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vcmi/lib/rmg/Zone.h

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/*
* Zone.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include "float3.h"
#include "../int3.h"
#include "CRmgTemplate.h"
#include "RmgArea.h"
#include "RmgPath.h"
#include "RmgObject.h"
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#include "modificators/Modificator.h"
//uncomment to generate dumps afger every step of map generation
//#define RMG_DUMP
VCMI_LIB_NAMESPACE_BEGIN
class RmgMap;
class CMapGenerator;
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class Modificator;
extern const std::function<bool(const int3 &)> AREA_NO_FILTER;
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typedef std::list<std::shared_ptr<Modificator>> TModificators;
template<typename T>
class ThreadSafeProxy
{
public:
ThreadSafeProxy(T& resource, boost::recursive_mutex& mutex)
: resourceRef(resource), lock(mutex) {}
T* operator->() { return &resourceRef; }
const T* operator->() const { return &resourceRef; }
T& operator*() { return resourceRef; }
const T& operator*() const { return resourceRef; }
T& get() {return resourceRef;}
const T& get() const {return resourceRef;}
T operator+(const T & other)
{
return resourceRef + other;
}
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template <typename U>
T operator+(ThreadSafeProxy<U> & other)
{
return get() + other.get();
}
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template <typename U>
T operator+(ThreadSafeProxy<U> && other)
{
return get() + other.get();
}
private:
T& resourceRef;
std::lock_guard<boost::recursive_mutex> lock;
};
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class Zone : public rmg::ZoneOptions
{
public:
Zone(RmgMap & map, CMapGenerator & generator, vstd::RNG & rand);
Zone(const Zone &) = delete;
~Zone();
void setOptions(const rmg::ZoneOptions & options);
bool isUnderground() const;
float3 getCenter() const;
void setCenter(const float3 &f);
int3 getPos() const;
void setPos(const int3 &pos);
ThreadSafeProxy<rmg::Area> area();
ThreadSafeProxy<const rmg::Area> area() const;
ThreadSafeProxy<rmg::Area> areaPossible();
ThreadSafeProxy<const rmg::Area> areaPossible() const;
ThreadSafeProxy<rmg::Area> freePaths();
ThreadSafeProxy<const rmg::Area> freePaths() const;
ThreadSafeProxy<rmg::Area> areaUsed();
ThreadSafeProxy<const rmg::Area> areaUsed() const;
void initFreeTiles();
void clearTiles();
void fractalize();
FactionID getTownType() const;
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void setTownType(FactionID town);
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TerrainId getTerrainType() const;
void setTerrainType(TerrainId terrain);
void connectPath(const rmg::Path & path);
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rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter = AREA_NO_FILTER) const;
rmg::Path searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter = AREA_NO_FILTER) const;
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rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const;
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TModificators getModificators();
template<class T>
T* getModificator()
{
for(auto & m : modificators)
if(auto * mm = dynamic_cast<T*>(m.get()))
return mm;
return nullptr;
}
template<class T>
void addModificator()
{
modificators.emplace_back(new T(*this, map, generator));
}
void initModificators();
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vstd::RNG & getRand();
public:
mutable boost::recursive_mutex areaMutex;
using Lock = boost::unique_lock<boost::recursive_mutex>;
protected:
CMapGenerator & generator;
std::unique_ptr<vstd::RNG> rand;
RmgMap & map;
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TModificators modificators;
bool finished;
//placement info
int3 pos;
float3 center;
rmg::Area dArea; //irregular area assigned to zone
rmg::Area dAreaPossible;
rmg::Area dAreaFree; //core paths of free tiles that all other objects will be linked to
rmg::Area dAreaUsed;
std::vector<int3> possibleQuestArtifactPos;
//template info
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FactionID townType;
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TerrainId terrainType;
};
VCMI_LIB_NAMESPACE_END