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- /*
- * WaterProxy.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 "WaterProxy.h"
- #include "../CMapGenerator.h"
- #include "../RmgMap.h"
- #include "../../TerrainHandler.h"
- #include "../../mapObjectConstructors/AObjectTypeHandler.h"
- #include "../../mapObjectConstructors/CObjectClassesHandler.h"
- #include "../../mapObjects/MiscObjects.h"
- #include "../../mapping/CMap.h"
- #include "../../mapping/CMapEditManager.h"
- #include "../RmgPath.h"
- #include "../RmgObject.h"
- #include "ObjectManager.h"
- #include "../Functions.h"
- #include "RoadPlacer.h"
- #include "TreasurePlacer.h"
- #include "TownPlacer.h"
- #include "ConnectionsPlacer.h"
- #include "../TileInfo.h"
- #include "WaterAdopter.h"
- #include "../RmgArea.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- void WaterProxy::process()
- {
- auto area = zone.area();
- for(const auto & t : area->getTilesVector())
- {
- map.setZoneID(t, zone.getId());
- map.setOccupied(t, ETileType::POSSIBLE);
- }
-
- auto v = area->getTilesVector();
- mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
-
- //check terrain type
- for([[maybe_unused]] const auto & t : area->getTilesVector())
- {
- assert(map.isOnMap(t));
- assert(map.getTile(t).getTerrainID() == zone.getTerrainType());
- }
- // FIXME: Possible deadlock for 2 zones
- auto areaPossible = zone.areaPossible();
- for(const auto & z : map.getZones())
- {
- if(z.second->getId() == zone.getId())
- continue;
- auto secondArea = z.second->area();
- auto secondAreaPossible = z.second->areaPossible();
- for(const auto & t : secondArea->getTilesVector())
- {
- if(map.getTile(t).getTerrainID() == zone.getTerrainType())
- {
- secondArea->erase(t);
- secondAreaPossible->erase(t);
- area->add(t);
- areaPossible->add(t);
- map.setZoneID(t, zone.getId());
- map.setOccupied(t, ETileType::POSSIBLE);
- }
- }
- }
-
- if(!area->contains(zone.getPos()))
- {
- zone.setPos(area->getTilesVector().front());
- }
-
- zone.initFreeTiles();
-
- collectLakes();
- }
- void WaterProxy::init()
- {
- for(auto & z : map.getZones())
- {
- if (!zone.isUnderground())
- {
- dependency(z.second->getModificator<TownPlacer>());
- dependency(z.second->getModificator<WaterAdopter>());
- }
- postfunction(z.second->getModificator<ConnectionsPlacer>());
- postfunction(z.second->getModificator<ObjectManager>());
- }
- POSTFUNCTION(TreasurePlacer);
- }
- const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
- {
- RecursiveLock lock(externalAccessMutex);
- return lakes;
- }
- void WaterProxy::collectLakes()
- {
- RecursiveLock lock(externalAccessMutex);
- int lakeId = 0;
- for(const auto & lake : connectedAreas(zone.area().get(), true))
- {
- lakes.push_back(Lake{});
- lakes.back().area = lake;
- lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
- for(const auto & t : lake.getBorderOutside())
- if(map.isOnMap(t))
- lakes.back().neighbourZones[map.getZoneID(t)].add(t);
- for(const auto & t : lake.getTilesVector())
- lakeMap[t] = lakeId;
-
- //each lake must have at least one free tile
- if(!lake.overlap(zone.freePaths().get()))
- zone.freePaths()->add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
-
- ++lakeId;
- }
- }
- RouteInfo WaterProxy::waterRoute(Zone & dst)
- {
- RouteInfo result;
-
- auto * adopter = dst.getModificator<WaterAdopter>();
- if(!adopter)
- return result;
-
- if(adopter->getCoastTiles().empty())
- return result;
- bool createRoad = false;
-
- //block zones are not connected by template
- for(auto& lake : lakes)
- {
- if(lake.neighbourZones.count(dst.getId()))
- {
- if(!lake.keepConnections.count(dst.getId()))
- {
- for(const auto & ct : lake.neighbourZones[dst.getId()].getTilesVector())
- {
- if(map.isPossible(ct))
- map.setOccupied(ct, ETileType::BLOCKED);
- }
- Zone::Lock lock(dst.areaMutex);
- dst.areaPossible()->subtract(lake.neighbourZones[dst.getId()]);
- continue;
- }
- //Don't place shipyard or boats on the very small lake
- if (lake.area.getTilesVector().size() < 25)
- {
- logGlobal->info("Skipping very small lake at zone %d", dst.getId());
- continue;
- }
-
- int zoneTowns = 0;
- if(auto * m = dst.getModificator<TownPlacer>())
- zoneTowns = m->getTotalTowns();
- if (vstd::contains(lake.keepRoads, dst.getId()))
- {
- createRoad = true;
- }
-
- //FIXME: Why are Shipyards not allowed in zones with no towns?
