mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
- Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.
- Some optimizations with local cb pinter in VCAI.
This commit is contained in:
parent
ec54381b12
commit
30b79588db
@ -135,6 +135,16 @@ void foreach_tile_pos(std::function<void(const int3& pos)> foo)
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}
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void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
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{
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int3 mapSize = cbp->getMapSize();
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for(int i = 0; i < mapSize.x; i++)
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for(int j = 0; j < mapSize.y; j++)
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for(int k = 0; k < mapSize.z; k++)
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foo(cbp, int3(i,j,k));
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}
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void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
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{
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CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
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@ -147,6 +157,16 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
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}
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}
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void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
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{
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for(const int3 &dir : dirs)
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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foo(cbp, pos+dir);
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}
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}
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std::string strFromInt3(int3 pos)
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{
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std::ostringstream oss;
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@ -180,7 +200,7 @@ ui64 evaluateDanger(crint3 tile)
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if(visObjs.size())
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objectDanger = evaluateDanger(visObjs.back());
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int3 guardPos = cb->guardingCreaturePosition(tile);
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int3 guardPos = cb->getGuardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos);
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@ -378,7 +398,7 @@ bool isBlockedBorderGate(int3 tileToHit)
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&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
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}
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
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{ //TODO: do not explore dead-end boundaries
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int ret = 0;
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for(int x = pos.x - radious; x <= pos.x + radious; x++)
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@ -386,9 +406,9 @@ int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
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for(int y = pos.y - radious; y <= pos.y + radious; y++)
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{
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int3 npos = int3(x,y,pos.z);
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if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
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if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
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{
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if (!boundaryBetweenTwoPoints (pos, npos))
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if (!boundaryBetweenTwoPoints (pos, npos, cbp))
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ret++;
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}
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}
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@ -397,7 +417,7 @@ int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
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return ret;
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}
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
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{
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int xMin = std::min (pos1.x, pos2.x);
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int xMax = std::max (pos1.x, pos2.x);
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@ -411,7 +431,7 @@ bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points
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int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
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if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
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{
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if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
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return false;
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}
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}
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@ -421,7 +441,7 @@ bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
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{
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return howManyTilesWillBeDiscovered(pos + dir, radious);
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return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
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}
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void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
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@ -175,9 +175,11 @@ void removeDuplicates(std::vector<T> &vec)
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std::string strFromInt3(int3 pos);
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void foreach_tile_pos(std::function<void(const int3& pos)> foo);
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void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
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void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
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void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo); // avoid costly retrieval of thread-specific pointer
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious);
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp);
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int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
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void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
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@ -192,7 +194,7 @@ bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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ui64 evaluateDanger(const CGObjectInstance *obj);
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor);
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bool isSafeToVisit(HeroPtr h, crint3 tile);
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2);
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bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp);
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bool compareMovement(HeroPtr lhs, HeroPtr rhs);
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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@ -2245,9 +2245,11 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
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tiles.resize(radius);
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CCallback * cbp = cb.get();
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foreach_tile_pos([&](const int3 &pos)
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{
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if(!cb->isVisible(pos))
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if(!cbp->isVisible(pos))
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tiles[0].push_back(pos);
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});
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@ -2261,14 +2263,14 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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for(const int3 &tile : tiles[i])
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{
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if (cb->getTile(tile)->blocked) //does it shorten the time?
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if (cbp->getTile(tile)->blocked) //does it shorten the time?
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continue;
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if (!cb->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
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if (!cbp->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
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continue;
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CGPath path;
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cb->getPath2(tile, path);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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cbp->getPath2(tile, path);
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float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
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if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
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{
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@ -2292,9 +2294,11 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
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tiles.resize(radius);
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CCallback * cbp = cb.get();
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foreach_tile_pos([&](const int3 &pos)
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{
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if(!cb->isVisible(pos))
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if(!cbp->isVisible(pos))
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tiles[0].push_back(pos);
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});
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@ -2308,9 +2312,9 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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for(const int3 &tile : tiles[i])
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{
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if (cb->getTile(tile)->blocked) //does it shorten the time?
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if (cbp->getTile(tile)->blocked) //does it shorten the time?
