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- /*
- * Zone.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 "Zone.h"
- #include "RmgMap.h"
- #include "Functions.h"
- #include "TileInfo.h"
- #include "CMapGenerator.h"
- #include "RmgPath.h"
- VCMI_LIB_NAMESPACE_BEGIN
- std::function<bool(const int3 &)> AREA_NO_FILTER = [](const int3 & t)
- {
- return true;
- };
- Zone::Zone(RmgMap & map, CMapGenerator & generator)
- : townType(ETownType::NEUTRAL)
- , terrainType(ETerrainId::GRASS)
- , map(map)
- , generator(generator)
- {
-
- }
- bool Zone::isUnderground() const
- {
- return getPos().z;
- }
- void Zone::setOptions(const ZoneOptions& options)
- {
- ZoneOptions::operator=(options);
- }
- float3 Zone::getCenter() const
- {
- return center;
- }
- void Zone::setCenter(const float3 &f)
- {
- //limit boundaries to (0,1) square
-
- //alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
- center = f;
-
- center.x = static_cast<float>(std::fmod(center.x, 1));
- center.y = static_cast<float>(std::fmod(center.y, 1));
-
- if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
- center.x = 1 - std::abs(center.x);
- if(center.y < 0)
- center.y = 1 - std::abs(center.y);
- }
- int3 Zone::getPos() const
- {
- return pos;
- }
- void Zone::setPos(const int3 &Pos)
- {
- pos = Pos;
- }
- const rmg::Area & Zone::getArea() const
- {
- return dArea;
- }
- rmg::Area & Zone::area()
- {
- return dArea;
- }
- rmg::Area & Zone::areaPossible()
- {
- return dAreaPossible;
- }
- rmg::Area & Zone::areaUsed()
- {
- return dAreaUsed;
- }
- std::vector<int3> Zone::getPossibleQuestArtifactPos() const
- {
- return possibleQuestArtifactPos;
- }
- void Zone::clearTiles()
- {
- dArea.clear();
- dAreaPossible.clear();
- dAreaFree.clear();
- }
- void Zone::initFreeTiles()
- {
- rmg::Tileset possibleTiles;
- vstd::copy_if(dArea.getTiles(), vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
- {
- return map.isPossible(tile);
- });
- dAreaPossible.assign(possibleTiles);
-
- if(dAreaFree.empty())
- {
- dAreaPossible.erase(pos);
- dAreaFree.add(pos); //zone must have at least one free tile where other paths go - for instance in the center
- }
- }
- rmg::Area & Zone::freePaths()
- {
- return dAreaFree;
- }
- FactionID Zone::getTownType() const
- {
- return FactionID(townType);
- }
- void Zone::setTownType(si32 town)
- {
- townType = town;
- }
- TerrainId Zone::getTerrainType() const
- {
- return terrainType;
- }
- void Zone::setTerrainType(TerrainId terrain)
- {
- terrainType = terrain;
- }
- rmg::Path Zone::searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
- ///connect current tile to any other free tile within zone
- {
- auto movementCost = [this](const int3 & s, const int3 & d)
- {
- if(map.isFree(d))
- return 1;
- else if (map.isPossible(d))
- return 2;
- return 3;
- };
-
- auto area = (dAreaPossible + dAreaFree).getSubarea(areafilter);
- rmg::Path freePath(area);
- rmg::Path resultPath(area);
- freePath.connect(dAreaFree);
-
- //connect to all pieces
- auto goals = connectedAreas(src, onlyStraight);
- for(auto & goal : goals)
- {
- auto path = freePath.search(goal, onlyStraight, movementCost);
- if(path.getPathArea().empty())
- return rmg::Path::invalid();
-
- freePath.connect(path.getPathArea());
- resultPath.connect(path.getPathArea());
- }
-
- return resultPath;
- }
- rmg::Path Zone::searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter) const
