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Added correct connections for Subterranean Gates

This commit is contained in:
DjWarmonger
2015-06-04 09:02:56 +02:00
parent 63d6cf168f
commit 927dfa5565
3 changed files with 118 additions and 13 deletions

View File

@@ -551,14 +551,8 @@ void CMapGenerator::createConnections()
if (withinZone)
{
auto gate1 = new CGSubterraneanGate;
gate1->ID = Obj::SUBTERRANEAN_GATE;
gate1->subID = 0;
zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
auto gate2 = new CGSubterraneanGate(*gate1);
zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
//TODO: connect gates with middle of zone / free paths. At this point free paths do not exist yet.
zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
stop = true; //we are done, go to next connection
}
}

View File

@@ -608,6 +608,15 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
}
void CRmgTemplateZone::connectLater(CMapGenerator* gen)
{
for (const int3 node : tilesToConnectLater)
{
if (!connectWithCenter(gen, node, true))
logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
}
}
bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
{
/*
@@ -767,7 +776,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
{
int distance = distances[currentNode] + movementCost;
float distance = distances[currentNode] + movementCost;
int bestDistanceSoFar = 1e6; //FIXME: boost::limits
auto it = distances.find(pos);
if (it != distances.end())
@@ -816,7 +825,6 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
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;
@@ -833,7 +841,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
vstd::erase_if_present(open, currentNode);
closed.insert(currentNode);
if (gen->isFree(currentNode))
if (gen->isFree(currentNode)) //we reached free paths, stop
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
@@ -884,6 +892,84 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
return false;
}
bool CRmgTemplateZone::connectWithCenter(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;
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 (currentNode == pos) //we reached center of the zone, stop
{
// 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
{
float movementCost = 0;
if (gen->isFree(pos))
movementCost = 1;
else if (gen->isPossible(pos))
movementCost = 2;
else
return;
float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
int bestDistanceSoFar = 1e6; //FIXME: boost::limits
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
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);
}
}
return false;
}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
@@ -894,6 +980,11 @@ void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
closeObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addToConnectLater(const int3& src)
{
tilesToConnectLater.insert(src);
}
bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
{
//precalculate actual (randomized) monster strength based on this post
@@ -1255,6 +1346,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
//first town in zone goes in the middle
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
cutPathAroundTown(town);
setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
gen->setOccupied (this->getPos(), ETileType::FREE);
}
else
addRequiredObject (town);
@@ -1300,6 +1393,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
//towns are big objects and should be centered around visitable position
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
cutPathAroundTown(town);
setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
gen->setOccupied (getPos(), ETileType::FREE);
totalTowns++;
//register MAIN town of zone only
@@ -1753,6 +1848,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
addAllPossibleObjects (gen);
connectLater(gen); //ideally this should work after fractalize, but fails
fractalize(gen);
placeMines(gen);
createRequiredObjects(gen);
@@ -2001,6 +2097,16 @@ void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance*
guardObject(gen, object, str, zoneGuard);
}
void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
{
auto gate = new CGSubterraneanGate;
gate->ID = Obj::SUBTERRANEAN_GATE;
gate->subID = 0;
placeObject (gen, gate, pos, true);
addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
guardObject (gen, gate, guardStrength, true);
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
{
//get all tiles from which this object can be accessed

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@@ -156,6 +156,7 @@ public:
void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
void addToConnectLater(const int3& src);
bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
bool fill (CMapGenerator* gen);
@@ -166,12 +167,14 @@ public:
void initTerrainType (CMapGenerator* gen);
void createBorder(CMapGenerator* gen);
void fractalize(CMapGenerator* gen);
void connectLater(CMapGenerator* gen);
bool createRequiredObjects(CMapGenerator* gen);
void createTreasures(CMapGenerator* gen);
void createObstacles1(CMapGenerator* gen);
void createObstacles2(CMapGenerator* gen);
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);
bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
@@ -184,6 +187,9 @@ public:
ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
void placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength);
void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
void addRoadNode(const int3 & node);
void connectRoads(CMapGenerator * gen); //fills "roads" according to "roadNodes"
@@ -226,6 +232,7 @@ private:
std::set<int3> roadNodes; //tiles to be connected with roads
std::set<int3> roads; //all tiles with roads
std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
bool createRoad(CMapGenerator* gen, const int3 &src, const int3 &dst);
void drawRoads(CMapGenerator * gen); //actually updates tiles
@@ -240,6 +247,4 @@ private:
void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
};