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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- Zone guards will now match template settings.

- Added guards for monoliths.
This commit is contained in:
DjWarmonger 2014-06-01 16:31:15 +02:00
parent 3c5a65af3d
commit 7f31b7dddb
4 changed files with 68 additions and 66 deletions

View File

@ -218,10 +218,7 @@ void CMapGenerator::fillZones()
{
logGlobal->infoStream() << "Started filling zones";
for (auto it : zones)
{
it.second->createConnections(this);
}
createConnections();
for (auto it : zones)
{
//make sure all connections are passable before creating borders
@ -231,6 +228,61 @@ void CMapGenerator::fillZones()
logGlobal->infoStream() << "Zones filled successfully";
}
void CMapGenerator::createConnections()
{
for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
//rearrange tiles in random order
auto tilesCopy = zoneA->getTileInfo();
std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
//TODO: hwo to use std::shuffle with our generator?
//std::random_shuffle (tiles.begin(), tiles.end(), &gen->rand.nextInt);
int i, n;
n = (tiles.end() - tiles.begin());
for (i=n-1; i>0; --i)
{
std::swap (tiles.begin()[i],tiles.begin()[rand.nextInt(i+1)]);
}
int3 guardPos(-1,-1,-1);
auto otherZoneTiles = zoneB->getTileInfo();
auto otherZoneCenter = zoneB->getPos();
for (auto tile : tiles)
{
foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
{
if (vstd::contains(otherZoneTiles, pos))
guardPos = tile;
});
if (guardPos.valid())
{
zoneA->addMonster (this, guardPos, connection.getGuardStrength()); //TODO: set value according to template
//zones can make paths only in their own area
zoneA->crunchPath (this, guardPos, zoneA->getPos(), zoneA->getId()); //make connection towards our zone center
zoneB->crunchPath (this, guardPos, zoneB->getPos(), zoneB->getId()); //make connection towards other zone center
break; //we're done with this connection
}
}
if (!guardPos.valid())
{
auto teleport1 = new CGTeleport;
teleport1->ID = Obj::MONOLITH_TWO_WAY;
teleport1->subID = getNextMonlithIndex();
auto teleport2 = new CGTeleport(*teleport1);
zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
}
}
}
void CMapGenerator::addHeaderInfo()
{
map->version = EMapFormat::SOD;

View File

@ -64,6 +64,7 @@ public:
CMapEditManager * editManager;
std::map<TRmgTemplateZoneId, CRmgTemplateZone*> getZones() const;
void createConnections();
void foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo);
bool isBlocked(const int3 &tile) const;

View File

@ -317,60 +317,6 @@ std::set<int3> CRmgTemplateZone::getTileInfo () const
return tileinfo;
}
void CRmgTemplateZone::createConnections(CMapGenerator* gen)
{
//rearrange tiles in random order
std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
//TODO: hwo to use std::shuffle with our generator?
//std::random_shuffle (tiles.begin(), tiles.end(), &gen->rand.nextInt);
int i, n;
n = (tiles.end() - tiles.begin());
for (i=n-1; i>0; --i)
{
std::swap (tiles.begin()[i],tiles.begin()[gen->rand.nextInt(i+1)]);
}
for (auto connection : connections)
{
if (getId() > connection) //only one connection between each pair
continue;
int3 guardPos(-1,-1,-1);
auto otherZoneTiles = gen->getZones()[connection]->getTileInfo();
auto otherZoneCenter = gen->getZones()[connection]->getPos();
for (auto tile : tiles)
{
gen->foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles](int3 &pos)
{
if (vstd::contains(otherZoneTiles, pos))
guardPos = tile;
});
if (guardPos.valid())
{
addMonster (gen, guardPos, 10000); //TODO: set value according to template
//zones can make paths only in their own area
this->crunchPath (gen, guardPos, this->getPos(), this->getId()); //make connection towards our zone center
gen->getZones()[connection]->crunchPath (gen, guardPos, otherZoneCenter, connection); //make connection towards other zone center
break; //we're done with this connection
}
}
if (!guardPos.valid())
{
auto teleport1 = new CGTeleport;
teleport1->ID = Obj::MONOLITH_TWO_WAY;
teleport1->subID = gen->getNextMonlithIndex();
auto teleport2 = new CGTeleport(*teleport1);
addRequiredObject (teleport1);
gen->getZones()[connection]->addRequiredObject(teleport2);
}
}
}
void CRmgTemplateZone::createBorder(CMapGenerator* gen)
{
for (auto tile : tileinfo)
@ -450,9 +396,9 @@ do not leave zone border
return result;
}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj)
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(obj);
requiredObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
@ -527,7 +473,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
mine->subID = static_cast<si32>(res);
mine->producedResource = res;
mine->producedQuantity = mine->defaultResProduction();
requiredObjects.push_back(mine);
addRequiredObject(mine);
}
}
else
@ -555,7 +501,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
{
int3 pos;
logGlobal->traceStream() << "Looking for place";
if ( ! findPlaceForObject(gen, obj, 3, pos))
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
//TODO CLEANUP!
@ -563,7 +509,11 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
}
logGlobal->traceStream() << "Place found";
placeObject(gen, obj, pos);
placeObject(gen, obj.first, pos);
if (obj.second)
{
guardObject (gen, obj.first, obj.second); //FIXME: set apriopriate guard strength
}
}
std::vector<CGObjectInstance*> guarded_objects;
static auto res_gen = gen->rand.getIntRange(Res::ERes::WOOD, Res::ERes::GOLD);

View File

@ -112,10 +112,9 @@ public:
void addTile (const int3 &pos);
std::set<int3> getTileInfo () const;
void addRequiredObject(CGObjectInstance * obj);
void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
void addMonster(CMapGenerator* gen, int3 &pos, si32 strength);
bool fill(CMapGenerator* gen);
void createConnections(CMapGenerator* gen);
void createBorder(CMapGenerator* gen);
bool crunchPath (CMapGenerator* gen, int3 &src, int3 &dst, TRmgTemplateZoneId zone);
@ -137,7 +136,7 @@ private:
//content info
std::vector<int3> shape; //TODO: remove
std::vector<CGObjectInstance*> requiredObjects;
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
std::vector<CGObjectInstance*> objects;
//placement info