;
}
FactionID Zone::getTownType() const
{
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return townType;
}
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void Zone::setTownType(FactionID town)
{
townType = town;
}
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TerrainId Zone::getTerrainType() const
{
return terrainType;
}
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void Zone::setTerrainType(TerrainId terrain)
{
terrainType = terrain;
}
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rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
///connect current tile to any other free tile within zone
{
auto movementCost = [this](const int3 & s, const int3 & d)
{
if(map.isFree(d))
return 1;
else if (map.isPossible(d))
return 2;
return 3;
};
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auto area = (dAreaPossible + dAreaFree).getSubarea(areafilter);
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rmg::Path freePath(area);
rmg::Path resultPath(area);
freePath.connect(dAreaFree);
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//connect to all pieces
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auto goals = connectedAreas(src, onlyStraight);
for(auto & goal : goals)
{
auto path = freePath.search(goal, onlyStraight, movementCost);
if(path.getPathArea().empty())
return rmg::Path::invalid();
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freePath.connect(path.getPathArea());
resultPath.connect(path.getPathArea());
}
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return resultPath;
}
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rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const
///connect current tile to any other free tile within searchArea
{
auto movementCost = [this](const int3 & s, const int3 & d)
{
if(map.isFree(d))
return 1;
else if (map.isPossible(d))
return 2;
return 3;
};
rmg::Path freePath(searchArea);
rmg::Path resultPath(searchArea);
freePath.connect(dAreaFree);
//connect to all pieces
auto goals = connectedAreas(src, onlyStraight);
for(auto & goal : goals)
{
auto path = freePath.search(goal, onlyStraight, movementCost);
if(path.getPathArea().empty())
return rmg::Path::invalid();
freePath.connect(path.getPathArea());
resultPath.connect(path.getPathArea());
}
return resultPath;
}
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rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
///connect current tile to any other free tile within zone
{
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return searchPath(rmg::Area({ src }), onlyStraight, areafilter);
}
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TModificators Zone::getModificators()
{
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return modificators;
}
void Zone::connectPath(const rmg::Path & path)
///connect current tile to any other free tile within zone
{
dAreaPossible.subtract(path.getPathArea());
dAreaFree.unite(path.getPathArea());
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for(const auto & t : path.getPathArea().getTilesVector())
map.setOccupied(t, ETileType::FREE);
}
void Zone::fractalize()
{
rmg::Area clearedTiles(dAreaFree);
rmg::Area possibleTiles(dAreaPossible);
rmg::Area tilesToIgnore; //will be erased in this iteration
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//Squared
float minDistance = 9 * 9;
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//float freeDistance = pos.z ? (10 * 10) : 6 * 6;
float freeDistance = pos.z ? (10 * 10) : (9 * 9);
float spanFactor = (pos.z ? 0.3f : 0.45f); //Narrower passages in the Underground
float marginFactor = 1.0f;
int treasureValue = 0;
int treasureDensity = 0;
for (const auto & t : treasureInfo)
{
treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
treasureDensity += t.density;
}
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if (getType() == ETemplateZoneType::WATER)
{
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// Set very little obstacles on water
spanFactor = 0.2;
}
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else //Scale with treasure density
{
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if (treasureValue > 250)
{
// A quater at max density - means more free space
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marginFactor = (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
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// Low value - dense obstacles
spanFactor *= (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
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}
else if (treasureValue < 100)
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{
//Dense obstacles
spanFactor *= (treasureValue / 100.f);
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vstd::amax(spanFactor, 0.15f);
}
if (treasureDensity <= 10)
{
vstd::amin(spanFactor, 0.1f + 0.01f * treasureDensity); //Add extra obstacles to fill up space
}
}
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float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
freeDistance = freeDistance * marginFactor;
vstd::amax(freeDistance, 4 * 4);
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logGlobal->trace("Zone %d: treasureValue %d blockDistance: %2.f, freeDistance: %2.f", getId(), treasureValue, blockDistance, freeDistance);
if(type != ETemplateZoneType::JUNCTION)
{
//junction is not fractalized, has only one straight path
//everything else remains blocked
while(!possibleTiles.empty())
{
//link tiles in random order
std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
// Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
const auto h = map.height();
const auto w = map.width();
const size_t MARGIN = 3;
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vstd::erase_if(tilesToMakePath, [&, h, w](const int3 & tile)
{
return tile.x < MARGIN || tile.x > (w - MARGIN) ||
tile.y < MARGIN || tile.y > (h - MARGIN);
});
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RandomGeneratorUtil::randomShuffle(tilesToMakePath, getRand());
int3 nodeFound(-1, -1, -1);
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for(const auto & tileToMakePath : tilesToMakePath)
{
//find closest free tile
int3 closestTile = clearedTiles.nearest(tileToMakePath);
if(closestTile.dist2dSQ(tileToMakePath) <= freeDistance)
tilesToIgnore.add(tileToMakePath);
else
{
//if tiles are not close enough, make path to it
nodeFound = tileToMakePath;
clearedTiles.add(nodeFound); //from now on nearby tiles will be considered handled
break; //next iteration - use already cleared tiles
}
}
possibleTiles.subtract(tilesToIgnore);
if(!nodeFound.valid()) //nothing else can be done (?)
break;
tilesToIgnore.clear();
}
}
else
{
// Handle special case - place Monoliths at the edge of a zone
auto objectManager = getModificator<ObjectManager>();
if (objectManager)
{
objectManager->createMonoliths();
}
}
Lock lock(areaMutex);
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//Connect with free areas
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auto areas = connectedAreas(clearedTiles, false);
for(auto & area : areas)
{
if(dAreaFree.overlap(area))
continue; //already found
auto availableArea = dAreaPossible + dAreaFree;
rmg::Path path(availableArea);
path.connect(dAreaFree);
auto res = path.search(area, false);
if(res.getPathArea().empty())
{
dAreaPossible.subtract(area);
dAreaFree.subtract(area);
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for(const auto & t : area.getTiles())
map.setOccupied(t, ETileType::BLOCKED);
}
else
{
dAreaPossible.subtract(res.getPathArea());
dAreaFree.unite(res.getPathArea());
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for(const auto & t : res.getPathArea().getTiles())
map.setOccupied(t, ETileType::FREE);
}
}
//now block most distant tiles away from passages
auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
{
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auto distance = static_cast<float>(dAreaFree.distanceSqr(t));
return distance > blockDistance;
});
dAreaPossible.subtract(areaToBlock);
dAreaFree.subtract(areaToBlock);
lock.unlock();
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for(const auto & t : areaToBlock.getTiles())
map.setOccupied(t, ETileType::BLOCKED);
}
void Zone::initModificators()
{
for(auto & modificator : modificators)
{
modificator->init();
}
}
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CRandomGenerator& Zone::getRand()
{
return rand;
}
VCMI_LIB_NAMESPACE_END