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Merge pull request #107 from vcmi/rmgTemplatesAsMods
Rmg templates as mods
This commit is contained in:
commit
2dd813c35d
@ -43,11 +43,11 @@
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"type": "number",
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"minimum": 1,
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"additionalProperties" : false,
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}
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},
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"connection":
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{
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required: ["a", "b", "guard"]
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properties:{
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"required": ["a", "b", "guard"],
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"properties":{
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"a":{
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"type" : "string"
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},
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@ -483,7 +483,7 @@ void CMapGenerator::createConnections()
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{
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if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
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continue;
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foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
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foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours
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{
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//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
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if (vstd::contains(otherZoneTiles, pos))
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@ -494,8 +494,8 @@ void CMapGenerator::createConnections()
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setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
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zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
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//zones can make paths only in their own area
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zoneA->crunchPath(this, guardPos, posA, zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath(this, guardPos, posB, zoneB->getFreePaths()); //make connection towards other zone center
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zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
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zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center
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zoneA->addRoadNode(guardPos);
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zoneB->addRoadNode(guardPos);
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@ -535,11 +535,11 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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}
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//connect with all the paths
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crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
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crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
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//connect with nearby nodes
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for (auto nearbyNode : nearbyNodes)
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{
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crunchPath(gen, node, nearbyNode, &freePaths);
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crunchPath(gen, node, nearbyNode, true, &freePaths);
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}
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}
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for (auto node : nodes)
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@ -608,7 +608,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
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}
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
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bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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@ -664,7 +664,10 @@ do not leave zone border
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}
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};
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gen->foreach_neighbour (currentPos,processNeighbours);
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if (onlyStraight)
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gen->foreachDirectNeighbour (currentPos, processNeighbours);
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else
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gen->foreach_neighbour (currentPos,processNeighbours);
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int3 anotherPos(-1, -1, -1);
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@ -689,8 +692,10 @@ do not leave zone border
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}
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}
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};
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gen->foreach_neighbour (currentPos,processNeighbours2);
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentPos, processNeighbours2);
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else
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gen->foreach_neighbour(currentPos, processNeighbours2);
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if (anotherPos.valid())
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@ -800,6 +805,85 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
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}
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bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
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///connect current tile to any other free tile within zone
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{
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//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
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std::set<int3> closed; // The set of nodes already evaluated.
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std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
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std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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int3 currentNode = src;
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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
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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distances[src] = 0;
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// Cost from start along best known path.
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// Estimated total cost from start to goal through y.
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while (open.size())
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{
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int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
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{
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return distances[pos1] < distances[pos2];
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});
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vstd::erase_if_present(open, currentNode);
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closed.insert(currentNode);
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if (gen->isFree(currentNode))
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{
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// Trace the path using the saved parent information and return path
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int3 backTracking = currentNode;
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while (cameFrom[backTracking].valid())
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{
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gen->setOccupied(backTracking, ETileType::FREE);
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backTracking = cameFrom[backTracking];
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}
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return true;
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}
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else
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{
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auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
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{
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int distance = distances[currentNode] + 1;
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int bestDistanceSoFar = 1e6; //FIXME: boost::limits
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auto it = distances.find(pos);
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if (it != distances.end())
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bestDistanceSoFar = it->second;
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if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
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return;
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if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
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{
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auto obj = gen->map->getTile(pos).topVisitableObj();
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if (vstd::contains(this->tileinfo, pos))
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{
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cameFrom[pos] = currentNode;
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open.insert(pos);
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distances[pos] = distance;
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}
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}
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};
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentNode, foo);
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else
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gen->foreach_neighbour(currentNode, foo);
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}
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}
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for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
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{
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//TODO: refactor, unify?
