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https://github.com/vcmi/vcmi.git
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428 lines
12 KiB
C++
428 lines
12 KiB
C++
/*
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* WaterProxy.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 "WaterProxy.h"
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#include "../CMapGenerator.h"
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#include "../RmgMap.h"
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#include "../../TerrainHandler.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../mapObjects/MiscObjects.h"
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#include "../../mapping/CMap.h"
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#include "../../mapping/CMapEditManager.h"
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#include "../RmgPath.h"
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#include "../RmgObject.h"
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#include "ObjectManager.h"
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#include "../Functions.h"
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#include "RoadPlacer.h"
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#include "TreasurePlacer.h"
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#include "TownPlacer.h"
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#include "ConnectionsPlacer.h"
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#include "../TileInfo.h"
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#include "WaterAdopter.h"
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#include "../RmgArea.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void WaterProxy::process()
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{
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auto area = zone.area();
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for(const auto & t : area->getTilesVector())
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{
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map.setZoneID(t, zone.getId());
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map.setOccupied(t, ETileType::POSSIBLE);
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}
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auto v = area->getTilesVector();
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mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
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//check terrain type
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for([[maybe_unused]] const auto & t : area->getTilesVector())
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{
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assert(map.isOnMap(t));
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assert(map.getTile(t).terType->getId() == zone.getTerrainType());
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}
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// FIXME: Possible deadlock for 2 zones
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auto areaPossible = zone.areaPossible();
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for(const auto & z : map.getZones())
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{
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if(z.second->getId() == zone.getId())
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continue;
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auto secondArea = z.second->area();
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auto secondAreaPossible = z.second->areaPossible();
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for(const auto & t : secondArea->getTilesVector())
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{
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if(map.getTile(t).terType->getId() == zone.getTerrainType())
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{
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secondArea->erase(t);
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secondAreaPossible->erase(t);
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area->add(t);
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areaPossible->add(t);
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map.setZoneID(t, zone.getId());
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map.setOccupied(t, ETileType::POSSIBLE);
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}
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}
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}
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if(!area->contains(zone.getPos()))
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{
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zone.setPos(area->getTilesVector().front());
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}
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zone.initFreeTiles();
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collectLakes();
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}
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void WaterProxy::init()
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{
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for(auto & z : map.getZones())
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{
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if (!zone.isUnderground())
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{
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dependency(z.second->getModificator<TownPlacer>());
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dependency(z.second->getModificator<WaterAdopter>());
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}
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postfunction(z.second->getModificator<ConnectionsPlacer>());
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postfunction(z.second->getModificator<ObjectManager>());
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}
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POSTFUNCTION(TreasurePlacer);
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}
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const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
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{
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RecursiveLock lock(externalAccessMutex);
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return lakes;
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}
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void WaterProxy::collectLakes()
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{
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RecursiveLock lock(externalAccessMutex);
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int lakeId = 0;
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for(const auto & lake : connectedAreas(zone.area().get(), true))
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{
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lakes.push_back(Lake{});
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lakes.back().area = lake;
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lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
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for(const auto & t : lake.getBorderOutside())
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if(map.isOnMap(t))
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lakes.back().neighbourZones[map.getZoneID(t)].add(t);
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for(const auto & t : lake.getTilesVector())
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lakeMap[t] = lakeId;
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//each lake must have at least one free tile
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if(!lake.overlap(zone.freePaths().get()))
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zone.freePaths()->add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
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++lakeId;
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}
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}
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RouteInfo WaterProxy::waterRoute(Zone & dst)
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{
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RouteInfo result;
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auto * adopter = dst.getModificator<WaterAdopter>();
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if(!adopter)
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return result;
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if(adopter->getCoastTiles().empty())
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return result;
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bool createRoad = false;
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//block zones are not connected by template
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for(auto& lake : lakes)
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{
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if(lake.neighbourZones.count(dst.getId()))
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{
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if(!lake.keepConnections.count(dst.getId()))
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{
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for(const auto & ct : lake.neighbourZones[dst.getId()].getTilesVector())
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{
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if(map.isPossible(ct))
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map.setOccupied(ct, ETileType::BLOCKED);
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}
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Zone::Lock lock(dst.areaMutex);
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dst.areaPossible()->subtract(lake.neighbourZones[dst.getId()]);
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continue;
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}
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//Don't place shipyard or boats on the very small lake
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if (lake.area.getTilesVector().size() < 25)
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{
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logGlobal->info("Skipping very small lake at zone %d", dst.getId());
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continue;
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}
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int zoneTowns = 0;
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if(auto * m = dst.getModificator<TownPlacer>())
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zoneTowns = m->getTotalTowns();
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if (vstd::contains(lake.keepRoads, dst.getId()))
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{
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createRoad = true;
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}
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//FIXME: Why are Shipyards not allowed in zones with no towns?
