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# include "StdInc.h"
# include "CMapGenerator.h"
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# include "../mapping/CMap.h"
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# include "../VCMI_Lib.h"
# include "../CGeneralTextHandler.h"
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# include "../mapping/CMapEditManager.h"
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# include "../CTownHandler.h"
# include "../StringConstants.h"
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# include "../filesystem/Filesystem.h"
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# include "CRmgTemplate.h"
# include "CRmgTemplateZone.h"
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# include "CZonePlacer.h"
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# include "../mapObjects/CObjectClassesHandler.h"
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static const int3 dirs4 [ ] = { int3 ( 0 , 1 , 0 ) , int3 ( 0 , - 1 , 0 ) , int3 ( - 1 , 0 , 0 ) , int3 ( + 1 , 0 , 0 ) } ;
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void CMapGenerator : : foreach_neighbour ( const int3 & pos , std : : function < void ( int3 & pos ) > foo )
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{
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for ( const int3 & dir : int3 : : getDirs ( ) )
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{
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int3 n = pos + dir ;
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/*important notice: perform any translation before this function is called,
so the actual map position is checked */
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if ( map - > isInTheMap ( n ) )
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foo ( n ) ;
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}
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}
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void CMapGenerator : : foreachDirectNeighbour ( const int3 & pos , std : : function < void ( int3 & pos ) > foo )
{
for ( const int3 & dir : dirs4 )
{
int3 n = pos + dir ;
if ( map - > isInTheMap ( n ) )
foo ( n ) ;
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}
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}
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CMapGenerator : : CMapGenerator ( ) :
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zonesTotal ( 0 ) , monolithIndex ( 0 )
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{
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}
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void CMapGenerator : : initTiles ( )
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{
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map - > initTerrain ( ) ;
int width = map - > width ;
int height = map - > height ;
int level = map - > twoLevel ? 2 : 1 ;
tiles = new CTileInfo * * [ width ] ;
for ( int i = 0 ; i < width ; + + i )
{
tiles [ i ] = new CTileInfo * [ height ] ;
for ( int j = 0 ; j < height ; + + j )
{
tiles [ i ] [ j ] = new CTileInfo [ level ] ;
}
}
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zoneColouring . resize ( boost : : extents [ map - > twoLevel ? 2 : 1 ] [ map - > width ] [ map - > height ] ) ;
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}
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CMapGenerator : : ~ CMapGenerator ( )
{
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if ( tiles )
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{
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int width = mapGenOptions - > getWidth ( ) ;
int height = mapGenOptions - > getHeight ( ) ;
for ( int i = 0 ; i < width ; i + + )
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{
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for ( int j = 0 ; j < height ; j + + )
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{
delete [ ] tiles [ i ] [ j ] ;
}
delete [ ] tiles [ i ] ;
}
delete [ ] tiles ;
}
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}
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void CMapGenerator : : initPrisonsRemaining ( )
{
prisonsRemaining = 0 ;
for ( auto isAllowed : map - > allowedHeroes )
{
if ( isAllowed )
prisonsRemaining + + ;
}
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prisonsRemaining = std : : max < int > ( 0 , prisonsRemaining - 16 * mapGenOptions - > getPlayerCount ( ) ) ; //so at least 16 heroes will be available for every player
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}
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void CMapGenerator : : initQuestArtsRemaining ( )
{
for ( auto art : VLC - > arth - > artifacts )
{
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if ( art - > aClass = = CArtifact : : ART_TREASURE & & VLC - > arth - > legalArtifact ( art - > id ) & & art - > constituentOf . empty ( ) ) //don't use parts of combined artifacts
questArtifacts . push_back ( art - > id ) ;
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}
}
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std : : unique_ptr < CMap > CMapGenerator : : generate ( CMapGenOptions * mapGenOptions , int randomSeed /*= std::time(nullptr)*/ )
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{
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this - > mapGenOptions = mapGenOptions ;
this - > randomSeed = randomSeed ;
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assert ( mapGenOptions ) ;
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rand . setSeed ( this - > randomSeed ) ;
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mapGenOptions - > finalize ( rand ) ;
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map = make_unique < CMap > ( ) ;
editManager = map - > getEditManager ( ) ;
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try
{
editManager - > getUndoManager ( ) . setUndoRedoLimit ( 0 ) ;
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//FIXME: somehow mapGenOption is nullptr at this point :?
