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vcmi/lib/rmg/modificators/TownPlacer.cpp
2025-04-27 14:57:30 +03:00

324 lines
9.9 KiB
C++

/*
* TownPlacer.cpp, 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
*
*/
#include "StdInc.h"
#include "TownPlacer.h"
#include "../CMapGenerator.h"
#include "../RmgMap.h"
#include "../../entities/faction/CTownHandler.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../mapObjects/CGTownInstance.h"
#include "../../mapping/CMap.h"
#include "../../mapping/CMapEditManager.h"
#include "../../spells/CSpellHandler.h" //for choosing random spells
#include "../RmgPath.h"
#include "../RmgObject.h"
#include "ObjectManager.h"
#include "../Functions.h"
#include "RoadPlacer.h"
#include "MinePlacer.h"
#include "WaterAdopter.h"
#include "../TileInfo.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void TownPlacer::process()
{
auto * manager = zone.getModificator<ObjectManager>();
if(!manager)
{
logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
return;
}
placeTowns(*manager);
}
void TownPlacer::init()
{
for(auto & townHint : zone.getTownHints())
{
logGlobal->info("Town hint of zone %d: %d", zone.getId(), townHint.likeZone);
if(townHint.likeZone != rmg::ZoneOptions::NO_ZONE)
{
logGlobal->info("Dependency on town type of zone %d", townHint.likeZone);
dependency(map.getZones().at(townHint.likeZone)->getModificator<TownPlacer>());
}
else if(!townHint.notLikeZone.empty())
{
for(auto zoneId : townHint.notLikeZone)
{
logGlobal->info("Dependency on town unlike type of zone %d", zoneId);
dependency(map.getZones().at(zoneId)->getModificator<TownPlacer>());
}
}
else if(townHint.relatedToZoneTerrain != rmg::ZoneOptions::NO_ZONE)
{
logGlobal->info("Dependency on town related to zone terrain of zone %d", townHint.relatedToZoneTerrain);
dependency(map.getZones().at(townHint.relatedToZoneTerrain)->getModificator<TownPlacer>());
}
}
POSTFUNCTION(MinePlacer);
POSTFUNCTION(RoadPlacer);
}
void TownPlacer::placeTowns(ObjectManager & manager)
{
// TODO: Configurew each subseqquent town based on townHints
if(zone.getOwner() && ((zone.getType() == ETemplateZoneType::CPU_START) || (zone.getType() == ETemplateZoneType::PLAYER_START)))
{
//set zone types to player faction, generate main town
logGlobal->info("Preparing playing zone");
int player_id = *zone.getOwner() - 1;
const auto & playerSettings = map.getMapGenOptions().getPlayersSettings();
PlayerColor player;
if (playerSettings.size() > player_id)
{
const auto & currentPlayerSettings = std::next(playerSettings.begin(), player_id);
player = currentPlayerSettings->first;
zone.setTownType(currentPlayerSettings->second.getStartingTown());
if(zone.getTownType() == FactionID::RANDOM)
zone.setTownType(getRandomTownType(true));
}
else //no player - randomize town
{
player = PlayerColor::NEUTRAL;
zone.setTownType(getTownTypeFromHint(0));
}
auto townFactory = LIBRARY->objtypeh->getHandlerFor(Obj::TOWN, zone.getTownType());
auto town = std::dynamic_pointer_cast<CGTownInstance>(townFactory->create(map.mapInstance->cb, nullptr));
town->tempOwner = player;
town->addBuilding(BuildingID::FORT);
town->addBuilding(BuildingID::DEFAULT);
for(auto spellID : LIBRARY->spellh->getDefaultAllowed()) //add all regular spells to town
town->possibleSpells.push_back(spellID);
auto position = placeMainTown(manager, town);
totalTowns++;
//register MAIN town of zone only
map.registerZone(town->getFactionID());
if(player.isValidPlayer()) //configure info for owning player
{
logGlobal->trace("Fill player info %d", player_id);
// Update player info
auto & playerInfo = map.getPlayer(player.getNum());
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert(zone.getTownType());
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = position;
playerInfo.generateHeroAtMainTown = true;
//now create actual towns
addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, player, manager);
addNewTowns(zone.getPlayerTowns().getTownCount(), false, player, manager);
}
else
{
addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, PlayerColor::NEUTRAL, manager);
addNewTowns(zone.getPlayerTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
}
}
else //randomize town types for non-player zones
{
zone.setTownType(getTownTypeFromHint(0));
}
addNewTowns(zone.getNeutralTowns().getCastleCount(), true, PlayerColor::NEUTRAL, manager);
addNewTowns(zone.getNeutralTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
if(!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
{
// TODO: Use townHints also when there are no towns in zone
//25% chance for neutral
