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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"
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#include "../CRandomGenerator.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;
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class CRandomGenerator;
extern std::function<bool(const int3 &)> AREA_NO_FILTER;
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typedef std::list<std::shared_ptr<Modificator>> TModificators;
class Zone : public rmg::ZoneOptions
{
public:
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Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & rand);
Zone(const Zone &) = delete;
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);
const rmg::Area & getArea() const;
rmg::Area & area();
rmg::Area & areaPossible();
rmg::Area & freePaths();
rmg::Area & areaUsed();
void initFreeTiles();
void clearTiles();
void fractalize();
FactionID getTownType() const;
void setTownType(si32 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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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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CRandomGenerator & getRand();
public:
boost::recursive_mutex areaMutex;
using Lock = boost::unique_lock<boost::recursive_mutex>;
protected:
CMapGenerator & generator;
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CRandomGenerator rand;
RmgMap & map;
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TModificators modificators;
bool finished;
//placement info
int3 pos;
float3 center;
rmg::Area dArea; //irregular area assined 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
si32 townType;
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TerrainId terrainType;
};
VCMI_LIB_NAMESPACE_END