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addHeaderInfo ( ) ;
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initTiles ( ) ;
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initPrisonsRemaining ( ) ;
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initQuestArtsRemaining ( ) ;
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genZones ( ) ;
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map - > calculateGuardingGreaturePositions ( ) ; //clear map so that all tiles are unguarded
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fillZones ( ) ;
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//updated guarded tiles will be calculated in CGameState::initMapObjects()
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}
catch ( rmgException & e )
{
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logGlobal - > errorStream ( ) < < " Random map generation received exception: " < < e . what ( ) ;
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}
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return std : : move ( map ) ;
}
std : : string CMapGenerator : : getMapDescription ( ) const
{
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assert ( mapGenOptions ) ;
assert ( map ) ;
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const std : : string waterContentStr [ 3 ] = { " none " , " normal " , " islands " } ;
const std : : string monsterStrengthStr [ 3 ] = { " weak " , " normal " , " strong " } ;
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int monsterStrengthIndex = mapGenOptions - > getMonsterStrength ( ) - EMonsterStrength : : GLOBAL_WEAK ; //does not start from 0
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std : : stringstream ss ;
ss < < boost : : str ( boost : : format ( std : : string ( " Map created by the Random Map Generator. \n Template was %s, Random seed was %d, size %dx%d " ) +
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" , levels %s, players %d, computers %d, water %s, monster %s, VCMI map " ) % mapGenOptions - > getMapTemplate ( ) - > getName ( ) %
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randomSeed % map - > width % map - > height % ( map - > twoLevel ? " 2 " : " 1 " ) % static_cast < int > ( mapGenOptions - > getPlayerCount ( ) ) %
static_cast < int > ( mapGenOptions - > getCompOnlyPlayerCount ( ) ) % waterContentStr [ mapGenOptions - > getWaterContent ( ) ] %
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monsterStrengthStr [ monsterStrengthIndex ] ) ;
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for ( const auto & pair : mapGenOptions - > getPlayersSettings ( ) )
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{
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const auto & pSettings = pair . second ;
if ( pSettings . getPlayerType ( ) = = EPlayerType : : HUMAN )
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{
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ss < < " , " < < GameConstants : : PLAYER_COLOR_NAMES [ pSettings . getColor ( ) . getNum ( ) ] < < " is human " ;
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}
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if ( pSettings . getStartingTown ( ) ! = CMapGenOptions : : CPlayerSettings : : RANDOM_TOWN )
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{
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ss < < " , " < < GameConstants : : PLAYER_COLOR_NAMES [ pSettings . getColor ( ) . getNum ( ) ]
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< < " town choice is " < < VLC - > townh - > factions [ pSettings . getStartingTown ( ) ] - > name ;
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}
}
return ss . str ( ) ;
}
void CMapGenerator : : addPlayerInfo ( )
{
// Calculate which team numbers exist
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enum ETeams { CPHUMAN = 0 , CPUONLY = 1 , AFTER_LAST = 2 } ;
std : : array < std : : list < int > , 2 > teamNumbers ;
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int teamOffset = 0 ;
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int playerCount = 0 ;
int teamCount = 0 ;
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for ( int i = CPHUMAN ; i < AFTER_LAST ; + + i )