- ///connect current tile to any other free tile within zone
- {
- return searchPath(rmg::Area({src}), onlyStraight, areafilter);
- }
- void Zone::connectPath(const rmg::Path & path)
- ///connect current tile to any other free tile within zone
- {
- dAreaPossible.subtract(path.getPathArea());
- dAreaFree.unite(path.getPathArea());
- for(const auto & t : path.getPathArea().getTilesVector())
- map.setOccupied(t, ETileType::FREE);
- }
- void Zone::fractalize()
- {
- rmg::Area clearedTiles(dAreaFree);
- rmg::Area possibleTiles(dAreaPossible);
- rmg::Area tilesToIgnore; //will be erased in this iteration
- const float minDistance = 10 * 10; //squared
-
- if(type != ETemplateZoneType::JUNCTION)
- {
- //junction is not fractalized, has only one straight path
- //everything else remains blocked
- while(!possibleTiles.empty())
- {
- //link tiles in random order
- std::vector<int3> tilesToMakePath = possibleTiles.getTilesVector();
- RandomGeneratorUtil::randomShuffle(tilesToMakePath, generator.rand);
-
- int3 nodeFound(-1, -1, -1);
- for(const auto & tileToMakePath : tilesToMakePath)
- {
- //find closest free tile
- int3 closestTile = clearedTiles.nearest(tileToMakePath);
- if(closestTile.dist2dSQ(tileToMakePath) <= minDistance)
- tilesToIgnore.add(tileToMakePath);
- else
- {
- //if tiles are not close enough, make path to it
- nodeFound = tileToMakePath;
- clearedTiles.add(nodeFound); //from now on nearby tiles will be considered handled
- break; //next iteration - use already cleared tiles
- }
- }
-
- possibleTiles.subtract(tilesToIgnore);
- if(!nodeFound.valid()) //nothing else can be done (?)
- break;
- tilesToIgnore.clear();
- }
- }
-
- //cut straight paths towards the center. A* is too slow for that.
- auto areas = connectedAreas(clearedTiles, false);
- for(auto & area : areas)
- {
- if(dAreaFree.overlap(area))
- continue; //already found
-
- auto availableArea = dAreaPossible + dAreaFree;
- rmg::Path path(availableArea);
- path.connect(dAreaFree);
- auto res = path.search(area, false);
- if(res.getPathArea().empty())
- {
- dAreaPossible.subtract(area);
- dAreaFree.subtract(area);
- for(const auto & t : area.getTiles())
- map.setOccupied(t, ETileType::BLOCKED);
- }
- else
- {
- dAreaPossible.subtract(res.getPathArea());
- dAreaFree.unite(res.getPathArea());
- for(const auto & t : res.getPathArea().getTiles())
- map.setOccupied(t, ETileType::FREE);
- }
- }
-
- //now block most distant tiles away from passages
- float blockDistance = minDistance * 0.25f;
- auto areaToBlock = dArea.getSubarea([this, blockDistance](const int3 & t)
- {
- auto distance = static_cast<float>(dAreaFree.distanceSqr(t));
- return distance > blockDistance;
- });
- dAreaPossible.subtract(areaToBlock);
- dAreaFree.subtract(areaToBlock);
- for(const auto & t : areaToBlock.getTiles())
- map.setOccupied(t, ETileType::BLOCKED);
- }
- void Zone::initModificators()
- {
- for(auto & modificator : modificators)
- {
- modificator->init();
- }
- logGlobal->info("Zone %d modificators initialized", getId());
- }
- void Zone::processModificators()
- {
- for(auto & modificator : modificators)
- {
- try
- {
- modificator->run();
- }
- catch (const rmgException & e)
- {
- logGlobal->info("Zone %d, modificator %s - FAILED: %s", getId(), e.what());
- throw e;
- }
- }
- logGlobal->info("Zone %d filled successfully", getId());
- }
- VCMI_LIB_NAMESPACE_END
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