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vcmi/lib/rmg/Zone.cpp
Nordsoft91 4bd0ff680a Random map generator refactoring (#762)
random map generator refactoring and improvements
2022-09-11 11:31:27 +03:00

411 lines
9.0 KiB
C++

/*
* Zone.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 "Zone.h"
#include "RmgMap.h"
#include "Functions.h"
#include "TileInfo.h"
#include "../mapping/CMap.h"
#include "../CStopWatch.h"
#include "CMapGenerator.h"
#include "RmgPath.h"
std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
{
return true;
};
Zone::Zone(RmgMap & map, CMapGenerator & generator)
: ZoneOptions(),
townType(ETownType::NEUTRAL),
terrainType(Terrain("grass")),
map(map),
generator(generator)
{
}
bool Zone::isUnderground() const
{
return getPos().z;
}
void Zone::setOptions(const ZoneOptions& options)
{
ZoneOptions::operator=(options);
}
float3 Zone::getCenter() const
{
return center;
}
void Zone::setCenter(const float3 &f)
{
//limit boundaries to (0,1) square
//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
center = f;
center.x = static_cast<float>(std::fmod(center.x, 1));
center.y = static_cast<float>(std::fmod(center.y, 1));
if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
center.x = 1 - std::abs(center.x);
if(center.y < 0)
center.y = 1 - std::abs(center.y);
}
int3 Zone::getPos() const
{
return pos;
}
void Zone::setPos(const int3 &Pos)
{
pos = Pos;
}
const rmg::Area & Zone::getArea() const
{
return dArea;
}
rmg::Area & Zone::area()
{
return dArea;
}
rmg::Area & Zone::areaPossible()
{
return dAreaPossible;
}
rmg::Area & Zone::areaUsed()
{
return dAreaUsed;
}
void Zone::clearTiles()
{
dArea.clear();
dAreaPossible.clear();
dAreaFree.clear();
}
void Zone::initFreeTiles()
{
rmg::Tileset possibleTiles;
vstd::copy_if(dArea.getTiles(), vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
{
return map.isPossible(tile);
});
dAreaPossible.assign(possibleTiles);
if(dAreaFree.empty())
{
dAreaPossible.erase(pos);
dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
}
}
rmg::Area & Zone::freePaths()
{
return dAreaFree;
}
si32 Zone::getTownType() const
{
return townType;
}
void Zone::setTownType(si32 town)
{
townType = town;
}
const Terrain & Zone::getTerrainType() const
{
return terrainType;
}
void Zone::setTerrainType(const Terrain & terrain)
{
terrainType = terrain;
}
rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, std::function<bool(const int3 &)> areafilter) const
///connect current tile to any other free tile within zone
{
auto movementCost = [this](const int3 & s, const int3 & d)
{
if(map.isFree(d))
return 1;
else if (map.isPossible(d))
return 2;
return 3;
};
auto area = (dAreaPossible + dAreaFree).getSubarea(areafilter);
rmg::Path freePath(area);
freePath.connect(dAreaFree);
//connect to all pieces
auto goals = connectedAreas(src);
for(auto & goal : goals)
{
auto path = freePath.search(goal, onlyStraight, movementCost);
if(path.getPathArea().empty())
return rmg::Path::invalid();
freePath.connect(path.getPathArea());
}
return freePath;
}
rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, std::function<bool(const int3 &)> areafilter) const
///connect current tile to any other free tile within zone
{
return searchPath(rmg::Area({src}), onlyStraight, areafilter);
}
void Zone::connectPath(const rmg::Path & path)
///connect current tile to any other free tile within zone
{
dAreaPossible.subtract(path.getPathArea());
dAreaFree.unite(path.getPathArea());
for(auto & t : path.getPathArea().getTilesVector())
map.setOccupied(t, ETileType::FREE);
}
void Zone::fractalize()
{
rmg::Area clearedTiles(dAreaFree);
rmg::Area possibleTiles(dAreaPossible);
rmg::Area tilesToIgnore; //will be erased in this iteration
//the more treasure density, the greater distance between paths. Scaling is experimental.
int totalDensity = 0;
for(auto ti : treasureInfo)
totalDensity += ti.density;
const float minDistance = 10 * 10; //squared
if(type != ETemplateZoneType::JUNCTION)
{
//junction is not fractalized, has only one straight path
//everything else remains blocked
while(!possibleTiles.empty())
{
//link tiles in random order
std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
RandomGeneratorUtil::randomShuffle(tilesToMakePath, generator.rand);
int3 nodeFound(-1, -1, -1);
for(auto tileToMakePath : tilesToMakePath)
{
//find closest free tile
int3 closestTile = clearedTiles.nearest(tileToMakePath);
if(closestTile.dist2dSQ(tileToMakePath) <= minDistance)
tilesToIgnore.add(tileToMakePath);
else
{
//if tiles are not close enough, make path to it
nodeFound = tileToMakePath;
clearedTiles.add(nodeFound); //from now on nearby tiles will be considered handled
break; //next iteration - use already cleared tiles
}
}
possibleTiles.subtract(tilesToIgnore);
if(!nodeFound.valid()) //nothing else can be done (?)