{
if ( i = = CPHUMAN )
{
playerCount = mapGenOptions - > getPlayerCount ( ) ;
teamCount = mapGenOptions - > getTeamCount ( ) ;
}
else
{
playerCount = mapGenOptions - > getCompOnlyPlayerCount ( ) ;
teamCount = mapGenOptions - > getCompOnlyTeamCount ( ) ;
}
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if ( playerCount = = 0 )
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{
continue ;
}
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int playersPerTeam = playerCount / ( teamCount = = 0 ? playerCount : teamCount ) ;
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int teamCountNorm = teamCount ;
if ( teamCountNorm = = 0 )
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{
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teamCountNorm = playerCount ;
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}
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for ( int j = 0 ; j < teamCountNorm ; + + j )
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{
for ( int k = 0 ; k < playersPerTeam ; + + k )
{
teamNumbers [ i ] . push_back ( j + teamOffset ) ;
}
}
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for ( int j = 0 ; j < playerCount - teamCountNorm * playersPerTeam ; + + j )
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{
teamNumbers [ i ] . push_back ( j + teamOffset ) ;
}
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teamOffset + = teamCountNorm ;
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}
// Team numbers are assigned randomly to every player
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//TODO: allow customize teams in rmg template
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for ( const auto & pair : mapGenOptions - > getPlayersSettings ( ) )
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{
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const auto & pSettings = pair . second ;
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PlayerInfo player ;
player . canComputerPlay = true ;
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int j = ( pSettings . getPlayerType ( ) = = EPlayerType : : COMP_ONLY ) ? CPUONLY : CPHUMAN ;
if ( j = = CPHUMAN )
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{
player . canHumanPlay = true ;
}
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if ( teamNumbers [ j ] . empty ( ) )
{
logGlobal - > errorStream ( ) < < boost : : format ( " Not enough places in team for %s player " ) % ( ( j = = CPUONLY ) ? " CPU " : " CPU or human " ) ;
assert ( teamNumbers [ j ] . size ( ) ) ;
}
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auto itTeam = RandomGeneratorUtil : : nextItem ( teamNumbers [ j ] , rand ) ;
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player . team = TeamID ( * itTeam ) ;
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teamNumbers [ j ] . erase ( itTeam ) ;
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map - > players [ pSettings . getColor ( ) . getNum ( ) ] = player ;
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}
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map - > howManyTeams = ( mapGenOptions - > getTeamCount ( ) = = 0 ? mapGenOptions - > getPlayerCount ( ) : mapGenOptions - > getTeamCount ( ) )
+ ( mapGenOptions - > getCompOnlyTeamCount ( ) = = 0 ? mapGenOptions - > getCompOnlyPlayerCount ( ) : mapGenOptions - > getCompOnlyTeamCount ( ) ) ;
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}
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void CMapGenerator : : genZones ( )
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{
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editManager - > clearTerrain ( & rand ) ;
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editManager - > getTerrainSelection ( ) . selectRange ( MapRect ( int3 ( 0 , 0 , 0 ) , mapGenOptions - > getWidth ( ) , mapGenOptions - > getHeight ( ) ) ) ;
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editManager - > drawTerrain ( ETerrainType : : GRASS , & rand ) ;
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auto tmpl = mapGenOptions - > getMapTemplate ( ) ;
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zones = tmpl - > getZones ( ) ; //copy from template (refactor?)
