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[0002285] Implement feature with extra resources near mines (#742)
* RMG: clear start position * [0002285] some heaps of resources are placed nearby mines * Fix leak in case of inability to place resource * Fix indentation according to vcmi style * Add constant for random amount of resources * Code review fixes
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@ -838,14 +838,14 @@ std::string CGResource::getHoverText(PlayerColor player) const
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CGResource::CGResource()
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{
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amount = 0;
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amount = CGResource::RANDOM_AMOUNT;
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}
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void CGResource::initObj(CRandomGenerator & rand)
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{
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blockVisit = true;
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if(!amount)
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if(amount == CGResource::RANDOM_AMOUNT)
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{
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switch(subID)
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{
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@ -215,7 +215,9 @@ protected:
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class DLL_LINKAGE CGResource : public CArmedInstance
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{
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public:
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static const ui32 RANDOM_AMOUNT = 0;
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ui32 amount; //0 if random
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std::string message;
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CGResource();
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@ -790,6 +790,10 @@ void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
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{
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closeObjects.push_back(std::make_pair(obj, strength));
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}
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void CRmgTemplateZone::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
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{
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nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));
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}
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void CRmgTemplateZone::addToConnectLater(const int3& src)
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{
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@ -1106,14 +1110,17 @@ void CRmgTemplateZone::initTownType ()
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//cut a ring around town to ensure crunchPath always hits it.
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auto cutPathAroundTown = [this](const CGTownInstance * town)
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{
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auto clearPos = [this](const int3 & pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied(pos, ETileType::FREE);
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};
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for (auto blockedTile : town->getBlockedPos())
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{
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gen->foreach_neighbour(blockedTile, [this](const int3 & pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied(pos, ETileType::FREE);
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});
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gen->foreach_neighbour(blockedTile, clearPos);
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}
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//clear town entry
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gen->foreach_neighbour(town->visitablePos()+int3{0,1,0}, clearPos);
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};
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auto addNewTowns = [&totalTowns, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
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@ -1294,53 +1301,39 @@ void CRmgTemplateZone::paintZoneTerrain (ETerrainType terrainType)
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bool CRmgTemplateZone::placeMines ()
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{
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static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
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static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
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std::array<TObjectTypeHandler, 7> factory =
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using namespace Res;
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static const std::map<ERes, int> mineValue{{ERes::WOOD, 1500}, {ERes::ORE, 1500}, {ERes::GEMS, 3500}, {ERes::CRYSTAL, 3500}, {ERes::MERCURY, 3500}, {ERes::SULFUR, 3500}, {ERes::GOLD, 7000}};
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std::vector<CGMine*> createdMines;
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for(const auto & mineInfo : mines)
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{
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VLC->objtypeh->getHandlerFor(Obj::MINE, 0),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 1),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 2),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 3),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 4),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 5),
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VLC->objtypeh->getHandlerFor(Obj::MINE, 6)
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};
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for (const auto & res : woodOre)
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{
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for (int i = 0; i < mines[res]; i++)
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ERes res = (ERes)mineInfo.first;
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for(int i = 0; i < mineInfo.second; ++i)
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{
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auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
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auto mine = (CGMine*) VLC->objtypeh->getHandlerFor(Obj::MINE, res)->create(ObjectTemplate());
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mine->producedResource = res;
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mine->tempOwner = PlayerColor::NEUTRAL;
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mine->producedQuantity = mine->defaultResProduction();
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if (!i)
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addCloseObject(mine, 1500); //only firts one is close
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createdMines.push_back(mine);
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if(!i && (res == ERes::WOOD || res == ERes::ORE))
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addCloseObject(mine, mineValue.at(res)); //only first woor&ore mines are close
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else
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addRequiredObject(mine, 1500);
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addRequiredObject(mine, mineValue.at(res));
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}
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}
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for (const auto & res : preciousResources)
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//create extra resources
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for(auto * mine : createdMines)
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{
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for (int i = 0; i < mines[res]; i++)
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for(int rc = gen->rand.nextInt(1, 3); rc > 0; --rc)
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{
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auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
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mine->producedResource = res;
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mine->tempOwner = PlayerColor::NEUTRAL;
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mine->producedQuantity = mine->defaultResProduction();
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addRequiredObject(mine, 3500);
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auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate());
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resourse->amount = CGResource::RANDOM_AMOUNT;
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addNearbyObject(resourse, mine);
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}
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}
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for (int i = 0; i < mines[Res::GOLD]; i++)
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{
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auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate());
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mine->producedResource = Res::GOLD;
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mine->tempOwner = PlayerColor::NEUTRAL;
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mine->producedQuantity = mine->defaultResProduction();
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addRequiredObject(mine, 7000);
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}
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return true;
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}
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@ -1463,6 +1456,38 @@ bool CRmgTemplateZone::createRequiredObjects()
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}
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}
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//create nearby objects (e.g. extra resources close to mines)
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for(const auto & object : nearbyObjects)
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{
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auto obj = object.first;
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std::set<int3> possiblePositions;
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for (auto blockedTile : object.second->getBlockedPos())
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{
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gen->foreachDirectNeighbour(blockedTile, [this, &possiblePositions](int3 pos)
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{
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if (!gen->isBlocked(pos))
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{
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//some resources still could be unaccessible, at least one free cell shall be
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gen->foreach_neighbour(pos, [this, &possiblePositions, &pos](int3 p)
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{
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if(gen->isFree(p))
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possiblePositions.insert(pos);
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});
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}
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});
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}
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if(possiblePositions.empty())
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{
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delete obj; //is it correct way to prevent leak?
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}
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else
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{
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auto pos = *RandomGeneratorUtil::nextItem(possiblePositions, gen->rand);
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placeObject(obj, pos);
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}
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}
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return true;
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}
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@ -111,6 +111,7 @@ public:
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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 addToConnectLater(const int3& src);
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bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
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bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
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@ -173,6 +174,7 @@ private:
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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*, CGObjectInstance*>> nearbyObjects;
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std::vector<CGObjectInstance*> objects;
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//placement info
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