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vcmi/lib/rmg/TownPlacer.cpp

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/*
* TownPlacer.cpp, 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
*
*/
#include "StdInc.h"
#include "TownPlacer.h"
#include "CMapGenerator.h"
#include "RmgMap.h"
#include "../mapping/CMap.h"
#include "../mapping/CMapEditManager.h"
#include "../mapObjects/CObjectClassesHandler.h"
#include "../spells/CSpellHandler.h" //for choosing random spells
#include "RmgPath.h"
#include "RmgObject.h"
#include "ObjectManager.h"
#include "Functions.h"
#include "RoadPlacer.h"
#include "WaterAdopter.h"
#include "TileInfo.h"
void TownPlacer::process()
{
auto * manager = zone.getModificator<ObjectManager>();
if(!manager)
{
logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
return;
}
placeTowns(*manager);
placeMines(*manager);
}
void TownPlacer::init()
{
POSTFUNCTION(ObjectManager);
POSTFUNCTION(RoadPlacer);
}
void TownPlacer::placeTowns(ObjectManager & manager)
{
if((zone.getType() == ETemplateZoneType::CPU_START) || (zone.getType() == ETemplateZoneType::PLAYER_START))
{
//set zone types to player faction, generate main town
logGlobal->info("Preparing playing zone");
int player_id = *zone.getOwner() - 1;
auto & playerInfo = map.map().players[player_id];
PlayerColor player(player_id);
if(playerInfo.canAnyonePlay())
{
player = PlayerColor(player_id);
zone.setTownType(map.getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown());
if(zone.getTownType() == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
zone.setTownType(getRandomTownType(true));
}
else //no player - randomize town
{
player = PlayerColor::NEUTRAL;
zone.setTownType(getRandomTownType());
}
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, zone.getTownType());
CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for(auto spell : VLC->spellh->objects) //add all regular spells to town
{
if(!spell->isSpecial() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
auto position = placeMainTown(manager, *town);
totalTowns++;
//register MAIN town of zone only
map.registerZone(town->subID);
if(playerInfo.canAnyonePlay()) //configure info for owning player
{
logGlobal->trace("Fill player info %d", player_id);
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert(zone.getTownType());
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = position;
playerInfo.generateHeroAtMainTown = true;
//now create actual towns
addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, player, manager);
addNewTowns(zone.getPlayerTowns().getTownCount(), false, player, manager);
}
else
{
addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, PlayerColor::NEUTRAL, manager);
addNewTowns(zone.getPlayerTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
}
}
else //randomize town types for any other zones as well
{
zone.setTownType(getRandomTownType());
}
addNewTowns(zone.getNeutralTowns().getCastleCount(), true, PlayerColor::NEUTRAL, manager);
addNewTowns(zone.getNeutralTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
if(!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
{
//25% chance for neutral
if (generator.rand.nextInt(1, 100) <= 25)
{
zone.setTownType(ETownType::NEUTRAL);
}
else
{
if(zone.getTownTypes().size())
zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand));
else if(zone.getMonsterTypes().size())
zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getMonsterTypes(), generator.rand)); //this happens in Clash of Dragons in treasure zones, where all towns are banned
else //just in any case
zone.setTownType(getRandomTownType());
}
}
}
int3 TownPlacer::placeMainTown(ObjectManager & manager, CGTownInstance & town)
{
//towns are big objects and should be centered around visitable position
rmg::Object rmgObject(town);
rmgObject.setTemplate(zone.getTerrainType());
auto position = manager.findPlaceForObject(zone.areaPossible(), rmgObject, [this](const int3 & t)
{
float distance = zone.getPos().dist2dSQ(t);
return 100000.f - distance; //some big number
}, ObjectManager::OptimizeType::WEIGHT);
rmgObject.setPosition(position);
manager.placeObject(rmgObject, false, true);
cleanupBoundaries(rmgObject);
zone.setPos(rmgObject.getVisitablePosition()); //roads lead to main town
return position;
}
bool TownPlacer::placeMines(ObjectManager & manager)
{
using namespace Res;
std::vector<CGMine*> createdMines;
for(const auto & mineInfo : zone.getMinesInfo())
{
ERes res = (ERes)mineInfo.first;
for(int i = 0; i < mineInfo.second; ++i)
{
auto mineHandler = VLC->objtypeh->getHandlerFor(Obj::MINE, res);
auto & rmginfo = mineHandler->getRMGInfo();
auto mine = (CGMine*)mineHandler->create(ObjectTemplate());
mine->producedResource = res;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
createdMines.push_back(mine);
if(!i && (res == ERes::WOOD || res == ERes::ORE))
manager.addCloseObject(mine, rmginfo.value); //only first wood&ore mines are close
else
manager.addRequiredObject(mine, rmginfo.value);
}
}
//create extra resources
if(int extraRes = generator.getConfig().mineExtraResources)
{
for(auto * mine : createdMines)
{
for(int rc = generator.rand.nextInt(1, extraRes); rc > 0; --rc)
{
auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate());
resourse->amount = CGResource::RANDOM_AMOUNT;
manager.addNearbyObject(resourse, mine);
}
}
}
return true;
}
void TownPlacer::cleanupBoundaries(const rmg::Object & rmgObject)
{
for(auto & t : rmgObject.getArea().getBorderOutside())
{
if(map.isOnMap(t))
{
map.setOccupied(t, ETileType::FREE);
zone.areaPossible().erase(t);
zone.freePaths().add(t);
}
}
}
void TownPlacer::addNewTowns(int count, bool hasFort, PlayerColor player, ObjectManager & manager)
{
for(int i = 0; i < count; i++)
{
si32 subType = zone.getTownType();
if(totalTowns>0)
{
if(!zone.areTownsSameType())
{
if (zone.getTownTypes().size())
subType = *RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand);
else
subType = *RandomGeneratorUtil::nextItem(zone.getDefaultTownTypes(), generator.rand); //it is possible to have zone with no towns allowed
}
}
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
town->ID = Obj::TOWN;
town->tempOwner = player;
if (hasFort)
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for(auto spell : VLC->spellh->objects) //add all regular spells to town
{
if(!spell->isSpecial() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
if(totalTowns <= 0)
{
//FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
//register MAIN town of zone
map.registerZone(town->subID);
//first town in zone goes in the middle
placeMainTown(manager, *town);
}
else
manager.addRequiredObject(town);
totalTowns++;
}
}
si32 TownPlacer::getRandomTownType(bool matchUndergroundType)
{
auto townTypesAllowed = (zone.getTownTypes().size() ? zone.getTownTypes() : zone.getDefaultTownTypes());
if(matchUndergroundType)
{
std::set<TFaction> townTypesVerify;
for(TFaction factionIdx : townTypesAllowed)
{
bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
if(zone.isUnderground() ? preferUnderground : !preferUnderground)
{
townTypesVerify.insert(factionIdx);
}
}
if(!townTypesVerify.empty())
townTypesAllowed = townTypesVerify;
}
return *RandomGeneratorUtil::nextItem(townTypesAllowed, generator.rand);
}
int TownPlacer::getTotalTowns() const
{
return totalTowns;
}