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. #include <vstd/RNG.h>
  32. VCMI_LIB_NAMESPACE_BEGIN
  33. void WaterProxy::process()
  34. {
  35. auto area = zone.area();
  36. for(const auto & t : area->getTilesVector())
  37. {
  38. map.setZoneID(t, zone.getId());
  39. map.setOccupied(t, ETileType::POSSIBLE);
  40. }
  41. auto v = area->getTilesVector();
  42. mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
  43. //check terrain type
  44. for([[maybe_unused]] const auto & t : area->getTilesVector())
  45. {
  46. assert(map.isOnMap(t));
  47. assert(map.getTile(t).getTerrainID() == zone.getTerrainType());
  48. }
  49. // FIXME: Possible deadlock for 2 zones
  50. auto areaPossible = zone.areaPossible();
  51. for(const auto & z : map.getZones())
  52. {
  53. if(z.second->getId() == zone.getId())
  54. continue;
  55. auto secondArea = z.second->area();
  56. auto secondAreaPossible = z.second->areaPossible();
  57. for(const auto & t : secondArea->getTilesVector())
  58. {
  59. if(map.getTile(t).getTerrainID() == zone.getTerrainType())
  60. {
  61. secondArea->erase(t);
  62. secondAreaPossible->erase(t);
  63. area->add(t);
  64. areaPossible->add(t);
  65. map.setZoneID(t, zone.getId());
  66. map.setOccupied(t, ETileType::POSSIBLE);
  67. }
  68. }
  69. }
  70. if(!area->contains(zone.getPos()))
  71. {
  72. zone.setPos(area->getTilesVector().front());
  73. }
  74. zone.initFreeTiles();
  75. collectLakes();
  76. }
  77. void WaterProxy::init()
  78. {
  79. for(auto & z : map.getZones())
  80. {
  81. if (!zone.isUnderground())
  82. {
  83. dependency(z.second->getModificator<TownPlacer>());
  84. dependency(z.second->getModificator<WaterAdopter>());
  85. }
  86. postfunction(z.second->getModificator<ConnectionsPlacer>());
  87. postfunction(z.second->getModificator<ObjectManager>());
  88. }
  89. POSTFUNCTION(TreasurePlacer);
  90. }
  91. const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
  92. {
  93. RecursiveLock lock(externalAccessMutex);
  94. return lakes;
  95. }
  96. void WaterProxy::collectLakes()
  97. {
  98. RecursiveLock lock(externalAccessMutex);
  99. int lakeId = 0;
  100. for(const auto & lake : connectedAreas(zone.area().get(), true))
  101. {
  102. lakes.push_back(Lake{});
  103. lakes.back().area = lake;
  104. lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
  105. for(const auto & t : lake.getBorderOutside())
  106. if(map.isOnMap(t))
  107. lakes.back().neighbourZones[map.getZoneID(t)].add(t);
  108. for(const auto & t : lake.getTilesVector())
  109. lakeMap[t] = lakeId;
  110. //each lake must have at least one free tile
  111. if(!lake.overlap(zone.freePaths().get()))
  112. zone.freePaths()->add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
  113. ++lakeId;
  114. }
  115. }
  116. RouteInfo WaterProxy::waterRoute(Zone & dst)
  117. {
  118. RouteInfo result;
  119. auto * adopter = dst.getModificator<WaterAdopter>();
  120. if(!adopter)
  121. return result;
  122. if(adopter->getCoastTiles().empty())
  123. return result;
  124. bool createRoad = false;
  125. //block zones are not connected by template
  126. for(auto& lake : lakes)
  127. {
  128. if(lake.neighbourZones.count(dst.getId()))
  129. {
  130. if(!lake.keepConnections.count(dst.getId()))
  131. {
  132. for(const auto & ct : lake.neighbourZones[dst.getId()].getTilesVector())
  133. {
  134. if(map.isPossible(ct))
  135. map.setOccupied(ct, ETileType::BLOCKED);
  136. }
  137. Zone::Lock lock(dst.areaMutex);
  138. dst.areaPossible()->subtract(lake.neighbourZones[dst.getId()]);
  139. continue;
  140. }
  141. //Don't place shipyard or boats on the very small lake
  142. if (lake.area.getTilesVector().size() < 25)
  143. {
  144. logGlobal->info("Skipping very small lake at zone %d", dst.getId());
  145. continue;
  146. }
  147. int zoneTowns = 0;
  148. if(auto * m = dst.getModificator<TownPlacer>())
  149. zoneTowns = m->getTotalTowns();
  150. if (vstd::contains(lake.keepRoads, dst.getId()))
  151. {
  152. createRoad = true;
  153. }
  154. //FIXME: Why are Shipyards not allowed in zones with no towns?
