openclonk/planet/System.ocg/FindLocation.c

177 lines
3.7 KiB
C

/*
This script contains the function FindLocation which uses a parameter-system similar to FindObject.
This function should mainly be used for placement of objects at the start of a scenario.
FindLocation is not guaranteed to always return a spot if a fitting spot exists, it's just best effort.
Examples:
finds a tunnel spot:
FindLocation([Loc_Tunnel()]);
finds a floor spot but not in front of tunnel:
FindLocation([Loc_Not(Find_Tunnel()), Loc_Wall(CNAT_Bottom)]);
*/
static const LOC_INVALID = 0;
static const LOC_SOLID = 1;
static const LOC_INRECT = 2;
static const LOC_TUNNEL = 3;
static const LOC_CONDITION = 4;
static const LOC_WALL = 5;
static const LOC_SPACE = 6;
static const LOC_NOT = 7;
global func Loc_Condition(function)
{
return [LOC_CONDITION, function];
}
global func Loc_Not(cond)
{
return [LOC_NOT, cond];
}
global func Loc_InRect(x, int y, int w, int h)
{
if (x == nil) return [LOC_INVALID];
if (GetType(x) == C4V_PropList) return [LOC_INRECT, x];
return [LOC_INRECT, Rectangle(x, y, w, h)];
}
global func Loc_Tunnel(bool sky)
{
return [LOC_TUNNEL, sky ?? false];
}
global func Loc_Sky() { return Loc_Tunnel(true); }
global func Loc_Solid()
{
return [LOC_SOLID];
}
// implies not solid
global func Loc_Wall(int direction)
{
var x = 0, y = 0;
if(direction & CNAT_Left) x = -1;
else
if(direction & CNAT_Right) x = 1;
if(direction & CNAT_Top) y = -1;
else
if(direction & CNAT_Bottom) y = 1;
return [LOC_WALL, x, y, !!(direction & (CNAT_Left | CNAT_Right)), !!(direction & (CNAT_Top | CNAT_Bottom))];
}
global func Loc_Space(int space, bool vertical)
{
return [LOC_SPACE, space, vertical];
}
global func FindLocation(array flags, int repeat)
{
// check for are restriction
var rect = nil;
var xdir = 0, ydir = 0, xmod = nil, ymod = nil;
for (var flag in flags)
{
if (flags[0] == LOC_INRECT)
{
rect = flags[1];
}
else if (flags[0] == LOC_WALL)
{
xdir = flags[1];
ydir = flags[2];
xmod = flags[3];
ymod = flags[4];
}
}
rect = rect ?? Rectangle(0, 0, LandscapeWidth(), LandscapeHeight());
repeat = repeat ?? 5000;
while (repeat-- > 0)
{
var x = RandomX(rect.x, rect.x + rect.w);
var y = RandomX(rect.y, rect.y + rect.h);
// find wall-spot
if(xdir || ydir)
{
var lx = xdir;
var ly = ydir;
if (xmod) if (Random(2)) lx *= -1;
if (ymod) if (Random(2)) ly *= -1;
if (GBackSolid(x, y)) continue;
var valid = false;
var failsafe = 0;
do
{
if (GBackSolid(x + lx, y + ly)) {valid = true; break;}
x += lx;
y += ly;
} while (++failsafe < 100);
if (!valid) continue;
}
// check every flag
var valid = true;
for (var flag in flags)
{
if(FindLocationConditionCheckIsValid(flag, x, y)) continue;
valid = false;
break;
}
if (valid)
{
return {x = x, y = y};
}
}
}
global func FindLocationConditionCheckIsValid(flag, x, y)
{
if(flag[0] == LOC_NOT) return !FindLocationConditionCheckIsValid(flag[1]);
// area restriction
if (flag[0] == LOC_SOLID)
{
if (GBackSolid(x, y)) return true;
return false;
}
// in front of "Tunnel"?
if (flag[0] == LOC_TUNNEL)
{
if ((GetMaterial(x, y) == -1) && flag[1]) return true;
if (GetMaterial(x, y) == Material("Tunnel")) return true;
return false;
}
// custom condition call
if (flag[0] == LOC_CONDITION)
{
if (Global->Call(flag[1], x, y)) return true;
return false;
}
// has some space?
if (flag[0] == LOC_SPACE)
{
var xd = 0, yd = 0;
if (flag[2]) yd = flag[1];
else xd = flag[1];
var d1 = PathFree2(x, y, x + xd, y + yd);
var d2 = PathFree2(x, y, x - xd, y - yd);
var d = 0;
if (d1) d += Distance(x, y, d1[0], d1[1]);
if (d2) d += Distance(x, y, d2[0], d2[1]);
if (d >= flag[1]) return true;
return false;
}
// invalid flag?
return true;
}