break;
tilesToIgnore.clear();
}
}
//cut straight paths towards the center. A* is too slow for that.
auto areas = connectedAreas(clearedTiles);
for(auto & area : areas)
{
if(dAreaFree.overlap(area))
continue; //already found
auto availableArea = dAreaPossible + dAreaFree;
rmg::Path path(availableArea);
path.connect(dAreaFree);
auto res = path.search(area, false);
if(res.getPathArea().empty())
{
dAreaPossible.subtract(area);
dAreaFree.subtract(area);
for(auto & t : area.getTiles())
map.setOccupied(t, ETileType::BLOCKED);
}
else
{
dAreaPossible.subtract(res.getPathArea());
dAreaFree.unite(res.getPathArea());
for(auto & t : res.getPathArea().getTiles())
map.setOccupied(t, ETileType::FREE);
}
}
//now block most distant tiles away from passages
float blockDistance = minDistance * 0.25f;
auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
{
float distance = static_cast<float>(dAreaFree.distanceSqr(t));
return distance > blockDistance;
});
dAreaPossible.subtract(areaToBlock);
dAreaFree.subtract(areaToBlock);
for(auto & t : areaToBlock.getTiles())
map.setOccupied(t, ETileType::BLOCKED);
}
void Zone::initModificators()
{
for(auto & modificator : modificators)
{
modificator->init();
}
logGlobal->info("Zone %d modificators initialized", getId());
}
void Zone::processModificators()
{
for(auto & modificator : modificators)
{
try
{
modificator->run();
}
catch (const rmgException & e)
{
logGlobal->info("Zone %d, modificator %s - FAILED: %s", getId(), e.what());
throw e;
}
}
logGlobal->info("Zone %d filled successfully", getId());
}
Modificator::Modificator(Zone & zone, RmgMap & map, CMapGenerator & generator) : zone(zone), map(map), generator(generator)
{
}
void Modificator::setName(const std::string & n)
{
name = n;
}
const std::string & Modificator::getName() const
{
return name;
}
bool Modificator::isFinished() const
{
return finished;
}
void Modificator::run()
{
started = true;
if(!finished)
{
for(auto * modificator : preceeders)
{
if(!modificator->started)
modificator->run();
}
logGlobal->info("Modificator zone %d - %s - started", zone.getId(), getName());
CStopWatch processTime;
try
{
process();
}
catch(rmgException &e)
{
logGlobal->error("Modificator %s, exception: %s", getName(), e.what());
}
#ifdef RMG_DUMP
dump();
#endif
finished = true;
logGlobal->info("Modificator zone %d - %s - done (%d ms)", zone.getId(), getName(), processTime.getDiff());
}
}
void Modificator::dependency(Modificator * modificator)
{
if(modificator && modificator != this)
{
if(std::find(preceeders.begin(), preceeders.end(), modificator) == preceeders.end())
preceeders.push_back(modificator);
}
}
void Modificator::postfunction(Modificator * modificator)
{
if(modificator && modificator != this)
{
if(std::find(modificator->preceeders.begin(), modificator->preceeders.end(), this) == modificator->preceeders.end())
modificator->preceeders.push_back(this);
}
}
void Modificator::dump()
{
std::ofstream out(boost::to_string(boost::format("seed_%d_modzone_%d_%s.txt") % generator.getRandomSeed() % zone.getId() % getName()));
auto & mapInstance = map.map();
int levels = mapInstance.twoLevel ? 2 : 1;
int width = mapInstance.width;
int height = mapInstance.height;
for (int k = 0; k < levels; k++)
{
for(int j=0; j<height; j++)
{
for (int i=0; i<width; i++)
{
out << dump(int3(i, j, k));
}
out << std::endl;
}
out << std::endl;
}
out << std::endl;
}
char Modificator::dump(const int3 & t)
{
if(zone.freePaths().contains(t))
return '.'; //free path
if(zone.areaPossible().contains(t))
return ' '; //possible
if(zone.areaUsed().contains(t))
return 'U'; //used
if(zone.area().contains(t))
{
if(map.shouldBeBlocked(t))
return '#'; //obstacle
else
return '^'; //visitable points?
}
return '?';
}
Modificator::~Modificator()
{
}