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CZonePlacer placer ( this ) ;
placer . placeZones ( mapGenOptions , & rand ) ;
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placer . assignZones ( mapGenOptions ) ;
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logGlobal - > infoStream ( ) < < " Zones generated successfully " ;
}
void CMapGenerator : : fillZones ( )
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{
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//init native town count with 0
for ( auto faction : VLC - > townh - > getAllowedFactions ( ) )
zonesPerFaction [ faction ] = 0 ;
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findZonesForQuestArts ( ) ;
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logGlobal - > infoStream ( ) < < " Started filling zones " ;
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//initialize possible tiles before any object is actually placed
for ( auto it : zones )
it . second - > initFreeTiles ( this ) ;
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createDirectConnections ( ) ; //direct
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//make sure all connections are passable before creating borders
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for ( auto it : zones )
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it . second - > createBorder ( this ) ; //once direct connections are done
createConnections2 ( ) ; //subterranean gates and monoliths
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
for ( auto it : zones )
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it . second - > initTownType ( this ) ;
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std : : vector < CRmgTemplateZone * > treasureZones ;
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for ( auto it : zones )
{
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it . second - > fill ( this ) ;
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if ( it . second - > getType ( ) = = ETemplateZoneType : : TREASURE )
treasureZones . push_back ( it . second ) ;
}
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//set apriopriate free/occupied tiles, including blocked underground rock
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createObstaclesCommon1 ( ) ;
//set back original terrain for underground zones
for ( auto it : zones )
it . second - > createObstacles1 ( this ) ;
createObstaclesCommon2 ( ) ;
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//place actual obstacles matching zone terrain
for ( auto it : zones )
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{
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it . second - > createObstacles2 ( this ) ;
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}
# define PRINT_MAP_BEFORE_ROADS true
if ( PRINT_MAP_BEFORE_ROADS ) //enable to debug
{
std : : ofstream out ( " road debug " ) ;
int levels = map - > twoLevel ? 2 : 1 ;
int width = map - > width ;
int height = map - > height ;
for ( int k = 0 ; k < levels ; k + + )
{
for ( int j = 0 ; j < height ; j + + )
{
for ( int i = 0 ; i < width ; i + + )
{
char t = ' ? ' ;
switch ( getTile ( int3 ( i , j , k ) ) . getTileType ( ) )
{
case ETileType : : FREE :
t = ' ' ; break ;
case ETileType : : BLOCKED :
t = ' # ' ; break ;
case ETileType : : POSSIBLE :
t = ' - ' ; break ;
case ETileType : : USED :
t = ' O ' ; break ;
}
out < < t ;
}
out < < std : : endl ;
}
out < < std : : endl ;
}
out < < std : : endl ;
}
for ( auto it : zones )
{
it . second - > connectRoads ( this ) ; //draw roads after everything else has been placed
}
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//find place for Grail
if ( treasureZones . empty ( ) )
{
for ( auto it : zones )
treasureZones . push_back ( it . second ) ;
}
auto grailZone = * RandomGeneratorUtil : : nextItem ( treasureZones , rand ) ;
map - > grailPos = * RandomGeneratorUtil : : nextItem ( * grailZone - > getFreePaths ( ) , rand ) ;
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logGlobal - > infoStream ( ) < < " Zones filled successfully " ;
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}
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void CMapGenerator : : createObstaclesCommon1 ( )
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{
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if ( map - > twoLevel ) //underground
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{
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//negative approach - create rock tiles first, then make sure all accessible tiles have no rock
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std : : vector < int3 > rockTiles ;
for ( int x = 0 ; x < map - > width ; x + + )
{
for ( int y = 0 ; y < map - > height ; y + + )
{
int3 tile ( x , y , 1 ) ;
if ( shouldBeBlocked ( tile ) )