- if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
- {
- if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
- {
- logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
- }
- else
- {
- logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
- if(placeBoat(dst, lake, createRoad, result))
- {
- logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
- }
- else
- {
- logGlobal->error("Boat placement failed at zone %d", dst.getId());
- }
- }
- }
- else
- {
- if(placeBoat(dst, lake, createRoad, result))
- {
- logGlobal->info("Boat successfully placed at zone %d", dst.getId());
- }
- else
- {
- logGlobal->error("Boat placement failed at zone %d", dst.getId());
- }
- }
- }
- }
-
- return result;
- }
- bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
- {
- const auto & zoneA = connection.getZoneA();
- const auto & zoneB = connection.getZoneB();
- RecursiveLock lock(externalAccessMutex);
- for(auto & lake : lakes)
- {
- if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
- {
- lake.keepConnections.insert(zoneA);
- lake.keepConnections.insert(zoneB);
- if (createRoad)
- {
- lake.keepRoads.insert(zoneA);
- lake.keepRoads.insert(zoneB);
- }
- return true;
- }
- }
- return false;
- }
- bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
- {
- auto * manager = zone.getModificator<ObjectManager>();
- if(!manager)
- return false;
- auto subObjects = LIBRARY->objtypeh->knownSubObjects(Obj::BOAT);
- std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
- for(auto subObj : subObjects)
- {
- //making a temporary object
- auto obj(LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create(map.mapInstance->cb, nullptr));
- if(auto testBoat = dynamic_cast<CGBoat *>(obj.get()))
- {
- if(testBoat->layer == EPathfindingLayer::SAIL)
- sailingBoatTypes.insert(subObj);
- }
- }
-
- if(sailingBoatTypes.empty())
- return false;
-
- auto boat = std::dynamic_pointer_cast<CGBoat>(LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create(map.mapInstance->cb, nullptr));
- rmg::Object rmgObject(boat);
- rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
- auto waterAvailable = zone.areaForRoads();
- rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
- coast.intersect(land.areaForRoads()); //having only available land tiles
- auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
- {
- //We don't want place boat right to any land object, especiallly the zone guard
- if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
- return false;
- rmg::Area a({tile});
- a = a.getBorderOutside();
- a.intersect(waterAvailable);
- return !a.empty();
- });
- while(!boardingPositions.empty())
- {
- auto boardingPosition = *boardingPositions.getTilesVector().begin();
- rmg::Area shipPositions({boardingPosition});
- auto boutside = shipPositions.getBorderOutside();
- shipPositions.assign(boutside);
- shipPositions.intersect(waterAvailable);
- if(shipPositions.empty())
- {
- boardingPositions.erase(boardingPosition);
- continue;
- }
- //try to place boat at water, create paths on water and land
- auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
- auto landPath = land.searchPath(boardingPosition, false);
- if(!path.valid() || !landPath.valid())
- {
- boardingPositions.erase(boardingPosition);
- continue;
- }
- info.blocked = rmgObject.getArea();
- info.visitable = rmgObject.getVisitablePosition();
- info.boarding = boardingPosition;
- info.water = shipPositions;
- zone.connectPath(path);
- land.connectPath(landPath);
- manager->placeObject(rmgObject, false, true, createRoad);
- land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