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continue;
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if (!howManyTilesWillBeDiscovered(tile, radius)) //avoid costly checks of tiles that don't reveal much
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if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
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continue;
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auto t = sm.firstTileToGet(h, tile);
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@ -2682,12 +2686,14 @@ void SectorMap::update()
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{
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clear();
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int curSector = 3; //0 is invisible, 1 is not explored
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CCallback * cbp = cb.get(); //optimization
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foreach_tile_pos([&](crint3 pos)
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{
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if(retreiveTile(pos) == NOT_CHECKED)
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{
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if(!markIfBlocked(retreiveTile(pos), pos))
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exploreNewSector(pos, curSector++);
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exploreNewSector(pos, curSector++, cbp);
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}
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});
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valid = true;
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@ -2699,11 +2705,11 @@ void SectorMap::clear()
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valid = false;
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}
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void SectorMap::exploreNewSector(crint3 pos, int num)
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void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
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{
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Sector &s = infoOnSectors[num];
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s.id = num;
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s.water = cb->getTile(pos)->isWater();
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s.water = cbp->getTile(pos)->isWater();
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std::queue<int3> toVisit;
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toVisit.push(pos);
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@ -2714,21 +2720,21 @@ void SectorMap::exploreNewSector(crint3 pos, int num)
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ui8 &sec = retreiveTile(curPos);
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if(sec == NOT_CHECKED)
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{
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const TerrainTile *t = cb->getTile(curPos);
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const TerrainTile *t = cbp->getTile(curPos);
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if(!markIfBlocked(sec, curPos, t))
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{
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if(t->isWater() == s.water) //sector is only-water or only-land
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{
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sec = num;
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s.tiles.push_back(curPos);
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foreach_neighbour(curPos, [&](crint3 neighPos)
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foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
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{
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if(retreiveTile(neighPos) == NOT_CHECKED)
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{
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toVisit.push(neighPos);
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//parent[neighPos] = curPos;
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}
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const TerrainTile *nt = cb->getTile(neighPos, false);
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const TerrainTile *nt = cbp->getTile(neighPos, false);
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if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
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{
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s.embarkmentPoints.push_back(neighPos);
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@ -102,7 +102,7 @@ struct SectorMap
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SectorMap(HeroPtr h);
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void update();
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void clear();
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void exploreNewSector(crint3 pos, int num);
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void exploreNewSector(crint3 pos, int num, CCallback * cbp);
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void write(crstring fname);
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unsigned char &retreiveTile(crint3 pos);
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@ -356,6 +356,17 @@ int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
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return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
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}
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int3 CCallback::getGuardingCreaturePosition(int3 tile)
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{
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if (!gs->map->isInTheMap(tile))
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return int3(-1,-1,-1);
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validatePaths();
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boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
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return gs->map->guardingCreaturePositions[tile.x][tile.y][tile.z];
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}
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void CCallback::recalculatePaths()
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{
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cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
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@ -112,6 +112,7 @@ public:
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virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
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virtual bool canMoveBetween(const int3 &a, const int3 &b);
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virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
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virtual int3 getGuardingCreaturePosition(int3 tile); //uses main, client pathfinder info
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virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
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virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
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@ -1279,7 +1279,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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}
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}
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const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
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const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));
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if(selection->ID == Obj::TOWN)
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{
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@ -1344,7 +1344,7 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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stillMoveHero.data = WAITING_MOVE;
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int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
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bool guarded = CGI->mh->map->isInTheMap(cb->guardingCreaturePosition(endpos - int3(1, 0, 0)));
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bool guarded = CGI->mh->map->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
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logGlobal->traceStream() << "Requesting hero movement to " << endpos;
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cb->moveHero(h,endpos);
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@ -2237,7 +2237,7 @@ std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
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{
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for (CGObjectInstance* obj : tile.visitableObjects)
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{
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if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
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if (obj->ID == Obj::MONSTER && map->checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
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{
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guards.push_back(obj);
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}
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@ -2256,53 +2256,7 @@ std::vector<CGObjectInstance*> CGameState::guardingCreatures (int3 pos) const
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int3 CGameState::guardingCreaturePosition (int3 pos) const
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{
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const int3 originalPos = pos;
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// Give monster at position priority.
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if (!map->isInTheMap(pos))
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return int3(-1, -1, -1);
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const TerrainTile &posTile = map->getTile(pos);
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if (posTile.visitable)
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{
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for (CGObjectInstance* obj : posTile.visitableObjects)
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{
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if(obj->blockVisit)
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{
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if (obj->ID == Obj::MONSTER) // Monster
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return pos;
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else
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return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
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}
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}
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}
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// See if there are any monsters adjacent.
