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Complete solution for Subterranean Gate placement.
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@ -268,13 +268,14 @@ void CMapGenerator::fillZones()
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for (auto faction : VLC->townh->getAllowedFactions())
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zonesPerFaction[faction] = 0;
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findZonesForQuestArts();
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logGlobal->infoStream() << "Started filling zones";
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//initialize possible tiles before any object is actually placed
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for (auto it : zones)
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it.second->initFreeTiles(this);
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findZonesForQuestArts();
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createDirectConnections(); //direct
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//make sure all connections are passable before creating borders
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for (auto it : zones)
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@ -545,100 +546,118 @@ void CMapGenerator::createConnections2()
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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auto tileSetA = zoneA->getPossibleTiles(),
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tileSetB = zoneB->getPossibleTiles();
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std::vector<int3> tilesA(tileSetA.begin(), tileSetA.end()),
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tilesB(tileSetB.begin(), tileSetB.end());
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int3 guardPos(-1, -1, -1);
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int3 posA = zoneA->getPos();
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int3 posB = zoneB->getPos();
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auto zoneAid = zoneA->getId();
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auto zoneBid = zoneB->getId();
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auto strength = connection.getGuardStrength();
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if (posA.z != posB.z) //try to place subterranean gates
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{
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//find common tiles for both zones
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auto sgt = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0)->getTemplates().front();
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auto tilesBlockedByObject = sgt.getBlockedOffsets();
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std::vector<int3> commonTiles;
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
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auto gate1 = factory->create(ObjectTemplate());
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auto gate2 = factory->create(ObjectTemplate());
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boost::sort(tilesA),
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while (!guardPos.valid())
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{
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bool continueOuterLoop = false;
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//find common tiles for both zones
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auto tileSetA = zoneA->getPossibleTiles(),
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tileSetB = zoneB->getPossibleTiles();
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std::vector<int3> tilesA(tileSetA.begin(), tileSetA.end()),
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tilesB(tileSetB.begin(), tileSetB.end());
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std::vector<int3> commonTiles;
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//required for set_intersection
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boost::sort(tilesA);
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boost::sort(tilesB);
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boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
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{
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//ignore z coordinate
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if (lhs.x < rhs.x)
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return true;
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else
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return lhs.y < rhs.y;
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});
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vstd::erase_if(commonTiles, [](const int3 &tile) -> bool
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{
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return (!tile.x) || (!tile.y); //gates shouldn't go outside map (x = 0) and look bad at the very top (y = 0)
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});
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boost::sort(commonTiles, [posA, posB](const int3 &lhs, const int3 &rhs) -> bool
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{
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//choose tiles which are equidistant to zone centers
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return (std::abs<double>(posA.dist2dSQ(lhs) - posB.dist2dSQ(lhs)) < std::abs<double>((posA.dist2dSQ(rhs) - posB.dist2dSQ(rhs))));
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});
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auto sgt = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0)->getTemplates().front();
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for (auto tile : commonTiles)
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{
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tile.z = posA.z;
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int3 otherTile = tile;
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otherTile.z = posB.z;
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float distanceFromA = posA.dist2d(tile);
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float distanceFromB = posB.dist2d(otherTile);
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if (distanceFromA > 5 && distanceFromB > 5)
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boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
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{
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//all neightbouring tiles also belong to zone
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if (getZoneID(tile) == zoneAid && getZoneID(otherTile) == zoneBid)
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{
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bool withinZone = true;
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//ignore z coordinate
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if (lhs.x < rhs.x)
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return true;
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else
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return lhs.y < rhs.y;
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});
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foreach_neighbour(tile, [&withinZone, zoneAid, this](int3 &pos)
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vstd::erase_if(commonTiles, [](const int3 &tile) -> bool
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{
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return (!tile.x) || (!tile.y); //gates shouldn't go outside map (x = 0) and look bad at the very top (y = 0)
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});
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if (commonTiles.empty())
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break; //nothing more to do
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boost::sort(commonTiles, [posA, posB](const int3 &lhs, const int3 &rhs) -> bool
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{
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//choose tiles which are equidistant to zone centers
