mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
431 lines
11 KiB
C++
431 lines
11 KiB
C++
/*
|
|
* SectorMap.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 "SectorMap.h"
|
|
#include "VCAI.h"
|
|
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/mapping/CMap.h"
|
|
#include "../../lib/mapObjects/MapObjects.h"
|
|
#include "../../lib/CPathfinder.h"
|
|
#include "../../lib/CGameState.h"
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
|
|
SectorMap::SectorMap()
|
|
{
|
|
update();
|
|
}
|
|
|
|
SectorMap::SectorMap(HeroPtr h)
|
|
{
|
|
update();
|
|
makeParentBFS(h->visitablePos());
|
|
}
|
|
|
|
bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t)
|
|
{
|
|
if (t->blocked && !t->visitable)
|
|
{
|
|
sec = NOT_AVAILABLE;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos)
|
|
{
|
|
return markIfBlocked(sec, pos, getTile(pos));
|
|
}
|
|
|
|
void SectorMap::update()
|
|
{
|
|
visibleTiles = cb->getAllVisibleTiles();
|
|
auto shape = visibleTiles->shape();
|
|
sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
|
|
|
|
clear();
|
|
int curSector = 3; //0 is invisible, 1 is not explored
|
|
|
|
CCallback * cbp = cb.get(); //optimization
|
|
foreach_tile_pos([&](crint3 pos)
|
|
{
|
|
if (retrieveTile(pos) == NOT_CHECKED)
|
|
{
|
|
if (!markIfBlocked(retrieveTile(pos), pos))
|
|
exploreNewSector(pos, curSector++, cbp);
|
|
}
|
|
});
|
|
valid = true;
|
|
}
|
|
|
|
SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
|
|
{
|
|
return a[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
|
|
{
|
|
return a[pos.x][pos.y][pos.z];
|
|
}
|
|
|
|
void SectorMap::clear()
|
|
{
|
|
//TODO: rotate to [z][x][y]
|
|
auto fow = cb->getVisibilityMap();
|
|
//TODO: any magic to automate this? will need array->array conversion
|
|
//std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
|
|
//{
|
|
// return f; //type conversion
|
|
//});
|
|
auto width = fow.size();
|
|
auto height = fow.front().size();
|
|
auto depth = fow.front().front().size();
|
|
for (size_t x = 0; x < width; x++)
|
|
{
|
|
for (size_t y = 0; y < height; y++)
|
|
{
|
|
for (size_t z = 0; z < depth; z++)
|
|
sector[x][y][z] = fow[x][y][z];
|
|
}
|
|
}
|
|
valid = false;
|
|
}
|
|
|
|
void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
|
|
{
|
|
Sector & s = infoOnSectors[num];
|
|
s.id = num;
|
|
s.water = getTile(pos)->isWater();
|
|
|
|
std::queue<int3> toVisit;
|
|
toVisit.push(pos);
|
|
while (!toVisit.empty())
|
|
{
|
|
int3 curPos = toVisit.front();
|
|
toVisit.pop();
|
|
TSectorID & sec = retrieveTile(curPos);
|
|
if (sec == NOT_CHECKED)
|
|
{
|
|
const TerrainTile * t = getTile(curPos);
|
|
if (!markIfBlocked(sec, curPos, t))
|
|
{
|
|
if (t->isWater() == s.water) //sector is only-water or only-land
|
|
{
|
|
sec = num;
|
|
s.tiles.push_back(curPos);
|
|
foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
|
|
{
|
|
if (retrieveTile(neighPos) == NOT_CHECKED)
|
|
{
|
|
toVisit.push(neighPos);
|
|
//parent[neighPos] = curPos;
|
|