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pos -= int3(1, 1, 0); // Start with top left.
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for (int dx = 0; dx < 3; dx++)
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{
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for (int dy = 0; dy < 3; dy++)
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{
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if (map->isInTheMap(pos))
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{
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const auto & tile = map->getTile(pos);
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if (tile.visitable && (tile.isWater() == posTile.isWater()))
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{
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for (CGObjectInstance* obj : tile.visitableObjects)
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{
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if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
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{
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return pos;
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}
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}
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}
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}
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pos.y++;
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}
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pos.y -= 3;
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pos.x++;
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}
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return int3(-1, -1, -1);
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return gs->map->guardingCreaturePositions[pos.x][pos.y][pos.z];
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}
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bool CGameState::isVisible(int3 pos, PlayerColor player)
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@ -2338,22 +2292,7 @@ bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerC
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bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
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{
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const TerrainTile * pom = &map->getTile(dst);
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return checkForVisitableDir(src, pom, dst);
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}
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bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
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{
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for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
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{
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if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
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continue;
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const CGObjectInstance * obj = pom->visitableObjects[b];
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if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
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return false;
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}
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return true;
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return map->checkForVisitableDir(src, pom, dst);
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}
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EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) const
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@ -3350,6 +3289,7 @@ void CPathfinder::initializeGraph()
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curPos = int3(i,j,k);
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const TerrainTile *tinfo = &gs->map->getTile(int3(i, j, k));
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CGPathNode &node = graph[i][j][k];
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node.accessible = evaluateAccessibility(tinfo);
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node.turns = 0xff;
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node.moveRemains = 0;
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@ -3405,7 +3345,7 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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cp = mq.front();
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mq.pop_front();
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const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);
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const int3 sourceGuardPosition = gs->map->guardingCreaturePositions[cp->coord.x][cp->coord.y][cp->coord.z];
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bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);
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ct = &gs->map->getTile(cp->coord);
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@ -3498,7 +3438,7 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
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dp->turns = turnAtNextTile;
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dp->theNodeBefore = cp;
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const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)
|
||||
const bool guardedDst = gs->map->guardingCreaturePositions[dp->coord.x][dp->coord.y][dp->coord.z].valid()
|
||||
&& dp->accessible == CGPathNode::BLOCKVIS;
|
||||
|
||||
if (dp->accessible == CGPathNode::ACCESSIBLE
|
||||
@ -3558,7 +3498,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))
|
||||
else if (gs->map->guardingCreaturePositions[curPos.x][curPos.y][curPos.z].valid()
|
||||
&& !tinfo->blocked)
|
||||
{
|
||||
// Monster close by; blocked visit for battle.
|
||||
|
@ -431,7 +431,6 @@ public:
|
||||
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
|
||||
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
|
||||
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
|
||||
bool checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst) const; //check if src tile is visitable from dst tile
|
||||
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
int3 guardingCreaturePosition (int3 pos) const;
|
||||
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
|
||||
|
@ -406,7 +406,7 @@ bool CGameInfoCallback::getTownInfo( const CGObjectInstance *town, InfoAboutTown
|
||||
return true;
|
||||
}
|
||||
|
||||
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const
|
||||
int3 CGameInfoCallback::guardingCreaturePosition (int3 pos) const //FIXME: redundant?