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if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
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{
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if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
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{
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logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
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}
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else
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{
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logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
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if(placeBoat(dst, lake, createRoad, result))
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{
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logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
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}
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else
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{
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logGlobal->error("Boat placement failed at zone %d", dst.getId());
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}
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}
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}
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else
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{
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if(placeBoat(dst, lake, createRoad, result))
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{
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logGlobal->info("Boat successfully placed at zone %d", dst.getId());
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}
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else
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{
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logGlobal->error("Boat placement failed at zone %d", dst.getId());
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}
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}
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}
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}
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return result;
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}
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bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
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{
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const auto & zoneA = connection.getZoneA();
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const auto & zoneB = connection.getZoneB();
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for(auto & lake : lakes)
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{
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if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
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{
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lake.keepConnections.insert(zoneA);
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lake.keepConnections.insert(zoneB);
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if (createRoad)
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{
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lake.keepRoads.insert(zoneA);
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lake.keepRoads.insert(zoneB);
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}
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return true;
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}
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}
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return false;
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}
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bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
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{
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auto * manager = zone.getModificator<ObjectManager>();
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if(!manager)
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return false;
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auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
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std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
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for(auto subObj : subObjects)
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{
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//making a temporary object
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std::unique_ptr<CGObjectInstance> obj(VLC->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create(map.mapInstance->cb, nullptr));
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if(auto * testBoat = dynamic_cast<CGBoat *>(obj.get()))
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{
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if(testBoat->layer == EPathfindingLayer::SAIL)
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sailingBoatTypes.insert(subObj);
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}
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}
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if(sailingBoatTypes.empty())
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return false;
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auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create(map.mapInstance->cb, nullptr));
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rmg::Object rmgObject(*boat);
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rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
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auto waterAvailable = zone.areaPossible() + zone.freePaths();
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rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
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coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
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auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
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{
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//We don't want place boat right to any land object, especiallly the zone guard
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if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
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return false;
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rmg::Area a({tile});
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a = a.getBorderOutside();
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a.intersect(waterAvailable);
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return !a.empty();
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});
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while(!boardingPositions.empty())
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{
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auto boardingPosition = *boardingPositions.getTilesVector().begin();
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rmg::Area shipPositions({boardingPosition});
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auto boutside = shipPositions.getBorderOutside();
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shipPositions.assign(boutside);
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shipPositions.intersect(waterAvailable);
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if(shipPositions.empty())
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{
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boardingPositions.erase(boardingPosition);
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continue;
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}
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//try to place boat at water, create paths on water and land
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auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
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auto landPath = land.searchPath(boardingPosition, false);
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if(!path.valid() || !landPath.valid())
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{
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boardingPositions.erase(boardingPosition);
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continue;
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}
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info.blocked = rmgObject.getArea();
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info.visitable = rmgObject.getVisitablePosition();
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info.boarding = boardingPosition;
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info.water = shipPositions;
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zone.connectPath(path);
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land.connectPath(landPath);
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manager->placeObject(rmgObject, false, true, createRoad);
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land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
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break;
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}
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return !boardingPositions.empty();
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}
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bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
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{
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auto * manager = land.getModificator<ObjectManager>();
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if(!manager)
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return false;
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int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
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auto * shipyard = dynamic_cast<CGShipyard *>(VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(map.mapInstance->cb, nullptr));
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shipyard->tempOwner = PlayerColor::NEUTRAL;
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rmg::Object rmgObject(*shipyard);
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rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
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bool guarded = manager->addGuard(rmgObject, guard);
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auto waterAvailable = zone.areaPossible() + zone.freePaths();
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waterAvailable.intersect(lake.area);
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rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
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coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
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auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
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{
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rmg::Area a({tile});
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a = a.getBorderOutside();
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a.intersect(waterAvailable);
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return !a.empty();
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});
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while(!boardingPositions.empty())
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{
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auto boardingPosition = *boardingPositions.getTilesVector().begin();
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rmg::Area shipPositions({boardingPosition});
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auto boutside = shipPositions.getBorderOutside();
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shipPositions.assign(boutside);
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shipPositions.intersect(waterAvailable);
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if(shipPositions.empty())
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{
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boardingPositions.erase(boardingPosition);
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continue;
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}
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//try to place shipyard close to boarding position and appropriate water access
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auto path = manager->placeAndConnectObject(land.areaPossible().get(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
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{
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//Must only check the border of shipyard and not the added guard
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rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
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if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
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return -1.f;
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return 1.0f;
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}, guarded, true, ObjectManager::OptimizeType::NONE);
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//search path to boarding position
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auto searchArea = land.areaPossible().get() - rmgObject.getArea();
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rmg::Path pathToBoarding(searchArea);
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pathToBoarding.connect(land.freePaths().get());
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pathToBoarding.connect(path);
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pathToBoarding = pathToBoarding.search(boardingPosition, false);
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//make sure shipyard places ship at position we defined
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rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
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shipyardOutToBlock.intersect(waterAvailable);
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shipyardOutToBlock.subtract(shipPositions);
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shipPositions.subtract(shipyardOutToBlock);
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auto pathToBoat = zone.searchPath(shipPositions, true);
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if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
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{
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boardingPositions.erase(boardingPosition);
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continue;
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}
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land.connectPath(path);
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land.connectPath(pathToBoarding);
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zone.connectPath(pathToBoat);
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info.blocked = rmgObject.getArea();
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info.visitable = rmgObject.getVisitablePosition();
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info.boarding = boardingPosition;
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info.water = shipPositions;
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manager->placeObject(rmgObject, guarded, true, createRoad);
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zone.areaPossible()->subtract(shipyardOutToBlock);
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for(const auto & i : shipyardOutToBlock.getTilesVector())
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if(map.isOnMap(i) && map.isPossible(i))
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map.setOccupied(i, ETileType::BLOCKED);
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break;
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}
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return !boardingPositions.empty();
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}
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char WaterProxy::dump(const int3 & t)
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{
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auto lakeIter = lakeMap.find(t);
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if(lakeIter == lakeMap.end())
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return '?';
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Lake & lake = lakes[lakeMap.at(t)];
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for(const auto & i : lake.neighbourZones)
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{
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if(i.second.contains(t))
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return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
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}
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return '~';
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}
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VCMI_LIB_NAMESPACE_END
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