mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
421 lines
12 KiB
C++
421 lines
12 KiB
C++
/*
|
|
* WaterProxy.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 "WaterProxy.h"
|
|
#include "../CMapGenerator.h"
|
|
#include "../RmgMap.h"
|
|
#include "../../TerrainHandler.h"
|
|
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
|
|
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
|
|
#include "../../mapping/CMap.h"
|
|
#include "../../mapping/CMapEditManager.h"
|
|
#include "../RmgPath.h"
|
|
#include "../RmgObject.h"
|
|
#include "ObjectManager.h"
|
|
#include "../Functions.h"
|
|
#include "RoadPlacer.h"
|
|
#include "TreasurePlacer.h"
|
|
#include "TownPlacer.h"
|
|
#include "ConnectionsPlacer.h"
|
|
#include "../TileInfo.h"
|
|
#include "WaterAdopter.h"
|
|
#include "../RmgArea.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
void WaterProxy::process()
|
|
{
|
|
for(const auto & t : zone.area().getTilesVector())
|
|
{
|
|
map.setZoneID(t, zone.getId());
|
|
map.setOccupied(t, ETileType::POSSIBLE);
|
|
}
|
|
|
|
auto v = zone.getArea().getTilesVector();
|
|
mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
|
|
|
|
//check terrain type
|
|
for([[maybe_unused]] const auto & t : zone.area().getTilesVector())
|
|
{
|
|
assert(map.isOnMap(t));
|
|
assert(map.getTile(t).terType->getId() == zone.getTerrainType());
|
|
}
|
|
|
|
for(const auto & z : map.getZones())
|
|
{
|
|
if(z.second->getId() == zone.getId())
|
|
continue;
|
|
|
|
Zone::Lock lock(z.second->areaMutex);
|
|
for(const auto & t : z.second->area().getTilesVector())
|
|
{
|
|
if(map.getTile(t).terType->getId() == zone.getTerrainType())
|
|
{
|
|
z.second->areaPossible().erase(t);
|
|
z.second->area().erase(t);
|
|
zone.area().add(t);
|
|
zone.areaPossible().add(t);
|
|
map.setZoneID(t, zone.getId());
|
|
map.setOccupied(t, ETileType::POSSIBLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!zone.area().contains(zone.getPos()))
|
|
{
|
|
zone.setPos(zone.area().getTilesVector().front());
|
|
}
|
|
|
|
zone.initFreeTiles();
|
|
|
|
collectLakes();
|
|
}
|
|
|
|
void WaterProxy::init()
|
|
{
|
|
for(auto & z : map.getZones())
|
|
{
|
|
if (!zone.isUnderground())
|
|
{
|
|
dependency(z.second->getModificator<TownPlacer>());
|
|
dependency(z.second->getModificator<WaterAdopter>());
|
|
}
|
|
postfunction(z.second->getModificator<ConnectionsPlacer>());
|
|
postfunction(z.second->getModificator<ObjectManager>());
|
|
}
|
|
POSTFUNCTION(TreasurePlacer);
|
|
}
|
|
|
|
const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
|
|
{
|
|
RecursiveLock lock(externalAccessMutex);
|
|
return lakes;
|
|
}
|
|
|
|
void WaterProxy::collectLakes()
|
|
{
|
|
RecursiveLock lock(externalAccessMutex);
|
|
int lakeId = 0;
|
|
for(const auto & lake : connectedAreas(zone.getArea(), true))
|
|
{
|
|
lakes.push_back(Lake{});
|
|
lakes.back().area = lake;
|
|
lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
|
|
for(const auto & t : lake.getBorderOutside())
|
|
if(map.isOnMap(t))
|
|
lakes.back().neighbourZones[map.getZoneID(t)].add(t);
|
|
for(const auto & t : lake.getTiles())
|
|
lakeMap[t] = lakeId;
|
|
|
|
//each lake must have at least one free tile
|
|
if(!lake.overlap(zone.freePaths()))
|
|
zone.freePaths().add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
|
|
|
|
++lakeId;
|
|
}
|
|
}
|
|
|
|
RouteInfo WaterProxy::waterRoute(Zone & dst)
|
|
{
|
|
RouteInfo result;
|
|
|
|
auto * adopter = dst.getModificator<WaterAdopter>();
|
|
if(!adopter)
|
|
return result;
|
|
|
|
if(adopter->getCoastTiles().empty())
|
|
return result;
|
|
|
|
bool createRoad = false;
|
|
|
|
//block zones are not connected by template
|
|
for(auto& lake : lakes)
|
|
{
|
|
if(lake.neighbourZones.count(dst.getId()))
|
|
{
|
|
if(!lake.keepConnections.count(dst.getId()))
|
|
{
|
|
for(const auto & ct : lake.neighbourZones[dst.getId()].getTiles())
|
|
{
|
|
if(map.isPossible(ct))
