| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415 | 
							- /*
 
-  * Zone.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "Zone.h"
 
- #include "RmgMap.h"
 
- #include "Functions.h"
 
- #include "TileInfo.h"
 
- #include "CMapGenerator.h"
 
- #include "RmgPath.h"
 
- #include "modificators/ObjectManager.h"
 
- #include "../CRandomGenerator.h"
 
- #include <vstd/RNG.h>
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- const std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
 
- {
 
- 	return true;
 
- };
 
- Zone::Zone(RmgMap & map, CMapGenerator & generator, vstd::RNG & r)
 
- 	: finished(false)
 
- 	, townType(ETownType::NEUTRAL)
 
- 	, terrainType(ETerrainId::GRASS)
 
- 	, map(map)
 
- 	, rand(std::make_unique<CRandomGenerator>(r.nextInt()))
 
- 	, generator(generator)
 
- {
 
- }
 
- Zone::~Zone() = default;
 
- bool Zone::isUnderground() const
 
- {
 
- 	return getPos().z;
 
- }
 
- void Zone::setOptions(const ZoneOptions& options)
 
- {
 
- 	ZoneOptions::operator=(options);
 
- }
 
- float3 Zone::getCenter() const
 
- {
 
- 	return center;
 
- }
 
- void Zone::setCenter(const float3 &f)
 
- {
 
- 	//limit boundaries to (0,1) square
 
- 	
 
- 	//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
 
- 	center = f;
 
- 	
 
- 	center.x = static_cast<float>(std::fmod(center.x, 1));
 
- 	center.y = static_cast<float>(std::fmod(center.y, 1));
 
- 	
 
- 	if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
 
- 		center.x = 1 - std::abs(center.x);
 
- 	if(center.y < 0)
 
- 		center.y = 1 - std::abs(center.y);
 
- }
 
- int3 Zone::getPos() const
 
- {
 
- 	return pos;
 
- }
 
- void Zone::setPos(const int3 &Pos)
 
- {
 
- 	pos = Pos;
 
- }
 
- ThreadSafeProxy<rmg::Area> Zone::area()
 
- {
 
- 	return ThreadSafeProxy<rmg::Area>(dArea, areaMutex);
 
- }
 
- ThreadSafeProxy<const rmg::Area> Zone::area() const
 
- {
 
- 	return ThreadSafeProxy<const rmg::Area>(dArea, areaMutex);
 
- }
 
- ThreadSafeProxy<rmg::Area> Zone::areaPossible()
 
- {
 
- 	return ThreadSafeProxy<rmg::Area>(dAreaPossible, areaMutex);
 
- }
 
- ThreadSafeProxy<const rmg::Area> Zone::areaPossible() const
 
- {
 
- 	return ThreadSafeProxy<const rmg::Area>(dAreaPossible, areaMutex);
 
- }
 
- ThreadSafeProxy<rmg::Area> Zone::freePaths()
 
- {
 
- 	return ThreadSafeProxy<rmg::Area>(dAreaFree, areaMutex);
 
- }
 
- ThreadSafeProxy<const rmg::Area> Zone::freePaths() const
 
- {
 
- 	return ThreadSafeProxy<const rmg::Area>(dAreaFree, areaMutex);
 
- }
 
- ThreadSafeProxy<rmg::Area> Zone::areaUsed()
 
- {
 
- 	return ThreadSafeProxy<rmg::Area>(dAreaUsed, areaMutex);
 
- }
 
- ThreadSafeProxy<const rmg::Area> Zone::areaUsed() const
 
- {
 
- 	return ThreadSafeProxy<const rmg::Area>(dAreaUsed, areaMutex);
 
- }
 
- void Zone::clearTiles()
 
- {
 
- 	Lock lock(areaMutex);
 
- 	dArea.clear();
 
- 	dAreaPossible.clear();
 
- 	dAreaFree.clear();
 
- }
 
- void Zone::initFreeTiles()
 
- {
 
- 	rmg::Tileset possibleTiles;
 
- 	vstd::copy_if(dArea.getTiles(), vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
 
- 	{
 
- 		return map.isPossible(tile);
 
- 	});
 
- 	dAreaPossible.assign(possibleTiles);
 
- 	
 
- 	if(dAreaFree.empty())
 
- 	{
 
- 		// Fixme: This might fail fot water zone, which doesn't need to have a tile in its center of the mass
 
- 		dAreaPossible.erase(pos);
 
- 		dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
 
- 	}
 
- }
 
- FactionID Zone::getTownType() const
 
- {
 
- 	return townType;
 
- }
 
- void Zone::setTownType(FactionID town)
 
- {
 
- 	townType = town;
 
