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ObstacleProxy.cpp 11 KB

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  1. /*
  2. * ObstacleProxy.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 "ObstacleProxy.h"
  12. #include "../mapping/CMap.h"
  13. #include "../mapObjectConstructors/AObjectTypeHandler.h"
  14. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  15. #include "../mapObjects/CGObjectInstance.h"
  16. #include "../mapObjects/ObjectTemplate.h"
  17. #include "../mapObjects/ObstacleSetHandler.h"
  18. #include "../GameLibrary.h"
  19. #include <vstd/RNG.h>
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. void ObstacleProxy::collectPossibleObstacles(TerrainId terrain)
  22. {
  23. //get all possible obstacles for this terrain
  24. for(auto primaryID : LIBRARY->objtypeh->knownObjects())
  25. {
  26. for(auto secondaryID : LIBRARY->objtypeh->knownSubObjects(primaryID))
  27. {
  28. auto handler = LIBRARY->objtypeh->getHandlerFor(primaryID, secondaryID);
  29. if(handler->isStaticObject())
  30. {
  31. for(const auto & temp : handler->getTemplates())
  32. {
  33. if(temp->canBePlacedAt(terrain) && temp->getBlockMapOffset().isValid())
  34. obstaclesBySize[temp->getBlockedOffsets().size()].push_back(temp);
  35. }
  36. }
  37. }
  38. }
  39. sortObstacles();
  40. }
  41. void ObstacleProxy::sortObstacles()
  42. {
  43. for(const auto & o : obstaclesBySize)
  44. {
  45. possibleObstacles.emplace_back(o);
  46. }
  47. boost::sort(possibleObstacles, [](const ObstaclePair &p1, const ObstaclePair &p2) -> bool
  48. {
  49. return p1.first > p2.first; //bigger obstacles first
  50. });
  51. }
  52. bool ObstacleProxy::prepareBiome(const ObstacleSetFilter & filter, vstd::RNG & rand)
  53. {
  54. possibleObstacles.clear();
  55. std::vector<std::shared_ptr<ObstacleSet>> obstacleSets;
  56. size_t selectedSets = 0;
  57. const size_t MINIMUM_SETS = 3; // Original Lava has only 4 types of sets
  58. const size_t MAXIMUM_SETS = 9;
  59. const size_t MIN_SMALL_SETS = 3;
  60. const size_t MAX_SMALL_SETS = 5;
  61. auto terrain = filter.getTerrain();
  62. auto localFilter = filter;
  63. localFilter.setType(ObstacleSet::EObstacleType::MOUNTAINS);
  64. TObstacleTypes mountainSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  65. if (!mountainSets.empty())
  66. {
  67. obstacleSets.push_back(*RandomGeneratorUtil::nextItem(mountainSets, rand));
  68. selectedSets++;
  69. logGlobal->info("Mountain set added");
  70. }
  71. else
  72. {
  73. logGlobal->warn("No mountain sets found for terrain %s", TerrainId::encode(terrain.getNum()));
  74. // FIXME: Do we ever want to generate obstacles without any mountains?
  75. }
  76. localFilter.setType(ObstacleSet::EObstacleType::TREES);
  77. TObstacleTypes treeSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  78. // 1 or 2 tree sets
  79. size_t treeSetsCount = std::min<size_t>(treeSets.size(), rand.nextInt(1, 2));
  80. for (size_t i = 0; i < treeSetsCount; i++)
  81. {
  82. obstacleSets.push_back(*RandomGeneratorUtil::nextItem(treeSets, rand));
  83. selectedSets++;
  84. }
  85. logGlobal->info("Added %d tree sets", treeSetsCount);
  86. // Some obstacle types may be completely missing from water, but it's not a problem
  87. localFilter.setTypes({ObstacleSet::EObstacleType::LAKES, ObstacleSet::EObstacleType::CRATERS});
  88. TObstacleTypes largeSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  89. // We probably don't want to have lakes and craters at the same time, choose one of them
  90. if (!largeSets.empty())
  91. {
  92. obstacleSets.push_back(*RandomGeneratorUtil::nextItem(largeSets, rand));
  93. selectedSets++;
  94. // TODO: Convert to string
  95. logGlobal->info("Added large set of type %s", obstacleSets.back()->getType());
  96. }
  97. localFilter.setType(ObstacleSet::EObstacleType::ROCKS);
  98. TObstacleTypes rockSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  99. size_t rockSetsCount = std::min<size_t>(rockSets.size(), rand.nextInt(1, 2));
  100. for (size_t i = 0; i < rockSetsCount; i++)
