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WaterProxy.cpp 12 KB

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  1. /*
  2. * WaterProxy.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "WaterProxy.h"
  12. #include "../CMapGenerator.h"
  13. #include "../RmgMap.h"
  14. #include "../../TerrainHandler.h"
  15. #include "../../mapObjectConstructors/AObjectTypeHandler.h"
  16. #include "../../mapObjectConstructors/CObjectClassesHandler.h"
  17. #include "../../mapObjects/MiscObjects.h"
  18. #include "../../mapping/CMap.h"
  19. #include "../../mapping/CMapEditManager.h"
  20. #include "../RmgPath.h"
  21. #include "../RmgObject.h"
  22. #include "ObjectManager.h"
  23. #include "../Functions.h"
  24. #include "RoadPlacer.h"
  25. #include "TreasurePlacer.h"
  26. #include "TownPlacer.h"
  27. #include "ConnectionsPlacer.h"
  28. #include "../TileInfo.h"
  29. #include "WaterAdopter.h"
  30. #include "../RmgArea.h"
  31. VCMI_LIB_NAMESPACE_BEGIN
  32. void WaterProxy::process()
  33. {
  34. for(const auto & t : zone.area().getTilesVector())
  35. {
  36. map.setZoneID(t, zone.getId());
  37. map.setOccupied(t, ETileType::POSSIBLE);
  38. }
  39. auto v = zone.getArea().getTilesVector();
  40. mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
  41. //check terrain type
  42. for([[maybe_unused]] const auto & t : zone.area().getTilesVector())
  43. {
  44. assert(map.isOnMap(t));
  45. assert(map.getTile(t).terType->getId() == zone.getTerrainType());
  46. }
  47. for(const auto & z : map.getZones())
  48. {
  49. if(z.second->getId() == zone.getId())
  50. continue;
  51. Zone::Lock lock(z.second->areaMutex);
  52. for(const auto & t : z.second->area().getTilesVector())
  53. {
  54. if(map.getTile(t).terType->getId() == zone.getTerrainType())
  55. {
  56. z.second->areaPossible().erase(t);
  57. z.second->area().erase(t);
  58. zone.area().add(t);
  59. zone.areaPossible().add(t);
  60. map.setZoneID(t, zone.getId());
  61. map.setOccupied(t, ETileType::POSSIBLE);
  62. }
  63. }
  64. }
  65. if(!zone.area().contains(zone.getPos()))
  66. {
  67. zone.setPos(zone.area().getTilesVector().front());
  68. }
  69. zone.initFreeTiles();
  70. collectLakes();
  71. }
  72. void WaterProxy::init()
  73. {
  74. for(auto & z : map.getZones())
  75. {
  76. if (!zone.isUnderground())
  77. {
  78. dependency(z.second->getModificator<TownPlacer>());
  79. dependency(z.second->getModificator<WaterAdopter>());
  80. }
  81. postfunction(z.second->getModificator<ConnectionsPlacer>());
  82. postfunction(z.second->getModificator<ObjectManager>());
  83. }
  84. POSTFUNCTION(TreasurePlacer);
  85. }
  86. const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
  87. {
  88. RecursiveLock lock(externalAccessMutex);
  89. return lakes;
  90. }
  91. void WaterProxy::collectLakes()
  92. {
  93. RecursiveLock lock(externalAccessMutex);
  94. int lakeId = 0;
  95. for(const auto & lake : connectedAreas(zone.getArea(), true))
  96. {
  97. lakes.push_back(Lake{});
  98. lakes.back().area = lake;
  99. lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
  100. for(const auto & t : lake.getBorderOutside())
  101. if(map.isOnMap(t))
  102. lakes.back().neighbourZones[map.getZoneID(t)].add(t);
  103. for(const auto & t : lake.getTilesVector())
  104. lakeMap[t] = lakeId;
  105. //each lake must have at least one free tile
  106. if(!lake.overlap(zone.freePaths()))
  107. zone.freePaths().add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
  108. ++lakeId;
  109. }
  110. }
  111. RouteInfo WaterProxy::waterRoute(Zone & dst)
  112. {
  113. RouteInfo result;
  114. auto * adopter = dst.getModificator<WaterAdopter>();
  115. if(!adopter)
  116. return result;
  117. if(adopter->getCoastTiles().empty())
  118. return result;
  119. bool createRoad = false;
  120. //block zones are not connected by template
  121. for(auto& lake : lakes)
  122. {
  123. if(lake.neighbourZones.count(dst.getId()))
  124. {
  125. if(!lake.keepConnections.count(dst.getId()))
  126. {
  127. for(const auto & ct : lake.neighbourZones[dst.getId()].getTilesVector())
  128. {
  129. if(map.isPossible(ct))
  130. map.setOccupied(ct, ETileType::BLOCKED);
  131. }
  132. Zone::Lock lock(dst.areaMutex);
