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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-15 01:24:45 +02:00

Implement curved paths for all road node objects

This commit is contained in:
Tomasz Zieliński
2024-11-22 09:28:37 +01:00
parent 9277c5f4e7
commit f95bb58433
8 changed files with 45 additions and 31 deletions

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@ -24,6 +24,23 @@
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
void replaceWithCurvedPath(rmg::Path & path, const Zone & zone, const int3 & src)
{
auto costFunction = rmg::Path::createCurvedCostFunction(zone.area()->getBorder());
auto pathArea = zone.areaForRoads();
rmg::Path curvedPath(pathArea);
curvedPath.connect(zone.freePaths().get());
curvedPath = curvedPath.search(src, false, costFunction);
if (curvedPath.valid())
{
path = curvedPath;
}
else
{
logGlobal->warn("Failed to create curved path to %s", src.toString());
}
}
rmg::Tileset collectDistantTiles(const Zone& zone, int distance) rmg::Tileset collectDistantTiles(const Zone& zone, int distance)
{ {
uint32_t distanceSq = distance * distance; uint32_t distanceSq = distance * distance;

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@ -34,6 +34,8 @@ public:
} }
}; };
void replaceWithCurvedPath(rmg::Path & path, const Zone & zone, const int3 & src);
rmg::Tileset collectDistantTiles(const Zone & zone, int distance); rmg::Tileset collectDistantTiles(const Zone & zone, int distance);
int chooseRandomAppearance(vstd::RNG & generator, si32 ObjID, TerrainId terrain); int chooseRandomAppearance(vstd::RNG & generator, si32 ObjID, TerrainId terrain);

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@ -121,6 +121,11 @@ ThreadSafeProxy<const rmg::Area> Zone::areaUsed() const
return ThreadSafeProxy<const rmg::Area>(dAreaUsed, areaMutex); return ThreadSafeProxy<const rmg::Area>(dAreaUsed, areaMutex);
} }
rmg::Area Zone::areaForRoads() const
{
return areaPossible() + freePaths();
}
void Zone::clearTiles() void Zone::clearTiles()
{ {
Lock lock(areaMutex); Lock lock(areaMutex);

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@ -93,6 +93,8 @@ public:
ThreadSafeProxy<rmg::Area> areaUsed(); ThreadSafeProxy<rmg::Area> areaUsed();
ThreadSafeProxy<const rmg::Area> areaUsed() const; ThreadSafeProxy<const rmg::Area> areaUsed() const;
rmg::Area areaForRoads() const;
void initFreeTiles(); void initFreeTiles();
void clearTiles(); void clearTiles();
void fractalize(); void fractalize();

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@ -185,8 +185,8 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
return 1.f / (1.f + border.distanceSqr(d)); return 1.f / (1.f + border.distanceSqr(d));
}; };
auto ourArea = zone.areaPossible() + zone.freePaths(); auto ourArea = zone.areaForRoads();
auto theirArea = otherZone->areaPossible() + otherZone->freePaths(); auto theirArea = otherZone->areaForRoads();
theirArea.add(potentialPos); theirArea.add(potentialPos);
rmg::Path ourPath(ourArea); rmg::Path ourPath(ourArea);
rmg::Path theirPath(theirArea); rmg::Path theirPath(theirArea);
@ -285,9 +285,8 @@ void ConnectionsPlacer::selfSideDirectConnection(const rmg::ZoneConnection & con
auto localCostFunction = rmg::Path::createCurvedCostFunction(zone.area()->getBorder()); auto localCostFunction = rmg::Path::createCurvedCostFunction(zone.area()->getBorder());
auto otherCostFunction = rmg::Path::createCurvedCostFunction(otherZone->area()->getBorder()); auto otherCostFunction = rmg::Path::createCurvedCostFunction(otherZone->area()->getBorder());
// TODO: helper function for this sum? auto ourArea = zone.areaForRoads();
auto ourArea = zone.areaPossible() + zone.freePaths(); auto theirArea = otherZone->areaForRoads();
auto theirArea = otherZone->areaPossible() + otherZone->freePaths();
theirArea.add(guardPos); theirArea.add(guardPos);
rmg::Path ourPath(ourArea); rmg::Path ourPath(ourArea);
rmg::Path theirPath(theirArea); rmg::Path theirPath(theirArea);
@ -417,12 +416,16 @@ void ConnectionsPlacer::selfSideIndirectConnection(const rmg::ZoneConnection & c
if(path1.valid() && path2.valid()) if(path1.valid() && path2.valid())
{ {
zone.connectPath(path1);
otherZone->connectPath(path2);
manager.placeObject(rmgGate1, guarded1, true, allowRoad); manager.placeObject(rmgGate1, guarded1, true, allowRoad);
managerOther.placeObject(rmgGate2, guarded2, true, allowRoad); managerOther.placeObject(rmgGate2, guarded2, true, allowRoad);
// FIXME: Guard can still be placed on the object
replaceWithCurvedPath(path1, zone, rmgGate1.getVisitablePosition());
replaceWithCurvedPath(path2, *otherZone, rmgGate2.getVisitablePosition());
zone.connectPath(path1);
otherZone->connectPath(path2);
assert(otherZone->getModificator<ConnectionsPlacer>()); assert(otherZone->getModificator<ConnectionsPlacer>());
otherZone->getModificator<ConnectionsPlacer>()->otherSideConnection(connection); otherZone->getModificator<ConnectionsPlacer>()->otherSideConnection(connection);

