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vcmi/lib/rmg/modificators/WaterProxy.cpp
2023-07-07 21:27:24 +02:00

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