|
|
map.setOccupied(ct, ETileType::BLOCKED);
|
|
}
|
|
|
|
Zone::Lock lock(dst.areaMutex);
|
|
dst.areaPossible().subtract(lake.neighbourZones[dst.getId()]);
|
|
continue;
|
|
}
|
|
|
|
//Don't place shipyard or boats on the very small lake
|
|
if (lake.area.getTiles().size() < 25)
|
|
{
|
|
logGlobal->info("Skipping very small lake at zone %d", dst.getId());
|
|
continue;
|
|
}
|
|
|
|
int zoneTowns = 0;
|
|
if(auto * m = dst.getModificator<TownPlacer>())
|
|
zoneTowns = m->getTotalTowns();
|
|
|
|
if (vstd::contains(lake.keepRoads, dst.getId()))
|
|
{
|
|
createRoad = true;
|
|
}
|
|
|
|
//FIXME: Why are Shipyards not allowed in zones with no towns?
|
|
if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
|
|
{
|
|
if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
|
|
{
|
|
logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
|
|
if(placeBoat(dst, lake, createRoad, result))
|
|
{
|
|
logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Boat placement failed at zone %d", dst.getId());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(placeBoat(dst, lake, createRoad, result))
|
|
{
|
|
logGlobal->info("Boat successfully placed at zone %d", dst.getId());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Boat placement failed at zone %d", dst.getId());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
|
|
{
|
|
const auto & zoneA = connection.getZoneA();
|
|
const auto & zoneB = connection.getZoneB();
|
|
|
|
for(auto & lake : lakes)
|
|
{
|
|
if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
|
|
{
|
|
lake.keepConnections.insert(zoneA);
|
|
lake.keepConnections.insert(zoneB);
|
|
if (createRoad)
|
|
{
|
|
lake.keepRoads.insert(zoneA);
|
|
lake.keepRoads.insert(zoneB);
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
|
|
{
|
|
auto * manager = zone.getModificator<ObjectManager>();
|
|
if(!manager)
|
|
return false;
|
|
|
|
auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
|
|
std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
|
|
for(auto subObj : subObjects)
|
|
{
|
|
//making a temporary object
|
|
std::unique_ptr<CGObjectInstance> obj(VLC->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create());
|
|
if(auto * testBoat = dynamic_cast<CGBoat *>(obj.get()))
|
|
{
|
|
if(testBoat->layer == EPathfindingLayer::SAIL)
|
|
sailingBoatTypes.insert(subObj);
|
|
}
|
|
}
|
|
|
|
if(sailingBoatTypes.empty())
|
|
return false;
|
|
|
|
auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create());
|
|
|
|
rmg::Object rmgObject(*boat);
|
|
rmgObject.setTemplate(zone.getTerrainType());
|
|
|
|
auto waterAvailable = zone.areaPossible() + zone.freePaths();
|
|
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
|
|
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
|
|
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
|
|
if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
|
|
return false;
|
|
|
|
rmg::Area a({tile});
|
|
a = a.getBorderOutside();
|
|
a.intersect(waterAvailable);
|
|
return !a.empty();
|
|
});
|
|
|
|
while(!boardingPositions.empty())
|
|
{
|
|
auto boardingPosition = *boardingPositions.getTiles().begin();
|
|
rmg::Area shipPositions({boardingPosition});
|
|
auto boutside = shipPositions.getBorderOutside();
|
|
shipPositions.assign(boutside);
|
|
shipPositions.intersect(waterAvailable);
|
|
if(shipPositions.empty())
|
|
{
|
|
boardingPositions.erase(boardingPosition);
|
|
continue;
|
|
}
|
|
|
|
//try to place boat at water, create paths on water and land
|
|
auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
|
|
auto landPath = land.searchPath(boardingPosition, false);
|
|
if(!path.valid() || !landPath.valid())
|
|
{
|
|
boardingPositions.erase(boardingPosition);
|
|
continue;
|
|
}
|
|
|
|
info.blocked = rmgObject.getArea();
|
|
info.visitable = rmgObject.getVisitablePosition();
|
|
info.boarding = boardingPosition;
|
|
info.water = shipPositions;
|
|