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gen->setOccupied (tile, ETileType::BLOCKED);
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vstd::erase_if_present(possibleTiles, tile);
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}
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return false;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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@ -998,17 +1082,13 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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if (treasures.size())
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{
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//find object closest to zone center, then connect it to the middle of the zone
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int3 closestFreeTile (-1,-1,-1);
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if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
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closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
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else
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closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
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//find object closest to free path, then connect it to the middle of the zone
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int3 closestTile = int3(-1,-1,-1);
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float minDistance = 1e10;
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for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
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{
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int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
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if (closestFreeTile.dist2d(visitablePos) < minDistance)
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{
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closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
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@ -1019,6 +1099,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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{
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for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
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{
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int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
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if (closestFreeTile.dist2d(visitablePos) < minDistance)
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{
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closestTile = visitablePos;
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@ -1034,19 +1115,12 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
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}
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if (!crunchPath (gen, closestTile, closestFreeTile))
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if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
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{
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//we can't connect this pile, just block it off and start over
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for (auto treasure : treasures)
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{
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if (gen->isPossible(treasure.first))
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gen->setOccupied (treasure.first, ETileType::BLOCKED);
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}
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return true;
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return false;
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}
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//update boundary around our objects, including knowledge about objects visitable from bottom
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boundary.clear();
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for (auto tile : info.visitableFromBottomPositions)
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@ -1118,7 +1192,11 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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return true;
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}
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else //we did not place eveyrthing successfully
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{
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gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
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vstd::erase_if_present(possibleTiles, pos);
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return false;
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}
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}
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void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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{
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@ -1367,18 +1445,32 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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{
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logGlobal->traceStream() << "Creating required objects";
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for(const auto &obj : requiredObjects)
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for(const auto &object : requiredObjects)
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{
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auto obj = object.first;
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int3 pos;
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if ( ! findPlaceForObject(gen, obj.first, 3, pos))
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do
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{
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logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
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//TODO CLEANUP!
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return false;
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}
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if (!findPlaceForObject(gen, obj, 3, pos))
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{
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logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
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return false;
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}
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//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
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obj->pos = pos;
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gen->setOccupied (obj->visitablePos(), ETileType::BLOCKED);
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for (auto tile : obj->getBlockedPos())
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{
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if (gen->map->isInTheMap(tile))
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gen->setOccupied(tile, ETileType::BLOCKED);
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}
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}
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while (!connectPath(gen, getAccessibleOffset(gen, obj->appearance, pos, obj->getBlockedOffsets()), true)); //position was wrong, cannot connect it with free paths
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placeObject (gen, obj.first, pos);
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guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
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placeObject(gen, obj, pos);
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guardObject (gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
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//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
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}
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@ -1461,6 +1553,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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const double minDistance = std::max<float>((125.f / totalDensity), 2);
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//distance lower than 2 causes objects to overlap and crash
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bool stop = false;
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do {
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//optimization - don't check tiles which are not allowed
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vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
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@ -1468,16 +1561,20 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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return !gen->isPossible(tile);
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});
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int3 pos;
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int3 treasureTilePos;
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//If we are able to place at least one object with value lower than minGuardedValue, it's ok
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if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
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do
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{
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break;
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if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
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{
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stop = true;
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break;
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}
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}
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createTreasurePile(gen, pos, minDistance, t);
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while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
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} while (true);
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} while (!stop);
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}
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}
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@ -1701,7 +1798,12 @@ bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplat
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bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
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{
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bool accessible = false;
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return getAccessibleOffset(gen, appearance, tile, tilesBlockedByObject).valid();
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}
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int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
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{
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int3 ret(-1, -1, -1);
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for (int x = -1; x < 2; x++)
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{
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for (int y = -1; y <2; y++)
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@ -1715,13 +1817,13 @@ bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTempl
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if (gen->map->isInTheMap(nearbyPos))
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{
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if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
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accessible = true;
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ret = nearbyPos;
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}
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}
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}
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};
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}
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return accessible;
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return ret;
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}
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void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
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@ -1886,7 +1988,7 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
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gen->foreach_neighbour(visitable, [&](int3& pos)
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{
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if (gen->isPossible(pos))
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if (gen->isPossible(pos) || gen->isFree(pos))
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{
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if (!vstd::contains(tilesBlockedByObject, pos))
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{
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@ -1904,25 +2006,18 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
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bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
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{
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logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
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std::vector<int3> tiles = getAccessibleOffsets(gen, object);
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std::vector<int3> tiles = getAccessibleOffsets (gen, object);
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int3 guardTile(-1, -1, -1);
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int3 guardTile(-1,-1,-1);
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for (auto tile : tiles)
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if (tiles.size())
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{
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//crunching path may fail if center of the zone is directly over wide object
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//make sure object is accessible before surrounding it with blocked tiles
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if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
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{
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guardTile = tile;
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break;
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}
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guardTile = tiles.front();
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logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
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}
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if (!guardTile.valid())
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else
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{
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logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
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logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
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return false;
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}
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@ -170,7 +170,8 @@ public:
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void createTreasures(CMapGenerator* gen);
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void createObstacles1(CMapGenerator* gen);
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void createObstacles2(CMapGenerator* gen);
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bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles = nullptr);
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bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
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bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
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std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
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@ -232,6 +233,7 @@ private:
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bool pointIsIn(int x, int y);
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void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
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bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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int3 getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
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bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
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