1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688
|
/* LocationFilter.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "LocationFilter.h"
#include "CategoryList.h"
#include "CategoryType.h"
#include "DataNode.h"
#include "DataWriter.h"
#include "DistanceMap.h"
#include "GameData.h"
#include "Government.h"
#include "Planet.h"
#include "Port.h"
#include "Random.h"
#include "Ship.h"
#include "StellarObject.h"
#include "System.h"
#include <algorithm>
#include <mutex>
using namespace std;
namespace {
bool SetsIntersect(const set<string> &a, const set<string> &b)
{
// Quickest way to find out if two sets contain common elements: iterate
// through both of them in sorted order.
auto ait = a.begin();
auto bit = b.begin();
while(ait != a.end() && bit != b.end())
{
int comp = ait->compare(*bit);
if(!comp)
return true;
else if(comp < 0)
++ait;
else
++bit;
}
return false;
}
bool SetsIntersect(const set<const Outfit *> &a, const set<const Outfit *> &b)
{
auto ait = a.begin();
auto bit = b.begin();
// The stored values are pointers to the same GameData array:
// directly compare them.
while(ait != a.end() && bit != b.end())
{
if(*ait == *bit)
return true;
else if(*ait < *bit)
++ait;
else
++bit;
}
return false;
}
// Check if the given system is within the given distance of the center.
int Distance(const System *center, const System *system, int maximum, DistanceCalculationSettings distanceSettings)
{
// This function should only ever be called from the main thread, but
// just to be sure, use mutex protection on the static locals.
static mutex distanceMutex;
lock_guard<mutex> lock(distanceMutex);
static const System *previousCenter = center;
static DistanceMap distance(
center,
distanceSettings.WormholeStrat(),
distanceSettings.AssumesJumpDrive(),
-1,
maximum
);
static int previousMaximum = maximum;
static DistanceCalculationSettings previousDistanceSettings = distanceSettings;
if(center != previousCenter || maximum > previousMaximum || distanceSettings != previousDistanceSettings)
{
previousCenter = center;
previousMaximum = maximum;
previousDistanceSettings = distanceSettings;
distance = DistanceMap(
center,
distanceSettings.WormholeStrat(),
distanceSettings.AssumesJumpDrive(),
-1,
maximum
);
}
// If the distance is greater than the maximum, this is not a match.
int d = distance.Days(*system);
return (d > maximum) ? -1 : d;
}
// Check that at least one neighbor of the hub system matches, for each of the neighbor filters.
// False if at least one filter fails to match, true if all filters find at least one match.
bool MatchesNeighborFilters(const list<LocationFilter> &neighborFilters, const System *hub, const System *origin)
{
for(const LocationFilter &filter : neighborFilters)
{
bool hasMatch = false;
for(const System *neighbor : hub->Links())
if(filter.Matches(neighbor, origin))
{
hasMatch = true;
break;
}
if(!hasMatch)
return false;
}
return true;
}
// Validity check for this filter's sets. Only one element must be valid.
template<class T>
bool CheckValidity(const set<const T *> &c)
{
return c.empty() || any_of(c.begin(), c.end(),
[](const T *item) noexcept -> bool
{
return item->IsValid();
});
}
bool CheckValidity(const list<LocationFilter> &l)
{
return l.empty() || any_of(l.begin(), l.end(),
[](const LocationFilter &f) noexcept -> bool
{
return f.IsValid();
});
}
bool CheckValidity(const list<set<const Outfit *>> &l)
{
if(l.empty())
return true;
for(auto &&outfits : l)
for(auto &&outfit : outfits)
if(outfit->IsDefined())
return true;
return false;
}
}
// Construct and Load() at the same time.
LocationFilter::LocationFilter(const DataNode &node, const set<const System *> *visitedSystems,
const set<const Planet *> *visitedPlanets)
{
Load(node, visitedSystems, visitedPlanets);
}
void LocationFilter::Load(const DataNode &node, const set<const System *> *visitedSystems,
const set<const Planet *> *visitedPlanets)
{
for(const DataNode &child : node)
{
// Handle filters that must not match, or must apply to a
// neighboring system. If the token is alone on a line, it
// introduces many lines of this type of filter. Otherwise, this
// child is a normal LocationFilter line.