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return (std::abs<double>(posA.dist2dSQ(lhs) - posB.dist2dSQ(lhs)) < std::abs<double>((posA.dist2dSQ(rhs) - posB.dist2dSQ(rhs))));
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});
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for (auto tile : commonTiles)
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{
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tile.z = posA.z;
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int3 otherTile = tile;
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otherTile.z = posB.z;
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float distanceFromA = posA.dist2d(tile);
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float distanceFromB = posB.dist2d(otherTile);
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if (distanceFromA > 5 && distanceFromB > 5)
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{
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if (zoneA->areAllTilesAvailable(this, gate1, tile, tilesBlockedByObject) &&
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zoneB->areAllTilesAvailable(this, gate2, otherTile, tilesBlockedByObject))
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{
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if (getZoneID(pos) != zoneAid)
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withinZone = false;
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});
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foreach_neighbour(otherTile, [&withinZone, zoneBid, this](int3 &pos)
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{
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if (getZoneID(pos) != zoneBid)
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withinZone = false;
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});
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if (withinZone)
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{
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//make sure both gates has some free tiles below them
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if (zoneA->getAccessibleOffset(this, sgt, tile).valid() && zoneB->getAccessibleOffset(this, sgt, otherTile).valid())
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{
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zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
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zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
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guardPos = tile; //just any valid value
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break; //we're done
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EObjectPlacingResult::EObjectPlacingResult result1 = zoneA->tryToPlaceObjectAndConnectToPath(this, gate1, tile);
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EObjectPlacingResult::EObjectPlacingResult result2 = zoneB->tryToPlaceObjectAndConnectToPath(this, gate2, otherTile);
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if ((result1 == EObjectPlacingResult::SUCCESS) && (result2 == EObjectPlacingResult::SUCCESS))
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{
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zoneA->placeObject(this, gate1, tile);
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zoneA->guardObject(this, gate1, strength, true, true);
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zoneB->placeObject(this, gate2, otherTile);
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zoneB->guardObject(this, gate2, strength, true, true);
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guardPos = tile; //set to break the loop
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break;
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}
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else if ((result1 == EObjectPlacingResult::SEALED_OFF) || (result2 == EObjectPlacingResult::SEALED_OFF))
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{
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//sealed-off tiles were blocked, exit inner loop and get another tile set
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bool continueOuterLoop = true;
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break;
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}
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else
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continue; //try with another position
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}
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}
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}
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}
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if (!continueOuterLoop) //we didn't find ANY tile - break outer loop
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break;
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}
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if (!guardPos.valid()) //cleanup? is this safe / enough?
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{
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delete gate1;
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delete gate2;
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}
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}
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if (!guardPos.valid())
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, getNextMonlithIndex());
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auto teleport1 = factory->create(ObjectTemplate());
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auto teleport2 = factory->create(ObjectTemplate());
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zoneA->addRequiredObject(teleport1, connection.getGuardStrength());
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zoneB->addRequiredObject(teleport2, connection.getGuardStrength());
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zoneA->addRequiredObject(teleport1, strength);
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zoneB->addRequiredObject(teleport2, strength);
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}
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}
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}
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@ -427,7 +427,10 @@ void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
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return gen->isPossible(tile);
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});
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if (freePaths.empty())
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{
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gen->setOccupied(pos, ETileType::FREE);
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freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
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}
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}
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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
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@ -191,6 +191,7 @@ public:
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bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
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std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
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bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
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void addConnection(TRmgTemplateZoneId otherZone);
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void setQuestArtZone(CRmgTemplateZone * otherZone);
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@ -257,6 +258,5 @@ private:
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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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void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
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bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
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void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
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};
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