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- /*
- * SectorMap.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 "SectorMap.h"
- #include "VCAI.h"
- #include "../../CCallback.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/mapObjects/MapObjects.h"
- #include "../../lib/CPathfinder.h"
- #include "../../lib/CGameState.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- SectorMap::SectorMap()
- {
- update();
- }
- SectorMap::SectorMap(HeroPtr h)
- {
- update();
- makeParentBFS(h->visitablePos());
- }
- bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t)
- {
- if (t->blocked && !t->visitable)
- {
- sec = NOT_AVAILABLE;
- return true;
- }
- return false;
- }
- bool SectorMap::markIfBlocked(TSectorID & sec, crint3 pos)
- {
- return markIfBlocked(sec, pos, getTile(pos));
- }
- void SectorMap::update()
- {
- visibleTiles = cb->getAllVisibleTiles();
- auto shape = visibleTiles->shape();
- sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
- clear();
- int curSector = 3; //0 is invisible, 1 is not explored
- CCallback * cbp = cb.get(); //optimization
- foreach_tile_pos([&](crint3 pos)
- {
- if (retrieveTile(pos) == NOT_CHECKED)
- {
- if (!markIfBlocked(retrieveTile(pos), pos))
- exploreNewSector(pos, curSector++, cbp);
- }
- });
- valid = true;
- }
- SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
- {
- return a[pos.x][pos.y][pos.z];
- }
- const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
- {
- return a[pos.x][pos.y][pos.z];
- }
- void SectorMap::clear()
- {
- //TODO: rotate to [z][x][y]
- auto fow = cb->getVisibilityMap();
- //TODO: any magic to automate this? will need array->array conversion
- //std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
- //{
- // return f; //type conversion
- //});
- auto width = fow.size();
- auto height = fow.front().size();
- auto depth = fow.front().front().size();
- for (size_t x = 0; x < width; x++)
- {
- for (size_t y = 0; y < height; y++)
- {
- for (size_t z = 0; z < depth; z++)
- sector[x][y][z] = fow[x][y][z];
- }
- }
- valid = false;
- }
- void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
- {
- Sector & s = infoOnSectors[num];
- s.id = num;
- s.water = getTile(pos)->isWater();
- std::queue<int3> toVisit;
- toVisit.push(pos);
- while (!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- TSectorID & sec = retrieveTile(curPos);
- if (sec == NOT_CHECKED)
- {
- const TerrainTile * t = getTile(curPos);
- if (!markIfBlocked(sec, curPos, t))
- {
- if (t->isWater() == s.water) //sector is only-water or only-land
- {
- sec = num;
- s.tiles.push_back(curPos);
- foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
- {
- if (retrieveTile(neighPos) == NOT_CHECKED)
- {
- toVisit.push(neighPos);
- //parent[neighPos] = curPos;
- }
- const TerrainTile * nt = getTile(neighPos);
- if (nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
- {
- s.embarkmentPoints.push_back(neighPos);
- }
- });
- if (t->visitable)
- {
- auto obj = t->visitableObjects.front();
- if (cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
- s.visitableObjs.push_back(obj);
- }
- }
- }
- }
- }
- vstd::removeDuplicates(s.embarkmentPoints);
- }
- void SectorMap::write(crstring fname)
- {
- std::ofstream out(fname);
- for (int k = 0; k < cb->getMapSize().z; k++)
- {
- for (int j = 0; j < cb->getMapSize().y; j++)
- {
- for (int i = 0; i < cb->getMapSize().x; i++)
- {
- out << (int)sector[i][j][k] << '\t';
- }
- out << std::endl;
- }
- out << std::endl;
- }
- }
- /*
- this functions returns one target tile or invalid tile. We will use it to poll possible destinations
- For ship construction etc, another function (goal?) is needed
- */
- int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
- {
- int3 ret(-1, -1, -1);
- int sourceSector = retrieveTile(h->visitablePos());
- int destinationSector = retrieveTile(dst);
- const Sector * src = &infoOnSectors[sourceSector];
- const Sector * dest = &infoOnSectors[destinationSector];
- if (sourceSector != destinationSector) //use ships, shipyards etc..