|
||||
{
|
||||
ERROR_RET_VAL_IF(!isVisible(pos), "Tile is not visible!", int3(-1,-1,-1));
|
||||
return gs->guardingCreaturePosition(pos);
|
||||
|
@ -380,6 +380,7 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
|
||||
}
|
||||
|
||||
gs->map->objects[id.getNum()].dellNull();
|
||||
gs->map->calculateGuardingGreaturePositions();
|
||||
}
|
||||
|
||||
static int getDir(int3 src, int3 dst)
|
||||
@ -613,6 +614,7 @@ DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
|
||||
gs->map->objects.push_back(o);
|
||||
gs->map->addBlockVisTiles(o);
|
||||
o->initObj();
|
||||
gs->map->calculateGuardingGreaturePositions();
|
||||
|
||||
logGlobal->debugStream() << "added object id=" << id << "; address=" << (intptr_t)o << "; name=" << o->getHoverText();
|
||||
}
|
||||
|
@ -216,13 +216,18 @@ CMap::~CMap()
|
||||
{
|
||||
if(terrain)
|
||||
{
|
||||
for(int ii=0;ii<width;ii++)
|
||||
for (int i=0; i<width; i++)
|
||||
{
|
||||
for(int jj=0;jj<height;jj++)
|
||||
delete [] terrain[ii][jj];
|
||||
delete [] terrain[ii];
|
||||
for(int j=0; j<height; j++)
|
||||
{
|
||||
delete [] terrain[i][j];
|
||||
delete [] guardingCreaturePositions[i][j];
|
||||
}
|
||||
delete [] terrain[i];
|
||||
delete [] guardingCreaturePositions[i];
|
||||
}
|
||||
delete [] terrain;
|
||||
delete [] guardingCreaturePositions;
|
||||
}
|
||||
}
|
||||
|
||||
@ -280,6 +285,19 @@ void CMap::addBlockVisTiles(CGObjectInstance * obj)
|
||||
}
|
||||
}
|
||||
|
||||
void CMap::calculateGuardingGreaturePositions()
|
||||
{
|
||||
int levels = twoLevel ? 2 : 1;
|
||||
for (int i=0; i<width; i++)
|
||||
{
|
||||
for(int j=0; j<height; j++)
|
||||
{
|
||||
for (int k = 0; k < levels; k++)
|
||||
guardingCreaturePositions[i][j][k] = guardingCreaturePosition(int3(i,j,k));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CGHeroInstance * CMap::getHero(int heroID)
|
||||
{
|
||||
for(auto & elem : heroesOnMap)
|
||||
@ -318,6 +336,75 @@ bool CMap::isWaterTile(const int3 &pos) const
|
||||
return isInTheMap(pos) && getTile(pos).terType == ETerrainType::WATER;
|
||||
}
|
||||
|
||||
bool CMap::checkForVisitableDir(const int3 & src, const TerrainTile *pom, const int3 & dst ) const
|
||||
{
|
||||
for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
|
||||
{
|
||||
if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
|
||||
continue;
|
||||
|
||||
const CGObjectInstance * obj = pom->visitableObjects[b];
|
||||
|
||||
if (!obj->appearance.isVisitableFrom(src.x - dst.x, src.y - dst.y))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int3 CMap::guardingCreaturePosition (int3 pos) const
|
||||
{
|
||||
|
||||
const int3 originalPos = pos;
|
||||
// Give monster at position priority.
|
||||
if (!isInTheMap(pos))
|
||||
return int3(-1, -1, -1);
|
||||
const TerrainTile &posTile = getTile(pos);
|
||||
if (posTile.visitable)
|
||||
{
|
||||
for (CGObjectInstance* obj : posTile.visitableObjects)
|
||||
{
|
||||
if(obj->blockVisit)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER) // Monster
|
||||
return pos;
|
||||
else
|
||||
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// See if there are any monsters adjacent.
|
||||
bool water = posTile.isWater();
|
||||
|
||||
pos -= int3(1, 1, 0); // Start with top left.