const string &key = child.Token(0);
if(key == "not" || key == "neighbor")
{
list<LocationFilter> &filters = ((key == "not") ? notFilters : neighborFilters);
filters.emplace_back();
if(child.Size() == 1)
filters.back().Load(child, visitedSystems, visitedPlanets);
else
filters.back().LoadChild(child, visitedSystems, visitedPlanets);
}
else
LoadChild(child, visitedSystems, visitedPlanets);
}
isEmpty = planets.empty() && attributes.empty() && systems.empty() && governments.empty()
&& !center && originMaxDistance < 0 && notFilters.empty() && neighborFilters.empty()
&& outfits.empty() && shipCategory.empty() && !systemIsVisited && !planetIsVisited;
}
void LocationFilter::Save(DataWriter &out) const
{
out.BeginChild();
{
for(const LocationFilter &filter : notFilters)
{
out.Write("not");
filter.Save(out);
}
for(const LocationFilter &filter : neighborFilters)
{
out.Write("neighbor");
filter.Save(out);
}
if(!planets.empty())
{
out.Write("planet");
out.BeginChild();
{
for(const Planet *planet : planets)
out.Write(planet->TrueName());
}
out.EndChild();
}
if(!systems.empty())
{
out.Write("system");
out.BeginChild();
{
for(const System *system : systems)
out.Write(system->TrueName());
}
out.EndChild();
}
if(!governments.empty())
{
out.Write("government");
out.BeginChild();
{
for(const Government *government : governments)
out.Write(government->TrueName());
}
out.EndChild();
}
for(const auto &it : attributes)
{
out.Write("attributes");
out.BeginChild();
{
for(const string &name : it)
out.Write(name);
}
out.EndChild();
}
for(const auto &it : outfits)
{
out.Write("outfits");
out.BeginChild();
{
for(const Outfit *outfit : it)
out.Write(outfit->TrueName());
}
out.EndChild();
}
if(!shipCategory.empty())
{
out.Write("category");
out.BeginChild();
{
for(const string &category : shipCategory)
out.Write(category);
}
out.EndChild();
}
if(center)
out.Write("near", center->TrueName(), centerMinDistance, centerMaxDistance);
if(planetIsVisited)
out.Write("visited", "planet");
else if(systemIsVisited)
out.Write("visited");
}
out.EndChild();
}
// Check if this filter contains any specifications.
bool LocationFilter::IsEmpty() const
{
return isEmpty;
}
// Check if all of this filter's named content is invalid (e.g. its known members only
// match to content that is currently unavailable). If at least one valid parameter
// from every restriction is valid, then this filter is valid.
bool LocationFilter::IsValid() const
{
if(IsEmpty())
return true;
if(!CheckValidity(planets))
return false;
// Attributes are always considered valid.
if(!CheckValidity(systems))
return false;
// Governments are always considered valid.
// The "center" of a "near <system>" filter must be valid.
if(center && !center->IsValid())
return false;
if(!CheckValidity(outfits))
return false;
if(!shipCategory.empty())
{
// At least one desired category must be valid.
set<string> categoriesSet;
for(const auto &category : GameData::GetCategory(CategoryType::SHIP))
categoriesSet.insert(category.Name());
if(!SetsIntersect(shipCategory, categoriesSet))
return false;
}
if(!CheckValidity(notFilters))
return false;
if(!CheckValidity(neighborFilters))
return false;
return true;
}
// If the player is in the given system, does this filter match?
bool LocationFilter::Matches(const Planet *planet, const System *origin) const
{
if(!planet || !planet->IsValid())
return false;
if(planetIsVisited)
{
if(!visitedPlanets)
throw runtime_error("LocationFilter::Matches called with a null pointer to the player's visited planets!");
if(!visitedPlanets->contains(planet))
return false;
}
// If a ship class was given, do not match planets.
if(!shipCategory.empty())
return false;
if(!governments.empty() && !governments.contains(planet->GetGovernment()))
return false;
if(!planets.empty() && !planets.contains(planet))
return false;
for(const set<string> &attr : attributes)
if(!SetsIntersect(attr, planet->Attributes()))
return false;
for(const LocationFilter &filter : notFilters)
if(filter.Matches(planet, origin))
return false;
// If outfits are specified, make sure they can be bought here.
for(const set<const Outfit *> &outfitList : outfits)
if(!SetsIntersect(outfitList, planet->OutfitterStock()))
return false;
return Matches(planet->GetSystem(), origin, true);
}
bool LocationFilter::Matches(const System *system, const System *origin) const
{
// If a ship class was given, do not match systems.
if(!shipCategory.empty())
return false;
return Matches(system, origin, false);
}
// Check for matches with the ship's system, government, category,
// outfits (installed and carried), and attributes.
bool LocationFilter::Matches(const Ship &ship) const
{
const System *origin = ship.GetSystem();
if(!systems.empty() && !systems.contains(origin))
return false;
if(!governments.empty() && !governments.contains(ship.GetGovernment()))
return false;
if(!shipCategory.empty() && !shipCategory.contains(ship.Attributes().Category()))
return false;
if(!attributes.empty())
{
// Create a set from the positive-valued attributes of this ship.
