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https://github.com/vcmi/vcmi.git
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388 lines
10 KiB
C++
388 lines
10 KiB
C++
/*
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* ObstacleProxy.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 "ObstacleProxy.h"
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#include "../mapping/CMap.h"
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#include "../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../mapObjects/CGObjectInstance.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include "../mapObjects/ObstacleSetHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void ObstacleProxy::collectPossibleObstacles(TerrainId terrain)
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{
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//get all possible obstacles for this terrain
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for(auto primaryID : VLC->objtypeh->knownObjects())
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{
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for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if(handler->isStaticObject())
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{
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for(const auto & temp : handler->getTemplates())
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{
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if(temp->canBePlacedAt(terrain) && temp->getBlockMapOffset().valid())
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obstaclesBySize[temp->getBlockedOffsets().size()].push_back(temp);
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}
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}
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}
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}
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sortObstacles();
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}
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void ObstacleProxy::sortObstacles()
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{
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for(const auto & o : obstaclesBySize)
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{
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possibleObstacles.emplace_back(o);
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}
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boost::sort(possibleObstacles, [](const ObstaclePair &p1, const ObstaclePair &p2) -> bool
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{
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return p1.first > p2.first; //bigger obstacles first
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});
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}
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bool ObstacleProxy::prepareBiome(TerrainId terrain, CRandomGenerator & rand)
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{
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// FIXME: All the mountains have same ID and mostly same subID, how to differentiate them?
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possibleObstacles.clear();
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std::vector<ObstacleSet> obstacleSets;
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size_t selectedSets = 0;
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size_t smallSets = 0;
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const size_t MINIMUM_SETS = 6;
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const size_t MAXIMUM_SETS = 9;
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const size_t MIN_SMALL_SETS = 3;
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const size_t MAX_SMALL_SETS = 5;
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TObstacleTypes mountainSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter(ObstacleSet::EObstacleType::MOUNTAINS, terrain));
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if (!mountainSets.empty())
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{
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obstacleSets.push_back(*RandomGeneratorUtil::nextItem(mountainSets, rand));
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selectedSets++;
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logGlobal->info("Mountain set added");
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}
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else
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{
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logGlobal->warn("No mountain sets found for terrain %s", terrain.encode(terrain.getNum()));
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// FIXME: Do we ever want to generate obstacles without any mountains?
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}
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TObstacleTypes treeSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter(ObstacleSet::EObstacleType::TREES, terrain));
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// 1 or 2 tree sets
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size_t treeSetsCount = std::min<size_t>(treeSets.size(), rand.nextInt(1, 2));
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for (size_t i = 0; i < treeSetsCount; i++)
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{
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obstacleSets.push_back(*RandomGeneratorUtil::nextItem(treeSets, rand));
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selectedSets++;
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}
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logGlobal->info("Added %d tree sets", treeSetsCount);
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// Some obstacle types may be completely missing from water, but it's not a problem
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TObstacleTypes largeSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter({ObstacleSet::EObstacleType::LAKES, ObstacleSet::EObstacleType::CRATERS},
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terrain));
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// We probably don't want to have lakes and craters at the same time, choose one of them
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if (!largeSets.empty())
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{
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obstacleSets.push_back(*RandomGeneratorUtil::nextItem(largeSets, rand));
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selectedSets++;
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// TODO: Convert to string
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logGlobal->info("Added large set of type %s", obstacleSets.back().getType());
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}
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TObstacleTypes rockSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter(ObstacleSet::EObstacleType::ROCKS, terrain));
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size_t rockSetsCount = std::min<size_t>(rockSets.size(), rand.nextInt(1, 2));
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for (size_t i = 0; i < rockSetsCount; i++)
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{
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obstacleSets.push_back(*RandomGeneratorUtil::nextItem(rockSets, rand));
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selectedSets++;
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}
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logGlobal->info("Added %d rock sets", rockSetsCount);
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TObstacleTypes plantSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter(ObstacleSet::EObstacleType::PLANTS, terrain));
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// 1 or 2 sets (3 - rock sets)
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size_t plantSetsCount = std::min<size_t>(plantSets.size(), rand.nextInt(1, std::max<size_t>(3 - rockSetsCount, 2)));
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for (size_t i = 0; i < plantSetsCount; i++)
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{
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{
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obstacleSets.push_back(*RandomGeneratorUtil::nextItem(plantSets, rand));
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selectedSets++;
