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teleport.cpp
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teleport.cpp
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/*
Copyright (C) 2010 - 2018 by Fabian Mueller <fabianmueller5@gmx.de>
Part of the Battle for Wesnoth Project https://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2
or at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "pathfind/teleport.hpp"
#include "display_context.hpp"
#include "filter_context.hpp"
#include "game_board.hpp"
#include "log.hpp"
#include "resources.hpp"
#include "serialization/string_utils.hpp"
#include "team.hpp"
#include "terrain/filter.hpp"
#include "units/unit.hpp"
#include "units/filter.hpp"
#include "units/map.hpp"
static lg::log_domain log_engine("engine");
#define ERR_PF LOG_STREAM(err, log_engine)
namespace pathfind {
namespace {
const std::string reversed_suffix = "-__REVERSED__";
}
// This constructor is *only* meant for loading from saves
teleport_group::teleport_group(const config& cfg) : cfg_(cfg), reversed_(cfg["reversed"].to_bool(false)), id_(cfg["id"])
{
assert(cfg.has_attribute("id"));
assert(cfg.has_attribute("reversed"));
assert(cfg_.child_count("source") == 1);
assert(cfg_.child_count("target") == 1);
assert(cfg_.child_count("filter") == 1);
}
teleport_group::teleport_group(const vconfig& cfg, bool reversed) : cfg_(cfg.get_config()), reversed_(reversed), id_()
{
assert(cfg_.child_count("source") == 1);
assert(cfg_.child_count("target") == 1);
assert(cfg_.child_count("filter") == 1);
if (cfg["id"].empty()) {
id_ = resources::tunnels->next_unique_id();
} else {
id_ = cfg["id"].str();
if (reversed_) // Differentiate the reverse tunnel from the forward one
id_ += reversed_suffix;
}
}
class ignore_units_display_context : public display_context {
public:
ignore_units_display_context(const display_context & dc)
: um_()
, gm_(&dc.map())
, tm_(&dc.teams())
, lbls_(&dc.hidden_label_categories())
{
static unit_map empty_unit_map;
um_ = &empty_unit_map;
}
const unit_map & units() const override { return *um_; }
const gamemap & map() const override { return *gm_; }
const std::vector<team> & teams() const override { return *tm_; }
const std::vector<std::string> & hidden_label_categories() const override { return *lbls_; }
std::vector<std::string>& hidden_label_categories() override { return lbls_dummy_; }
private:
const unit_map * um_;
const gamemap * gm_;
const std::vector<team> * tm_;
const std::vector<std::string> * lbls_;
std::vector<std::string> lbls_dummy_;
};
class ignore_units_filter_context : public filter_context {
public:
ignore_units_filter_context(const filter_context & fc)
: dc_(fc.get_disp_context())
, tod_(&fc.get_tod_man())
, gd_(fc.get_game_data())
, lk_(fc.get_lua_kernel())
{}
const display_context & get_disp_context() const override { return dc_; }
const tod_manager & get_tod_man() const override { return *tod_; }
const game_data * get_game_data() const override { return gd_; }
game_lua_kernel * get_lua_kernel() const override { return lk_; }
private:
const ignore_units_display_context dc_;
const tod_manager * tod_;
const game_data * gd_;
game_lua_kernel * lk_;
};
void teleport_group::get_teleport_pair(
teleport_pair& loc_pair
, const unit& u
, const bool ignore_units) const
{
const filter_context * fc = resources::filter_con;
assert(fc);
if (ignore_units) {
fc = new ignore_units_filter_context(*resources::filter_con);
}
vconfig filter(cfg_.child_or_empty("filter"), true);
vconfig source(cfg_.child_or_empty("source"), true);
vconfig target(cfg_.child_or_empty("target"), true);
const unit_filter ufilt(filter); //Note: Don't use the ignore units filter context here, only for the terrain filters. (That's how it worked before the filter contexts were introduced)
if (ufilt.matches(u)) {
terrain_filter source_filter(source, fc);
source_filter.get_locations(reversed_ ? loc_pair.second : loc_pair.first, u);
terrain_filter target_filter(target, fc);
target_filter.get_locations(reversed_ ? loc_pair.first : loc_pair.second, u);
}
if (ignore_units) {
delete fc;
}
}
const std::string& teleport_group::get_teleport_id() const {
return id_;
}
bool teleport_group::always_visible() const {
return cfg_["always_visible"].to_bool(false);
}
bool teleport_group::pass_allied_units() const {
return cfg_["pass_allied_units"].to_bool(true);
}
bool teleport_group::allow_vision() const {
return cfg_["allow_vision"].to_bool(true);
}
config teleport_group::to_config() const {
config retval = cfg_;
retval["saved"] = "yes";
retval["reversed"] = reversed_ ? "yes" : "no";
retval["id"] = id_;
return retval;
}
teleport_map::teleport_map(
const std::vector<teleport_group>& groups