set<string> shipAttributes;
for(const auto &attr : ship.Attributes().Attributes())
if(attr.second > 0.)
shipAttributes.insert(shipAttributes.end(), attr.first);
for(const set<string> &attr : attributes)
if(!SetsIntersect(attr, shipAttributes))
return false;
}
if(!outfits.empty())
{
// Create a set from all installed and carried outfits.
set<const Outfit *> shipOutfits;
for(const auto &oit : ship.Outfits())
if(oit.second > 0)
shipOutfits.insert(shipOutfits.end(), oit.first);
for(const auto &cit : ship.Cargo().Outfits())
if(cit.second > 0)
shipOutfits.insert(cit.first);
for(const auto &outfitSet : outfits)
if(!SetsIntersect(outfitSet, shipOutfits))
return false;
}
for(const LocationFilter &filter : notFilters)
if(filter.Matches(ship))
return false;
if(!MatchesNeighborFilters(neighborFilters, origin, origin))
return false;
// Check if this ship's current system meets a "near <system>" criterion.
// (Ships only offer missions, so no "distance" criteria need to be checked.)
if(center && Distance(center, origin, centerMaxDistance, centerDistanceOptions) < centerMinDistance)
return false;
return true;
}
// Convert a "distance" filter into a "near" filter.
LocationFilter LocationFilter::SetOrigin(const System *origin) const
{
// If there is no distance filter, then no conversion is needed.
if(IsEmpty() || originMaxDistance < 0)
return *this;
// If the system is invalid, or a "near <system>" filter already
// exists, do not convert "distance" to "near".
if(!origin || center)
return *this;
// Copy all parts of this instantiated filter into the result.
LocationFilter result = *this;
// Perform the conversion.
result.center = origin;
result.centerMinDistance = originMinDistance;
result.centerMaxDistance = originMaxDistance;
result.centerDistanceOptions = originDistanceOptions;
// Revert "distance" parameters to their default.
result.originMinDistance = 0;
result.originMaxDistance = -1;
result.originDistanceOptions = DistanceCalculationSettings{};
return result;
}
// Pick a random system that matches this filter, based on the given origin.
const System *LocationFilter::PickSystem(const System *origin) const
{
// Find a planet that satisfies the filter.
vector<const System *> options;
for(const auto &it : GameData::Systems())
{
const System &system = it.second;
// Skip systems with incomplete data or that are inaccessible.
if(!system.IsValid() || system.Inaccessible())
continue;
if(Matches(&system, origin))
options.push_back(&system);
}
return options.empty() ? nullptr : options[Random::Int(options.size())];
}
// Pick a random planet that matches this filter, based on the given origin.
const Planet *LocationFilter::PickPlanet(const System *origin, bool hasClearance, bool requireSpaceport) const
{
// Find a planet that satisfies the filter.
vector<const Planet *> options;
for(const auto &it : GameData::Planets())
{
const Planet &planet = it.second;
// Skip planets with incomplete data or which are from inaccessible systems.
if(!planet.IsValid() || (planet.GetSystem() && planet.GetSystem()->Inaccessible()))
continue;
// Skip planets that do not offer special jobs or missions, unless they were explicitly listed as options.
if(planet.IsWormhole()
|| (requireSpaceport && !planet.GetPort().HasService(Port::ServicesType::OffersMissions))
|| (!hasClearance && !planet.CanLand()))
if(planets.empty() || !planets.contains(&planet))
continue;
if(Matches(&planet, origin))
options.push_back(&planet);
}
return options.empty() ? nullptr : options[Random::Int(options.size())];
}
// Load one particular line of conditions.
void LocationFilter::LoadChild(const DataNode &child, const set<const System *> *visitedSystems,
const set<const Planet *> *visitedPlanets)
{
if(!visitedSystems || !visitedPlanets)
throw runtime_error("LocationFilters must be provided pointers to the player's visited systems and planets.");
this->visitedSystems = visitedSystems;
this->visitedPlanets = visitedPlanets;
bool isNot = (child.Token(0) == "not" || child.Token(0) == "neighbor");
int valueIndex = 1 + isNot;
const string &key = child.Token(valueIndex - 1);
if(key == "not" || key == "neighbor")
child.PrintTrace("Error: Skipping unsupported use of 'not' and 'neighbor'."
