فهرست منبع

- Use straight paths for some connections
- More fixes for template schema

DjWarmonger 10 سال پیش
والد
کامیت
a68b58d969
4فایلهای تغییر یافته به همراه96 افزوده شده و 15 حذف شده
  1. 3 3
      config/schemas/template.json
  2. 3 3
      lib/rmg/CMapGenerator.cpp
  3. 88 8
      lib/rmg/CRmgTemplateZone.cpp
  4. 2 1
      lib/rmg/CRmgTemplateZone.h

+ 3 - 3
config/schemas/template.json

@@ -43,11 +43,11 @@
 			"type": "number",
 			"minimum": 1,
 			"additionalProperties" : false,
-		}
+		},
 		"connection":
 		{
-			required: ["a", "b", "guard"]
-			properties:{
+			"required": ["a", "b", "guard"],
+			"properties":{
 				"a":{
 					"type" : "string"
 				},

+ 3 - 3
lib/rmg/CMapGenerator.cpp

@@ -483,7 +483,7 @@ void CMapGenerator::createConnections()
 			{
 				if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
 					continue;
-				foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
+				foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos) //must be direct since paths also also generated between direct neighbours
 				{
 					//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
 					if (vstd::contains(otherZoneTiles, pos))
@@ -494,8 +494,8 @@ void CMapGenerator::createConnections()
 					setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
 					zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
 					//zones can make paths only in their own area
-					zoneA->crunchPath(this, guardPos, posA, zoneA->getFreePaths()); //make connection towards our zone center
-					zoneB->crunchPath(this, guardPos, posB, zoneB->getFreePaths()); //make connection towards other zone center		
+					zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
+					zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center		
 					
 					zoneA->addRoadNode(guardPos);
 					zoneB->addRoadNode(guardPos);

+ 88 - 8
lib/rmg/CRmgTemplateZone.cpp

@@ -535,11 +535,11 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
 		}
 
 		//connect with all the paths
-		crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
+		crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
 		//connect with nearby nodes
 		for (auto nearbyNode : nearbyNodes)
 		{
-			crunchPath(gen, node, nearbyNode, &freePaths);
+			crunchPath(gen, node, nearbyNode, true, &freePaths);
 		}
 	}
 	for (auto node : nodes)
@@ -608,7 +608,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
 	//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
 }
 
-bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
+bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
 {
 /*
 make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
@@ -664,7 +664,10 @@ do not leave zone border
 			}
 		};
 		
-		gen->foreach_neighbour (currentPos,processNeighbours);
+		if (onlyStraight)
+			gen->foreachDirectNeighbour (currentPos, processNeighbours);
+		else
+			gen->foreach_neighbour (currentPos,processNeighbours);
 						
 		int3 anotherPos(-1, -1, -1);
 
@@ -689,8 +692,10 @@ do not leave zone border
 					}
 				}
 			};			
-		
-			gen->foreach_neighbour (currentPos,processNeighbours2);
+			if (onlyStraight)
+				gen->foreachDirectNeighbour(currentPos, processNeighbours2);
+			else
+				gen->foreach_neighbour(currentPos, processNeighbours2);
 						
 			
 			if (anotherPos.valid())
@@ -800,6 +805,81 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
 
 }
 
+bool CRmgTemplateZone::connectPath(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;
+	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
+	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 (gen->isFree(currentNode))
+		{
+			// 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
+			{
+				int distance = distances[currentNode] + 1;
+				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 (gen->isFree(pos))
+					{
+						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);
+		}
+
+	}
+	logGlobal->warnStream() << boost::format("Failed to connect tile %s with free paths") % src;
+	return false;
+}
+
 
 void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
 {
@@ -1034,7 +1114,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
 				gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
 		}
 
-		if (!crunchPath (gen, closestTile, closestFreeTile))
+		if (!crunchPath (gen, closestTile, closestFreeTile, false))
 		{
 			//we can't connect this pile, just block it off and start over
 			for (auto treasure : treasures)
@@ -1914,7 +1994,7 @@ bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object,
 	{
 		//crunching path may fail if center of the zone is directly over wide object
 		//make sure object is accessible before surrounding it with blocked tiles
-		if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
+		if (crunchPath (gen, tile, findClosestTile(freePaths, tile), false, addToFreePaths ? &freePaths : nullptr))
 		{
 			guardTile = tile;
 			break;

+ 2 - 1
lib/rmg/CRmgTemplateZone.h

@@ -170,7 +170,8 @@ public:
 	void createTreasures(CMapGenerator* gen);
 	void createObstacles1(CMapGenerator* gen);
 	void createObstacles2(CMapGenerator* gen);
-	bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, 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);
 	
 	std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);