{
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rockTiles . push_back ( tile ) ;
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}
}
}
editManager - > getTerrainSelection ( ) . setSelection ( rockTiles ) ;
editManager - > drawTerrain ( ETerrainType : : ROCK , & rand ) ;
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}
}
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void CMapGenerator : : createObstaclesCommon2 ( )
{
if ( map - > twoLevel )
{
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//finally mark rock tiles as occupied, spawn no obstacles there
for ( int x = 0 ; x < map - > width ; x + + )
{
for ( int y = 0 ; y < map - > height ; y + + )
{
int3 tile ( x , y , 1 ) ;
if ( map - > getTile ( tile ) . terType = = ETerrainType : : ROCK )
{
setOccupied ( tile , ETileType : : USED ) ;
}
}
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}
}
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//tighten obstacles to improve visuals
for ( int i = 0 ; i < 3 ; + + i )
{
int blockedTiles = 0 ;
int freeTiles = 0 ;
for ( int z = 0 ; z < ( map - > twoLevel ? 2 : 1 ) ; z + + )
{
for ( int x = 0 ; x < map - > width ; x + + )
{
for ( int y = 0 ; y < map - > height ; y + + )
{
int3 tile ( x , y , z ) ;
if ( ! isPossible ( tile ) ) //only possible tiles can change
continue ;
int blockedNeighbours = 0 ;
int freeNeighbours = 0 ;
foreach_neighbour ( tile , [ this , & blockedNeighbours , & freeNeighbours ] ( int3 & pos )
{
if ( this - > isBlocked ( pos ) )
blockedNeighbours + + ;
if ( this - > isFree ( pos ) )
freeNeighbours + + ;
} ) ;
if ( blockedNeighbours > 4 )
{
setOccupied ( tile , ETileType : : BLOCKED ) ;
blockedTiles + + ;
}
else if ( freeNeighbours > 4 )
{
setOccupied ( tile , ETileType : : FREE ) ;
freeTiles + + ;
}
}
}
}
logGlobal - > traceStream ( ) < < boost : : format ( " Set %d tiles to BLOCKED and %d tiles to FREE " ) % blockedTiles % freeTiles ;
}
}
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void CMapGenerator : : findZonesForQuestArts ( )
{
//we want to place arties in zones that were not yet filled (higher index)
for ( auto connection : mapGenOptions - > getMapTemplate ( ) - > getConnections ( ) )
{
auto zoneA = connection . getZoneA ( ) ;
auto zoneB = connection . getZoneB ( ) ;
if ( zoneA - > getId ( ) > zoneB - > getId ( ) )
{
zoneB - > setQuestArtZone ( zoneA ) ;
}
else if ( zoneA - > getId ( ) < zoneB - > getId ( ) )
{
zoneA - > setQuestArtZone ( zoneB ) ;
}
}
}
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void CMapGenerator : : createDirectConnections ( )
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{
for ( auto connection : mapGenOptions - > getMapTemplate ( ) - > getConnections ( ) )
{
auto zoneA = connection . getZoneA ( ) ;
auto zoneB = connection . getZoneB ( ) ;
//rearrange tiles in random order
auto tilesCopy = zoneA - > getTileInfo ( ) ;
std : : vector < int3 > tiles ( tilesCopy . begin ( ) , tilesCopy . end ( ) ) ;
int3 guardPos ( - 1 , - 1 , - 1 ) ;
auto otherZoneTiles = zoneB - > getTileInfo ( ) ;
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int3 posA = zoneA - > getPos ( ) ;
int3 posB = zoneB - > getPos ( ) ;
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auto zoneAid = zoneA - > getId ( ) ;
auto zoneBid = zoneB - > getId ( ) ;
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if ( posA . z = = posB . z )
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{
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std : : vector < int3 > middleTiles ;
for ( auto tile : tilesCopy )
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{
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if ( isBlocked ( tile ) ) //tiles may be occupied by subterranean gates already placed
continue ;
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foreachDirectNeighbour ( tile , [ & guardPos , tile , & otherZoneTiles , & middleTiles , this , zoneBid ] ( int3 & pos ) //must be direct since paths also also generated between direct neighbours
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{
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if ( getZoneID ( pos ) = = zoneBid )
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middleTiles . push_back ( tile ) ;
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} ) ;
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}
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//find tiles with minimum manhattan distance from center of the mass of zone border
size_t tilesCount = middleTiles . size ( ) ? middleTiles . size ( ) : 1 ;
int3 middleTile = std : : accumulate ( middleTiles . begin ( ) , middleTiles . end ( ) , int3 ( 0 , 0 , 0 ) ) ;
middleTile . x / = tilesCount ;
middleTile . y / = tilesCount ;
middleTile . z / = tilesCount ; //TODO: implement division operator for int3?
