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https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
- Added monoliths between remote zones
- Fixed land connections between zones, now they're generated correctly.
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e97933035c
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@ -2845,9 +2845,9 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
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}
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return false;
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}
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case Obj::MONOLITH1:
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case Obj::MONOLITH2:
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case Obj::MONOLITH3:
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_ONE_WAY_EXIT:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::WHIRLPOOL:
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//TODO: mechanism for handling monoliths
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return false;
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@ -4071,11 +4071,11 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
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ObjectInstanceID destinationid;
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switch(ID)
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{
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case Obj::MONOLITH1: //one way - find corresponding exit monolith
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case Obj::MONOLITH_ONE_WAY_ENTRANCE: //one way - find corresponding exit monolith
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{
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if(vstd::contains(objs,Obj::MONOLITH2) && vstd::contains(objs[Obj::MONOLITH2],subID) && objs[Obj::MONOLITH2][subID].size())
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if(vstd::contains(objs,Obj::MONOLITH_ONE_WAY_EXIT) && vstd::contains(objs[Obj::MONOLITH_ONE_WAY_EXIT],subID) && objs[Obj::MONOLITH_ONE_WAY_EXIT][subID].size())
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{
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destinationid = *RandomGeneratorUtil::nextItem(objs[Obj::MONOLITH2][subID], cb->gameState()->getRandomGenerator());
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destinationid = *RandomGeneratorUtil::nextItem(objs[Obj::MONOLITH_ONE_WAY_EXIT][subID], cb->gameState()->getRandomGenerator());
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}
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else
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{
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@ -4083,7 +4083,7 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
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}
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break;
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}
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case Obj::MONOLITH3://two way monolith - pick any other one
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case Obj::MONOLITH_TWO_WAY://two way monolith - pick any other one
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case Obj::WHIRLPOOL: //Whirlpool
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if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)
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{
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@ -507,9 +507,9 @@ public:
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LEAN_TO = 39,
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LIBRARY_OF_ENLIGHTENMENT = 41,
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LIGHTHOUSE = 42,
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MONOLITH1 = 43,
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MONOLITH2 = 44,
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MONOLITH3 = 45,
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MONOLITH_ONE_WAY_ENTRANCE = 43,
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MONOLITH_ONE_WAY_EXIT = 44,
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MONOLITH_TWO_WAY = 45,
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MAGIC_PLAINS1 = 46,
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SCHOOL_OF_MAGIC = 47,
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MAGIC_SPRING = 48,
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@ -1084,9 +1084,9 @@ void CMapLoaderH3M::readObjects()
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nobj = new CGVisitableOPW();
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break;
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}
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case Obj::MONOLITH1:
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case Obj::MONOLITH2:
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case Obj::MONOLITH3:
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_ONE_WAY_EXIT:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::SUBTERRANEAN_GATE:
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case Obj::WHIRLPOOL:
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{
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@ -26,7 +26,7 @@ void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3&
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CMapGenerator::CMapGenerator(shared_ptr<CMapGenOptions> mapGenOptions, int randomSeed /*= std::time(nullptr)*/) :
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mapGenOptions(mapGenOptions), randomSeed(randomSeed)
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mapGenOptions(mapGenOptions), randomSeed(randomSeed), monolithIndex(0)
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{
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rand.setSeed(randomSeed);
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}
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@ -307,3 +307,8 @@ int CMapGenerator::getNearestObjectDistance(const int3 &tile) const
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return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
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}
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int CMapGenerator::getNextMonlithIndex()
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{
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return monolithIndex++;
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}
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@ -76,11 +76,15 @@ public:
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int getNearestObjectDistance(const int3 &tile) const;
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void setNearestObjectDistance(int3 &tile, int value);
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int getNextMonlithIndex();
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private:
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std::map<TRmgTemplateZoneId, CRmgTemplateZone*> zones;
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CTileInfo*** tiles;
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int monolithIndex;
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/// Generation methods
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std::string getMapDescription() const;
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void addPlayerInfo();
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@ -349,7 +349,7 @@ void CRmgTemplateZone::createConnections(CMapGenerator* gen)
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});
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if (guardPos.valid())
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{
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gen->setOccupied (pos, ETileType::FREE); //TODO: place monster here
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gen->setOccupied (guardPos, ETileType::FREE); //TODO: place monster here
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//zones can make paths only in their own area
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this->crunchPath (gen, guardPos, this->getPos(), this->getId()); //make connection towards our zone center
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gen->getZones()[connection]->crunchPath (gen, guardPos, otherZoneCenter, connection); //make connection towards other zone center
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@ -357,7 +357,16 @@ void CRmgTemplateZone::createConnections(CMapGenerator* gen)
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}
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}
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if (!guardPos.valid())
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logGlobal->warnStream() << boost::format ("Did not find connection between zones %d and %d") %getId() %connection;
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{
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auto teleport1 = new CGTeleport;
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teleport1->ID = Obj::MONOLITH_TWO_WAY;
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teleport1->subID = gen->getNextMonlithIndex();
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auto teleport2 = new CGTeleport(*teleport1);
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addRequiredObject (teleport1);
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gen->getZones()[connection]->addRequiredObject(teleport2);
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}
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}
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}
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@ -440,10 +449,13 @@ do not leave zone border
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return result;
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}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj)
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{
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requiredObjects.push_back(obj);
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}
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bool CRmgTemplateZone::fill(CMapGenerator* gen)
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{
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std::vector<CGObjectInstance*> required_objects;
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int townId = 0;
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if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
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@ -478,7 +490,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
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playerInfo.generateHeroAtMainTown = true;
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//required_objects.push_back(town);
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//requiredObjects.push_back(town);
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std::vector<Res::ERes> required_mines;
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required_mines.push_back(Res::ERes::WOOD);
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@ -491,7 +503,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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mine->subID = static_cast<si32>(res);
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mine->producedResource = res;
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mine->producedQuantity = mine->defaultResProduction();
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required_objects.push_back(mine);
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requiredObjects.push_back(mine);
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}
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}
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else
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@ -515,7 +527,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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gen->editManager->drawTerrain(VLC->townh->factions[townId]->nativeTerrain, &gen->rand);
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logGlobal->infoStream() << "Creating required objects";
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for(const auto &obj : required_objects)
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for(const auto &obj : requiredObjects)
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{
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int3 pos;
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logGlobal->traceStream() << "Looking for place";
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@ -112,6 +112,7 @@ public:
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void addTile (const int3 &pos);
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std::set<int3> getTileInfo () const;
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void addRequiredObject(CGObjectInstance * obj);
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bool fill(CMapGenerator* gen);
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void createConnections(CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
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@ -135,6 +136,7 @@ private:
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//content info
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std::vector<int3> shape; //TODO: remove
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std::vector<CGObjectInstance*> requiredObjects;
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std::vector<CGObjectInstance*> objects;
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//placement info
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