, const unit& unit
, const team &viewing_team
, const bool see_all
, const bool ignore_units
, const bool check_vision)
: teleport_map_()
, sources_()
, targets_()
{
for (const teleport_group& group : groups) {
teleport_pair locations;
if (check_vision && !group.allow_vision()) {
continue;
}
group.get_teleport_pair(locations, unit, ignore_units);
if (!see_all && !group.always_visible() && viewing_team.is_enemy(unit.side())) {
teleport_pair filter_locs;
for (const map_location &loc : locations.first) {
if(!viewing_team.fogged(loc))
filter_locs.first.insert(loc);
}
for (const map_location &loc : locations.second) {
if(!viewing_team.fogged(loc))
filter_locs.second.insert(loc);
}
locations.first.swap(filter_locs.first);
locations.second.swap(filter_locs.second);
}
if (!group.pass_allied_units() && !ignore_units && !check_vision) {
std::set<map_location>::iterator loc = locations.second.begin();
while(loc != locations.second.end()) {
unit_map::iterator u;
if (see_all) {
u = resources::gameboard->units().find(*loc);
} else {
u = resources::gameboard->find_visible_unit(*loc, viewing_team);
}
if (u != resources::gameboard->units().end()) {
loc = locations.second.erase(loc);
} else {
++loc;
}
}
}
std::string teleport_id = group.get_teleport_id();
std::set<map_location>::iterator source_it = locations.first.begin();
for (; source_it != locations.first.end(); ++source_it ) {
if(teleport_map_.count(*source_it) == 0) {
std::set<std::string> id_set;
id_set.insert(teleport_id);
teleport_map_.emplace(*source_it, id_set);
} else {
(teleport_map_.find(*source_it)->second).insert(teleport_id);
}
}
sources_.emplace(teleport_id, locations.first);
targets_.emplace(teleport_id, locations.second);
}
}
void teleport_map::get_adjacents(std::set<map_location>& adjacents, map_location loc) const {
if (teleport_map_.count(loc) == 0) {
return;
} else {
const std::set<std::string>& keyset = (teleport_map_.find(loc)->second);
for(std::set<std::string>::const_iterator it = keyset.begin(); it != keyset.end(); ++it) {
const std::set<map_location>& target = targets_.find(*it)->second;
adjacents.insert(target.begin(), target.end());
}
}
}
void teleport_map::get_sources(std::set<map_location>& sources) const {
std::map<std::string, std::set<map_location>>::const_iterator it;
for(it = sources_.begin(); it != sources_.end(); ++it) {
sources.insert(it->second.begin(), it->second.end());
}
}
void teleport_map::get_targets(std::set<map_location>& targets) const {
std::map<std::string, std::set<map_location>>::const_iterator it;
for(it = targets_.begin(); it != targets_.end(); ++it) {
targets.insert(it->second.begin(), it->second.end());
}
}
const teleport_map get_teleport_locations(const unit &u,
const team &viewing_team,
bool see_all, bool ignore_units, bool check_vision)
{
std::vector<teleport_group> groups;
if (u.get_ability_bool("teleport", *resources::gameboard)) {
for (const unit_ability & teleport : u.get_abilities("teleport")) {
const int tunnel_count = (teleport.first)->child_count("tunnel");
for(int i = 0; i < tunnel_count; ++i) {
config teleport_group_cfg = (teleport.first)->child("tunnel", i);
groups.emplace_back(vconfig(teleport_group_cfg, true), false);
}
}
}
const std::vector<teleport_group>& global_groups = resources::tunnels->get();
groups.insert(groups.end(), global_groups.begin(), global_groups.end());
return teleport_map(groups, u, viewing_team, see_all, ignore_units, check_vision);
}
manager::manager(const config &cfg) : tunnels_(), id_(cfg["next_teleport_group_id"].to_int(0)) {
const int tunnel_count = cfg.child_count("tunnel");
for(int i = 0; i < tunnel_count; ++i) {
const config& t = cfg.child("tunnel", i);
if(!t["saved"].to_bool()) {
lg::wml_error() << "Do not use [tunnel] directly in a [scenario]. Use it in an [event] or [abilities] tag.\n";
continue;
}
const teleport_group tunnel(t);
this->add(tunnel);
}
}
void manager::add(const teleport_group &group) {
tunnels_.push_back(group);
}
void manager::remove(const std::string &id) {
std::vector<teleport_group>::iterator t = tunnels_.begin();
for(;t != tunnels_.end();) {
if (t->get_teleport_id() == id || t->get_teleport_id() == id + reversed_suffix) {
t = tunnels_.erase(t);
} else {
++t;
}
}
}
const std::vector<teleport_group>& manager::get() const {
return tunnels_;
}
config manager::to_config() const {
config store;
std::vector<teleport_group>::const_iterator tunnel = tunnels_.begin();
for(; tunnel != tunnels_.end(); ++tunnel) {
store.add_child("tunnel", tunnel->to_config());
}
store["next_teleport_group_id"] = std::to_string(id_);
return store;
}
std::string manager::next_unique_id() {
return std::to_string(++id_);
}
}//namespace pathfind