" These keywords must be nested if used together.");
else if(key == "planet")
{
for(int i = valueIndex; i < child.Size(); ++i)
planets.insert(GameData::Planets().Get(child.Token(i)));
for(const DataNode &grand : child)
for(int i = 0; i < grand.Size(); ++i)
planets.insert(GameData::Planets().Get(grand.Token(i)));
}
else if(key == "system")
{
for(int i = valueIndex; i < child.Size(); ++i)
systems.insert(GameData::Systems().Get(child.Token(i)));
for(const DataNode &grand : child)
for(int i = 0; i < grand.Size(); ++i)
systems.insert(GameData::Systems().Get(grand.Token(i)));
}
else if(key == "government")
{
for(int i = valueIndex; i < child.Size(); ++i)
governments.insert(GameData::Governments().Get(child.Token(i)));
for(const DataNode &grand : child)
for(int i = 0; i < grand.Size(); ++i)
governments.insert(GameData::Governments().Get(grand.Token(i)));
}
else if(key == "attributes")
{
attributes.push_back(set<string>());
for(int i = valueIndex; i < child.Size(); ++i)
attributes.back().insert(child.Token(i));
for(const DataNode &grand : child)
for(int i = 0; i < grand.Size(); ++i)
attributes.back().insert(grand.Token(i));
// Don't allow empty attribute sets; that's probably a typo.
if(attributes.back().empty())
attributes.pop_back();
}
else if(key == "near" && child.Size() >= 1 + valueIndex)
{
center = GameData::Systems().Get(child.Token(valueIndex));
if(child.Size() == 2 + valueIndex)
centerMaxDistance = child.Value(1 + valueIndex);
else if(child.Size() == 3 + valueIndex)
{
centerMinDistance = child.Value(1 + valueIndex);
centerMaxDistance = child.Value(2 + valueIndex);
}
if(child.HasChildren())
centerDistanceOptions.Load(child);
}
else if(key == "distance" && child.Size() >= 1 + valueIndex)
{
if(child.Size() == 1 + valueIndex)
originMaxDistance = child.Value(valueIndex);
else if(child.Size() == 2 + valueIndex)
{
originMinDistance = child.Value(valueIndex);
originMaxDistance = child.Value(1 + valueIndex);
}
if(child.HasChildren())
originDistanceOptions.Load(child);
}
else if(key == "category" && child.Size() >= 2 + isNot)
{
// Ship categories cannot be combined in an "and" condition.
auto firstIt = next(child.Tokens().begin(), 1 + isNot);
shipCategory.insert(firstIt, child.Tokens().end());
for(const DataNode &grand : child)
shipCategory.insert(grand.Tokens().begin(), grand.Tokens().end());
}
else if(key == "outfits" && child.Size() >= 2 + isNot)
{
outfits.push_back(set<const Outfit *>());
for(int i = 1 + isNot; i < child.Size(); ++i)
outfits.back().insert(GameData::Outfits().Get(child.Token(i)));
for(const DataNode &grand : child)
for(int i = 0; i < grand.Size(); ++i)
outfits.back().insert(GameData::Outfits().Get(grand.Token(i)));
// Don't allow empty outfit sets; that's probably a typo.
if(outfits.back().empty())
outfits.pop_back();
}
else if(key == "visited")
{
systemIsVisited = true;
if(child.Size() >= 2 + isNot && child.Token(valueIndex) == "planet")
planetIsVisited = true;
}
else
child.PrintTrace("Skipping unrecognized attribute:");
}
bool LocationFilter::Matches(const System *system, const System *origin, bool didPlanet) const
{
if(!system || !system->IsValid())
return false;
if(!systems.empty() && !systems.contains(system))
return false;
if(systemIsVisited)
{
if(!visitedSystems)
throw runtime_error("LocationFilter::Matches called with a null pointer to the player's visited systems!");
if(!visitedSystems->contains(system))
return false;
}
// Don't check these filters again if they were already checked as a part of
// checking if a planet matches.
if(!didPlanet)
{
if(!governments.empty() && !governments.contains(system->GetGovernment()))
return false;
// This filter is being applied to a system, not a planet.
// Check whether the system, or any planet within it, has one of the
// required attributes from each set.
if(!attributes.empty())
{
for(const set<string> &attr : attributes)
{
bool matches = SetsIntersect(attr, system->Attributes());
for(const StellarObject &object : system->Objects())
if(object.HasSprite() && object.HasValidPlanet())
matches |= SetsIntersect(attr, object.GetPlanet()->Attributes());
if(!matches)
return false;
}
}
for(const LocationFilter &filter : notFilters)
if(filter.Matches(system, origin))
return false;
}
if(!MatchesNeighborFilters(neighborFilters, system, origin))
return false;
// Check this system's distance from the desired reference system.
if(center && Distance(center, system, centerMaxDistance, centerDistanceOptions) < centerMinDistance)
return false;
if(origin && originMaxDistance >= 0
&& Distance(origin, system, originMaxDistance, originDistanceOptions) < originMinDistance)
return false;
return true;
}
|