WaterProxy.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381
  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 "../mapping/CMap.h"
  16. #include "../mapping/CMapEditManager.h"
  17. #include "../mapObjects/CObjectClassesHandler.h"
  18. #include "RmgPath.h"
  19. #include "RmgObject.h"
  20. #include "ObjectManager.h"
  21. #include "Functions.h"
  22. #include "RoadPlacer.h"
  23. #include "TreasurePlacer.h"
  24. #include "TownPlacer.h"
  25. #include "ConnectionsPlacer.h"
  26. #include "TileInfo.h"
  27. #include "WaterAdopter.h"
  28. #include "RmgArea.h"
  29. VCMI_LIB_NAMESPACE_BEGIN
  30. void WaterProxy::process()
  31. {
  32. for(const auto & t : zone.area().getTilesVector())
  33. {
  34. map.setZoneID(t, zone.getId());
  35. map.setOccupied(t, ETileType::POSSIBLE);
  36. }
  37. paintZoneTerrain(zone, generator.rand, map, zone.getTerrainType());
  38. //check terrain type
  39. for([[maybe_unused]] const auto & t : zone.area().getTilesVector())
  40. {
  41. assert(map.isOnMap(t));
  42. assert(map.map().getTile(t).terType->getId() == zone.getTerrainType());
  43. }
  44. for(const auto & z : map.getZones())
  45. {
  46. if(z.second->getId() == zone.getId())
  47. continue;
  48. for(const auto & t : z.second->area().getTilesVector())
  49. {
  50. if(map.map().getTile(t).terType->getId() == zone.getTerrainType())
  51. {
  52. z.second->areaPossible().erase(t);
  53. z.second->area().erase(t);
  54. zone.area().add(t);
  55. zone.areaPossible().add(t);
  56. map.setZoneID(t, zone.getId());
  57. map.setOccupied(t, ETileType::POSSIBLE);
  58. }
  59. }
  60. }
  61. if(!zone.area().contains(zone.getPos()))
  62. {
  63. zone.setPos(zone.area().getTilesVector().front());
  64. }
  65. zone.initFreeTiles();
  66. collectLakes();
  67. }
  68. void WaterProxy::init()
  69. {
  70. for(auto & z : map.getZones())
  71. {
  72. dependency(z.second->getModificator<TownPlacer>());
  73. dependency(z.second->getModificator<WaterAdopter>());
  74. postfunction(z.second->getModificator<ConnectionsPlacer>());
  75. postfunction(z.second->getModificator<ObjectManager>());
  76. }
  77. POSTFUNCTION(TreasurePlacer);
  78. }
  79. const std::vector<WaterProxy::Lake> & WaterProxy::getLakes() const
  80. {
  81. Lock lock(externalAccessMutex);
  82. return lakes;
  83. }
  84. void WaterProxy::collectLakes()
  85. {
  86. Lock lock(externalAccessMutex);
  87. int lakeId = 0;
  88. for(const auto & lake : connectedAreas(zone.getArea(), true))
  89. {
  90. lakes.push_back(Lake{});
  91. lakes.back().area = lake;
  92. lakes.back().distanceMap = lake.computeDistanceMap(lakes.back().reverseDistanceMap);
  93. for(const auto & t : lake.getBorderOutside())
  94. if(map.isOnMap(t))
  95. lakes.back().neighbourZones[map.getZoneID(t)].add(t);
  96. for(const auto & t : lake.getTiles())
  97. lakeMap[t] = lakeId;
  98. //each lake must have at least one free tile
  99. if(!lake.overlap(zone.freePaths()))
  100. zone.freePaths().add(*lakes.back().reverseDistanceMap[lakes.back().reverseDistanceMap.size() - 1].begin());
  101. ++lakeId;
  102. }
  103. }
  104. RouteInfo WaterProxy::waterRoute(Zone & dst)
  105. {
  106. RouteInfo result;
  107. auto * adopter = dst.getModificator<WaterAdopter>();
  108. if(!adopter)
  109. return result;
  110. if(adopter->getCoastTiles().empty())
  111. return result;
  112. //block zones are not connected by template
  113. for(auto& lake : lakes)
  114. {
  115. if(lake.neighbourZones.count(dst.getId()))
  116. {
  117. if(!lake.keepConnections.count(dst.getId()))
  118. {
  119. for(const auto & ct : lake.neighbourZones[dst.getId()].getTiles())
  120. {
  121. if(map.isPossible(ct))
  122. map.setOccupied(ct, ETileType::BLOCKED);
  123. }
  124. dst.areaPossible().subtract(lake.neighbourZones[dst.getId()]);
  125. continue;
  126. }
  127. //Don't place shipyard or boats on the very small lake
  128. if (lake.area.getTiles().size() < 25)
  129. {
  130. logGlobal->info("Skipping very small lake at zone %d", dst.getId());