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boost : : sort ( middleTiles , [ middleTile ] ( const int3 & lhs , const int3 & rhs ) - > bool
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{
//choose tiles with both corrdinates in the middle
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return lhs . mandist2d ( middleTile ) < rhs . mandist2d ( middleTile ) ;
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} ) ;
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//remove 1/4 tiles from each side - path should cross zone borders at smooth angle
size_t removedCount = tilesCount / 4 ; //rounded down
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middleTiles . erase ( middleTiles . end ( ) - removedCount , middleTiles . end ( ) ) ;
middleTiles . erase ( middleTiles . begin ( ) , middleTiles . begin ( ) + removedCount ) ;
RandomGeneratorUtil : : randomShuffle ( middleTiles , rand ) ;
for ( auto tile : middleTiles )
{
guardPos = tile ;
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if ( guardPos . valid ( ) )
{
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setOccupied ( guardPos , ETileType : : FREE ) ; //just in case monster is too weak to spawn
zoneA - > addMonster ( this , guardPos , connection . getGuardStrength ( ) , false , true ) ;
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//zones can make paths only in their own area
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zoneA - > crunchPath ( this , guardPos , posA , true , zoneA - > getFreePaths ( ) ) ; //make connection towards our zone center
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zoneB - > crunchPath ( this , guardPos , posB , true , zoneB - > getFreePaths ( ) ) ; //make connection towards other zone center
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zoneA - > addRoadNode ( guardPos ) ;
zoneB - > addRoadNode ( guardPos ) ;
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break ; //we're done with this connection
}
}
}
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if ( ! guardPos . valid ( ) )
connectionsLeft . push_back ( connection ) ;
}
}
void CMapGenerator : : createConnections2 ( )
{
for ( auto & connection : connectionsLeft )
{
auto zoneA = connection . getZoneA ( ) ;
auto zoneB = connection . getZoneB ( ) ;
int3 guardPos ( - 1 , - 1 , - 1 ) ;
int3 posA = zoneA - > getPos ( ) ;
int3 posB = zoneB - > getPos ( ) ;
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auto strength = connection . getGuardStrength ( ) ;
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if ( posA . z ! = posB . z ) //try to place subterranean gates
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{
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auto sgt = VLC - > objtypeh - > getHandlerFor ( Obj : : SUBTERRANEAN_GATE , 0 ) - > getTemplates ( ) . front ( ) ;
auto tilesBlockedByObject = sgt . getBlockedOffsets ( ) ;
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auto factory = VLC - > objtypeh - > getHandlerFor ( Obj : : SUBTERRANEAN_GATE , 0 ) ;
auto gate1 = factory - > create ( ObjectTemplate ( ) ) ;
auto gate2 = factory - > create ( ObjectTemplate ( ) ) ;
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while ( ! guardPos . valid ( ) )
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{
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bool continueOuterLoop = false ;
//find common tiles for both zones
auto tileSetA = zoneA - > getPossibleTiles ( ) ,
tileSetB = zoneB - > getPossibleTiles ( ) ;
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std : : vector < int3 > tilesA ( tileSetA . begin ( ) , tileSetA . end ( ) ) ,
tilesB ( tileSetB . begin ( ) , tileSetB . end ( ) ) ;
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std : : vector < int3 > commonTiles ;
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//required for set_intersection
boost : : sort ( tilesA ) ;
boost : : sort ( tilesB ) ;
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boost : : set_intersection ( tilesA , tilesB , std : : back_inserter ( commonTiles ) , [ ] ( const int3 & lhs , const int3 & rhs ) - > bool
{
//ignore z coordinate
if ( lhs . x < rhs . x )
return true ;
else
return lhs . y < rhs . y ;
} ) ;
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vstd : : erase_if ( commonTiles , [ ] ( const int3 & tile ) - > bool
{
return ( ! tile . x ) | | ( ! tile . y ) ; //gates shouldn't go outside map (x = 0) and look bad at the very top (y = 0)
} ) ;
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if ( commonTiles . empty ( ) )
break ; //nothing more to do
boost : : sort ( commonTiles , [ posA , posB ] ( const int3 & lhs , const int3 & rhs ) - > bool
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{
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//choose tiles which are equidistant to zone centers
return ( std : : abs < double > ( posA . dist2dSQ ( lhs ) - posB . dist2dSQ ( lhs ) ) < std : : abs < double > ( ( posA . dist2dSQ ( rhs ) - posB . dist2dSQ ( rhs ) ) ) ) ;
} ) ;
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for ( auto tile : commonTiles )