|
||||
for (int dx = 0; dx < 3; dx++)
|
||||
{
|
||||
for (int dy = 0; dy < 3; dy++)
|
||||
{
|
||||
if (isInTheMap(pos))
|
||||
{
|
||||
const auto & tile = getTile(pos);
|
||||
if (tile.visitable && (tile.isWater() == water))
|
||||
{
|
||||
for (CGObjectInstance* obj : tile.visitableObjects)
|
||||
{
|
||||
if (obj->ID == Obj::MONSTER && checkForVisitableDir(pos, &posTile, originalPos)) // Monster being able to attack investigated tile
|
||||
{
|
||||
return pos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pos.y++;
|
||||
}
|
||||
pos.y -= 3;
|
||||
pos.x++;
|
||||
}
|
||||
|
||||
return int3(-1, -1, -1);
|
||||
}
|
||||
|
||||
const CGObjectInstance * CMap::getObjectiveObjectFrom(int3 pos, Obj::EObj type)
|
||||
{
|
||||
for (CGObjectInstance * object : getTile(pos).visitableObjects)
|
||||
@ -432,13 +519,17 @@ void CMap::addQuest(CGObjectInstance * quest)
|
||||
|
||||
void CMap::initTerrain()
|
||||
{
|
||||
int level = twoLevel ? 2 : 1;
|
||||
terrain = new TerrainTile**[width];
|
||||
for(int i = 0; i < width; ++i)
|
||||
guardingCreaturePositions = new int3**[width];
|
||||
for (int i = 0; i < width; ++i)
|
||||
{
|
||||
terrain[i] = new TerrainTile*[height];
|
||||
for(int j = 0; j < height; ++j)
|
||||
guardingCreaturePositions[i] = new int3*[height];
|
||||
for (int j = 0; j < height; ++j)
|
||||
{
|
||||
terrain[i][j] = new TerrainTile[twoLevel ? 2 : 1];
|
||||
terrain[i][j] = new TerrainTile[level];
|
||||
guardingCreaturePositions[i][j] = new int3[level];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -391,9 +391,12 @@ public:
|
||||
const TerrainTile & getTile(const int3 & tile) const;
|
||||
bool isInTheMap(const int3 & pos) const;
|
||||
bool isWaterTile(const int3 & pos) const;
|
||||
bool checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const;
|
||||
int3 guardingCreaturePosition (int3 pos) const;
|
||||
|
||||
void addBlockVisTiles(CGObjectInstance * obj);
|
||||
void removeBlockVisTiles(CGObjectInstance * obj, bool total = false);
|
||||
void calculateGuardingGreaturePositions();
|
||||
|
||||
void addNewArtifactInstance(CArtifactInstance * art);
|
||||
void eraseArtifactInstance(CArtifactInstance * art);
|
||||
@ -433,6 +436,8 @@ public:
|
||||
|
||||
unique_ptr<CMapEditManager> editManager;
|
||||
|
||||
int3 ***guardingCreaturePositions;
|
||||
|
||||
private:
|
||||
/// a 3-dimensional array of terrain tiles, access is as follows: x, y, level. where level=1 is underground
|
||||
TerrainTile*** terrain;
|
||||
@ -447,6 +452,7 @@ public:
|
||||
h & questIdentifierToId;
|
||||
|
||||
//TODO: viccondetails
|
||||
int level = twoLevel ? 2 : 1;
|
||||
if(h.saving)
|
||||
{
|
||||
// Save terrain
|
||||
@ -454,9 +460,10 @@ public:
|
||||
{
|
||||
for(int j = 0; j < height ; ++j)
|
||||
{
|
||||
for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
|
||||
for(int k = 0; k < level; ++k)
|
||||
{
|
||||
h & terrain[i][j][k];
|
||||
h & guardingCreaturePositions[i][j][k];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -465,21 +472,25 @@ public:
|
||||
{
|
||||
// Load terrain
|
||||
terrain = new TerrainTile**[width];
|
||||
for(int ii = 0; ii < width; ++ii)
|
||||
guardingCreaturePositions = new int3**[width];
|
||||
for(int i = 0; i < width; ++i)
|
||||
{
|
||||
terrain[ii] = new TerrainTile*[height];
|
||||
for(int jj = 0; jj < height; ++jj)
|
||||
terrain[i] = new TerrainTile*[height];
|
||||
guardingCreaturePositions[i] = new int3*[height];
|
||||
for(int j = 0; j < height; ++j)
|
||||
{
|
||||
terrain[ii][jj] = new TerrainTile[twoLevel ? 2 : 1];
|
||||
terrain[i][j] = new TerrainTile[level];
|
||||
guardingCreaturePositions[i][j] = new int3[level];
|
||||
}
|
||||
}
|
||||
for(int i = 0; i < width ; ++i)
|
||||
{
|
||||
for(int j = 0; j < height ; ++j)
|
||||
{
|
||||
for(int k = 0; k < (twoLevel ? 2 : 1); ++k)
|
||||
for(int k = 0; k < level; ++k)
|
||||
{
|
||||
h & terrain[i][j][k];
|
||||
h & guardingCreaturePositions[i][j][k];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -134,6 +134,7 @@ void CMapLoaderH3M::init()
|
||||
logGlobal->debugStream() << "\tReading " << mlt.name << " took " << mlt.time << " ms.";
|
||||
}
|
||||
}
|
||||
map->calculateGuardingGreaturePositions();
|
||||
}
|
||||
|
||||
void CMapLoaderH3M::readHeader()
|
||||
|
Loading…
Reference in New Issue
Block a user