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}
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}
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logGlobal->info("Added %d plant sets", plantSetsCount);
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//3 to 5 of total small sets (rocks, plants, structures, animals and others)
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//This gives total of 6 to 9 different sets
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size_t maxSmallSets = std::min<size_t>(MAX_SMALL_SETS, std::max(MIN_SMALL_SETS, MAXIMUM_SETS - selectedSets));
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size_t smallSetsCount = rand.nextInt(MIN_SMALL_SETS, maxSmallSets);
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TObstacleTypes smallObstacleSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter({ObstacleSet::EObstacleType::STRUCTURES, ObstacleSet::EObstacleType::ANIMALS},
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terrain));
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RandomGeneratorUtil::randomShuffle(smallObstacleSets, rand);
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TObstacleTypes otherSets = VLC->biomeHandler->getObstacles(ObstacleSetFilter(ObstacleSet::EObstacleType::OTHER,
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terrain));
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RandomGeneratorUtil::randomShuffle(otherSets, rand);
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while (smallSetsCount > 0)
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{
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if (!smallObstacleSets.empty())
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{
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obstacleSets.push_back(smallObstacleSets.back());
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smallObstacleSets.pop_back();
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selectedSets++;
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smallSetsCount--;
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logGlobal->info("Added small set of type %s", obstacleSets.back().getType());
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}
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else if(otherSets.empty())
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{
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logGlobal->warn("No other sets found for terrain %s", terrain.encode(terrain.getNum()));
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break;
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}
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if (smallSetsCount > 0)
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{
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// Fill with whatever's left
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if (!otherSets.empty())
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{
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obstacleSets.push_back(otherSets.back());
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otherSets.pop_back();
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selectedSets++;
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smallSetsCount--;
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logGlobal->info("Added set of other obstacles");
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}
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}
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}
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// Copy this set to our possible obstacles
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if (selectedSets >= MINIMUM_SETS ||
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(terrain == TerrainId::WATER && selectedSets > 0))
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{
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obstaclesBySize.clear();
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for (const auto & os : obstacleSets)
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{
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for (const auto & temp : os.getObstacles())
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{
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if(temp->getBlockMapOffset().valid())
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{
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obstaclesBySize[temp->getBlockedOffsets().size()].push_back(temp);
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}
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}
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}
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sortObstacles();
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return true;
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}
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else
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{
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return false; // Proceed with old method
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}
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}
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void ObstacleProxy::addBlockedTile(const int3& tile)
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{
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blockedArea.add(tile);
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}
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void ObstacleProxy::setBlockedArea(const rmg::Area& area)
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{
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blockedArea = area;
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}
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void ObstacleProxy::clearBlockedArea()
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{
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blockedArea.clear();
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}
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bool ObstacleProxy::isProhibited(const rmg::Area& objArea) const
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{
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return false;
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};
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int ObstacleProxy::getWeightedObjects(const int3 & tile, CRandomGenerator & rand, IGameCallback * cb, std::list<rmg::Object> & allObjects, std::vector<std::pair<rmg::Object*, int3>> & weightedObjects)
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{
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int maxWeight = std::numeric_limits<int>::min();
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for(auto & possibleObstacle : possibleObstacles)
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{
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if(!possibleObstacle.first)
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continue;
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auto shuffledObstacles = possibleObstacle.second;
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RandomGeneratorUtil::randomShuffle(shuffledObstacles, rand);
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for(const auto & temp : shuffledObstacles)
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{
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auto handler = VLC->objtypeh->getHandlerFor(temp->id, temp->subid);
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auto * obj = handler->create(nullptr, temp);
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allObjects.emplace_back(*obj);
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rmg::Object * rmgObject = &allObjects.back();
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for(const auto & offset : obj->getBlockedOffsets())
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{
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auto newPos = tile - offset;
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if(!isInTheMap(newPos))
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continue;
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rmgObject->setPosition(newPos);
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bool isInTheMapEntirely = true;
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for (const auto & t : rmgObject->getArea().getTiles())
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{
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if (!isInTheMap(t))