{
tile . z = posA . z ;
int3 otherTile = tile ;
otherTile . z = posB . z ;
float distanceFromA = posA . dist2d ( tile ) ;
float distanceFromB = posB . dist2d ( otherTile ) ;
if ( distanceFromA > 5 & & distanceFromB > 5 )
{
if ( zoneA - > areAllTilesAvailable ( this , gate1 , tile , tilesBlockedByObject ) & &
zoneB - > areAllTilesAvailable ( this , gate2 , otherTile , tilesBlockedByObject ) )
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{
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if ( zoneA - > getAccessibleOffset ( this , sgt , tile ) . valid ( ) & & zoneB - > getAccessibleOffset ( this , sgt , otherTile ) . valid ( ) )
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{
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EObjectPlacingResult : : EObjectPlacingResult result1 = zoneA - > tryToPlaceObjectAndConnectToPath ( this , gate1 , tile ) ;
EObjectPlacingResult : : EObjectPlacingResult result2 = zoneB - > tryToPlaceObjectAndConnectToPath ( this , gate2 , otherTile ) ;
if ( ( result1 = = EObjectPlacingResult : : SUCCESS ) & & ( result2 = = EObjectPlacingResult : : SUCCESS ) )
{
zoneA - > placeObject ( this , gate1 , tile ) ;
zoneA - > guardObject ( this , gate1 , strength , true , true ) ;
zoneB - > placeObject ( this , gate2 , otherTile ) ;
zoneB - > guardObject ( this , gate2 , strength , true , true ) ;
guardPos = tile ; //set to break the loop
break ;
}
else if ( ( result1 = = EObjectPlacingResult : : SEALED_OFF ) | | ( result2 = = EObjectPlacingResult : : SEALED_OFF ) )
{
//sealed-off tiles were blocked, exit inner loop and get another tile set
bool continueOuterLoop = true ;
break ;
}
else
continue ; //try with another position
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}
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}
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}
}
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if ( ! continueOuterLoop ) //we didn't find ANY tile - break outer loop
break ;
}
if ( ! guardPos . valid ( ) ) //cleanup? is this safe / enough?
{
delete gate1 ;
delete gate2 ;
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}
}
if ( ! guardPos . valid ( ) )
{
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auto factory = VLC - > objtypeh - > getHandlerFor ( Obj : : MONOLITH_TWO_WAY , getNextMonlithIndex ( ) ) ;
auto teleport1 = factory - > create ( ObjectTemplate ( ) ) ;
auto teleport2 = factory - > create ( ObjectTemplate ( ) ) ;
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zoneA - > addRequiredObject ( teleport1 , strength ) ;
zoneB - > addRequiredObject ( teleport2 , strength ) ;
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}
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}
}
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void CMapGenerator : : addHeaderInfo ( )
{
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map - > version = EMapFormat : : VCMI ;
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map - > width = mapGenOptions - > getWidth ( ) ;
map - > height = mapGenOptions - > getHeight ( ) ;
map - > twoLevel = mapGenOptions - > getHasTwoLevels ( ) ;
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map - > name = VLC - > generaltexth - > allTexts [ 740 ] ;
map - > description = getMapDescription ( ) ;
map - > difficulty = 1 ;
addPlayerInfo ( ) ;
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}
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void CMapGenerator : : checkIsOnMap ( const int3 & tile ) const
{
if ( ! map - > isInTheMap ( tile ) )
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throw rmgException ( boost : : to_string ( boost : : format ( " Tile %s is outside the map " ) % tile ) ) ;
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}
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std : : map < TRmgTemplateZoneId , CRmgTemplateZone * > CMapGenerator : : getZones ( ) const
{
return zones ;
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}
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bool CMapGenerator : : isBlocked ( const int3 & tile ) const
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{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . isBlocked ( ) ;
}
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bool CMapGenerator : : shouldBeBlocked ( const int3 & tile ) const
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{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . shouldBeBlocked ( ) ;
}
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bool CMapGenerator : : isPossible ( const int3 & tile ) const
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{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . isPossible ( ) ;
}
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bool CMapGenerator : : isFree ( const int3 & tile ) const
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{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . isFree ( ) ;
}
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bool CMapGenerator : : isUsed ( const int3 & tile ) const
