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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"
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# include "CMapGenerator.h"
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# include "float3.h"
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# include "../int3.h"
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# include "CRmgTemplate.h"
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# include "../mapObjects/ObjectTemplate.h"
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# include <boost/heap/priority_queue.hpp> //A*
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class CMapGenerator ;
class CTileInfo ;
class int3 ;
class CGObjectInstance ;
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class ObjectTemplate ;
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namespace EObjectPlacingResult
{
enum EObjectPlacingResult
{
SUCCESS ,
CANNOT_FIT ,
SEALED_OFF
} ;
}
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class DLL_LINKAGE CTileInfo
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{
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public :
CTileInfo ( ) ;
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float getNearestObjectDistance ( ) const ;
void setNearestObjectDistance ( float value ) ;
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bool isBlocked ( ) const ;
bool shouldBeBlocked ( ) const ;
bool isPossible ( ) const ;
bool isFree ( ) const ;
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bool isUsed ( ) const ;
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bool isRoad ( ) const ;
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void setOccupied ( ETileType : : ETileType value ) ;
ETerrainType getTerrainType ( ) const ;
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ETileType : : ETileType getTileType ( ) const ;
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void setTerrainType ( ETerrainType value ) ;
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void setRoadType ( ERoadType : : ERoadType value ) ;
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private :
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float nearestObjectDistance ;
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ETileType : : ETileType occupied ;
ETerrainType terrain ;
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ERoadType : : ERoadType roadType ;
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} ;
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struct DLL_LINKAGE ObjectInfo
{
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ObjectTemplate templ ;
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ui32 value ;
ui16 probability ;
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ui32 maxPerZone ;
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//ui32 maxPerMap; //unused
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std : : function < CGObjectInstance * ( ) > generateObject ;
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void setTemplate ( si32 type , si32 subtype , ETerrainType terrain ) ;
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ObjectInfo ( ) ;
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bool operator = = ( const ObjectInfo & oi ) const { return ( templ = = oi . templ ) ; }
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} ;
struct DLL_LINKAGE CTreasurePileInfo
{
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std : : set < int3 > visitableFromBottomPositions ; //can be visited only from bottom or side
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std : : set < int3 > visitableFromTopPositions ; //they can be visited from any direction
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std : : set < int3 > blockedPositions ;
std : : set < int3 > occupiedPositions ; //blocked + visitable
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int3 nextTreasurePos ;
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} ;
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/// The CRmgTemplateZone describes a zone in a template.
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class DLL_LINKAGE CRmgTemplateZone : public rmg : : ZoneOptions
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{
public :
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CRmgTemplateZone ( CMapGenerator * Gen ) ;
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void setOptions ( const rmg : : ZoneOptions & options ) ;
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bool isUnderground ( ) const ;
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float3 getCenter ( ) const ;
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void setCenter ( const float3 & f ) ;
int3 getPos ( ) const ;
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void setPos ( const int3 & pos ) ;
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bool isAccessibleFromSomewhere ( ObjectTemplate & appearance , const int3 & tile ) const ;
int3 getAccessibleOffset ( ObjectTemplate & appearance , const int3 & tile ) const ;
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void addTile ( const int3 & pos ) ;
void removeTile ( const int3 & pos ) ;
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void initFreeTiles ( ) ;
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std : : set < int3 > getTileInfo ( ) const ;
std : : set < int3 > getPossibleTiles ( ) const ;
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std : : set < int3 > collectDistantTiles ( float distance ) const ;
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void clearTiles ( ) ;
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void addRequiredObject ( CGObjectInstance * obj , si32 guardStrength = 0 ) ;
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void addCloseObject ( CGObjectInstance * obj , si32 guardStrength = 0 ) ;
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void addNearbyObject ( CGObjectInstance * obj , CGObjectInstance * nearbyTarget ) ;
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void addObjectAtPosition ( CGObjectInstance * obj , const int3 & position , si32 guardStrength = 0 ) ;
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void addToConnectLater ( const int3 & src ) ;
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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 ) ;
