mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-16 10:19:47 +02:00
410 lines
10 KiB
C++
410 lines
10 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 "CMapGenerator.h"
|
|
#include "RmgPath.h"
|
|
#include "modificators/ObjectManager.h"
|
|
|
|
VCMI_LIB_NAMESPACE_BEGIN
|
|
|
|
const std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
|
|
{
|
|
return true;
|
|
};
|
|
|
|
Zone::Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & r)
|
|
: finished(false)
|
|
, townType(ETownType::NEUTRAL)
|
|
, terrainType(ETerrainId::GRASS)
|
|
, map(map)
|
|
, generator(generator)
|
|
{
|
|
rand.setSeed(r.nextInt());
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
ThreadSafeProxy<rmg::Area> Zone::area()
|
|
{
|
|
return ThreadSafeProxy<rmg::Area>(dArea, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<const rmg::Area> Zone::area() const
|
|
{
|
|
return ThreadSafeProxy<const rmg::Area>(dArea, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<rmg::Area> Zone::areaPossible()
|
|
{
|
|
return ThreadSafeProxy<rmg::Area>(dAreaPossible, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<const rmg::Area> Zone::areaPossible() const
|
|
{
|
|
return ThreadSafeProxy<const rmg::Area>(dAreaPossible, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<rmg::Area> Zone::freePaths()
|
|
{
|
|
return ThreadSafeProxy<rmg::Area>(dAreaFree, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<const rmg::Area> Zone::freePaths() const
|
|
{
|
|
return ThreadSafeProxy<const rmg::Area>(dAreaFree, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<rmg::Area> Zone::areaUsed()
|
|
{
|
|
return ThreadSafeProxy<rmg::Area>(dAreaUsed, areaMutex);
|
|
}
|
|
|
|
ThreadSafeProxy<const rmg::Area> Zone::areaUsed() const
|
|
{
|
|
return ThreadSafeProxy<const rmg::Area>(dAreaUsed, areaMutex);
|
|
}
|
|
|
|
void Zone::clearTiles()
|
|
{
|
|
Lock lock(areaMutex);
|
|
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())
|
|
{
|
|
// Fixme: This might fail fot water zone, which doesn't need to have a tile in its center of the mass
|
|
dAreaPossible.erase(pos);
|
|
dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
|
|
}
|
|
}
|
|
|
|
FactionID Zone::getTownType() const
|
|
{
|
|
return townType;
|
|
}
|
|
|
|
void Zone::setTownType(FactionID town)
|
|
{
|
|
townType = town;
|
|
}
|
|
|
|
TerrainId Zone::getTerrainType() const
|
|
{
|
|
return terrainType;
|
|
}
|
|
|
|
void Zone::setTerrainType(TerrainId terrain)
|
|
{
|
|
terrainType = terrain;
|
|
}
|
|
|
|
rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const 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);
|
|
rmg::Path resultPath(area);
|
|
freePath.connect(dAreaFree);
|
|
|
|
//connect to all pieces
|
|
auto goals = connectedAreas(src, onlyStraight);
|
|
for(auto & goal : goals)
|
|
{
|
|
auto path = freePath.search(goal, onlyStraight, movementCost);
|
|
if(path.getPathArea().empty())
|
|
return rmg::Path::invalid();
|
|
|
|
freePath.connect(path.getPathArea());
|
|
resultPath.connect(path.getPathArea());
|
|
}
|
|
|
|
return resultPath;
|
|
}
|
|
|
|
rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const
|
|
///connect current tile to any other free tile within searchArea
|
|
{
|
|
auto movementCost = [this](const int3 & s, const int3 & d)
|
|
{
|
|
if(map.isFree(d))
|
|
return 1;
|
|
else if (map.isPossible(d))
|
|
return 2;
|
|
return 3;
|
|
};
|
|
|
|
rmg::Path freePath(searchArea);
|
|
rmg::Path resultPath(searchArea);
|
|
freePath.connect(dAreaFree);
|
|
|
|
//connect to all pieces
|
|
auto goals = connectedAreas(src, onlyStraight);
|
|
for(auto & goal : goals)
|
|
{
|
|
auto path = freePath.search(goal, onlyStraight, movementCost);
|
|
if(path.getPathArea().empty())
|
|
return rmg::Path::invalid();
|
|
|
|
freePath.connect(path.getPathArea());
|
|
resultPath.connect(path.getPathArea());
|
|
}
|
|
|
|
return resultPath;
|
|
}
|
|
|
|
|
|
rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
|
|
///connect current tile to any other free tile within zone
|
|
{
|
|
return searchPath(rmg::Area({ src }), onlyStraight, areafilter);
|
|
}
|
|
|
|
TModificators Zone::getModificators()
|
|
{
|
|
return modificators;
|
|
}
|
|
|
|
void Zone::connectPath(const rmg::Path & path)
|
|
///connect current tile to any other free tile within zone