{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . isUsed ( ) ;
}
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bool CMapGenerator : : isRoad ( const int3 & tile ) const
{
checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . isRoad ( ) ;
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}
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void CMapGenerator : : setOccupied ( const int3 & tile , ETileType : : ETileType state )
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{
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checkIsOnMap ( tile ) ;
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tiles [ tile . x ] [ tile . y ] [ tile . z ] . setOccupied ( state ) ;
}
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void CMapGenerator : : setRoad ( const int3 & tile , ERoadType : : ERoadType roadType )
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{
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checkIsOnMap ( tile ) ;
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tiles [ tile . x ] [ tile . y ] [ tile . z ] . setRoadType ( roadType ) ;
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}
CTileInfo CMapGenerator : : getTile ( const int3 & tile ) const
{
checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] ;
}
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TRmgTemplateZoneId CMapGenerator : : getZoneID ( const int3 & tile ) const
{
checkIsOnMap ( tile ) ;
return zoneColouring [ tile . z ] [ tile . x ] [ tile . y ] ;
}
void CMapGenerator : : setZoneID ( const int3 & tile , TRmgTemplateZoneId zid )
{
checkIsOnMap ( tile ) ;
zoneColouring [ tile . z ] [ tile . x ] [ tile . y ] = zid ;
}
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bool CMapGenerator : : isAllowedSpell ( SpellID sid ) const
{
assert ( sid > = 0 ) ;
if ( sid < map - > allowedSpell . size ( ) )
{
return map - > allowedSpell [ sid ] ;
}
else
return false ;
}
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void CMapGenerator : : setNearestObjectDistance ( int3 & tile , float value )
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{
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checkIsOnMap ( tile ) ;
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tiles [ tile . x ] [ tile . y ] [ tile . z ] . setNearestObjectDistance ( value ) ;
}
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float CMapGenerator : : getNearestObjectDistance ( const int3 & tile ) const
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{
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checkIsOnMap ( tile ) ;
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return tiles [ tile . x ] [ tile . y ] [ tile . z ] . getNearestObjectDistance ( ) ;
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}
int CMapGenerator : : getNextMonlithIndex ( )
{
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if ( monolithIndex > = VLC - > objtypeh - > knownSubObjects ( Obj : : MONOLITH_TWO_WAY ) . size ( ) )
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{
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//logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex);
//monolithIndex++;
//return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1;
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//TODO: interrupt map generation and report error
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throw rmgException ( boost : : to_string ( boost : : format ( " There is no Monolith Two Way with index %d available! " ) % monolithIndex ) ) ;
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}
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else
return monolithIndex + + ;
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}
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int CMapGenerator : : getPrisonsRemaning ( ) const
{
return prisonsRemaining ;
}
void CMapGenerator : : decreasePrisonsRemaining ( )
{
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prisonsRemaining = std : : max ( 0 , prisonsRemaining - 1 ) ;
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}
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std : : vector < ArtifactID > CMapGenerator : : getQuestArtsRemaning ( ) const
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{
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return questArtifacts ;
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}
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void CMapGenerator : : banQuestArt ( ArtifactID id )
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{
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map - > allowedArtifact [ id ] = false ;
vstd : : erase_if_present ( questArtifacts , id ) ;
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}
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void CMapGenerator : : registerZone ( TFaction faction )
{
zonesPerFaction [ faction ] + + ;
zonesTotal + + ;
}
ui32 CMapGenerator : : getZoneCount ( TFaction faction )
{
return zonesPerFaction [ faction ] ;
}
ui32 CMapGenerator : : getTotalZoneCount ( ) const
{
return zonesTotal ;
}