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vcmi/lib/rmg/CRmgTemplateZone.h

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/*
* CRmgTemplateZone.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 "CMapGenerator.h"
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#include "float3.h"
#include "../int3.h"
#include "../ResourceSet.h" //for TResource (?)
#include "../mapObjects/ObjectTemplate.h"
#include <boost/heap/priority_queue.hpp> //A*
class CMapGenerator;
class CTileInfo;
class int3;
class CGObjectInstance;
class ObjectTemplate;
class CRmgTemplateZoneConnection;
namespace ETemplateZoneType
{
enum ETemplateZoneType
{
PLAYER_START,
CPU_START,
TREASURE,
JUNCTION
};
}
namespace EObjectPlacingResult
{
enum EObjectPlacingResult
{
SUCCESS,
CANNOT_FIT,
SEALED_OFF
};
}
class DLL_LINKAGE CTileInfo
{
public:
CTileInfo();
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float getNearestObjectDistance() const;
void setNearestObjectDistance(float value);
bool isBlocked() const;
bool shouldBeBlocked() const;
bool isPossible() const;
bool isFree() const;
bool isUsed() const;
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bool isRoad() const;
void setOccupied(ETileType::ETileType value);
ETerrainType getTerrainType() const;
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ETileType::ETileType getTileType() const;
void setTerrainType(ETerrainType value);
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void setRoadType(ERoadType::ERoadType value);
private:
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float nearestObjectDistance;
ETileType::ETileType occupied;
ETerrainType terrain;
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ERoadType::ERoadType roadType;
};
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class DLL_LINKAGE CTreasureInfo
{
public:
ui32 min;
ui32 max;
ui16 density;
};
struct DLL_LINKAGE ObjectInfo
{
ObjectTemplate templ;
ui32 value;
ui16 probability;
ui32 maxPerZone;
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//ui32 maxPerMap; //unused
std::function<CGObjectInstance *()> generateObject;
void setTemplate (si32 type, si32 subtype, ETerrainType terrain);
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ObjectInfo();
bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
};
struct DLL_LINKAGE CTreasurePileInfo
{
std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
std::set<int3> visitableFromTopPositions; //they can be visited from any direction
std::set<int3> blockedPositions;
std::set<int3> occupiedPositions; //blocked + visitable
int3 nextTreasurePos;
};
/// The CRmgTemplateZone describes a zone in a template.
class DLL_LINKAGE CRmgTemplateZone
{
public:
class DLL_LINKAGE CTownInfo
{
public:
CTownInfo();
int getTownCount() const; /// Default: 0
void setTownCount(int value);
int getCastleCount() const; /// Default: 0
void setCastleCount(int value);
int getTownDensity() const; /// Default: 0
void setTownDensity(int value);
int getCastleDensity() const; /// Default: 0
void setCastleDensity(int value);
private:
int townCount, castleCount, townDensity, castleDensity;
};
CRmgTemplateZone();
void setGenPtr(CMapGenerator * Gen);
TRmgTemplateZoneId getId() const; /// Default: 0
void setId(TRmgTemplateZoneId value);
ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
void setType(ETemplateZoneType::ETemplateZoneType value);
int getSize() const; /// Default: 1
void setSize(int value);
boost::optional<int> getOwner() const;
void setOwner(boost::optional<int> value);
const CTownInfo & getPlayerTowns() const;
void setPlayerTowns(const CTownInfo & value);
const CTownInfo & getNeutralTowns() const;
void setNeutralTowns(const CTownInfo & value);
bool getTownsAreSameType() const; /// Default: false
void setTownsAreSameType(bool value);
const std::set<TFaction> & getTownTypes() const; /// Default: all
void setTownTypes(const std::set<TFaction> & value);
void setMonsterTypes(const std::set<TFaction> & value);
std::set<TFaction> getDefaultTownTypes() const;
bool getMatchTerrainToTown() const; /// Default: true
void setMatchTerrainToTown(bool value);
const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
void setTerrainTypes(const std::set<ETerrainType> & value);
std::set<ETerrainType> getDefaultTerrainTypes() const;
void setMinesAmount (TResource res, ui16 amount);
std::map<TResource, ui16> getMinesInfo() const;
void setMonsterStrength (EMonsterStrength::EMonsterStrength val);
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float3 getCenter() const;
void setCenter(const float3 &f);
int3 getPos() const;
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void setPos(const int3 &pos);
bool isAccessibleFromAnywhere(ObjectTemplate &appearance, int3 &tile) const;
int3 getAccessibleOffset(ObjectTemplate &appearance, int3 &tile) const;
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void addTile (const int3 &pos);