  133. dst.areaPossible().subtract(lake.neighbourZones[dst.getId()]);
  134. continue;
  135. }
  136. //Don't place shipyard or boats on the very small lake
  137. if (lake.area.getTilesVector().size() < 25)
  138. {
  139. logGlobal->info("Skipping very small lake at zone %d", dst.getId());
  140. continue;
  141. }
  142. int zoneTowns = 0;
  143. if(auto * m = dst.getModificator<TownPlacer>())
  144. zoneTowns = m->getTotalTowns();
  145. if (vstd::contains(lake.keepRoads, dst.getId()))
  146. {
  147. createRoad = true;
  148. }
  149. //FIXME: Why are Shipyards not allowed in zones with no towns?
  150. if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
  151. {
  152. if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
  153. {
  154. logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
  155. }
  156. else
  157. {
  158. logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
  159. if(placeBoat(dst, lake, createRoad, result))
  160. {
  161. logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
  162. }
  163. else
  164. {
  165. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  166. }
  167. }
  168. }
  169. else
  170. {
  171. if(placeBoat(dst, lake, createRoad, result))
  172. {
  173. logGlobal->info("Boat successfully placed at zone %d", dst.getId());
  174. }
  175. else
  176. {
  177. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  178. }
  179. }
  180. }
  181. }
  182. return result;
  183. }
  184. bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
  185. {
  186. const auto & zoneA = connection.getZoneA();
  187. const auto & zoneB = connection.getZoneB();
  188. for(auto & lake : lakes)
  189. {
  190. if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
  191. {
  192. lake.keepConnections.insert(zoneA);
  193. lake.keepConnections.insert(zoneB);
  194. if (createRoad)
  195. {
  196. lake.keepRoads.insert(zoneA);
  197. lake.keepRoads.insert(zoneB);
  198. }
  199. return true;
  200. }
  201. }
  202. return false;
  203. }
  204. bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
  205. {
  206. auto * manager = zone.getModificator<ObjectManager>();
  207. if(!manager)
  208. return false;
  209. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
  210. std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
  211. for(auto subObj : subObjects)
  212. {
  213. //making a temporary object
  214. std::unique_ptr<CGObjectInstance> obj(VLC->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create(map.mapInstance->cb, nullptr));
  215. if(auto * testBoat = dynamic_cast<CGBoat *>(obj.get()))
  216. {
  217. if(testBoat->layer == EPathfindingLayer::SAIL)
  218. sailingBoatTypes.insert(subObj);
  219. }
  220. }
  221. if(sailingBoatTypes.empty())
  222. return false;
  223. auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create(map.mapInstance->cb, nullptr));
  224. rmg::Object rmgObject(*boat);
  225. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  226. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  227. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  228. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  229. auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
  230. {
  231. //We don't want place boat right to any land object, especiallly the zone guard
  232. if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
  233. return false;
  234. rmg::Area a({tile});
  235. a = a.getBorderOutside();
  236. a.intersect(waterAvailable);
  237. return !a.empty();
  238. });
  239. while(!boardingPositions.empty())
  240. {
  241. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  242. rmg::Area shipPositions({boardingPosition});
  243. auto boutside = shipPositions.getBorderOutside();
  244. shipPositions.assign(boutside);
  245. shipPositions.intersect(waterAvailable);
  246. if(shipPositions.empty())
  247. {
  248. boardingPositions.erase(boardingPosition);
  249. continue;
  250. }
  251. //try to place boat at water, create paths on water and land
  252. auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
  253. auto landPath = land.searchPath(boardingPosition, false);
  254. if(!path.valid() || !landPath.valid())
  255. {
  256. boardingPositions.erase(boardingPosition);
  257. continue;
