浏览代码

Added correct connections for Subterranean Gates

DjWarmonger 10 年之前
父节点
当前提交
927dfa5565
共有 3 个文件被更改,包括 118 次插入13 次删除
  1. 2 8
      lib/rmg/CMapGenerator.cpp
  2. 109 3
      lib/rmg/CRmgTemplateZone.cpp
  3. 7 2
      lib/rmg/CRmgTemplateZone.h

+ 2 - 8
lib/rmg/CMapGenerator.cpp

@@ -551,14 +551,8 @@ void CMapGenerator::createConnections()
 
 
 						if (withinZone)
 						if (withinZone)
 						{
 						{
-							auto gate1 = new CGSubterraneanGate;
-							gate1->ID = Obj::SUBTERRANEAN_GATE;
-							gate1->subID = 0;
-							zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
-							auto gate2 = new CGSubterraneanGate(*gate1);
-							zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
-							//TODO: connect gates with middle of zone / free paths. At this point free paths do not exist yet.
-
+							zoneA->placeSubterraneanGate(this, tile, connection.getGuardStrength());
+							zoneB->placeSubterraneanGate(this, otherTile, connection.getGuardStrength());
 							stop = true; //we are done, go to next connection
 							stop = true; //we are done, go to next connection
 						}
 						}
 					}
 					}

+ 109 - 3
lib/rmg/CRmgTemplateZone.cpp

@@ -608,6 +608,15 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
 	//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
 	//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
 }
 }
 
 
+void CRmgTemplateZone::connectLater(CMapGenerator* gen)
+{
+	for (const int3 node : tilesToConnectLater)
+	{
+		if (!connectWithCenter(gen, node, true))
+			logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
+	}
+}
+
 bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
 bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
 {
 {
 /*
 /*
@@ -767,7 +776,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
 
 
 			auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
 			auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
 			{
 			{
-				int distance = distances[currentNode] + movementCost;
+				float distance = distances[currentNode] + movementCost;
 				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
 				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
 				auto it = distances.find(pos);
 				auto it = distances.find(pos);
 				if (it != distances.end())
 				if (it != distances.end())
@@ -816,7 +825,6 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
 	std::map<int3, float> distances;
 	std::map<int3, float> distances;
 
 
 	int3 currentNode = src;
 	int3 currentNode = src;
-	gen->setRoad(src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
 
 
 	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
 	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
 	distances[src] = 0;
 	distances[src] = 0;
@@ -833,7 +841,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
 		vstd::erase_if_present(open, currentNode);
 		vstd::erase_if_present(open, currentNode);
 		closed.insert(currentNode);
 		closed.insert(currentNode);
 
 
-		if (gen->isFree(currentNode))
+		if (gen->isFree(currentNode)) //we reached free paths, stop
 		{
 		{
 			// Trace the path using the saved parent information and return path
 			// Trace the path using the saved parent information and return path
 			int3 backTracking = currentNode;
 			int3 backTracking = currentNode;
@@ -884,6 +892,84 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
 	return false;
 	return false;
 }
 }
 
 
+bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
+///connect current tile to any other free tile within zone
+{
+	//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
+
+	std::set<int3> closed;    // The set of nodes already evaluated.
+	std::set<int3> open{ src };    // The set of tentative nodes to be evaluated, initially containing the start node
+	std::map<int3, int3> cameFrom;  // The map of navigated nodes.
+	std::map<int3, float> distances;
+
+	int3 currentNode = src;
+
+	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
+	distances[src] = 0;
+	// Cost from start along best known path.
+	// Estimated total cost from start to goal through y.
+
+	while (open.size())
+	{
+		int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
+		{
+			return distances[pos1] < distances[pos2];
+		});
+
+		vstd::erase_if_present(open, currentNode);
+		closed.insert(currentNode);
+
+		if (currentNode == pos) //we reached center of the zone, stop
+		{
+			// Trace the path using the saved parent information and return path
+			int3 backTracking = currentNode;
+			while (cameFrom[backTracking].valid())
+			{
+				gen->setOccupied(backTracking, ETileType::FREE);
+				backTracking = cameFrom[backTracking];
+			}
+			return true;
+		}
+		else
+		{
+			auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
+			{
+				float movementCost = 0;
+				if (gen->isFree(pos))
+					movementCost = 1;
+				else if (gen->isPossible(pos))
+					movementCost = 2;
+				else
+					return;
+
+				float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
+				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
+				auto it = distances.find(pos);
+				if (it != distances.end())
+					bestDistanceSoFar = it->second;
+
+				if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
+				{
+					auto obj = gen->map->getTile(pos).topVisitableObj();
+					if (vstd::contains(this->tileinfo, pos))
+					{
+						cameFrom[pos] = currentNode;
+						open.insert(pos);
+						distances[pos] = distance;
+					}
+				}
+			};
+
+			if (onlyStraight)
+				gen->foreachDirectNeighbour(currentNode, foo);
+			else
+				gen->foreach_neighbour(currentNode, foo);
+		}
+
+	}
+	return false;
+}
+
 
 
 void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
 void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
 {
 {
@@ -894,6 +980,11 @@ void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
 	closeObjects.push_back(std::make_pair(obj, strength));
 	closeObjects.push_back(std::make_pair(obj, strength));
 }
 }
 
