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- /*
- * 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
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