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@ -344,7 +344,7 @@ rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg
{ {
int3 pos; int3 pos;
auto possibleArea = searchArea; auto possibleArea = searchArea;
auto cachedArea = zone.areaPossible() + zone.freePaths(); auto cachedArea = zone.areaForRoads();
while(true) while(true)
{ {
pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer); pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
@ -420,9 +420,7 @@ bool ObjectManager::createMonoliths()
} }
// Once it can be created, replace with curved path // Once it can be created, replace with curved path
auto costFunction = rmg::Path::createCurvedCostFunction(zone.area()->getBorder()); replaceWithCurvedPath(path, zone, rmgObject.getVisitablePosition());
rmg::Path curvedPath(zone.areaPossible() + zone.freePaths());
path = curvedPath.search(rmgObject.getVisitablePosition(), true, costFunction);
zone.connectPath(path); zone.connectPath(path);
placeObject(rmgObject, guarded, true, objInfo.createRoad); placeObject(rmgObject, guarded, true, objInfo.createRoad);
@ -457,20 +455,7 @@ bool ObjectManager::createRequiredObjects()
if (objInfo.createRoad) if (objInfo.createRoad)
{ {
// Once valid path can be created, replace with curved path // Once valid path can be created, replace with curved path
replaceWithCurvedPath(path, zone, rmgObject.getVisitablePosition());
auto costFunction = rmg::Path::createCurvedCostFunction(zone.area()->getBorder());
auto pathArea = zone.areaPossible() + zone.freePaths();
rmg::Path curvedPath(pathArea);
curvedPath.connect(zone.freePaths().get());
curvedPath = curvedPath.search(rmgObject.getVisitablePosition(), false, costFunction);
if (curvedPath.valid())
{
path = curvedPath;
}
else
{
logGlobal->warn("Failed to create curved path for required object at %s", rmgObject.getPosition().toString());
}
} }
zone.connectPath(path); zone.connectPath(path);

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@ -212,7 +212,7 @@ void RiverPlacer::preprocess()
{ {
auto river = VLC->terrainTypeHandler->getById(zone.getTerrainType())->river; auto river = VLC->terrainTypeHandler->getById(zone.getTerrainType())->river;
auto & a = neighbourZonesTiles[connectedToWaterZoneId]; auto & a = neighbourZonesTiles[connectedToWaterZoneId];
auto availableArea = zone.areaPossible() + zone.freePaths(); auto availableArea = zone.areaForRoads();
for(const auto & tileToProcess : availableArea.getTilesVector()) for(const auto & tileToProcess : availableArea.getTilesVector())
{ {
int templateId = -1; int templateId = -1;

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@ -266,9 +266,9 @@ bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, Rout
rmg::Object rmgObject(*boat); rmg::Object rmgObject(*boat);
rmgObject.setTemplate(zone.getTerrainType(), zone.getRand()); rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
auto waterAvailable = zone.areaPossible() + zone.freePaths(); auto waterAvailable = zone.areaForRoads();
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles coast.intersect(land.areaForRoads()); //having only available land tiles
auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
{ {
//We don't want place boat right to any land object, especiallly the zone guard //We don't want place boat right to any land object, especiallly the zone guard
@ -332,10 +332,10 @@ bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool
rmgObject.setTemplate(land.getTerrainType(), zone.getRand()); rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
bool guarded = manager->addGuard(rmgObject, guard); bool guarded = manager->addGuard(rmgObject, guard);
auto waterAvailable = zone.areaPossible() + zone.freePaths(); auto waterAvailable = zone.areaForRoads();
waterAvailable.intersect(lake.area); waterAvailable.intersect(lake.area);
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles coast.intersect(land.areaForRoads()); //having only available land tiles
auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
{ {
rmg::Area a({tile}); rmg::Area a({tile});