openclonk/planet/System.ocg/FindLocation.c

283 lines
6.4 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_MATERIAL = 3;
static const LOC_FUNC = 4;
static const LOC_WALL = 5;
static const LOC_SPACE = 6;
static const LOC_NOT = 7;
static const LOC_SKY = 8;
static const LOC_LIQUID = 9;
static const LOC_OR = 10;
static const LOC_AND = 11;
static const LOC_MAXTRIES = 12;
/*
Returns a spot where a custom function returned "true".
For example: Loc_Condition(LargeCaveMushroom.GoodSpot)
with "func GoodSpot(int x, int y)"
*/
global func Loc_Func(function)
{
return [LOC_FUNC, function];
}
global func Loc_Not(cond)
{
return [LOC_NOT, cond];
}
global func Loc_Or(...)
{
var conds = [LOC_OR];
for (var i = 0; i < 10; ++i)
{
if (Par(i) != nil)
PushBack(conds, Par(i));
}
return conds;
}
global func Loc_And(...)
{
var conds = [LOC_AND];
for (var i = 0; i < 10; ++i)
{
if (Par(i) != nil)
PushBack(conds, Par(i));
}
return conds;
}
/*
only returns results in a rectangle defined by either the coordinates and size x, y, w, h or by passing a rectangle-proplist
as "x" to allow Loc_InRect(Rectangle(x, y, w, h))
*/
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)];
}
/*
Returns a point in a given material or material-texture-combination.
The texture-parameter is optional.
*/
global func Loc_Material(string material, string texture)
{
if (texture)
return [LOC_MATERIAL, Material(material), texture];
else
return [LOC_MATERIAL, Material(material)];
}
global func Loc_Tunnel()
{
return Loc_Material("Tunnel");
}
/*
Sets the maximum number of trying to find a position with a random point.
Should probably be larger than 1000 unless you are very sure that such a spot is common.
*/
global func Loc_MaxTries(int number_of_tries)
{
return [LOC_MAXTRIES, number_of_tries];
}
global func Loc_Sky() { return [LOC_SKY]; }
global func Loc_Solid() { return [LOC_SOLID]; }
global func Loc_Liquid() { return [LOC_LIQUID]; }
/*
returns a point on a wall. /direction/ can be either CNAT_Bottom, CNAT_Top, CNAT_Left, CNAT_Right.
Note that this implies that you are looking for a non-solid spot.
*/
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;
var both_left_right = !!((direction & CNAT_Left) && (direction & CNAT_Right));
var both_top_bottom = !!((direction & CNAT_Top) && (direction & CNAT_Bottom));
return [LOC_WALL, x, y, both_left_right, both_top_bottom];
}
/*
returns a spot with enough space either vertically or horizontally.
For example Loc_Space(20, true) would only return points where a Clonk could stand.
*/
global func Loc_Space(int space, bool vertical)
{
return [LOC_SPACE, space, vertical];
}
global func FindLocation(condition1, ...)
{
var rect = nil;
var xdir = 0, ydir = 0, xmod = nil, ymod = nil;
var flags = [];
// maximum number of tries
var repeat = 5000;
// put parameters in array and filter out special parameters
for (var i = 0; i < 10; ++i)
{
var f = Par(i);
if (!f) continue;
if (f[0] == LOC_INRECT)
{
rect = f[1];
}
else if (f[0] == LOC_WALL)
{
xdir = f[1];
ydir = f[2];
xmod = f[3];
ymod = f[4];
}
else if (f[0] == LOC_MAXTRIES)
{
repeat = f[1];
}
else
{
PushBack(flags, f);
}
}
rect = rect ?? Rectangle(0, 0, LandscapeWidth(), LandscapeHeight());
// repeat until a spot is found or max. number of tries exceeded
while (repeat-- > 0)
{
var x = RandomX(rect.x, rect.x + rect.w);
var y = RandomX(rect.y, rect.y + rect.h);
// find wall-spot
// this part just moves the random point to left/right/up/down until a wall is hit
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 (Global->FindLocationConditionCheckIsValid(flag, x, y)) continue;
valid = false;
break;
}
if (valid)
{
return {x = x, y = y};
}
}
// no spot found
return nil;
}
global func FindLocationConditionCheckIsValid(flag, x, y)
{
if (flag[0] == LOC_NOT) return !FindLocationConditionCheckIsValid(flag[1], x, y);
if (flag[0] == LOC_OR)
{
var max = GetLength(flag);
for (var i = 1; i < max; ++i)
if (FindLocationConditionCheckIsValid(flag[i], x, y)) return true;
return false;
}
if (flag[0] == LOC_AND)
{
var max = GetLength(flag);
for (var i = 1; i < max; ++i)
if (!FindLocationConditionCheckIsValid(flag[i], x, y)) return false;
return true;
}
if (flag[0] == LOC_INRECT)
{
var rect = flag[1];
return Inside(x, rect.x, rect.x + rect.w) && Inside(y, rect.y, rect.y + rect.h);
}
if (flag[0] == LOC_SOLID)
return GBackSolid(x, y);
if (flag[0] == LOC_SKY)
return GBackSky(x, y);
if (flag[0] == LOC_LIQUID)
return GBackLiquid(x, y);
if (flag[0] == LOC_MATERIAL)
{
if ((GetMaterial(x, y) != flag[1])) return false;
if (GetLength(flag) > 2)
if (GetTexture(x, y) != flag[2]) return false;
return true;
}
// custom condition call
if (flag[0] == LOC_FUNC)
{
return Global->Call(flag[1], x, y);
}
// 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? always fulfilled
return true;
}