- break;
- }
- return !boardingPositions.empty();
- }
- bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
- {
- auto * manager = land.getModificator<ObjectManager>();
- if(!manager)
- return false;
-
- int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
- auto shipyard = std::dynamic_pointer_cast<CGShipyard>(LIBRARY->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(map.mapInstance->cb, nullptr));
- shipyard->tempOwner = PlayerColor::NEUTRAL;
-
- rmg::Object rmgObject(shipyard);
- rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
- bool guarded = manager->addGuard(rmgObject, guard);
-
- auto waterAvailable = zone.areaForRoads();
- waterAvailable.intersect(lake.area);
- rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
- coast.intersect(land.areaForRoads()); //having only available land tiles
- auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
- {
- rmg::Area a({tile});
- a = a.getBorderOutside();
- a.intersect(waterAvailable);
- return !a.empty();
- });
-
- while(!boardingPositions.empty())
- {
- auto boardingPosition = *boardingPositions.getTilesVector().begin();
- rmg::Area shipPositions({boardingPosition});
- auto boutside = shipPositions.getBorderOutside();
- shipPositions.assign(boutside);
- shipPositions.intersect(waterAvailable);
- if(shipPositions.empty())
- {
- boardingPositions.erase(boardingPosition);
- continue;
- }
-
- //try to place shipyard close to boarding position and appropriate water access
- auto path = manager->placeAndConnectObject(land.areaPossible().get(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
- {
- //Must only check the border of shipyard and not the added guard
- rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
- if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
- return -1.f;
-
- return 1.0f;
- }, guarded, true, ObjectManager::OptimizeType::NONE);
-
- //search path to boarding position
- auto searchArea = land.areaPossible().get() - rmgObject.getArea();
- rmg::Path pathToBoarding(searchArea);
- pathToBoarding.connect(land.freePaths().get());
- pathToBoarding.connect(path);
- pathToBoarding = pathToBoarding.search(boardingPosition, false);
-
- //make sure shipyard places ship at position we defined
- rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
- shipyardOutToBlock.intersect(waterAvailable);
- shipyardOutToBlock.subtract(shipPositions);
- shipPositions.subtract(shipyardOutToBlock);
- auto pathToBoat = zone.searchPath(shipPositions, true);
-
- if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
- {
- boardingPositions.erase(boardingPosition);
- continue;
- }
-
- land.connectPath(path);
- land.connectPath(pathToBoarding);
- zone.connectPath(pathToBoat);
-
- info.blocked = rmgObject.getArea();
- info.visitable = rmgObject.getVisitablePosition();
- info.boarding = boardingPosition;
- info.water = shipPositions;
-
- manager->placeObject(rmgObject, guarded, true, createRoad);
-
- zone.areaPossible()->subtract(shipyardOutToBlock);
- for(const auto & i : shipyardOutToBlock.getTilesVector())
- if(map.isOnMap(i) && map.isPossible(i))
- map.setOccupied(i, ETileType::BLOCKED);
-
- break;
- }
-
- return !boardingPositions.empty();
- }
- char WaterProxy::dump(const int3 & t)
- {
- auto lakeIter = lakeMap.find(t);
- if(lakeIter == lakeMap.end())
- return '?';
-
- Lake & lake = lakes[lakeMap.at(t)];
- for(const auto & i : lake.neighbourZones)
- {
- if(i.second.contains(t))
- return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
- }
-
- return '~';
- }
- VCMI_LIB_NAMESPACE_END
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