mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
280 lines
8.2 KiB
C++
280 lines
8.2 KiB
C++
|
/*
|
||
|
* 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);
|
||
|
auto position = manager.findPlaceForObject(zone.areaPossible(), rmgObject, [this](const int3 & t)
|
||
|
{
|
||
|
float distance = zone.getPos().dist2dSQ(t);
|
||
|
return 100000.f - distance; //some big number
|
||
|
}, true);
|
||
|
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;
|
||
|
}
|