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383 lines
9.0 KiB
C++
383 lines
9.0 KiB
C++
/*
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* Zone.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 "Zone.h"
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#include "RmgMap.h"
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#include "Functions.h"
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#include "TileInfo.h"
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#include "CMapGenerator.h"
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#include "RmgPath.h"
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#include "modificators/ObjectManager.h"
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VCMI_LIB_NAMESPACE_BEGIN
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std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
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{
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return true;
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};
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Zone::Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & r)
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: finished(false)
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, townType(ETownType::NEUTRAL)
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, terrainType(ETerrainId::GRASS)
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, map(map)
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, generator(generator)
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{
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rand.setSeed(r.nextInt());
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}
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bool Zone::isUnderground() const
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{
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return getPos().z;
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}
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void Zone::setOptions(const ZoneOptions& options)
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{
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ZoneOptions::operator=(options);
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}
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float3 Zone::getCenter() const
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{
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return center;
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}
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void Zone::setCenter(const float3 &f)
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{
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//limit boundaries to (0,1) square
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//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
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center = f;
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center.x = static_cast<float>(std::fmod(center.x, 1));
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center.y = static_cast<float>(std::fmod(center.y, 1));
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if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
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center.x = 1 - std::abs(center.x);
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if(center.y < 0)
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center.y = 1 - std::abs(center.y);
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}
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int3 Zone::getPos() const
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{
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return pos;
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}
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void Zone::setPos(const int3 &Pos)
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{
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pos = Pos;
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}
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const rmg::Area & Zone::getArea() const
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{
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return dArea;
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}
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rmg::Area & Zone::area()
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{
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return dArea;
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}
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rmg::Area & Zone::areaPossible()
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{
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//FIXME: make const, only modify via mutex-protected interface
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return dAreaPossible;
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}
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rmg::Area & Zone::areaUsed()
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{
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return dAreaUsed;
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}
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void Zone::clearTiles()
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{
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//Lock lock(mx);
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dArea.clear();
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dAreaPossible.clear();
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dAreaFree.clear();
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}
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void Zone::initFreeTiles()
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{
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rmg::Tileset possibleTiles;
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//Lock lock(mx);
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vstd::copy_if(dArea.getTiles(), vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
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{
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return map.isPossible(tile);
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});
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dAreaPossible.assign(possibleTiles);
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if(dAreaFree.empty())
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{
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dAreaPossible.erase(pos);
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dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
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}
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}
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rmg::Area & Zone::freePaths()
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{
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return dAreaFree;
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}
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FactionID Zone::getTownType() const
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{
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return townType;
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}
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void Zone::setTownType(FactionID town)
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{
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townType = town;
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}
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TerrainId Zone::getTerrainType() const
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{
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return terrainType;
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}
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void Zone::setTerrainType(TerrainId terrain)
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{
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terrainType = terrain;
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}
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rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
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///connect current tile to any other free tile within zone
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{
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auto movementCost = [this](const int3 & s, const int3 & d)
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{
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if(map.isFree(d))
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return 1;
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else if (map.isPossible(d))
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return 2;
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return 3;
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};
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auto area = (dAreaPossible + dAreaFree).getSubarea(areafilter);
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rmg::Path freePath(area);
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rmg::Path resultPath(area);
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freePath.connect(dAreaFree);
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//connect to all pieces
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auto goals = connectedAreas(src, onlyStraight);
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for(auto & goal : goals)
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{
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auto path = freePath.search(goal, onlyStraight, movementCost);
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if(path.getPathArea().empty())
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return rmg::Path::invalid();
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freePath.connect(path.getPathArea());
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resultPath.connect(path.getPathArea());
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}
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return resultPath;
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}
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rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const
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///connect current tile to any other free tile within searchArea
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{
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auto movementCost = [this](const int3 & s, const int3 & d)
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{
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if(map.isFree(d))
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return 1;
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else if (map.isPossible(d))
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return 2;
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return 3;
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};
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rmg::Path freePath(searchArea);
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rmg::Path resultPath(searchArea);
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freePath.connect(dAreaFree);
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//connect to all pieces
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auto goals = connectedAreas(src, onlyStraight);
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for(auto & goal : goals)
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{
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auto path = freePath.search(goal, onlyStraight, movementCost);
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if(path.getPathArea().empty())
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return rmg::Path::invalid();
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freePath.connect(path.getPathArea());
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resultPath.connect(path.getPathArea());
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}
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return resultPath;
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}
