/* * ObjectManager.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 "Zone.h" #include "RmgObject.h" #include //A* class CGObjectInstance; class ObjectTemplate; class CGCreature; typedef std::pair TDistance; struct DistanceMaximizeFunctor { bool operator()(const TDistance & lhs, const TDistance & rhs) const { return (rhs.second > lhs.second); } }; class ObjectManager: public Modificator { public: enum OptimizeType { NONE = 0x00000000, WEIGHT = 0x00000001, DISTANCE = 0x00000010 }; public: MODIFICATOR(ObjectManager); void process() override; void init() override; void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0); void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0); void addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget); bool createRequiredObjects(); int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const; int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function weightFunction, OptimizeType optimizer) const; rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const; rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, std::function weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const; CGCreature * chooseGuard(si32 strength, bool zoneGuard = false); bool addGuard(rmg::Object & object, si32 strength, bool zoneGuard = false); void placeObject(rmg::Object & object, bool guarded, bool updateDistance); void updateDistances(const rmg::Object & obj); void createDistancesPriorityQueue(); const rmg::Area & getVisitableArea() const; protected: //content info std::vector> requiredObjects; std::vector> closeObjects; std::vector> instantObjects; std::vector> nearbyObjects; std::vector objects; rmg::Area objectsVisitableArea; boost::heap::priority_queue> tilesByDistance; };