|
|
{
|
|
areaPossible()->subtract(path.getPathArea());
|
|
freePaths()->unite(path.getPathArea());
|
|
for(const auto & t : path.getPathArea().getTilesVector())
|
|
map.setOccupied(t, ETileType::FREE);
|
|
}
|
|
|
|
void Zone::fractalize()
|
|
{
|
|
//Squared
|
|
float minDistance = 9 * 9;
|
|
float freeDistance = pos.z ? (10 * 10) : (9 * 9);
|
|
float spanFactor = (pos.z ? 0.3f : 0.45f); //Narrower passages in the Underground
|
|
float marginFactor = 1.0f;
|
|
|
|
int treasureValue = 0;
|
|
int treasureDensity = 0;
|
|
for (const auto & t : treasureInfo)
|
|
{
|
|
treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
|
|
treasureDensity += t.density;
|
|
}
|
|
|
|
if (getType() == ETemplateZoneType::WATER)
|
|
{
|
|
// Set very little obstacles on water
|
|
spanFactor = 0.2;
|
|
}
|
|
else //Scale with treasure density
|
|
{
|
|
if (treasureValue > 250)
|
|
{
|
|
// A quater at max density - means more free space
|
|
marginFactor = (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
|
|
|
|
// Low value - dense obstacles
|
|
spanFactor *= (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
|
|
}
|
|
else if (treasureValue < 100)
|
|
{
|
|
//Dense obstacles
|
|
spanFactor *= (0.5 + 0.5 * (treasureValue / 100.f));
|
|
vstd::amax(spanFactor, 0.15f);
|
|
}
|
|
if (treasureDensity <= 10)
|
|
{
|
|
vstd::amin(spanFactor, 0.1f + 0.01f * treasureDensity); //Add extra obstacles to fill up space
|
|
}
|
|
}
|
|
|
|
float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
|
|
freeDistance = freeDistance * marginFactor;
|
|
vstd::amax(freeDistance, 4 * 4);
|
|
logGlobal->trace("Zone %d: treasureValue %d blockDistance: %2.f, freeDistance: %2.f", getId(), treasureValue, blockDistance, freeDistance);
|
|
|
|
Lock lock(areaMutex);
|
|
// FIXME: Do not access Area directly
|
|
|
|
rmg::Area clearedTiles(dAreaFree);
|
|
rmg::Area possibleTiles(dAreaPossible);
|
|
rmg::Area tilesToIgnore; //will be erased in this iteration
|
|
|
|
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();
|
|
|
|
// Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
|
|
const auto h = map.height();
|
|
const auto w = map.width();
|
|
const size_t MARGIN = 3;
|
|
vstd::erase_if(tilesToMakePath, [&, h, w](const int3 & tile)
|
|
{
|
|
return tile.x < MARGIN || tile.x > (w - MARGIN) ||
|
|
tile.y < MARGIN || tile.y > (h - MARGIN);
|
|
});
|
|
RandomGeneratorUtil::randomShuffle(tilesToMakePath, getRand());
|
|
|
|
int3 nodeFound(-1, -1, -1);
|
|
|
|
for(const auto & tileToMakePath : tilesToMakePath)
|
|
{
|
|
//find closest free tile
|
|
int3 closestTile = clearedTiles.nearest(tileToMakePath);
|
|
if(closestTile.dist2dSQ(tileToMakePath) <= freeDistance)
|
|
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();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Handle special case - place Monoliths at the edge of a zone
|
|
auto objectManager = getModificator<ObjectManager>();
|
|
if (objectManager)
|
|
{
|
|
objectManager->createMonoliths();
|
|
}
|
|
}
|
|
|
|
//Connect with free areas
|
|
auto areas = connectedAreas(clearedTiles, true);
|
|
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, true);
|
|
if(res.getPathArea().empty())
|
|
{
|
|
dAreaPossible.subtract(area);
|
|
dAreaFree.subtract(area);
|
|
for(const auto & t : area.getTiles())
|
|
map.setOccupied(t, ETileType::BLOCKED);
|
|
}
|
|
else
|
|
{
|
|
dAreaPossible.subtract(res.getPathArea());
|
|
dAreaFree.unite(res.getPathArea());
|
|
for(const auto & t : res.getPathArea().getTiles())
|
|
map.setOccupied(t, ETileType::FREE);
|
|
}
|
|
}
|
|
|
|
//now block most distant tiles away from passages
|
|
auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
|
|
{
|
|
auto distance = static_cast<float>(dAreaFree.distanceSqr(t));
|
|
return distance > blockDistance;
|
|
});
|
|
dAreaPossible.subtract(areaToBlock);
|
|
dAreaFree.subtract(areaToBlock);
|
|
|
|
lock.unlock();
|
|
for(const auto & t : areaToBlock.getTiles())
|
|
map.setOccupied(t, ETileType::BLOCKED);
|
|
}
|
|
|
|
void Zone::initModificators()
|
|
{
|
|
for(auto & modificator : modificators)
|
|
{
|
|
modificator->init();
|
|
}
|
|
}
|
|
|
|
CRandomGenerator& Zone::getRand()
|
|
{
|
|
return rand;
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|