  101. {
  102. obstacleSets.push_back(*RandomGeneratorUtil::nextItem(rockSets, rand));
  103. selectedSets++;
  104. }
  105. logGlobal->info("Added %d rock sets", rockSetsCount);
  106. localFilter.setType(ObstacleSet::EObstacleType::PLANTS);
  107. TObstacleTypes plantSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  108. // 1 or 2 sets (3 - rock sets)
  109. size_t plantSetsCount = std::min<size_t>(plantSets.size(), rand.nextInt(1, std::max<size_t>(3 - rockSetsCount, 2)));
  110. for (size_t i = 0; i < plantSetsCount; i++)
  111. {
  112. {
  113. obstacleSets.push_back(*RandomGeneratorUtil::nextItem(plantSets, rand));
  114. selectedSets++;
  115. }
  116. }
  117. logGlobal->info("Added %d plant sets", plantSetsCount);
  118. //3 to 5 of total small sets (rocks, plants, structures, animals and others)
  119. //This gives total of 6 to 9 different sets
  120. size_t maxSmallSets = std::min<size_t>(MAX_SMALL_SETS, std::max(MIN_SMALL_SETS, MAXIMUM_SETS - selectedSets));
  121. size_t smallSets = rand.nextInt(MIN_SMALL_SETS, maxSmallSets);
  122. localFilter.setTypes({ObstacleSet::EObstacleType::STRUCTURES, ObstacleSet::EObstacleType::ANIMALS});
  123. TObstacleTypes smallObstacleSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  124. RandomGeneratorUtil::randomShuffle(smallObstacleSets, rand);
  125. localFilter.setType(ObstacleSet::EObstacleType::OTHER);
  126. TObstacleTypes otherSets = LIBRARY->biomeHandler->getObstacles(localFilter);
  127. RandomGeneratorUtil::randomShuffle(otherSets, rand);
  128. while (smallSets > 0)
  129. {
  130. if (!smallObstacleSets.empty())
  131. {
  132. obstacleSets.push_back(smallObstacleSets.back());
  133. smallObstacleSets.pop_back();
  134. selectedSets++;
  135. smallSets--;
  136. logGlobal->info("Added small set of type %s", obstacleSets.back()->getType());
  137. }
  138. else if(otherSets.empty())
  139. {
  140. logGlobal->warn("No other sets found for terrain %s", terrain.encode(terrain.getNum()));
  141. break;
  142. }
  143. if (smallSets > 0)
  144. {
  145. // Fill with whatever's left
  146. if (!otherSets.empty())
  147. {
  148. obstacleSets.push_back(otherSets.back());
  149. otherSets.pop_back();
  150. selectedSets++;
  151. smallSets--;
  152. logGlobal->info("Added set of other obstacles");
  153. }
  154. }
  155. }
  156. // Copy this set to our possible obstacles
  157. if (selectedSets >= MINIMUM_SETS ||
  158. (terrain == TerrainId::WATER && selectedSets > 0))
  159. {
  160. obstaclesBySize.clear();
  161. for (const auto & os : obstacleSets)
  162. {
  163. for (const auto & temp : os->getObstacles())
  164. {
  165. if(temp->getBlockMapOffset().isValid())
  166. {
  167. obstaclesBySize[temp->getBlockedOffsets().size()].push_back(temp);
  168. }
  169. }
  170. }
  171. sortObstacles();
  172. return true;
  173. }
  174. else
  175. {
  176. return false; // Proceed with old method
  177. }
  178. }
  179. void ObstacleProxy::addBlockedTile(const int3& tile)
  180. {
  181. blockedArea.add(tile);
  182. }
  183. void ObstacleProxy::setBlockedArea(const rmg::Area& area)
  184. {
  185. blockedArea = area;
  186. }
  187. void ObstacleProxy::clearBlockedArea()
  188. {
  189. blockedArea.clear();
  190. }
  191. bool ObstacleProxy::isProhibited(const rmg::Area& objArea) const
  192. {
  193. return false;
  194. };
  195. int ObstacleProxy::getWeightedObjects(const int3 & tile, vstd::RNG & rand, IGameCallback * cb, std::list<rmg::Object> & allObjects, std::vector<std::pair<rmg::Object*, int3>> & weightedObjects)
  196. {
  197. int maxWeight = std::numeric_limits<int>::min();
  198. for(auto & possibleObstacle : possibleObstacles)
  199. {
  200. if(!possibleObstacle.first)
  201. continue;
  202. auto shuffledObstacles = possibleObstacle.second;
  203. RandomGeneratorUtil::randomShuffle(shuffledObstacles, rand);
  204. for(const auto & temp : shuffledObstacles)
  205. {
  206. auto handler = LIBRARY->objtypeh->getHandlerFor(temp->id, temp->subid);
  207. auto obj = handler->create(nullptr, temp);
  208. allObjects.emplace_back(obj);