  155. if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
  156. {
  157. if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, createRoad, result))
  158. {
  159. logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
  160. }
  161. else
  162. {
  163. logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
  164. if(placeBoat(dst, lake, createRoad, result))
  165. {
  166. logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
  167. }
  168. else
  169. {
  170. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  171. }
  172. }
  173. }
  174. else
  175. {
  176. if(placeBoat(dst, lake, createRoad, result))
  177. {
  178. logGlobal->info("Boat successfully placed at zone %d", dst.getId());
  179. }
  180. else
  181. {
  182. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  183. }
  184. }
  185. }
  186. }
  187. return result;
  188. }
  189. bool WaterProxy::waterKeepConnection(const rmg::ZoneConnection & connection, bool createRoad)
  190. {
  191. const auto & zoneA = connection.getZoneA();
  192. const auto & zoneB = connection.getZoneB();
  193. RecursiveLock lock(externalAccessMutex);
  194. for(auto & lake : lakes)
  195. {
  196. if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
  197. {
  198. lake.keepConnections.insert(zoneA);
  199. lake.keepConnections.insert(zoneB);
  200. if (createRoad)
  201. {
  202. lake.keepRoads.insert(zoneA);
  203. lake.keepRoads.insert(zoneB);
  204. }
  205. return true;
  206. }
  207. }
  208. return false;
  209. }
  210. bool WaterProxy::placeBoat(Zone & land, const Lake & lake, bool createRoad, RouteInfo & info)
  211. {
  212. auto * manager = zone.getModificator<ObjectManager>();
  213. if(!manager)
  214. return false;
  215. auto subObjects = LIBRARY->objtypeh->knownSubObjects(Obj::BOAT);
  216. std::set<si32> sailingBoatTypes; //RMG shall place only sailing boats on water
  217. for(auto subObj : subObjects)
  218. {
  219. //making a temporary object
  220. auto obj(LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, subObj)->create(map.mapInstance->cb, nullptr));
  221. if(auto testBoat = dynamic_cast<CGBoat *>(obj.get()))
  222. {
  223. if(testBoat->layer == EPathfindingLayer::SAIL)
  224. sailingBoatTypes.insert(subObj);
  225. }
  226. }
  227. if(sailingBoatTypes.empty())
  228. return false;
  229. auto boat = std::dynamic_pointer_cast<CGBoat>(LIBRARY->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(sailingBoatTypes, zone.getRand()))->create(map.mapInstance->cb, nullptr));
  230. rmg::Object rmgObject(boat);
  231. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  232. auto waterAvailable = zone.areaForRoads();
  233. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  234. coast.intersect(land.areaForRoads()); //having only available land tiles
  235. auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
  236. {
  237. //We don't want place boat right to any land object, especiallly the zone guard
  238. if (map.getTileInfo(tile).getNearestObjectDistance() <= 3)
  239. return false;
  240. rmg::Area a({tile});
  241. a = a.getBorderOutside();
  242. a.intersect(waterAvailable);
  243. return !a.empty();
  244. });
  245. while(!boardingPositions.empty())
  246. {
  247. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  248. rmg::Area shipPositions({boardingPosition});
  249. auto boutside = shipPositions.getBorderOutside();
  250. shipPositions.assign(boutside);
  251. shipPositions.intersect(waterAvailable);
  252. if(shipPositions.empty())
  253. {
  254. boardingPositions.erase(boardingPosition);
  255. continue;
  256. }
  257. //try to place boat at water, create paths on water and land
  258. auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
  259. auto landPath = land.searchPath(boardingPosition, false);
  260. if(!path.valid() || !landPath.valid())
  261. {
  262. boardingPositions.erase(boardingPosition);
  263. continue;
  264. }
  265. info.blocked = rmgObject.getArea();
  266. info.visitable = rmgObject.getVisitablePosition();
  267. info.boarding = boardingPosition;
  268. info.water = shipPositions;
  269. zone.connectPath(path);
  270. land.connectPath(landPath);
