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+/*
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+* SectorMap.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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+
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+#include "StdInc.h"
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+#include "SectorMap.h"
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+#include "VCAI.h"
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+
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+#include "../../CCallback.h"
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+#include "../../lib/mapping/CMap.h"
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+#include "../../lib/mapObjects/MapObjects.h"
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+#include "../../lib/CPathfinder.h"
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+#include "../../lib/CGameState.h"
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+
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+extern boost::thread_specific_ptr<CCallback> cb;
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+extern boost::thread_specific_ptr<VCAI> ai;
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+
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+SectorMap::SectorMap()
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+{
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+ update();
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+}
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+
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+SectorMap::SectorMap(HeroPtr h)
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+{
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+ update();
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+ makeParentBFS(h->visitablePos());
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+}
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+
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+bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t)
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+{
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+ if (t->blocked && !t->visitable)
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+ {
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+ sec = NOT_AVAILABLE;
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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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+
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+bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos)
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+{
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+ return markIfBlocked(sec, pos, getTile(pos));
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+}
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+
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+void SectorMap::update()
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+{
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+ visibleTiles = cb->getAllVisibleTiles();
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+ auto shape = visibleTiles->shape();
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+ sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
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+
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+ clear();
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+ int curSector = 3; //0 is invisible, 1 is not explored
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+
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+ CCallback * cbp = cb.get(); //optimization
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+ foreach_tile_pos([&](crint3 pos)
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+ {
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+ if (retrieveTile(pos) == NOT_CHECKED)
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+ {
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+ if (!markIfBlocked(retrieveTile(pos), pos))
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+ exploreNewSector(pos, curSector++, cbp);
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+ }
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+ });
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+ valid = true;
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+}
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+
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+SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
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+{
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+ return a[pos.x][pos.y][pos.z];
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+}
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+
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+const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
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+{
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+ return a[pos.x][pos.y][pos.z];
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+}
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+
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+void SectorMap::clear()
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+{
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+ //TODO: rotate to [z][x][y]
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+ auto fow = cb->getVisibilityMap();
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+ //TODO: any magic to automate this? will need array->array conversion
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+ //std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
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+ //{
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+ // return f; //type conversion
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+ //});
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+ auto width = fow.size();
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+ auto height = fow.front().size();
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+ auto depth = fow.front().front().size();
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+ for (size_t x = 0; x < width; x++)
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+ {
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+ for (size_t y = 0; y < height; y++)
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+ {
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+ for (size_t z = 0; z < depth; z++)
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+ sector[x][y][z] = fow[x][y][z];
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+ }
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+ }
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+ valid = false;
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+}
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+
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+void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
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+{
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+ Sector & s = infoOnSectors[num];
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+ s.id = num;
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+ s.water = getTile(pos)->isWater();
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+
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+ std::queue<int3> toVisit;
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+ toVisit.push(pos);
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+ while (!toVisit.empty())
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+ {
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+ int3 curPos = toVisit.front();
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+ toVisit.pop();
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+ TSectorID & sec = retrieveTile(curPos);
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+ if (sec == NOT_CHECKED)
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+ {
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+ const TerrainTile * t = getTile(curPos);
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+ if (!markIfBlocked(sec, curPos, t))
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+ {
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+ if (t->isWater() == s.water) //sector is only-water or only-land
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+ {
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+ sec = num;
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+ s.tiles.push_back(curPos);
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+ foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
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+ {
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+ if (retrieveTile(neighPos) == NOT_CHECKED)
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+ {
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+ toVisit.push(neighPos);
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+ //parent[neighPos] = curPos;
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+ }
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+ const TerrainTile * nt = getTile(neighPos);
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+ if (nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
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+ {
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+ s.embarkmentPoints.push_back(neighPos);
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+ }
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+ });
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+
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+ if (t->visitable)
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+ {
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+ auto obj = t->visitableObjects.front();
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+ 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
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+ s.visitableObjs.push_back(obj);
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ vstd::removeDuplicates(s.embarkmentPoints);
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+}
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+
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+void SectorMap::write(crstring fname)
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+{
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+ std::ofstream out(fname);
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+ for (int k = 0; k < cb->getMapSize().z; k++)
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+ {
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+ for (int j = 0; j < cb->getMapSize().y; j++)
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+ {
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+ for (int i = 0; i < cb->getMapSize().x; i++)
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+ {
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+ out << (int)sector[i][j][k] << '\t';
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+ }
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+ out << std::endl;
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+ }
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+ out << std::endl;
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+ }
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+}
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+
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+/*
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+this functions returns one target tile or invalid tile. We will use it to poll possible destinations
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+For ship construction etc, another function (goal?) is needed
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+*/
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+int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
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+{
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+ int3 ret(-1, -1, -1);
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+
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+ int sourceSector = retrieveTile(h->visitablePos());
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+ int destinationSector = retrieveTile(dst);
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+
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+ const Sector * src = &infoOnSectors[sourceSector];
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+ const Sector * dest = &infoOnSectors[destinationSector];
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+
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+ if (sourceSector != destinationSector) //use ships, shipyards etc..