  131. continue;
  132. }
  133. int zoneTowns = 0;
  134. if(auto * m = dst.getModificator<TownPlacer>())
  135. zoneTowns = m->getTotalTowns();
  136. if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
  137. {
  138. if(placeShipyard(dst, lake, generator.getConfig().shipyardGuard, result))
  139. {
  140. logGlobal->info("Shipyard successfully placed at zone %d", dst.getId());
  141. }
  142. else
  143. {
  144. logGlobal->warn("Shipyard placement failed, trying boat at zone %d", dst.getId());
  145. if(placeBoat(dst, lake, result))
  146. {
  147. logGlobal->warn("Boat successfully placed at zone %d", dst.getId());
  148. }
  149. else
  150. {
  151. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  152. }
  153. }
  154. }
  155. else
  156. {
  157. if(placeBoat(dst, lake, result))
  158. {
  159. logGlobal->info("Boat successfully placed at zone %d", dst.getId());
  160. }
  161. else
  162. {
  163. logGlobal->error("Boat placement failed at zone %d", dst.getId());
  164. }
  165. }
  166. }
  167. }
  168. return result;
  169. }
  170. bool WaterProxy::waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB)
  171. {
  172. for(auto & lake : lakes)
  173. {
  174. if(lake.neighbourZones.count(zoneA) && lake.neighbourZones.count(zoneB))
  175. {
  176. lake.keepConnections.insert(zoneA);
  177. lake.keepConnections.insert(zoneB);
  178. return true;
  179. }
  180. }
  181. return false;
  182. }
  183. bool WaterProxy::placeBoat(Zone & land, const Lake & lake, RouteInfo & info)
  184. {
  185. auto * manager = zone.getModificator<ObjectManager>();
  186. if(!manager)
  187. return false;
  188. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
  189. auto * boat = dynamic_cast<CGBoat *>(VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, generator.rand))->create());
  190. rmg::Object rmgObject(*boat);
  191. rmgObject.setTemplate(zone.getTerrainType());
  192. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  193. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  194. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  195. auto boardingPositions = coast.getSubarea([&waterAvailable, this](const int3 & tile) //tiles where boarding is possible
  196. {
  197. //We don't want place boat right to any land object, especiallly the zone guard
  198. if (map.getTile(tile).getNearestObjectDistance() <= 3)
  199. return false;
  200. rmg::Area a({tile});
  201. a = a.getBorderOutside();
  202. a.intersect(waterAvailable);
  203. return !a.empty();
  204. });
  205. while(!boardingPositions.empty())
  206. {
  207. auto boardingPosition = *boardingPositions.getTiles().begin();
  208. rmg::Area shipPositions({boardingPosition});
  209. auto boutside = shipPositions.getBorderOutside();
  210. shipPositions.assign(boutside);
  211. shipPositions.intersect(waterAvailable);
  212. if(shipPositions.empty())
  213. {
  214. boardingPositions.erase(boardingPosition);
  215. continue;
  216. }
  217. //try to place boat at water, create paths on water and land
  218. auto path = manager->placeAndConnectObject(shipPositions, rmgObject, 4, false, true, ObjectManager::OptimizeType::NONE);
  219. auto landPath = land.searchPath(boardingPosition, false);
  220. if(!path.valid() || !landPath.valid())
  221. {
  222. boardingPositions.erase(boardingPosition);
  223. continue;
  224. }
  225. info.blocked = rmgObject.getArea();
  226. info.visitable = rmgObject.getVisitablePosition();
  227. info.boarding = boardingPosition;
  228. info.water = shipPositions;
  229. zone.connectPath(path);
  230. land.connectPath(landPath);
  231. manager->placeObject(rmgObject, false, true);
  232. land.getModificator<ObjectManager>()->updateDistances(rmgObject); //Keep land objects away from the boat
  233. break;
  234. }
  235. return !boardingPositions.empty();
  236. }
  237. bool WaterProxy::placeShipyard(Zone & land, const Lake & lake, si32 guard, RouteInfo & info)
  238. {