void initFreeTiles ();
std::set<int3> getTileInfo() const;
std::set<int3> getPossibleTiles() const;
void discardDistantTiles (float distance);
void clearTiles();
void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
void addToConnectLater(const int3& src);
bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
bool fill ();
bool placeMines ();
void initTownType ();
void paintZoneTerrain (ETerrainType terrainType);
void randomizeTownType(); //helper function
void initTerrainType ();
void createBorder();
void fractalize();
void connectLater();
EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CGObjectInstance *obj, int3 &pos); //return true if the position cna be connected
bool createRequiredObjects();
void createTreasures();
void createObstacles1();
void createObstacles2();
bool crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
bool connectPath(const int3& src, bool onlyStraight);
bool connectWithCenter(const int3& src, bool onlyStraight);
void updateDistances(const int3 & pos);
std::vector<int3> getAccessibleOffsets (const CGObjectInstance* object);
bool areAllTilesAvailable(CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
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void addConnection(TRmgTemplateZoneId otherZone);
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void setQuestArtZone(CRmgTemplateZone * otherZone);
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std::vector<TRmgTemplateZoneId> getConnections() const;
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void addTreasureInfo(CTreasureInfo & info);
std::vector<CTreasureInfo> getTreasureInfo();
std::set<int3>* getFreePaths();
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ObjectInfo getRandomObject (CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
void placeSubterraneanGate(int3 pos, si32 guardStrength);
void placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
bool guardObject(CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
void placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
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void addRoadNode(const int3 & node);
void connectRoads(); //fills "roads" according to "roadNodes"
//A* priority queue
typedef std::pair<int3, float> TDistance;
struct NodeComparer
{
bool operator()(const TDistance & lhs, const TDistance & rhs) const
{
return (rhs.second < lhs.second);
}
};
boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPiorityQueue();
private:
CMapGenerator * gen;
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//template info
TRmgTemplateZoneId id;
ETemplateZoneType::ETemplateZoneType type;
int size;
boost::optional<int> owner;
CTownInfo playerTowns, neutralTowns;
bool townsAreSameType;
std::set<TFaction> townTypes;
std::set<TFaction> monsterTypes;
bool matchTerrainToTown;
std::set<ETerrainType> terrainTypes;
std::map<TResource, ui16> mines; //obligatory mines to spawn in this zone
si32 townType;
ETerrainType terrainType;
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CRmgTemplateZone * questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
EMonsterStrength::EMonsterStrength zoneMonsterStrength;
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std::vector<CTreasureInfo> treasureInfo;
std::vector<ObjectInfo> possibleObjects;
int minGuardedValue;
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//content info
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
std::vector<CGObjectInstance*> objects;
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//placement info
int3 pos;
float3 center;
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std::set<int3> tileinfo; //irregular area assined to zone
std::set<int3> possibleTiles; //optimization purposes for treasure generation
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std::vector<TRmgTemplateZoneId> connections; //list of adjacent zones
std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
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std::set<int3> roadNodes; //tiles to be connected with roads
std::set<int3> roads; //all tiles with roads
std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
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bool createRoad(const int3 &src, const int3 &dst);
void drawRoads(); //actually updates tiles
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bool pointIsIn(int x, int y);
void addAllPossibleObjects (); //add objects, including zone-specific, to possibleObjects
bool findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos);
bool findPlaceForTreasurePile(float min_dist, int3 &pos, int value);
bool canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos);
void setTemplateForObject(CGObjectInstance* obj);
void checkAndPlaceObject(CGObjectInstance* object, const int3 &pos);
};