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{
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isInTheMapEntirely = false;
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break;
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}
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}
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if (!isInTheMapEntirely)
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{
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continue;
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}
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if(isProhibited(rmgObject->getArea()))
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continue;
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int coverageBlocked = 0;
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int coveragePossible = 0;
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//do not use area intersection in optimization purposes
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for(const auto & t : rmgObject->getArea().getTilesVector())
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{
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auto coverage = verifyCoverage(t);
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if(coverage.first)
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++coverageBlocked;
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if(coverage.second)
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++coveragePossible;
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}
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int coverageOverlap = possibleObstacle.first - coverageBlocked - coveragePossible;
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int weight = possibleObstacle.first + coverageBlocked - coverageOverlap * possibleObstacle.first;
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assert(coverageOverlap >= 0);
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if(weight > maxWeight)
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{
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weightedObjects.clear();
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maxWeight = weight;
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weightedObjects.emplace_back(rmgObject, rmgObject->getPosition());
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if(weight > 0)
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break;
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}
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else if(weight == maxWeight)
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weightedObjects.emplace_back(rmgObject, rmgObject->getPosition());
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}
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}
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if(maxWeight > 0)
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break;
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}
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return maxWeight;
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}
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std::set<CGObjectInstance*> ObstacleProxy::createObstacles(CRandomGenerator & rand, IGameCallback * cb)
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{
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//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
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auto blockedTiles = blockedArea.getTilesVector();
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int tilePos = 0;
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std::set<CGObjectInstance*> objs;
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while(!blockedArea.empty() && tilePos < blockedArea.getTilesVector().size())
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{
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auto tile = blockedArea.getTilesVector()[tilePos];
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std::list<rmg::Object> allObjects;
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std::vector<std::pair<rmg::Object*, int3>> weightedObjects;
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int maxWeight = getWeightedObjects(tile, rand, cb, allObjects, weightedObjects);
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if(weightedObjects.empty())
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{
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tilePos += 1;
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continue;
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}
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auto objIter = RandomGeneratorUtil::nextItem(weightedObjects, rand);
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objIter->first->setPosition(objIter->second);
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placeObject(*objIter->first, objs);
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blockedArea.subtract(objIter->first->getArea());
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tilePos = 0;
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postProcess(*objIter->first);
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if(maxWeight < 0)
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logGlobal->warn("Placed obstacle with negative weight at %s", objIter->second.toString());
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for(auto & o : allObjects)
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{
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if(&o != objIter->first)
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o.clear();
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}
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}
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return objs;
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}
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//FIXME: Only editor placer obstacles directly
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void ObstacleProxy::finalInsertion(CMapEditManager * manager, std::set<CGObjectInstance*> & instances)
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{
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manager->insertObjects(instances); //insert as one operation - for undo purposes
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}
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std::pair<bool, bool> ObstacleProxy::verifyCoverage(const int3 & t) const
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{
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return {blockedArea.contains(t), false};
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}
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void ObstacleProxy::placeObject(rmg::Object & object, std::set<CGObjectInstance*> & instances)
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{
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for (auto * instance : object.instances())
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{
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instances.insert(&instance->object());
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}
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}
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EditorObstaclePlacer::EditorObstaclePlacer(CMap* map):
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map(map)
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{
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}
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bool EditorObstaclePlacer::isInTheMap(const int3& tile)
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{
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return map->isInTheMap(tile);
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}
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std::set<CGObjectInstance*> EditorObstaclePlacer::placeObstacles(CRandomGenerator & rand)
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{
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auto obstacles = createObstacles(rand, map->cb);
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finalInsertion(map->getEditManager(), obstacles);
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return obstacles;
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}
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VCMI_LIB_NAMESPACE_END
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