(svn r22767) -Add: river generation

This commit is contained in:
rubidium
2011-08-20 14:14:17 +00:00
parent e8a9bb3c0d
commit 0041408e4f
6 changed files with 317 additions and 1 deletions

View File

@@ -32,6 +32,8 @@
#include "water_map.h"
#include "economy_func.h"
#include "company_func.h"
#include "pathfinder/npf/aystar.h"
#include <list>
#include "table/strings.h"
#include "table/sprites.h"
@@ -916,6 +918,268 @@ static void CreateDesertOrRainForest()
}
}
/**
* Find the spring of a river.
* @param tile The tile to consider for being the spring.
* @param user_data Ignored data.
* @return True iff it is suitable as a spring.
*/
static bool FindSpring(TileIndex tile, void *user_data)
{
uint referenceHeight;
Slope s = GetTileSlope(tile, &referenceHeight);
if (s != SLOPE_FLAT || IsWaterTile(tile)) return false;
/* In the tropics rivers start in the rainforest. */
if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) != TROPICZONE_RAINFOREST) return false;
/* Are there enough higher tiles to warrant a 'spring'? */
uint num = 0;
for (int dx = -1; dx <= 1; dx++) {
for (int dy = -1; dy <= 1; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight) num++;
}
}
if (num < 4) return false;
/* Are we near the top of a hill? */
for (int dx = -16; dx <= 16; dx++) {
for (int dy = -16; dy <= 16; dy++) {
TileIndex t = TileAddWrap(tile, dx, dy);
if (t != INVALID_TILE && GetTileMaxZ(t) > referenceHeight + 2 * TILE_HEIGHT) return false;
}
}
return true;
}
/**
* Make a connected lake; fill all tiles in the circular tile search that are connected.
* @param tile The tile to consider for lake making.
* @param user_data The height of the lake.
* @return Always false, so it continues searching.
*/
static bool MakeLake(TileIndex tile, void *user_data)
{
uint height = *(uint*)user_data;
if (!IsValidTile(tile) || TileHeight(tile) != height || GetTileSlope(tile, NULL) != SLOPE_FLAT) return false;
if (_settings_game.game_creation.landscape == LT_TROPIC && GetTropicZone(tile) == TROPICZONE_DESERT) return false;
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = tile + TileOffsByDiagDir(d);
if (IsWaterTile(t2)) {
MakeRiver(tile, Random());
return false;
}
}
return false;
}
/**
* Check whether a river at begin could (logically) flow down to end.
* @param begin The origin of the flow.
* @param end The destination of the flow.
* @return True iff the water can be flowing down.
*/
static bool FlowsDown(TileIndex begin, TileIndex end)
{
assert(DistanceManhattan(begin, end) == 1);
uint heightBegin;
uint heightEnd;
Slope slopeBegin = GetTileSlope(begin, &heightBegin);
Slope slopeEnd = GetTileSlope(end, &heightEnd);
return heightEnd <= heightBegin &&
/* Slope either is inclined or flat; rivers don't support other slopes. */
(slopeEnd == SLOPE_FLAT || IsInclinedSlope(slopeEnd)) &&
/* Slope continues, then it must be lower... or either end must be flat. */
((slopeEnd == slopeBegin && heightEnd < heightBegin) || slopeEnd == SLOPE_FLAT || slopeBegin == SLOPE_FLAT);
}
/* AyStar callback for checking whether we reached our destination. */
static int32 River_EndNodeCheck(AyStar *aystar, OpenListNode *current)
{
return current->path.node.tile == *(TileIndex*)aystar->user_target ? AYSTAR_FOUND_END_NODE : AYSTAR_DONE;
}
/* AyStar callback for getting the cost of the current node. */
static int32 River_CalculateG(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
return 1 + RandomRange(_settings_game.game_creation.river_route_random);
}
/* AyStar callback for getting the estimated cost to the destination. */
static int32 River_CalculateH(AyStar *aystar, AyStarNode *current, OpenListNode *parent)
{
return DistanceManhattan(*(TileIndex*)aystar->user_target, current->tile);
}
/* AyStar callback for getting the neighbouring nodes of the given node. */
static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
{
TileIndex tile = current->path.node.tile;
aystar->num_neighbours = 0;
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = tile + TileOffsByDiagDir(d);
if (IsValidTile(t2) && FlowsDown(tile, t2)) {
aystar->neighbours[aystar->num_neighbours].tile = t2;
aystar->neighbours[aystar->num_neighbours].direction = INVALID_TRACKDIR;
aystar->num_neighbours++;
}
}
}
/* AyStar callback when an route has been found. */
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
for (PathNode *path = &current->path; path != NULL; path = path->parent) {
