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vcmi/lib/rmg/Zone.cpp

325 lines
7.4 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"
VCMI_LIB_NAMESPACE_BEGIN
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;
}
const rmg::Area & Zone::getArea() const
{
return dArea;
}
rmg::Area & Zone::area()
{
return dArea;
}
rmg::Area & Zone::areaPossible()
{
//FIXME: make const, only modify via mutex-protected interface
return dAreaPossible;
}
rmg::Area & Zone::areaUsed()
{
return dAreaUsed;
}
void Zone::clearTiles()
{
//Lock lock(mx);
dArea.clear();
dAreaPossible.clear();
dAreaFree.clear();
}
void Zone::initFreeTiles()
{
rmg::Tileset possibleTiles;
//Lock lock(mx);
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;
}
FactionID Zone::getTownType() const
{
return FactionID(townType);
}
void Zone::setTownType(si32 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 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
{
dAreaPossible.subtract(path.getPathArea());
dAreaFree.unite(path.getPathArea());
for(const 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
//Squared
float minDistance = 10 * 10;
float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
int treasureValue = 0;
int treasureDensity = 0;
for (auto t : treasureInfo)
{
treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
treasureDensity += t.density;
}
if (treasureValue > 200)
{
//Less obstacles - max span is 1 (no obstacles)
spanFactor = 1.0f - ((std::max(0, (1000 - treasureValue)) / (1000.f - 200)) * (1 - spanFactor));
}
else if (treasureValue < 100)
{
//Dense obstacles
spanFactor *= (treasureValue / 100.f);
vstd::amax(spanFactor, 0.2f);
}
if (treasureDensity <= 10)
{
vstd::amin(spanFactor, 0.25f); //Add extra obstacles to fill up space
}
float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
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, getRand());
int3 nodeFound(-1, -1, -1);
for(const 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();
}
}
Lock lock(areaMutex);
//cut straight paths towards the center. A* is too slow for that.
auto areas = connectedAreas(clearedTiles, false);
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(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();
}
logGlobal->info("Zone %d modificators initialized", getId());
}
CRandomGenerator& Zone::getRand()
{
return rand;
}
VCMI_LIB_NAMESPACE_END