}
|
|
const TerrainTile * nt = getTile(neighPos);
|
|
if (nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
|
|
{
|
|
s.embarkmentPoints.push_back(neighPos);
|
|
}
|
|
});
|
|
|
|
if (t->visitable)
|
|
{
|
|
auto obj = t->visitableObjects.front();
|
|
if (cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
|
|
s.visitableObjs.push_back(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
vstd::removeDuplicates(s.embarkmentPoints);
|
|
}
|
|
|
|
void SectorMap::write(crstring fname)
|
|
{
|
|
std::ofstream out(fname);
|
|
for (int k = 0; k < cb->getMapSize().z; k++)
|
|
{
|
|
for (int j = 0; j < cb->getMapSize().y; j++)
|
|
{
|
|
for (int i = 0; i < cb->getMapSize().x; i++)
|
|
{
|
|
out << (int)sector[i][j][k] << '\t';
|
|
}
|
|
out << std::endl;
|
|
}
|
|
out << std::endl;
|
|
}
|
|
}
|
|
|
|
/*
|
|
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
|
|
For ship construction etc, another function (goal?) is needed
|
|
*/
|
|
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
|
|
{
|
|
int3 ret(-1, -1, -1);
|
|
|
|
int sourceSector = retrieveTile(h->visitablePos());
|
|
int destinationSector = retrieveTile(dst);
|
|
|
|
const Sector * src = &infoOnSectors[sourceSector];
|
|
const Sector * dest = &infoOnSectors[destinationSector];
|
|
|
|
if (sourceSector != destinationSector) //use ships, shipyards etc..
|
|
{
|
|
if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
|
|
return dst;
|
|
|
|
std::map<const Sector *, const Sector *> preds;
|
|
std::queue<const Sector *> sectorQueue;
|
|
sectorQueue.push(src);
|
|
while (!sectorQueue.empty())
|
|
{
|
|
const Sector * s = sectorQueue.front();
|
|
sectorQueue.pop();
|
|
|
|
for (int3 ep : s->embarkmentPoints)
|
|
{
|
|
Sector * neigh = &infoOnSectors[retrieveTile(ep)];
|
|
//preds[s].push_back(neigh);
|
|
if (!preds[neigh])
|
|
{
|
|
preds[neigh] = s;
|
|
sectorQueue.push(neigh);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!preds[dest])
|
|
{
|
|
//write("test.txt");
|
|
|
|
return ret;
|
|
//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
|
|
}
|
|
|
|
std::vector<const Sector *> toTraverse;
|
|
toTraverse.push_back(dest);
|
|
while (toTraverse.back() != src)
|
|
{
|
|
toTraverse.push_back(preds[toTraverse.back()]);
|
|
}
|
|
|
|
if (preds[dest])
|
|
{
|
|
//TODO: would be nice to find sectors in loop
|
|
const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);
|
|
|
|
if (!src->water && sectorToReach->water) //embark
|
|
{
|
|
//embark on ship -> look for an EP with a boat
|
|
auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
|
|
{
|
|
const TerrainTile * t = getTile(pos);
|
|
if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
|
|
{
|
|
if (retrieveTile(pos) == sectorToReach->id)
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
|
|
if (firstEP != src->embarkmentPoints.end())
|
|
{
|
|
return *firstEP;
|
|
}
|
|
else
|
|
{
|
|
//we need to find a shipyard with an access to the desired sector's EP
|
|
//TODO what about Summon Boat spell?