if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
}
}
static const uint RIVER_HASH_SIZE = 8; ///< The number of bits the hash for river finding should have.
/**
* Simple hash function for river tiles to be used by AyStar.
* @param tile The tile to hash.
* @param dir The unused direction.
* @return The hash for the tile.
*/
static uint River_Hash(uint tile, uint dir)
{
return GB(TileHash(TileX(tile), TileY(tile)), 0, RIVER_HASH_SIZE);
}
/**
* Actually build the river between the begin and end tiles using AyStar.
* @param begin The begin of the river.
* @param end The end of the river.
*/
static void BuildRiver(TileIndex begin, TileIndex end)
{
AyStar finder;
MemSetT(&finder, 0);
finder.CalculateG = River_CalculateG;
finder.CalculateH = River_CalculateH;
finder.GetNeighbours = River_GetNeighbours;
finder.EndNodeCheck = River_EndNodeCheck;
finder.FoundEndNode = River_FoundEndNode;
finder.user_target = &end;
finder.Init(River_Hash, 1 << RIVER_HASH_SIZE);
AyStarNode start;
start.tile = begin;
start.direction = INVALID_TRACKDIR;
finder.AddStartNode(&start, 0);
finder.Main();
finder.Free();
}
/**
* Try to flow the river down from a given begin.
* @param marks Array for temporary of iterated tiles.
* @param spring The springing point of the river.
* @param begin The begin point we are looking from; somewhere down hill from the spring.
* @return True iff a river could/has been built, otherwise false.
*/
static bool FlowRiver(bool *marks, TileIndex spring, TileIndex begin)
{
uint height = TileHeight(begin);
if (IsWaterTile(begin)) return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
MemSetT(marks, 0, MapSize());
marks[begin] = true;
/* Breadth first search for the closest tile we can flow down to. */
std::list<TileIndex> queue;
queue.push_back(begin);
bool found = false;
uint count = 0; // Number of tiles considered; to be used for lake location guessing.
TileIndex end;
do {
end = queue.front();
queue.pop_front();
uint height2 = TileHeight(end);
if (GetTileSlope(end, NULL) == SLOPE_FLAT && (height2 < height || (height2 == height && IsWaterTile(end)))) {
found = true;
break;
}
for (DiagDirection d = DIAGDIR_BEGIN; d < DIAGDIR_END; d++) {
TileIndex t2 = end + TileOffsByDiagDir(d);
if (IsValidTile(t2) && !marks[t2] && FlowsDown(end, t2)) {
marks[t2] = true;
count++;
queue.push_back(t2);
}
}
} while (!queue.empty());
if (found) {
/* Flow further down hill. */
found = FlowRiver(marks, spring, end);
} else if (count > 10) {
/* Maybe we can make a lake. Find the Nth of the considered tiles. */
TileIndex lakeCenter = 0;
for (int i = RandomRange(count - 1); i != 0; lakeCenter++) {
if (marks[lakeCenter]) i--;
}
if (IsValidTile(lakeCenter) &&
/* A river, or lake, can only be built on flat slopes. */
GetTileSlope(lakeCenter, NULL) == SLOPE_FLAT &&
/* We want the lake to be built at the height of the river. */
TileHeight(begin) == TileHeight(lakeCenter) &&
/* We don't want the lake at the entry of the valley. */
lakeCenter != begin &&
/* We don't want lakes in the desert. */
(_settings_game.game_creation.landscape != LT_TROPIC || GetTropicZone(lakeCenter) != TROPICZONE_DESERT) &&
/* We only want a lake if the river is long enough. */
DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
end = lakeCenter;
MakeRiver(lakeCenter, Random());
uint range = RandomRange(8) + 3;
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */
lakeCenter = end;
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
found = true;
}
}
if (found) BuildRiver(begin, end);
return found;
}
/**
* Actually (try to) create some rivers.
*/
static void CreateRivers()
{
int amount = _settings_game.game_creation.amount_of_rivers;
if (amount == 0) return;
bool *marks = CallocT<bool>(MapSize());
for (uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers); wells != 0; wells--) {
for (int tries = 0; tries < 128; tries++) {
TileIndex t = RandomTile();
if (!CircularTileSearch(&t, 8, FindSpring, NULL)) continue;
if (FlowRiver(marks, t, t)) break;
}
}
free(marks);
}
void GenerateLandscape(byte mode)
{
/** Number of steps of landscape generation */
@@ -997,6 +1261,8 @@ void GenerateLandscape(byte mode)
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
if (_settings_game.game_creation.landscape == LT_TROPIC) CreateDesertOrRainForest();
CreateRivers();
}
void OnTick_Town();