  258. }
  259. info.blocked = rmgObject.getArea();
  260. info.visitable = rmgObject.getVisitablePosition();
  261. info.boarding = boardingPosition;
  262. info.water = shipPositions;
  263. zone.connectPath(path);
  264. land.connectPath(landPath);
  265. manager->placeObject(rmgObject, false, true, createRoad);
  266. land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
  267. break;
  268. }
  269. return !boardingPositions.empty();
  270. }
  271. bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
  272. {
  273. auto * manager = land.getModificator<ObjectManager>();
  274. if(!manager)
  275. return false;
  276. int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
  277. auto * shipyard = dynamic_cast<CGShipyard *>(VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(map.mapInstance->cb, nullptr));
  278. shipyard->tempOwner = PlayerColor::NEUTRAL;
  279. rmg::Object rmgObject(*shipyard);
  280. rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
  281. bool guarded = manager->addGuard(rmgObject, guard);
  282. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  283. waterAvailable.intersect(lake.area);
  284. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  285. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  286. auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
  287. {
  288. rmg::Area a({tile});
  289. a = a.getBorderOutside();
  290. a.intersect(waterAvailable);
  291. return !a.empty();
  292. });
  293. while(!boardingPositions.empty())
  294. {
  295. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  296. rmg::Area shipPositions({boardingPosition});
  297. auto boutside = shipPositions.getBorderOutside();
  298. shipPositions.assign(boutside);
  299. shipPositions.intersect(waterAvailable);
  300. if(shipPositions.empty())
  301. {
  302. boardingPositions.erase(boardingPosition);
  303. continue;
  304. }
  305. //try to place shipyard close to boarding position and appropriate water access
  306. auto path = manager->placeAndConnectObject(land.areaPossible(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
  307. {
  308. //Must only check the border of shipyard and not the added guard
  309. rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
  310. if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
  311. return -1.f;
  312. return 1.0f;
  313. }, guarded, true, ObjectManager::OptimizeType::NONE);
  314. //search path to boarding position
  315. auto searchArea = land.areaPossible() - rmgObject.getArea();
  316. rmg::Path pathToBoarding(searchArea);
  317. pathToBoarding.connect(land.freePaths());
  318. pathToBoarding.connect(path);
  319. pathToBoarding = pathToBoarding.search(boardingPosition, false);
  320. //make sure shipyard places ship at position we defined
  321. rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
  322. shipyardOutToBlock.intersect(waterAvailable);
  323. shipyardOutToBlock.subtract(shipPositions);
  324. shipPositions.subtract(shipyardOutToBlock);
  325. auto pathToBoat = zone.searchPath(shipPositions, true);
  326. if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
  327. {
  328. boardingPositions.erase(boardingPosition);
  329. continue;
  330. }
  331. land.connectPath(path);
  332. land.connectPath(pathToBoarding);
  333. zone.connectPath(pathToBoat);
  334. info.blocked = rmgObject.getArea();
  335. info.visitable = rmgObject.getVisitablePosition();
  336. info.boarding = boardingPosition;
  337. info.water = shipPositions;
  338. manager->placeObject(rmgObject, guarded, true, createRoad);
  339. zone.areaPossible().subtract(shipyardOutToBlock);
  340. for(const auto & i : shipyardOutToBlock.getTilesVector())
  341. if(map.isOnMap(i) && map.isPossible(i))
  342. map.setOccupied(i, ETileType::BLOCKED);
  343. break;
  344. }
  345. return !boardingPositions.empty();
  346. }
  347. char WaterProxy::dump(const int3 & t)
  348. {
  349. auto lakeIter = lakeMap.find(t);
  350. if(lakeIter == lakeMap.end())
  351. return '?';
  352. Lake & lake = lakes[lakeMap.at(t)];
  353. for(const auto & i : lake.neighbourZones)
  354. {
  355. if(i.second.contains(t))
  356. return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
  357. }
  358. return '~';
  359. }
  360. VCMI_LIB_NAMESPACE_END