|
|
std::vector<const IShipyard *> shipyards;
|
|
for (const CGTownInstance * t : cb->getTownsInfo())
|
|
{
|
|
if (t->hasBuilt(BuildingID::SHIPYARD))
|
|
shipyards.push_back(t);
|
|
}
|
|
|
|
for (const CGObjectInstance * obj : ai->getFlaggedObjects())
|
|
{
|
|
if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
|
|
{
|
|
if (const IShipyard * shipyard = IShipyard::castFrom(obj))
|
|
shipyards.push_back(shipyard);
|
|
}
|
|
}
|
|
|
|
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
|
|
{
|
|
return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
|
|
}), shipyards.end());
|
|
|
|
if (!shipyards.size())
|
|
{
|
|
//TODO consider possibility of building shipyard in a town
|
|
return ret;
|
|
|
|
//throw cannotFulfillGoalException("There is no known shipyard!");
|
|
}
|
|
|
|
//we have only shipyards that possibly can build ships onto the appropriate EP
|
|
auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard * s) -> bool
|
|
{
|
|
return s->o->tempOwner == ai->playerID;
|
|
});
|
|
|
|
if (ownedGoodShipyard != shipyards.end())
|
|
{
|
|
const IShipyard * s = *ownedGoodShipyard;
|
|
TResources shipCost;
|
|
s->getBoatCost(shipCost);
|
|
if (cb->getResourceAmount().canAfford(shipCost))
|
|
{
|
|
int3 ret = s->bestLocation();
|
|
cb->buildBoat(s); //TODO: move actions elsewhere
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
//TODO gather res
|
|
return ret;
|
|
|
|
//throw cannotFulfillGoalException("Not enough resources to build a boat");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//TODO pick best shipyard to take over
|
|
return shipyards.front()->o->visitablePos();
|
|
}
|
|
}
|
|
}
|
|
else if (src->water && !sectorToReach->water)
|
|
{
|
|
//TODO
|
|
//disembark
|
|
return ret;
|
|
}
|
|
else //use subterranean gates - not needed since gates are now handled via Pathfinder
|
|
{
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
|
|
}
|
|
}
|
|
else //tiles are in same sector
|
|
{
|
|
return findFirstVisitableTile(h, dst);
|
|
}
|
|
}
|
|
|
|
int3 SectorMap::findFirstVisitableTile(HeroPtr h, crint3 dst)
|
|
{
|
|
int3 ret(-1, -1, -1);
|
|
int3 curtile = dst;
|
|
|
|
while (curtile != h->visitablePos())
|
|
{
|
|
auto topObj = cb->getTopObj(curtile);
|
|
if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
|
|
{
|
|
if (cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
|
|
{
|
|
logAi->warn("Another allied hero stands in our way");
|
|
return ret;
|
|
}
|
|
}
|
|
if (ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
|
|
{
|
|
return curtile;
|
|
}
|
|
else
|
|
{
|
|
auto i = parent.find(curtile);
|
|
if (i != parent.end())
|
|
{
|
|
assert(curtile != i->second);
|
|
curtile = i->second;
|
|
}
|
|
else
|
|
{
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void SectorMap::makeParentBFS(crint3 source)
|
|
{
|
|
parent.clear();
|
|
|
|
int mySector = retrieveTile(source);
|
|
std::queue<int3> toVisit;
|
|
toVisit.push(source);
|
|
while (!toVisit.empty())
|
|
{
|
|
int3 curPos = toVisit.front();
|
|
toVisit.pop();
|
|
TSectorID & sec = retrieveTile(curPos);
|
|
assert(sec == mySector); //consider only tiles from the same sector
|
|
UNUSED(sec);
|
|
|
|
foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
{
|
|
if (retrieveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
|
|
{
|
|
if (cb->canMoveBetween(curPos, neighPos))
|
|
{
|
|
toVisit.push(neighPos);
|
|
parent[neighPos] = curPos;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
SectorMap::TSectorID & SectorMap::retrieveTile(crint3 pos)
|
|
{
|
|
return retrieveTileN(sector, pos);
|
|
}
|
|
|
|
TerrainTile * SectorMap::getTile(crint3 pos) const
|
|
{
|
|
//out of bounds access should be handled by boost::multi_array
|
|
//still we cached this array to avoid any checks
|
|
return visibleTiles->operator[](pos.x)[pos.y][pos.z];
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
|
|
{
|
|
const Sector * heroSector = &infoOnSectors[retrieveTile(h->visitablePos())];
|
|
if (sectorsAround)
|
|
{
|
|
std::vector<const CGObjectInstance *> ret;
|
|
for (auto embarkPoint : heroSector->embarkmentPoints)
|
|
{
|
|
const Sector * embarkSector = &infoOnSectors[retrieveTile(embarkPoint)];
|
|
range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
|
|
}
|
|
return ret;
|
|
}
|
|
return heroSector->visitableObjs;
|
|
} |