- {
- if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
- return dst;
- std::map<const Sector *, const Sector *> preds;
- std::queue<const Sector *> sectorQueue;
- sectorQueue.push(src);
- while (!sectorQueue.empty())
- {
- const Sector * s = sectorQueue.front();
- sectorQueue.pop();
- for (int3 ep : s->embarkmentPoints)
- {
- Sector * neigh = &infoOnSectors[retrieveTile(ep)];
- //preds[s].push_back(neigh);
- if (!preds[neigh])
- {
- preds[neigh] = s;
- sectorQueue.push(neigh);
- }
- }
- }
- if (!preds[dest])
- {
- //write("test.txt");
- return ret;
- //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
- }
- std::vector<const Sector *> toTraverse;
- toTraverse.push_back(dest);
- while (toTraverse.back() != src)
- {
- toTraverse.push_back(preds[toTraverse.back()]);
- }
- if (preds[dest])
- {
- //TODO: would be nice to find sectors in loop
- const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);
- if (!src->water && sectorToReach->water) //embark
- {
- //embark on ship -> look for an EP with a boat
- auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
- {
- const TerrainTile * t = getTile(pos);
- if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
- {
- if (retrieveTile(pos) == sectorToReach->id)
- return true;
- }
- return false;
- });
- if (firstEP != src->embarkmentPoints.end())
- {
- return *firstEP;
- }
- else
- {
- //we need to find a shipyard with an access to the desired sector's EP
- //TODO what about Summon Boat spell?
- std::vector<const IShipyard *> shipyards;
- for (const CGTownInstance * t : cb->getTownsInfo())
- {
- if (t->hasBuilt(BuildingID::SHIPYARD))
- shipyards.push_back(t);
- }
- for (const CGObjectInstance * obj : ai->getFlaggedObjects())
- {
- if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
- {
- if (const IShipyard * shipyard = IShipyard::castFrom(obj))
- shipyards.push_back(shipyard);
- }
- }
- shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
- {
- return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
- }), shipyards.end());
- if (!shipyards.size())
- {
- //TODO consider possibility of building shipyard in a town
- return ret;
- //throw cannotFulfillGoalException("There is no known shipyard!");
- }
- //we have only shipyards that possibly can build ships onto the appropriate EP
- auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard * s) -> bool
- {
- return s->o->tempOwner == ai->playerID;
- });
- if (ownedGoodShipyard != shipyards.end())
- {
- const IShipyard * s = *ownedGoodShipyard;
- TResources shipCost;
- s->getBoatCost(shipCost);
- if (cb->getResourceAmount().canAfford(shipCost))
- {
- int3 ret = s->bestLocation();
- cb->buildBoat(s); //TODO: move actions elsewhere
- return ret;
- }
- else
- {
- //TODO gather res
- return ret;
- //throw cannotFulfillGoalException("Not enough resources to build a boat");
- }
- }
- else
- {
- //TODO pick best shipyard to take over
- return shipyards.front()->o->visitablePos();
- }
- }
- }
- else if (src->water && !sectorToReach->water)
- {
- //TODO
- //disembark
- return ret;
- }
- else //use subterranean gates - not needed since gates are now handled via Pathfinder
- {
- return ret;
- //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
- }
- }
- else
- {
- return ret;
- //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
- }
- }
- else //tiles are in same sector
- {
- return findFirstVisitableTile(h, dst);
- }
- }
- int3 SectorMap::findFirstVisitableTile(HeroPtr h, crint3 dst)
- {
- int3 ret(-1, -1, -1);
- int3 curtile = dst;
- while (curtile != h->visitablePos())
- {
- auto topObj = cb->getTopObj(curtile);
- if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
- {
- if (cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
- {
- logAi->warn("Another allied hero stands in our way");
- return ret;
- }
- }
- if (ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
- {
- return curtile;
- }
- else
- {
- auto i = parent.find(curtile);
- if (i != parent.end())
- {
- assert(curtile != i->second);
- curtile = i->second;
- }
- else
- {
- return ret;
- //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
- }
- }
- }
- return ret;
- }
- void SectorMap::makeParentBFS(crint3 source)
- {
- parent.clear();
- int mySector = retrieveTile(source);
- std::queue<int3> toVisit;
- toVisit.push(source);
- while (!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- TSectorID & sec = retrieveTile(curPos);
- assert(sec == mySector); //consider only tiles from the same sector
- UNUSED(sec);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if (retrieveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
- {
- if (cb->canMoveBetween(curPos, neighPos))
- {
- toVisit.push(neighPos);
- parent[neighPos] = curPos;
- }
- }
- });
- }
- }
- SectorMap::TSectorID & SectorMap::retrieveTile(crint3 pos)
- {
- return retrieveTileN(sector, pos);
- }
- TerrainTile * SectorMap::getTile(crint3 pos) const
- {
- //out of bounds access should be handled by boost::multi_array
- //still we cached this array to avoid any checks
- return visibleTiles->operator[](pos.x)[pos.y][pos.z];
- }
- std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
- {
- const Sector * heroSector = &infoOnSectors[retrieveTile(h->visitablePos())];
- if (sectorsAround)
- {
- std::vector<const CGObjectInstance *> ret;
- for (auto embarkPoint : heroSector->embarkmentPoints)
- {
- const Sector * embarkSector = &infoOnSectors[retrieveTile(embarkPoint)];
- range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
- }
- return ret;
- }
- return heroSector->visitableObjs;
- }
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