|
|
zone.connectPath(path);
|
|
land.connectPath(landPath);
|
|
manager->placeObject(rmgObject, false, true, createRoad);
|
|
land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
|
|
break;
|
|
}
|
|
|
|
return !boardingPositions.empty();
|
|
}
|
|
|
|
bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
|
|
{
|
|
auto * manager = land.getModificator<ObjectManager>();
|
|
if(!manager)
|
|
return false;
|
|
|
|
int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
|
|
auto * shipyard = dynamic_cast<CGShipyard *>(VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create());
|
|
shipyard->tempOwner = PlayerColor::NEUTRAL;
|
|
|
|
rmg::Object rmgObject(*shipyard);
|
|
rmgObject.setTemplate(land.getTerrainType());
|
|
bool guarded = manager->addGuard(rmgObject, guard);
|
|
|
|
auto waterAvailable = zone.areaPossible() + zone.freePaths();
|
|
waterAvailable.intersect(lake.area);
|
|
rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
|
|
coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
|
|
auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
|
|
{
|
|
rmg::Area a({tile});
|
|
a = a.getBorderOutside();
|
|
a.intersect(waterAvailable);
|
|
return !a.empty();
|
|
});
|
|
|
|
while(!boardingPositions.empty())
|
|
{
|
|
auto boardingPosition = *boardingPositions.getTiles().begin();
|
|
rmg::Area shipPositions({boardingPosition});
|
|
auto boutside = shipPositions.getBorderOutside();
|
|
shipPositions.assign(boutside);
|
|
shipPositions.intersect(waterAvailable);
|
|
if(shipPositions.empty())
|
|
{
|
|
boardingPositions.erase(boardingPosition);
|
|
continue;
|
|
}
|
|
|
|
//try to place shipyard close to boarding position and appropriate water access
|
|
auto path = manager->placeAndConnectObject(land.areaPossible(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
|
|
{
|
|
//Must only check the border of shipyard and not the added guard
|
|
rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
|
|
|
|
if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
|
|
return -1.f;
|
|
|
|
return 1.0f;
|
|
}, guarded, true, ObjectManager::OptimizeType::NONE);
|
|
|
|
//search path to boarding position
|
|
auto searchArea = land.areaPossible() - rmgObject.getArea();
|
|
rmg::Path pathToBoarding(searchArea);
|
|
pathToBoarding.connect(land.freePaths());
|
|
pathToBoarding.connect(path);
|
|
pathToBoarding = pathToBoarding.search(boardingPosition, false);
|
|
|
|
//make sure shipyard places ship at position we defined
|
|
rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
|
|
shipyardOutToBlock.intersect(waterAvailable);
|
|
shipyardOutToBlock.subtract(shipPositions);
|
|
shipPositions.subtract(shipyardOutToBlock);
|
|
auto pathToBoat = zone.searchPath(shipPositions, true);
|
|
|
|
if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
|
|
{
|
|
boardingPositions.erase(boardingPosition);
|
|
continue;
|
|
}
|
|
|
|
land.connectPath(path);
|
|
land.connectPath(pathToBoarding);
|
|
zone.connectPath(pathToBoat);
|
|
|
|
info.blocked = rmgObject.getArea();
|
|
info.visitable = rmgObject.getVisitablePosition();
|
|
info.boarding = boardingPosition;
|
|
info.water = shipPositions;
|
|
|
|
manager->placeObject(rmgObject, guarded, true, createRoad);
|
|
|
|
zone.areaPossible().subtract(shipyardOutToBlock);
|
|
for(const auto & i : shipyardOutToBlock.getTilesVector())
|
|
if(map.isOnMap(i) && map.isPossible(i))
|
|
map.setOccupied(i, ETileType::BLOCKED);
|
|
|
|
break;
|
|
}
|
|
|
|
return !boardingPositions.empty();
|
|
}
|
|
|
|
char WaterProxy::dump(const int3 & t)
|
|
{
|
|
auto lakeIter = lakeMap.find(t);
|
|
if(lakeIter == lakeMap.end())
|
|
return '?';
|
|
|
|
Lake & lake = lakes[lakeMap.at(t)];
|
|
for(const auto & i : lake.neighbourZones)
|
|
{
|
|
if(i.second.contains(t))
|
|
return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
|
|
}
|
|
|
|
return '~';
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|