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rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
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///connect current tile to any other free tile within zone
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{
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return searchPath(rmg::Area({ src }), onlyStraight, areafilter);
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}
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TModificators Zone::getModificators()
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{
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return modificators;
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}
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void Zone::connectPath(const rmg::Path & path)
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///connect current tile to any other free tile within zone
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{
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dAreaPossible.subtract(path.getPathArea());
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dAreaFree.unite(path.getPathArea());
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for(const auto & t : path.getPathArea().getTilesVector())
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map.setOccupied(t, ETileType::FREE);
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}
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void Zone::fractalize()
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{
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rmg::Area clearedTiles(dAreaFree);
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rmg::Area possibleTiles(dAreaPossible);
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rmg::Area tilesToIgnore; //will be erased in this iteration
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//Squared
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float minDistance = 9 * 9;
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float freeDistance = pos.z ? (10 * 10) : 6 * 6;
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float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
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float marginFactor = 1.0f;
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int treasureValue = 0;
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int treasureDensity = 0;
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for (const auto & t : treasureInfo)
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{
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treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
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treasureDensity += t.density;
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}
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if (treasureValue > 400)
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{
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// A quater at max density
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marginFactor = (0.25f + ((std::max(0, (600 - treasureValue))) / (600.f - 400)) * 0.75f);
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}
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else if (treasureValue < 125)
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{
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//Dense obstacles
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spanFactor *= (treasureValue / 125.f);
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vstd::amax(spanFactor, 0.15f);
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}
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if (treasureDensity <= 10)
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{
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vstd::amin(spanFactor, 0.1f + 0.01f * treasureDensity); //Add extra obstacles to fill up space
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}
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float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
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freeDistance = freeDistance * marginFactor;
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vstd::amax(freeDistance, 4 * 4);
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logGlobal->info("Zone %d: treasureValue %d blockDistance: %2.f, freeDistance: %2.f", getId(), treasureValue, blockDistance, freeDistance);
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if(type != ETemplateZoneType::JUNCTION)
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{
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//junction is not fractalized, has only one straight path
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//everything else remains blocked
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while(!possibleTiles.empty())
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{
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//link tiles in random order
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std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
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// Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
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const auto h = map.height();
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const auto w = map.width();
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const size_t MARGIN = 3;
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vstd::erase_if(tilesToMakePath, [&, h, w](const int3 & tile)
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{
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return tile.x < MARGIN || tile.x > (w - MARGIN) ||
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tile.y < MARGIN || tile.y > (h - MARGIN);
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});
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RandomGeneratorUtil::randomShuffle(tilesToMakePath, getRand());
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int3 nodeFound(-1, -1, -1);
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for(const auto & tileToMakePath : tilesToMakePath)
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{
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//find closest free tile
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int3 closestTile = clearedTiles.nearest(tileToMakePath);
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if(closestTile.dist2dSQ(tileToMakePath) <= freeDistance)
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tilesToIgnore.add(tileToMakePath);
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else
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{
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//if tiles are not close enough, make path to it
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nodeFound = tileToMakePath;
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clearedTiles.add(nodeFound); //from now on nearby tiles will be considered handled
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break; //next iteration - use already cleared tiles
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}
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}
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possibleTiles.subtract(tilesToIgnore);
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if(!nodeFound.valid()) //nothing else can be done (?)
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break;
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tilesToIgnore.clear();
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}
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}
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else
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{
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// Handle special case - place Monoliths at the edge of a zone
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auto objectManager = getModificator<ObjectManager>();
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if (objectManager)
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{
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objectManager->createMonoliths();
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}
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}
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Lock lock(areaMutex);
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//cut straight paths towards the center. A* is too slow for that.
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auto areas = connectedAreas(clearedTiles, false);
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for(auto & area : areas)
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{
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if(dAreaFree.overlap(area))
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continue; //already found
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auto availableArea = dAreaPossible + dAreaFree;
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rmg::Path path(availableArea);
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path.connect(dAreaFree);
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auto res = path.search(area, false);
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if(res.getPathArea().empty())
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{
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dAreaPossible.subtract(area);
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dAreaFree.subtract(area);
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for(const auto & t : area.getTiles())
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map.setOccupied(t, ETileType::BLOCKED);
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}
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else
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{
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dAreaPossible.subtract(res.getPathArea());
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dAreaFree.unite(res.getPathArea());
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for(const auto & t : res.getPathArea().getTiles())
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map.setOccupied(t, ETileType::FREE);
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}
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}
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//now block most distant tiles away from passages
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auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
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{
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auto distance = static_cast<float>(dAreaFree.distanceSqr(t));
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return distance > blockDistance;
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});
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dAreaPossible.subtract(areaToBlock);
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dAreaFree.subtract(areaToBlock);
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lock.unlock();
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for(const auto & t : areaToBlock.getTiles())
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map.setOccupied(t, ETileType::BLOCKED);
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}
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void Zone::initModificators()
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{
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for(auto & modificator : modificators)
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{
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modificator->init();
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}
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logGlobal->info("Zone %d modificators initialized", getId());
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}
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CRandomGenerator& Zone::getRand()
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{
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return rand;
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}
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VCMI_LIB_NAMESPACE_END
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