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Attempt to use A* algorithm for required objects.

This commit is contained in:
DjWarmonger 2015-06-02 20:29:37 +02:00
parent d0e68cf430
commit e21b2d9cbd
2 changed files with 71 additions and 55 deletions

View File

@ -854,17 +854,16 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
if (it != distances.end())
bestDistanceSoFar = it->second;
if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
return;
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
{
auto obj = gen->map->getTile(pos).topVisitableObj();
if (gen->isFree(pos))
if (vstd::contains(this->tileinfo, pos))
{
if (vstd::contains(this->tileinfo, pos))
{
cameFrom[pos] = currentNode;
open.insert(pos);
distances[pos] = distance;
}
cameFrom[pos] = currentNode;
open.insert(pos);
distances[pos] = distance;
}
}
};
@ -876,7 +875,12 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
}
}
logGlobal->warnStream() << boost::format("Failed to connect tile %s with free paths") % src;
for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
{
//TODO: refactor, unify?
gen->setOccupied (tile, ETileType::BLOCKED);
vstd::erase_if_present(possibleTiles, tile);
}
return false;
}
@ -1078,17 +1082,13 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
if (treasures.size())
{
//find object closest to zone center, then connect it to the middle of the zone
int3 closestFreeTile (-1,-1,-1);
if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
else
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
//find object closest to free path, then connect it to the middle of the zone
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
@ -1099,6 +1099,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
{
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos;
@ -1114,19 +1115,12 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
}
if (!crunchPath (gen, closestTile, closestFreeTile, false))
if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
{
//we can't connect this pile, just block it off and start over
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
}
return true;
return false;
}
//update boundary around our objects, including knowledge about objects visitable from bottom
boundary.clear();
for (auto tile : info.visitableFromBottomPositions)
@ -1198,7 +1192,11 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
return true;
}
else //we did not place eveyrthing successfully
{
gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
vstd::erase_if_present(possibleTiles, pos);
return false;
}
}
void CRmgTemplateZone::initTownType (CMapGenerator* gen)
{
@ -1447,18 +1445,32 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
{
logGlobal->traceStream() << "Creating required objects";
for(const auto &obj : requiredObjects)
for(const auto &object : requiredObjects)
{
auto obj = object.first;
int3 pos;
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
do
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
//TODO CLEANUP!
return false;
}
if (!findPlaceForObject(gen, obj, 3, pos))
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
return false;
}
//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
obj->pos = pos;
gen->setOccupied (obj->visitablePos(), ETileType::BLOCKED);
for (auto tile : obj->getBlockedPos())
{
if (gen->map->isInTheMap(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
}
while (!connectPath(gen, getAccessibleOffset(gen, obj->appearance, pos, obj->getBlockedOffsets()), true)); //position was wrong, cannot connect it with free paths
placeObject (gen, obj.first, pos);
guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
placeObject(gen, obj, pos);
guardObject (gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
}
@ -1541,6 +1553,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
const double minDistance = std::max<float>((125.f / totalDensity), 2);
//distance lower than 2 causes objects to overlap and crash
bool stop = false;
do {
//optimization - don't check tiles which are not allowed
vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
@ -1548,16 +1561,20 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
return !gen->isPossible(tile);
});
int3 pos;
int3 treasureTilePos;
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
do
{
break;
if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
{
stop = true;
break;
}
}
createTreasurePile(gen, pos, minDistance, t);
while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
} while (true);
} while (!stop);
}
}
@ -1781,7 +1798,12 @@ bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplat
bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
{
bool accessible = false;
return getAccessibleOffset(gen, appearance, tile, tilesBlockedByObject).valid();
}
int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
{
int3 ret(-1, -1, -1);
for (int x = -1; x < 2; x++)
{
for (int y = -1; y <2; y++)
@ -1795,13 +1817,13 @@ bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTempl
if (gen->map->isInTheMap(nearbyPos))
{
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
accessible = true;
ret = nearbyPos;
}
}
}
};
}
return accessible;
return ret;
}
void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
@ -1966,7 +1988,7 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
gen->foreach_neighbour(visitable, [&](int3& pos)
{
if (gen->isPossible(pos))
if (gen->isPossible(pos) || gen->isFree(pos))
{
if (!vstd::contains(tilesBlockedByObject, pos))
{
@ -1984,25 +2006,18 @@ std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CG
bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
{
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
std::vector<int3> tiles = getAccessibleOffsets(gen, object);
std::vector<int3> tiles = getAccessibleOffsets (gen, object);
int3 guardTile(-1, -1, -1);
int3 guardTile(-1,-1,-1);
for (auto tile : tiles)
if (tiles.size())
{
//crunching path may fail if center of the zone is directly over wide object
//make sure object is accessible before surrounding it with blocked tiles
if (crunchPath (gen, tile, findClosestTile(freePaths, tile), false, addToFreePaths ? &freePaths : nullptr))
{
guardTile = tile;
break;
}
guardTile = tiles.front();
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
}
if (!guardTile.valid())
else
{
logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
return false;
}

View File

@ -233,6 +233,7 @@ private:
bool pointIsIn(int x, int y);
void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
int3 getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);