  271. manager->placeObject(rmgObject, false, true, createRoad);
  272. land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
  273. break;
  274. }
  275. return !boardingPositions.empty();
  276. }
  277. bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, bool createRoad, RouteInfo & info)
  278. {
  279. auto * manager = land.getModificator<ObjectManager>();
  280. if(!manager)
  281. return false;
  282. int subtype = chooseRandomAppearance(zone.getRand(), Obj::SHIPYARD, land.getTerrainType());
  283. auto shipyard = std::dynamic_pointer_cast<CGShipyard>(LIBRARY->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(map.mapInstance->cb, nullptr));
  284. shipyard->tempOwner = PlayerColor::NEUTRAL;
  285. rmg::Object rmgObject(shipyard);
  286. rmgObject.setTemplate(land.getTerrainType(), zone.getRand());
  287. bool guarded = manager->addGuard(rmgObject, guard);
  288. auto waterAvailable = zone.areaForRoads();
  289. waterAvailable.intersect(lake.area);
  290. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  291. coast.intersect(land.areaForRoads()); //having only available land tiles
  292. auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
  293. {
  294. rmg::Area a({tile});
  295. a = a.getBorderOutside();
  296. a.intersect(waterAvailable);
  297. return !a.empty();
  298. });
  299. while(!boardingPositions.empty())
  300. {
  301. auto boardingPosition = *boardingPositions.getTilesVector().begin();
  302. rmg::Area shipPositions({boardingPosition});
  303. auto boutside = shipPositions.getBorderOutside();
  304. shipPositions.assign(boutside);
  305. shipPositions.intersect(waterAvailable);
  306. if(shipPositions.empty())
  307. {
  308. boardingPositions.erase(boardingPosition);
  309. continue;
  310. }
  311. //try to place shipyard close to boarding position and appropriate water access
  312. auto path = manager->placeAndConnectObject(land.areaPossible().get(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
  313. {
  314. //Must only check the border of shipyard and not the added guard
  315. rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
  316. if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
  317. return -1.f;
  318. return 1.0f;
  319. }, guarded, true, ObjectManager::OptimizeType::NONE);
  320. //search path to boarding position
  321. auto searchArea = land.areaPossible().get() - rmgObject.getArea();
  322. rmg::Path pathToBoarding(searchArea);
  323. pathToBoarding.connect(land.freePaths().get());
  324. pathToBoarding.connect(path);
  325. pathToBoarding = pathToBoarding.search(boardingPosition, false);
  326. //make sure shipyard places ship at position we defined
  327. rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
  328. shipyardOutToBlock.intersect(waterAvailable);
  329. shipyardOutToBlock.subtract(shipPositions);
  330. shipPositions.subtract(shipyardOutToBlock);
  331. auto pathToBoat = zone.searchPath(shipPositions, true);
  332. if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
  333. {
  334. boardingPositions.erase(boardingPosition);
  335. continue;
  336. }
  337. land.connectPath(path);
  338. land.connectPath(pathToBoarding);
  339. zone.connectPath(pathToBoat);
  340. info.blocked = rmgObject.getArea();
  341. info.visitable = rmgObject.getVisitablePosition();
  342. info.boarding = boardingPosition;
  343. info.water = shipPositions;
  344. manager->placeObject(rmgObject, guarded, true, createRoad);
  345. zone.areaPossible()->subtract(shipyardOutToBlock);
  346. for(const auto & i : shipyardOutToBlock.getTilesVector())
  347. if(map.isOnMap(i) && map.isPossible(i))
  348. map.setOccupied(i, ETileType::BLOCKED);
  349. break;
  350. }
  351. return !boardingPositions.empty();
  352. }
  353. char WaterProxy::dump(const int3 & t)
  354. {
  355. auto lakeIter = lakeMap.find(t);
  356. if(lakeIter == lakeMap.end())
  357. return '?';
  358. Lake & lake = lakes[lakeMap.at(t)];
  359. for(const auto & i : lake.neighbourZones)
  360. {
  361. if(i.second.contains(t))
  362. return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
  363. }
  364. return '~';
  365. }
  366. VCMI_LIB_NAMESPACE_END