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1bb2b5b571
+ Make sure that separate blocked areas remain unconnected so it's possible to pass between them.
144 lines
3.3 KiB
C++
144 lines
3.3 KiB
C++
/*
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* ObstaclePlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ObstaclePlacer.h"
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#include "ObjectManager.h"
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#include "TreasurePlacer.h"
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#include "RockPlacer.h"
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#include "WaterRoutes.h"
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#include "WaterProxy.h"
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#include "RoadPlacer.h"
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#include "RiverPlacer.h"
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#include "../RmgMap.h"
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#include "../CMapGenerator.h"
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#include "../../CRandomGenerator.h"
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#include "../Functions.h"
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#include "../../mapping/CMapEditManager.h"
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#include "../../mapping/CMap.h"
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#include "../../mapping/ObstacleProxy.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void ObstaclePlacer::process()
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{
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manager = zone.getModificator<ObjectManager>();
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if(!manager)
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return;
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collectPossibleObstacles(zone.getTerrainType());
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{
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Zone::Lock lock(zone.areaMutex);
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blockedArea = zone.area().getSubarea([this](const int3& t)
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{
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return map.shouldBeBlocked(t);
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});
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blockedArea.subtract(zone.areaUsed());
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zone.areaPossible().subtract(blockedArea);
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prohibitedArea = zone.freePaths() + zone.areaUsed() + manager->getVisitableArea();
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//Progressively block tiles, but make sure they don't seal any gap between blocks
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rmg::Area toBlock;
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do
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{
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toBlock.clear();
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for (const auto& tile : zone.areaPossible().getTiles())
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{
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rmg::Area neighbors;
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rmg::Area t;
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t.add(tile);
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for (const auto& n : t.getBorderOutside())
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{
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//Area outside the map is also impassable
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if (!map.isOnMap(n) || map.shouldBeBlocked(n))
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{
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neighbors.add(n);
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}
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}
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if (neighbors.empty())
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{
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continue;
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}
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//Will only be added if it doesn't connect two disjointed blocks
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if (neighbors.connected(true)) //Do not block diagonal pass
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{
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toBlock.add(tile);
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}
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}
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zone.areaPossible().subtract(toBlock);
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for (const auto& tile : toBlock.getTiles())
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{
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map.setOccupied(tile, ETileType::BLOCKED);
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}
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} while (!toBlock.empty());
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prohibitedArea.unite(zone.areaPossible());
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}
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auto objs = createObstacles(zone.getRand());
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mapProxy->insertObjects(objs);
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}
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void ObstaclePlacer::init()
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{
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DEPENDENCY(ObjectManager);
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DEPENDENCY(TreasurePlacer);
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DEPENDENCY(WaterRoutes);
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DEPENDENCY(WaterProxy);
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DEPENDENCY(RoadPlacer);
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DEPENDENCY_ALL(RockPlacer);
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}
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bool ObstaclePlacer::isInTheMap(const int3& tile)
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{
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return map.isOnMap(tile);
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}
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void ObstaclePlacer::placeObject(rmg::Object & object, std::set<CGObjectInstance*> &)
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{
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manager->placeObject(object, false, false);
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}
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std::pair<bool, bool> ObstaclePlacer::verifyCoverage(const int3 & t) const
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{
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return {map.shouldBeBlocked(t), zone.areaPossible().contains(t)};
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}
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void ObstaclePlacer::postProcess(const rmg::Object & object)
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{
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//river processing
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riverManager = zone.getModificator<RiverPlacer>();
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if(riverManager)
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{
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const auto objTypeName = object.instances().front()->object().typeName;
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if(objTypeName == "mountain")
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riverManager->riverSource().unite(object.getArea());
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else if(objTypeName == "lake")
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riverManager->riverSink().unite(object.getArea());
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}
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}
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bool ObstaclePlacer::isProhibited(const rmg::Area & objArea) const
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{
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if(prohibitedArea.overlap(objArea))
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return true;
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if(!zone.area().contains(objArea))
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return true;
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return false;
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}
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VCMI_LIB_NAMESPACE_END
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