  239. auto * manager = land.getModificator<ObjectManager>();
  240. if(!manager)
  241. return false;
  242. int subtype = chooseRandomAppearance(generator.rand, Obj::SHIPYARD, land.getTerrainType());
  243. auto * shipyard = dynamic_cast<CGShipyard *>(VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create());
  244. shipyard->tempOwner = PlayerColor::NEUTRAL;
  245. rmg::Object rmgObject(*shipyard);
  246. rmgObject.setTemplate(land.getTerrainType());
  247. bool guarded = manager->addGuard(rmgObject, guard);
  248. auto waterAvailable = zone.areaPossible() + zone.freePaths();
  249. waterAvailable.intersect(lake.area);
  250. rmg::Area coast = lake.neighbourZones.at(land.getId()); //having land tiles
  251. coast.intersect(land.areaPossible() + land.freePaths()); //having only available land tiles
  252. auto boardingPositions = coast.getSubarea([&waterAvailable](const int3 & tile) //tiles where boarding is possible
  253. {
  254. rmg::Area a({tile});
  255. a = a.getBorderOutside();
  256. a.intersect(waterAvailable);
  257. return !a.empty();
  258. });
  259. while(!boardingPositions.empty())
  260. {
  261. auto boardingPosition = *boardingPositions.getTiles().begin();
  262. rmg::Area shipPositions({boardingPosition});
  263. auto boutside = shipPositions.getBorderOutside();
  264. shipPositions.assign(boutside);
  265. shipPositions.intersect(waterAvailable);
  266. if(shipPositions.empty())
  267. {
  268. boardingPositions.erase(boardingPosition);
  269. continue;
  270. }
  271. //try to place shipyard close to boarding position and appropriate water access
  272. auto path = manager->placeAndConnectObject(land.areaPossible(), rmgObject, [&rmgObject, &shipPositions, &boardingPosition](const int3 & tile)
  273. {
  274. //Must only check the border of shipyard and not the added guard
  275. rmg::Area shipyardOut = rmgObject.instances().front()->getBlockedArea().getBorderOutside();
  276. if(!shipyardOut.contains(boardingPosition) || (shipyardOut * shipPositions).empty())
  277. return -1.f;
  278. return 1.0f;
  279. }, guarded, true, ObjectManager::OptimizeType::NONE);
  280. //search path to boarding position
  281. auto searchArea = land.areaPossible() - rmgObject.getArea();
  282. rmg::Path pathToBoarding(searchArea);
  283. pathToBoarding.connect(land.freePaths());
  284. pathToBoarding.connect(path);
  285. pathToBoarding = pathToBoarding.search(boardingPosition, false);
  286. //make sure shipyard places ship at position we defined
  287. rmg::Area shipyardOutToBlock(rmgObject.getArea().getBorderOutside());
  288. shipyardOutToBlock.intersect(waterAvailable);
  289. shipyardOutToBlock.subtract(shipPositions);
  290. shipPositions.subtract(shipyardOutToBlock);
  291. auto pathToBoat = zone.searchPath(shipPositions, true);
  292. if(!path.valid() || !pathToBoarding.valid() || !pathToBoat.valid())
  293. {
  294. boardingPositions.erase(boardingPosition);
  295. continue;
  296. }
  297. land.connectPath(path);
  298. land.connectPath(pathToBoarding);
  299. zone.connectPath(pathToBoat);
  300. info.blocked = rmgObject.getArea();
  301. info.visitable = rmgObject.getVisitablePosition();
  302. info.boarding = boardingPosition;
  303. info.water = shipPositions;
  304. manager->placeObject(rmgObject, guarded, true);
  305. zone.areaPossible().subtract(shipyardOutToBlock);
  306. for(const auto & i : shipyardOutToBlock.getTilesVector())
  307. if(map.isOnMap(i) && map.isPossible(i))
  308. map.setOccupied(i, ETileType::BLOCKED);
  309. break;
  310. }
  311. return !boardingPositions.empty();
  312. }
  313. char WaterProxy::dump(const int3 & t)
  314. {
  315. auto lakeIter = lakeMap.find(t);
  316. if(lakeIter == lakeMap.end())
  317. return '?';
  318. Lake & lake = lakes[lakeMap.at(t)];
  319. for(const auto & i : lake.neighbourZones)
  320. {
  321. if(i.second.contains(t))
  322. return lake.keepConnections.count(i.first) ? std::to_string(i.first)[0] : '=';
  323. }
  324. return '~';
  325. }
  326. VCMI_LIB_NAMESPACE_END