 
+void CRmgTemplateZone::addToConnectLater(const int3& src)
+{
+	tilesToConnectLater.insert(src);
+}
+
 bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
 bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
 {
 {
 	//precalculate actual (randomized) monster strength based on this post
 	//precalculate actual (randomized) monster strength based on this post
@@ -1255,6 +1346,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
 				//first town in zone goes in the middle
 				//first town in zone goes in the middle
 				placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
 				placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
 				cutPathAroundTown(town);
 				cutPathAroundTown(town);
+				setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
+				gen->setOccupied (this->getPos(), ETileType::FREE);
 			}
 			}
 			else
 			else
 				addRequiredObject (town);
 				addRequiredObject (town);
@@ -1300,6 +1393,8 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
 		//towns are big objects and should be centered around visitable position
 		//towns are big objects and should be centered around visitable position
 		placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
 		placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
 		cutPathAroundTown(town);
 		cutPathAroundTown(town);
+		setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
+		gen->setOccupied (getPos(), ETileType::FREE);
 
 
 		totalTowns++;
 		totalTowns++;
 		//register MAIN town of zone only
 		//register MAIN town of zone only
@@ -1753,6 +1848,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
 
 
 	addAllPossibleObjects (gen);
 	addAllPossibleObjects (gen);
 
 
+	connectLater(gen); //ideally this should work after fractalize, but fails
 	fractalize(gen);
 	fractalize(gen);
 	placeMines(gen);
 	placeMines(gen);
 	createRequiredObjects(gen);
 	createRequiredObjects(gen);
@@ -2001,6 +2097,16 @@ void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance*
 	guardObject(gen, object, str, zoneGuard);
 	guardObject(gen, object, str, zoneGuard);
 }
 }
 
 
+void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
+{
+	auto gate = new CGSubterraneanGate;
+	gate->ID = Obj::SUBTERRANEAN_GATE;
+	gate->subID = 0;
+	placeObject (gen, gate, pos, true);
+	addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
+	guardObject (gen, gate, guardStrength, true);
+}
+
 std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
 std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
 {
 {
 	//get all tiles from which this object can be accessed
 	//get all tiles from which this object can be accessed

+ 7 - 2
lib/rmg/CRmgTemplateZone.h

@@ -156,6 +156,7 @@ public:
 
 
 	void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
 	void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
 	void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
 	void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
+	void addToConnectLater(const int3& src);
 	bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
 	bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
 	bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
 	bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
 	bool fill (CMapGenerator* gen);
 	bool fill (CMapGenerator* gen);
@@ -166,12 +167,14 @@ public:
 	void initTerrainType (CMapGenerator* gen);
 	void initTerrainType (CMapGenerator* gen);
 	void createBorder(CMapGenerator* gen);
 	void createBorder(CMapGenerator* gen);
 	void fractalize(CMapGenerator* gen);
 	void fractalize(CMapGenerator* gen);
+	void connectLater(CMapGenerator* gen);
 	bool createRequiredObjects(CMapGenerator* gen);
 	bool createRequiredObjects(CMapGenerator* gen);
 	void createTreasures(CMapGenerator* gen);
 	void createTreasures(CMapGenerator* gen);
 	void createObstacles1(CMapGenerator* gen);
 	void createObstacles1(CMapGenerator* gen);
 	void createObstacles2(CMapGenerator* gen);
 	void createObstacles2(CMapGenerator* gen);
 	bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
 	bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
 	bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
 	bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
+	bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
 	
 	
 	std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
 	std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
 
 
@@ -184,6 +187,9 @@ public:
 
 
 	ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
 	ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
 
 
+	void placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength);
+	void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
+	bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
 	void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
 	void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
 	void addRoadNode(const int3 & node);
 	void addRoadNode(const int3 & node);
 	void connectRoads(CMapGenerator * gen); //fills "roads" according to "roadNodes"
 	void connectRoads(CMapGenerator * gen); //fills "roads" according to "roadNodes"
@@ -226,6 +232,7 @@ private:
 	
 	
 	std::set<int3> roadNodes; //tiles to be connected with roads
 	std::set<int3> roadNodes; //tiles to be connected with roads
 	std::set<int3> roads; //all tiles with roads
 	std::set<int3> roads; //all tiles with roads
+	std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
 	
 	
 	bool createRoad(CMapGenerator* gen, const int3 &src, const int3 &dst);
 	bool createRoad(CMapGenerator* gen, const int3 &src, const int3 &dst);
 	void drawRoads(CMapGenerator * gen); //actually updates tiles
 	void drawRoads(CMapGenerator * gen); //actually updates tiles
@@ -240,6 +247,4 @@ private:
 	void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
 	void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
 	bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
 	bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
 	void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
 	void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
-	void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
-	bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
 };
 };