  209. rmg::Object * rmgObject = &allObjects.back();
  210. for(const auto & offset : obj->getBlockedOffsets())
  211. {
  212. auto newPos = tile - offset;
  213. if(!isInTheMap(newPos))
  214. continue;
  215. rmgObject->setPosition(newPos);
  216. bool isInTheMapEntirely = true;
  217. for (const auto & t : rmgObject->getArea().getTiles())
  218. {
  219. if (!isInTheMap(t))
  220. {
  221. isInTheMapEntirely = false;
  222. break;
  223. }
  224. }
  225. if (!isInTheMapEntirely)
  226. {
  227. continue;
  228. }
  229. if(isProhibited(rmgObject->getArea()))
  230. continue;
  231. int coverageBlocked = 0;
  232. int coveragePossible = 0;
  233. //do not use area intersection in optimization purposes
  234. for(const auto & t : rmgObject->getArea().getTilesVector())
  235. {
  236. auto coverage = verifyCoverage(t);
  237. if(coverage.first)
  238. ++coverageBlocked;
  239. if(coverage.second)
  240. ++coveragePossible;
  241. }
  242. int coverageOverlap = possibleObstacle.first - coverageBlocked - coveragePossible;
  243. int weight = possibleObstacle.first + coverageBlocked - coverageOverlap * possibleObstacle.first;
  244. assert(coverageOverlap >= 0);
  245. if(weight > maxWeight)
  246. {
  247. weightedObjects.clear();
  248. maxWeight = weight;
  249. weightedObjects.emplace_back(rmgObject, rmgObject->getPosition());
  250. if(weight > 0)
  251. break;
  252. }
  253. else if(weight == maxWeight)
  254. weightedObjects.emplace_back(rmgObject, rmgObject->getPosition());
  255. }
  256. }
  257. if(maxWeight > 0)
  258. break;
  259. }
  260. return maxWeight;
  261. }
  262. std::set<std::shared_ptr<CGObjectInstance>> ObstacleProxy::createObstacles(vstd::RNG & rand, IGameCallback * cb)
  263. {
  264. //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
  265. auto blockedTiles = blockedArea.getTilesVector();
  266. int tilePos = 0;
  267. std::set<std::shared_ptr<CGObjectInstance>> objs;
  268. while(!blockedArea.empty() && tilePos < blockedArea.getTilesVector().size())
  269. {
  270. auto tile = blockedArea.getTilesVector()[tilePos];
  271. std::list<rmg::Object> allObjects;
  272. std::vector<std::pair<rmg::Object*, int3>> weightedObjects;
  273. int maxWeight = getWeightedObjects(tile, rand, cb, allObjects, weightedObjects);
  274. if(weightedObjects.empty())
  275. {
  276. tilePos += 1;
  277. continue;
  278. }
  279. auto objIter = RandomGeneratorUtil::nextItem(weightedObjects, rand);
  280. objIter->first->setPosition(objIter->second);
  281. placeObject(*objIter->first, objs);
  282. blockedArea.subtract(objIter->first->getArea());
  283. tilePos = 0;
  284. postProcess(*objIter->first);
  285. if(maxWeight < 0)
  286. logGlobal->warn("Placed obstacle with negative weight at %s", objIter->second.toString());
  287. for(auto & o : allObjects)
  288. {
  289. if(&o != objIter->first)
  290. o.clear();
  291. }
  292. }
  293. return objs;
  294. }
  295. //FIXME: Only editor placer obstacles directly
  296. void ObstacleProxy::finalInsertion(CMapEditManager * manager, std::set<std::shared_ptr<CGObjectInstance>> & instances)
  297. {
  298. manager->insertObjects(instances); //insert as one operation - for undo purposes
  299. }
  300. std::pair<bool, bool> ObstacleProxy::verifyCoverage(const int3 & t) const
  301. {
  302. return {blockedArea.contains(t), false};
  303. }
  304. void ObstacleProxy::placeObject(rmg::Object & object, std::set<std::shared_ptr<CGObjectInstance>> & instances)
  305. {
  306. for (auto * instance : object.instances())
  307. {
  308. instances.insert(instance->pointer());
  309. }
  310. }
  311. EditorObstaclePlacer::EditorObstaclePlacer(CMap* map):
  312. map(map)
  313. {
  314. }
  315. bool EditorObstaclePlacer::isInTheMap(const int3& tile)
  316. {
  317. return map->isInTheMap(tile);
  318. }
  319. std::set<std::shared_ptr<CGObjectInstance>> EditorObstaclePlacer::placeObstacles(vstd::RNG & rand)
  320. {
  321. auto obstacles = createObstacles(rand, map->cb);
  322. finalInsertion(map->getEditManager(), obstacles);
  323. return obstacles;
  324. }
  325. VCMI_LIB_NAMESPACE_END