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