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Merge pull request #107 from vcmi/rmgTemplatesAsMods

Rmg templates as mods
This commit is contained in:
DjWarmonger 2015-06-02 20:33:01 +02:00
commit 2dd813c35d
4 changed files with 157 additions and 60 deletions

View File

@ -43,11 +43,11 @@
"type": "number",
"minimum": 1,
"additionalProperties" : false,
}
},
"connection":
{
required: ["a", "b", "guard"]
properties:{
"required": ["a", "b", "guard"],
"properties":{
"a":{
"type" : "string"
},

View File

@ -483,7 +483,7 @@ void CMapGenerator::createConnections()
{
if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
continue;
foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours
{
//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
if (vstd::contains(otherZoneTiles, pos))
@ -494,8 +494,8 @@ void CMapGenerator::createConnections()
setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
//zones can make paths only in their own area
zoneA->crunchPath(this, guardPos, posA, zoneA->getFreePaths()); //make connection towards our zone center
zoneB->crunchPath(this, guardPos, posB, zoneB->getFreePaths()); //make connection towards other zone center
zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center
zoneA->addRoadNode(guardPos);
zoneB->addRoadNode(guardPos);

View File

@ -535,11 +535,11 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
}
//connect with all the paths
crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
//connect with nearby nodes
for (auto nearbyNode : nearbyNodes)
{
crunchPath(gen, node, nearbyNode, &freePaths);
crunchPath(gen, node, nearbyNode, true, &freePaths);
}
}
for (auto node : nodes)
@ -608,7 +608,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
}
bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
{
/*
make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
@ -664,7 +664,10 @@ do not leave zone border
}
};
gen->foreach_neighbour (currentPos,processNeighbours);
if (onlyStraight)
gen->foreachDirectNeighbour (currentPos, processNeighbours);
else
gen->foreach_neighbour (currentPos,processNeighbours);
int3 anotherPos(-1, -1, -1);
@ -689,8 +692,10 @@ do not leave zone border
}
}
};
gen->foreach_neighbour (currentPos,processNeighbours2);
if (onlyStraight)
gen->foreachDirectNeighbour(currentPos, processNeighbours2);
else
gen->foreach_neighbour(currentPos, processNeighbours2);
if (anotherPos.valid())
@ -800,6 +805,85 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
}
bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
///connect current tile to any other free tile within zone
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
int3 currentNode = src;
gen->setRoad(src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0;
// Cost from start along best known path.
// Estimated total cost from start to goal through y.
while (open.size())
{
int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
{
return distances[pos1] < distances[pos2];
});
vstd::erase_if_present(open, currentNode);
closed.insert(currentNode);
if (gen->isFree(currentNode))
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
gen->setOccupied(backTracking, ETileType::FREE);
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
{
int distance = distances[currentNode] + 1;
int bestDistanceSoFar = 1e6; //FIXME: boost::limits
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
return;
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
{
auto obj = gen->map->getTile(pos).topVisitableObj();
if (vstd::contains(this->tileinfo, pos))
{
cameFrom[pos] = currentNode;
open.insert(pos);
distances[pos] = distance;
}
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentNode, foo);
else
gen->foreach_neighbour(currentNode, foo);
}
}
for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
{
//TODO: refactor, unify?
gen->setOccupied (tile, ETileType::BLOCKED);
vstd::erase_if_present(possibleTiles, tile);
}
return false;
}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
@ -998,17 +1082,13 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
if (treasures.size())
{
//find object closest to zone center, then connect it to the middle of the zone
int3 closestFreeTile (-1,-1,-1);
if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
else
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
//find object closest to free path, then connect it to the middle of the zone
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
@ -1019,6 +1099,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
{
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos;
@ -1034,19 +1115,12 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
}
if (!crunchPath (gen, closestTile, closestFreeTile))
if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
{
//we can't connect this pile, just block it off and start over
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
}
return true;
return false;
}
//update boundary around our objects, including knowledge about objects visitable from bottom
boundary.clear();
for (auto tile : info.visitableFromBottomPositions)
@ -1118,7 +1192,11 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
return true;
}
else //we did not place eveyrthing successfully
{
gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
vstd::erase_if_present(possibleTiles, pos);
return false;
}
}
void CRmgTemplateZone::initTownType (CMapGenerator* gen)
{
@ -1367,18 +1445,32 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
{
logGlobal->traceStream() << "Creating required objects";
for(const auto &obj : requiredObjects)
for(const auto &object : requiredObjects)
{
auto obj = object.first;
int3 pos;
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
do
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
//TODO CLEANUP!
return false;
}
if (!findPlaceForObject(gen, obj, 3, pos))
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
return false;
}
//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
obj->pos = pos;
gen->setOccupied (obj->visitablePos(), ETileType::BLOCKED);
for (auto tile : obj->getBlockedPos())
{
if (gen->map->isInTheMap(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
}
while (!connectPath(gen, getAccessibleOffset(gen, obj->appearance, pos, obj->getBlockedOffsets()), true)); //position was wrong, cannot connect it with free paths
placeObject (gen, obj.first, pos);
guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
placeObject(gen, obj, pos);
guardObject (gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
}
@ -1461,6 +1553,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
const double minDistance = std::max<float>((125.f / totalDensity), 2);
//distance lower than 2 causes objects to overlap and crash
bool stop = false;
do {
//optimization - don't check tiles which are not allowed
vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
@ -1468,16 +1561,20 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
return !gen->isPossible(tile);
});
int3 pos;
int3 treasureTilePos;
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
do
{
break;
if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
{
stop = true;
break;
}
}
createTreasurePile(gen, pos, minDistance, t);
while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
} while (true);
} while (!stop);
}
}
@ -1701,7 +1798,12 @@ bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplat
bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
{
bool accessible = false;
return getAccessibleOffset(gen, appearance, tile, tilesBlockedByObject).valid();
}
int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
{
int3 ret(-1, -1, -1);
for (int x = -1; x < 2; x++)
{
for (int y = -1; y <2; y++)
@ -1715,13 +1817,13 @@ bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTempl
if (gen->map->isInTheMap(nearbyPos))
{
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
accessible = true;
ret = nearbyPos;
}
}
}
};
}
return accessible;
return ret;
}
void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
@ -1886,7 +1988,7 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
gen->foreach_neighbour(visitable, [&](int3& pos)
{
if (gen->isPossible(pos))
if (gen->isPossible(pos) || gen->isFree(pos))
{
if (!vstd::contains(tilesBlockedByObject, pos))
{
@ -1904,25 +2006,18 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
{
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
std::vector<int3> tiles = getAccessibleOffsets(gen, object);
std::vector<int3> tiles = getAccessibleOffsets (gen, object);
int3 guardTile(-1, -1, -1);
int3 guardTile(-1,-1,-1);
for (auto tile : tiles)
if (tiles.size())
{
//crunching path may fail if center of the zone is directly over wide object
//make sure object is accessible before surrounding it with blocked tiles
if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
{
guardTile = tile;
break;
}
guardTile = tiles.front();
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
}
if (!guardTile.valid())
else
{
logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
return false;
}

View File

@ -170,7 +170,8 @@ public:
void createTreasures(CMapGenerator* gen);
void createObstacles1(CMapGenerator* gen);
void createObstacles2(CMapGenerator* gen);
bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles = nullptr);
bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
@ -232,6 +233,7 @@ private:
bool pointIsIn(int x, int y);
void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
int3 getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);