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vcmi/lib/rmg/modificators/MinePlacer.cpp

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/*
* 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 "MinePlacer.h"
#include "TownPlacer.h"
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#include "ConnectionsPlacer.h"
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#include "../CMapGenerator.h"
#include "../RmgMap.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../mapObjects/MiscObjects.h"
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#include "../../mapping/CMapEditManager.h"
#include "../RmgPath.h"
#include "../RmgObject.h"
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#include "ObjectManager.h"
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#include "../Functions.h"
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#include "RoadPlacer.h"
#include "WaterAdopter.h"
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#include "../TileInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
void MinePlacer::process()
{
auto * manager = zone.getModificator<ObjectManager>();
if(!manager)
{
logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
return;
}
placeMines(*manager);
}
void MinePlacer::init()
{
DEPENDENCY(TownPlacer);
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DEPENDENCY(ConnectionsPlacer);
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POSTFUNCTION(ObjectManager);
POSTFUNCTION(RoadPlacer);
}
bool MinePlacer::placeMines(ObjectManager & manager)
{
std::vector<CGMine*> createdMines;
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
for(const auto & mineInfo : zone.getMinesInfo())
{
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const auto res = GameResID(mineInfo.first);
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for(int i = 0; i < mineInfo.second; ++i)
{
auto mineHandler = VLC->objtypeh->getHandlerFor(Obj::MINE, res);
const auto & rmginfo = mineHandler->getRMGInfo();
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auto * mine = dynamic_cast<CGMine *>(mineHandler->create(map.mapInstance->cb, nullptr));
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mine->producedResource = res;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
createdMines.push_back(mine);
if (!i && (res == EGameResID::WOOD || res == EGameResID::ORE))
{
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//only first wood & ore mines are close
manager.addCloseObject(RequiredObjectInfo(mine, rmginfo.value));
}
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else
requiredObjects.push_back(std::pair<CGObjectInstance*, ui32>(mine, rmginfo.value));
}
}
//Shuffle mines to avoid patterns, but don't shuffle key objects like towns
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RandomGeneratorUtil::randomShuffle(requiredObjects, zone.getRand());
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for (const auto& obj : requiredObjects)
{
manager.addRequiredObject(RequiredObjectInfo(obj.first, obj.second));
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}
//create extra resources
if(int extraRes = generator.getConfig().mineExtraResources)
{
for(auto * mine : createdMines)
{
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for(int rc = zone.getRand().nextInt(1, extraRes); rc > 0; --rc)
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{
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auto * resource = dynamic_cast<CGResource *>(VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(map.mapInstance->cb, nullptr));
resource->amount = CGResource::RANDOM_AMOUNT;
RequiredObjectInfo roi;
roi.obj = resource;
roi.nearbyTarget = mine;
manager.addNearbyObject(roi);
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}
}
}
return true;
}
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VCMI_LIB_NAMESPACE_END