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+ {
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+ if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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+ return dst;
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+
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+ std::map<const Sector *, const Sector *> preds;
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+ std::queue<const Sector *> sectorQueue;
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+ sectorQueue.push(src);
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+ while (!sectorQueue.empty())
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+ {
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+ const Sector * s = sectorQueue.front();
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+ sectorQueue.pop();
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+
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+ for (int3 ep : s->embarkmentPoints)
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+ {
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+ Sector * neigh = &infoOnSectors[retrieveTile(ep)];
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+ //preds[s].push_back(neigh);
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+ if (!preds[neigh])
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+ {
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+ preds[neigh] = s;
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+ sectorQueue.push(neigh);
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+ }
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+ }
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+ }
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+
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+ if (!preds[dest])
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+ {
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+ //write("test.txt");
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+
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+ return ret;
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+ //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
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+ }
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+
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+ std::vector<const Sector *> toTraverse;
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+ toTraverse.push_back(dest);
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+ while (toTraverse.back() != src)
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+ {
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+ toTraverse.push_back(preds[toTraverse.back()]);
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+ }
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+
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+ if (preds[dest])
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+ {
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+ //TODO: would be nice to find sectors in loop
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+ const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);
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+
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+ if (!src->water && sectorToReach->water) //embark
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+ {
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+ //embark on ship -> look for an EP with a boat
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+ auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
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+ {
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+ const TerrainTile * t = getTile(pos);
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+ if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
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+ {
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+ if (retrieveTile(pos) == sectorToReach->id)
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+ return true;
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+ }
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+ return false;
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+ });
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+
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+ if (firstEP != src->embarkmentPoints.end())
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+ {
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+ return *firstEP;
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+ }
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+ else
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+ {
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+ //we need to find a shipyard with an access to the desired sector's EP
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+ //TODO what about Summon Boat spell?
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+ std::vector<const IShipyard *> shipyards;
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+ for (const CGTownInstance * t : cb->getTownsInfo())
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+ {
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+ if (t->hasBuilt(BuildingID::SHIPYARD))
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+ shipyards.push_back(t);
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+ }
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+
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+ for (const CGObjectInstance * obj : ai->getFlaggedObjects())
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+ {
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+ if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
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+ {
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+ if (const IShipyard * shipyard = IShipyard::castFrom(obj))
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+ shipyards.push_back(shipyard);
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+ }
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+ }
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+
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+ shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
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+ {
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+ return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
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+ }), shipyards.end());
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+
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+ if (!shipyards.size())
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+ {
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+ //TODO consider possibility of building shipyard in a town
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+ return ret;
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+
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+ //throw cannotFulfillGoalException("There is no known shipyard!");
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+ }
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+
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+ //we have only shipyards that possibly can build ships onto the appropriate EP
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+ auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard * s) -> bool
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+ {
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+ return s->o->tempOwner == ai->playerID;
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+ });
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+
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+ if (ownedGoodShipyard != shipyards.end())
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+ {
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+ const IShipyard * s = *ownedGoodShipyard;
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+ TResources shipCost;
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+ s->getBoatCost(shipCost);
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+ if (cb->getResourceAmount().canAfford(shipCost))
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+ {
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+ int3 ret = s->bestLocation();
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+ cb->buildBoat(s); //TODO: move actions elsewhere
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+ return ret;
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+ }
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+ else
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+ {
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+ //TODO gather res
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+ return ret;
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+
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+ //throw cannotFulfillGoalException("Not enough resources to build a boat");
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+ }
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+ }
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+ else
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+ {
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+ //TODO pick best shipyard to take over
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+ return shipyards.front()->o->visitablePos();
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+ }
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+ }
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+ }
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+ else if (src->water && !sectorToReach->water)
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+ {
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+ //TODO
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+ //disembark
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+ return ret;
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+ }
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+ else //use subterranean gates - not needed since gates are now handled via Pathfinder
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+ {
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+ return ret;
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|
+ //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
|
|
|
|
|
+ {
|
|
|
|
|
+ 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;
|
|
|
|
|
+}
|