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vcmi/lib/rmg/modificators/ObstaclePlacer.cpp

151 lines
3.4 KiB
C++

/*
* ObstaclePlacer.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ObstaclePlacer.h"
#include "ObjectManager.h"
#include "TreasurePlacer.h"
#include "RockFiller.h"
#include "WaterRoutes.h"
#include "WaterProxy.h"
#include "RoadPlacer.h"
#include "RiverPlacer.h"
#include "../RmgMap.h"
#include "../CMapGenerator.h"
#include "../../CRandomGenerator.h"
#include "../Functions.h"
#include "../../mapping/CMapEditManager.h"
#include "../../mapping/CMap.h"
#include "../../mapping/ObstacleProxy.h"
#include "../../mapObjects/CGObjectInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
void ObstaclePlacer::process()
{
manager = zone.getModificator<ObjectManager>();
if(!manager)
return;
collectPossibleObstacles(zone.getTerrainType());
{
Zone::Lock lock(zone.areaMutex);
blockedArea = zone.area().getSubarea([this](const int3& t)
{
return map.shouldBeBlocked(t);
});
blockedArea.subtract(zone.areaUsed());
zone.areaPossible().subtract(blockedArea);
prohibitedArea = zone.freePaths() + zone.areaUsed() + manager->getVisitableArea();
//Progressively block tiles, but make sure they don't seal any gap between blocks
rmg::Area toBlock;
do
{
toBlock.clear();
for (const auto& tile : zone.areaPossible().getTilesVector())
{
rmg::Area neighbors;
rmg::Area t;
t.add(tile);
for (const auto& n : t.getBorderOutside())
{
//Area outside the map is also impassable
if (!map.isOnMap(n) || map.shouldBeBlocked(n))
{
neighbors.add(n);
}
}
if (neighbors.empty())
{
continue;
}
//Will only be added if it doesn't connect two disjointed blocks
if (neighbors.connected(true)) //Do not block diagonal pass
{
toBlock.add(tile);
}
}
zone.areaPossible().subtract(toBlock);
for (const auto& tile : toBlock.getTilesVector())
{
map.setOccupied(tile, ETileType::BLOCKED);
}
} while (!toBlock.empty());
prohibitedArea.unite(zone.areaPossible());
}
auto objs = createObstacles(zone.getRand(), map.mapInstance->cb);
mapProxy->insertObjects(objs);
}
void ObstaclePlacer::init()
{
DEPENDENCY(ObjectManager);
DEPENDENCY(TreasurePlacer);
DEPENDENCY(RoadPlacer);
if (zone.isUnderground())
{
DEPENDENCY(RockFiller);
}
else
{
DEPENDENCY(WaterRoutes);
DEPENDENCY(WaterProxy);
}
}
bool ObstaclePlacer::isInTheMap(const int3& tile)
{
return map.isOnMap(tile);
}
void ObstaclePlacer::placeObject(rmg::Object & object, std::set<CGObjectInstance*> &)
{
manager->placeObject(object, false, false);
}
std::pair<bool, bool> ObstaclePlacer::verifyCoverage(const int3 & t) const
{
return {map.shouldBeBlocked(t), zone.areaPossible().contains(t)};
}
void ObstaclePlacer::postProcess(const rmg::Object & object)
{
//river processing
riverManager = zone.getModificator<RiverPlacer>();
if(riverManager)
{
const auto objTypeName = object.instances().front()->object().typeName;
if(objTypeName == "mountain")
riverManager->riverSource().unite(object.getArea());
else if(objTypeName == "lake")
riverManager->riverSink().unite(object.getArea());
}
}
bool ObstaclePlacer::isProhibited(const rmg::Area & objArea) const
{
if(prohibitedArea.overlap(objArea))
return true;
if(!zone.area().contains(objArea))
return true;
return false;
}
VCMI_LIB_NAMESPACE_END