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void randomizeTownType ( bool matchUndergroundType = false ) ; //helper function
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void initTerrainType ( ) ;
void createBorder ( ) ;
void fractalize ( ) ;
void connectLater ( ) ;
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EObjectPlacingResult : : EObjectPlacingResult tryToPlaceObjectAndConnectToPath ( CGObjectInstance * obj , const int3 & pos ) ; //return true if the position can be connected
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bool createRequiredObjects ( ) ;
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bool createShipyard ( const int3 & pos , si32 guardStrength = 0 ) ;
int3 createShipyard ( const std : : set < int3 > & lake , si32 guardStrength = 0 ) ;
bool makeBoat ( TRmgTemplateZoneId land , const int3 & coast ) ;
int3 makeBoat ( TRmgTemplateZoneId land , const std : : set < int3 > & lake ) ;
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void createTreasures ( ) ;
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void createWater ( EWaterContent : : EWaterContent waterContent , bool debug = false ) ;
void waterInitFreeTiles ( ) ;
void waterConnection ( CRmgTemplateZone & dst ) ;
bool waterKeepConnection ( TRmgTemplateZoneId zoneA , TRmgTemplateZoneId zoneB ) ;
const std : : set < int3 > & getCoastTiles ( ) const ;
bool isWaterConnected ( TRmgTemplateZoneId zone , const int3 & tile ) const ;
//void computeCoastTiles();
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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 ) ;
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bool connectWithCenter ( const int3 & src , bool onlyStraight , bool passTroughBlocked = false ) ;
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void updateDistances ( const int3 & pos ) ;
std : : vector < int3 > getAccessibleOffsets ( const CGObjectInstance * object ) ;
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bool areAllTilesAvailable ( CGObjectInstance * obj , int3 & tile , const std : : set < int3 > & tilesBlockedByObject ) const ;
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void setQuestArtZone ( std : : shared_ptr < CRmgTemplateZone > otherZone ) ;
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std : : set < int3 > * getFreePaths ( ) ;
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void addFreePath ( const int3 & ) ;
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ObjectInfo getRandomObject ( CTreasurePileInfo & info , ui32 desiredValue , ui32 maxValue , ui32 currentValue ) ;
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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 ) ;
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void connectRoads ( ) ; //fills "roads" according to "roadNodes"
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//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 ) ;
}
} ;
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boost : : heap : : priority_queue < TDistance , boost : : heap : : compare < NodeComparer > > createPriorityQueue ( ) ;
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private :
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//subclass to store disconnected parts of water zone
struct Lake
{
std : : set < int3 > tiles ;
std : : set < int3 > coast ;
std : : map < int3 , int > distance ;
std : : set < TRmgTemplateZoneId > connectedZones ;
std : : set < TRmgTemplateZoneId > keepConnections ;
} ;
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CMapGenerator * gen ;
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//template info
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si32 townType ;
ETerrainType terrainType ;
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std : : weak_ptr < CRmgTemplateZone > questArtZone ; //artifacts required for Seer Huts will be placed here - or not if null
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std : : vector < ObjectInfo > possibleObjects ;
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int minGuardedValue ;
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//content info
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std : : vector < std : : pair < CGObjectInstance * , ui32 > > requiredObjects ;
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std : : vector < std : : pair < CGObjectInstance * , ui32 > > closeObjects ;
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std : : vector < std : : pair < CGObjectInstance * , int3 > > instantObjects ;
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std : : vector < std : : pair < CGObjectInstance * , CGObjectInstance * > > nearbyObjects ;
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std : : vector < CGObjectInstance * > objects ;
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std : : map < CGObjectInstance * , int3 > requestedPositions ;
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//placement info
int3 pos ;
float3 center ;
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std : : set < int3 > tileinfo ; //irregular area assined to zone
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std : : set < int3 > possibleTiles ; //optimization purposes for treasure generation
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std : : set < int3 > freePaths ; //core paths of free tiles that all other objects will be linked to
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std : : set < int3 > coastTiles ; //tiles bordered to water
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std : : set < int3 > roadNodes ; //tiles to be connected with roads
std : : set < int3 > roads ; //all tiles with roads
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std : : set < int3 > tilesToConnectLater ; //will be connected after paths are fractalized
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std : : vector < Lake > lakes ; //disconnected parts of zone. Used to work with water zones
std : : map < int3 , int > lakeMap ; //map tile on lakeId which is position of lake in lakes array +1
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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 ) ;
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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 ) ;
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bool isGuardNeededForTreasure ( int value ) ;
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} ;