- }
 
- TerrainId Zone::getTerrainType() const
 
- {
 
- 	return terrainType;
 
- }
 
- void Zone::setTerrainType(TerrainId terrain)
 
- {
 
- 	terrainType = terrain;
 
- }
 
- rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
 
- ///connect current tile to any other free tile within zone
 
- {
 
- 	auto movementCost = [this](const int3 & s, const int3 & d)
 
- 	{
 
- 		if(map.isFree(d))
 
- 			return 1;
 
- 		else if (map.isPossible(d))
 
- 			return 2;
 
- 		return 3;
 
- 	};
 
- 	auto area = (dAreaPossible + dAreaFree).getSubarea(areafilter);
 
- 	rmg::Path freePath(area);
 
- 	rmg::Path resultPath(area);
 
- 	freePath.connect(dAreaFree);
 
- 	//connect to all pieces
 
- 	auto goals = connectedAreas(src, onlyStraight);
 
- 	for(auto & goal : goals)
 
- 	{
 
- 		auto path = freePath.search(goal, onlyStraight, movementCost);
 
- 		if(path.getPathArea().empty())
 
- 			return rmg::Path::invalid();
 
- 		freePath.connect(path.getPathArea());
 
- 		resultPath.connect(path.getPathArea());
 
- 	}
 
- 	return resultPath;
 
- }
 
- rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const
 
- ///connect current tile to any other free tile within searchArea
 
- {
 
- 	auto movementCost = [this](const int3 & s, const int3 & d)
 
- 	{
 
- 		if(map.isFree(d))
 
- 			return 1;
 
- 		else if (map.isPossible(d))
 
- 			return 2;
 
- 		return 3;
 
- 	};
 
- 	rmg::Path freePath(searchArea);
 
- 	rmg::Path resultPath(searchArea);
 
- 	freePath.connect(dAreaFree);
 
- 	//connect to all pieces
 
- 	auto goals = connectedAreas(src, onlyStraight);
 
- 	for(auto & goal : goals)
 
- 	{
 
- 		auto path = freePath.search(goal, onlyStraight, movementCost);
 
- 		if(path.getPathArea().empty())
 
- 			return rmg::Path::invalid();
 
- 		freePath.connect(path.getPathArea());
 
- 		resultPath.connect(path.getPathArea());
 
- 	}
 
- 	return resultPath;
 
- }
 
- rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
 
- ///connect current tile to any other free tile within zone
 
- {
 
- 	return searchPath(rmg::Area({ src }), onlyStraight, areafilter);
 
- }
 
- TModificators Zone::getModificators()
 
- {
 
- 	return modificators;
 
- }
 
- void Zone::connectPath(const rmg::Path & path)
 
- ///connect current tile to any other free tile within zone
 
- {
 
- 	areaPossible()->subtract(path.getPathArea());
 
- 	freePaths()->unite(path.getPathArea());
 
- 	for(const auto & t : path.getPathArea().getTilesVector())
 
- 		map.setOccupied(t, ETileType::FREE);
 
- }
 
- void Zone::fractalize()
 
- {
 
- 	//Squared
 
- 	float minDistance = 9 * 9;
 
- 	float freeDistance = pos.z ? (10 * 10) : (9 * 9);
 
- 	float spanFactor = (pos.z ? 0.3f : 0.45f); //Narrower passages in the Underground
 
- 	float marginFactor = 1.0f;
 
- 	int treasureValue = 0;
 
- 	int treasureDensity = 0;
 
- 	for (const auto & t : treasureInfo)
 
- 	{
 
- 		treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
 
- 		treasureDensity += t.density;
 
- 	}
 
- 	if (getType() == ETemplateZoneType::WATER)
 
- 	{
 
- 		// Set very little obstacles on water
 
- 		spanFactor = 0.2;
 
- 	}
 
- 	else //Scale with treasure density
 
- 	{
 
- 		if (treasureValue > 250)
 
- 		{
 
- 			// A quarter at max density - means more free space
 
- 			marginFactor = (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
 
- 			// Low value - dense obstacles
 
- 			spanFactor *= (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
 
- 		}
 
- 		else if (treasureValue < 100)
 
- 		{
 
- 			//Dense obstacles
 
- 			spanFactor *= (0.5 + 0.5 * (treasureValue / 100.f));
 
- 			vstd::amax(spanFactor, 0.15f);
 
- 		}
 
- 		if (treasureDensity <= 10)
 
- 		{
 
- 			vstd::amin(spanFactor, 0.1f + 0.01f * treasureDensity); //Add extra obstacles to fill up space
 
- 	}
 
- 	}
 
- 	float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
 
- 	freeDistance = freeDistance * marginFactor;
 
- 	vstd::amax(freeDistance, 4 * 4);
 
- 	logGlobal->trace("Zone %d: treasureValue %d blockDistance: %2.f, freeDistance: %2.f", getId(), treasureValue, blockDistance, freeDistance);
 
- 	Lock lock(areaMutex);
 
- 	// FIXME: Do not access Area directly
 
- 	rmg::Area clearedTiles(dAreaFree);
 
- 	rmg::Area possibleTiles(dAreaPossible);
 
- 	rmg::Area tilesToIgnore; //will be erased in this iteration
 
- 	
 
- 	if(type != ETemplateZoneType::JUNCTION)
 
- 	{
 
- 		//junction is not fractalized, has only one straight path
 
- 		//everything else remains blocked
 
- 		while(!possibleTiles.empty())
 
- 		{
 
- 			//link tiles in random order
 
- 			std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
 
- 			// Do not fractalize tiles near the edge of the map to avoid paths adjacent to map edge
 
- 			const auto h = map.height();
 
- 			const auto w = map.width();
 
- 			const size_t MARGIN = 3;
 
- 			vstd::erase_if(tilesToMakePath, [&, h, w](const int3 & tile)
 
- 			{
 
- 				return tile.x < MARGIN || tile.x > (w - MARGIN) ||
 
- 					tile.y < MARGIN || tile.y > (h - MARGIN);
 
- 			});
 
- 			RandomGeneratorUtil::randomShuffle(tilesToMakePath, getRand());
 
- 			
 
- 			int3 nodeFound(-1, -1, -1);
 
- 			for(const auto & tileToMakePath : tilesToMakePath)
 
- 			{
 
- 				//find closest free tile
 
- 				int3 closestTile = clearedTiles.nearest(tileToMakePath);
 
- 				if(closestTile.dist2dSQ(tileToMakePath) <= freeDistance)
 
- 					tilesToIgnore.add(tileToMakePath);
 
- 				else
 
- 				{
 
- 					//if tiles are not close enough, make path to it
 
- 					nodeFound = tileToMakePath;
 
- 					clearedTiles.add(nodeFound); //from now on nearby tiles will be considered handled
 
- 					break; //next iteration - use already cleared tiles
 
- 				}
 
- 			}
 
- 			
 
- 			possibleTiles.subtract(tilesToIgnore);
 
- 			if(!nodeFound.valid()) //nothing else can be done (?)
 
- 				break;
 
- 			tilesToIgnore.clear();
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		// Handle special case - place Monoliths at the edge of a zone
 
- 		auto objectManager = getModificator<ObjectManager>();
 
- 		if (objectManager)
 
- 		{
 
- 			objectManager->createMonoliths();
 
- 		}
 
- 	}
 
- 	//Connect with free areas
 
- 	auto areas = connectedAreas(clearedTiles, true);
 
- 	for(auto & area : areas)
 
- 	{
 
- 		if(dAreaFree.overlap(area))
 
- 			continue; //already found
 
- 			
 
- 		auto availableArea = dAreaPossible + dAreaFree;
 
- 		rmg::Path path(availableArea);
 
- 		path.connect(dAreaFree);
 
- 		auto res = path.search(area, true);
 
- 		if(res.getPathArea().empty())
 
- 		{
 
- 			dAreaPossible.subtract(area);
 
- 			dAreaFree.subtract(area);
 
- 			for(const auto & t : area.getTiles())
 
- 				map.setOccupied(t, ETileType::BLOCKED);
 
- 		}
 
- 		else
 
- 		{
 
- 			dAreaPossible.subtract(res.getPathArea());
 
- 			dAreaFree.unite(res.getPathArea());
 
- 			for(const auto & t : res.getPathArea().getTiles())
 
- 				map.setOccupied(t, ETileType::FREE);
 
- 		}
 
- 	}
 
- 	
 
- 	//now block most distant tiles away from passages
 
- 	auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
 
- 	{
 
- 		auto distance = static_cast<float>(dAreaFree.distanceSqr(t));
 
- 		return distance > blockDistance;
 
- 	});
 
- 	dAreaPossible.subtract(areaToBlock);
 
- 	dAreaFree.subtract(areaToBlock);
 
- 	lock.unlock();
 
- 	for(const auto & t : areaToBlock.getTiles())
 
- 		map.setOccupied(t, ETileType::BLOCKED);
 
- }
 
- void Zone::initModificators()
 
- {
 
- 	for(auto & modificator : modificators)
 
- 	{
 
- 		modificator->init();
 
- 	}
 
- }
 
- vstd::RNG& Zone::getRand()
 
- {
 
- 	return *rand;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
  |