if (zone.getRand().nextInt(1, 100) <= 25)
{
zone.setTownType(ETownType::NEUTRAL);
}
else
{
if(!zone.getTownTypes().empty())
zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getTownTypes(), zone.getRand()));
else if(!zone.getMonsterTypes().empty())
zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getMonsterTypes(), zone.getRand())); //this happens in Clash of Dragons in treasure zones, where all towns are banned
else //just in any case
zone.setTownType(getRandomTownType());
}
}
}
int3 TownPlacer::placeMainTown(ObjectManager & manager, std::shared_ptr<CGTownInstance> town)
{
//towns are big objects and should be centered around visitable position
rmg::Object rmgObject(town);
rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
int3 position(-1, -1, -1);
{
Zone::Lock lock(zone.areaMutex);
position = manager.findPlaceForObject(zone.areaPossible().get(), rmgObject, [this](const int3& t)
{
float distance = zone.getPos().dist2dSQ(t);
return 100000.f - distance; //some big number
}, ObjectManager::OptimizeType::WEIGHT);
}
rmgObject.setPosition(position + int3(2, 2, 0)); //place visitable tile in the exact center of a zone
manager.placeObject(rmgObject, false, true, true);
cleanupBoundaries(rmgObject);
zone.setPos(rmgObject.getVisitablePosition()); //roads lead to main town
return position;
}
void TownPlacer::cleanupBoundaries(const rmg::Object & rmgObject)
{
Zone::Lock lock(zone.areaMutex);
for(const auto & t : rmgObject.getArea().getBorderOutside())
{
if (t.y > rmgObject.getVisitablePosition().y) //Line below the town
{
if (map.isOnMap(t))
{
map.setOccupied(t, ETileType::FREE);
zone.areaPossible()->erase(t);
zone.freePaths()->add(t);
}
}
}
}
FactionID TownPlacer::getTownTypeFromHint(size_t hintIndex)
{
const auto & hints = zone.getTownHints();
if(hints.size() <= hintIndex)
{
return *RandomGeneratorUtil::nextItem(zone.getTownTypes(), zone.getRand());
}
const auto & townHints = hints[hintIndex];
FactionID subType = zone.getTownType();
if(townHints.likeZone != rmg::ZoneOptions::NO_ZONE)
{
// Copy directly from other zone
subType = map.getZones().at(townHints.likeZone)->getTownType();
}
else if(!townHints.notLikeZone.empty())
{
// Exclude type rolled for other zone
auto townTypes = zone.getTownTypes();
for(auto zoneId : townHints.notLikeZone)
{
townTypes.erase(map.getZones().at(zoneId)->getTownType());
}
zone.setTownTypes(townTypes);
if(!townTypes.empty())
subType = *RandomGeneratorUtil::nextItem(townTypes, zone.getRand());
}
else if(townHints.relatedToZoneTerrain != rmg::ZoneOptions::NO_ZONE)
{
auto townTerrain = map.getZones().at(townHints.relatedToZoneTerrain)->getTerrainType();
auto townTypesAllowed = zone.getTownTypes();
vstd::erase_if(townTypesAllowed, [townTerrain](FactionID type)
{
return (*LIBRARY->townh)[type]->getNativeTerrain() != townTerrain;
});
zone.setTownTypes(townTypesAllowed);
if(!townTypesAllowed.empty())
subType = *RandomGeneratorUtil::nextItem(townTypesAllowed, zone.getRand());
}
return subType;
}
void TownPlacer::addNewTowns(int count, bool hasFort, const PlayerColor & player, ObjectManager & manager)
{
for(int i = 0; i < count; i++)
{
FactionID subType = zone.getTownType();
if(totalTowns > 0)
{
if(!zone.areTownsSameType())
{
subType = getTownTypeFromHint(totalTowns);
}
}
auto townFactory = LIBRARY->objtypeh->getHandlerFor(Obj::TOWN, subType);
auto town = std::dynamic_pointer_cast<CGTownInstance>(townFactory->create(map.mapInstance->cb, nullptr));
town->ID = Obj::TOWN;
town->tempOwner = player;
if (hasFort)
town->addBuilding(BuildingID::FORT);
town->addBuilding(BuildingID::DEFAULT);
for(auto spellID : LIBRARY->spellh->getDefaultAllowed()) //add all regular spells to town
town->possibleSpells.push_back(spellID);
if(totalTowns <= 0)
{
//FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
//register MAIN town of zone
map.registerZone(town->getFactionID());
//first town in zone goes in the middle
placeMainTown(manager, town);
}
else
{
manager.addRequiredObject(RequiredObjectInfo(town, 0, true));
}
totalTowns++;
}
}
FactionID TownPlacer::getRandomTownType(bool matchUndergroundType)
{
auto townTypesAllowed = (!zone.getTownTypes().empty() ? zone.getTownTypes() : zone.getDefaultTownTypes());
if(matchUndergroundType)
{
std::set<FactionID> townTypesVerify;
for(auto factionIdx : townTypesAllowed)
{
bool preferUnderground = (*LIBRARY->townh)[factionIdx]->preferUndergroundPlacement;
if(zone.isUnderground() ? preferUnderground : !preferUnderground)
{
townTypesVerify.insert(factionIdx);
}
}
if(!townTypesVerify.empty())
townTypesAllowed = townTypesVerify;
}
return *RandomGeneratorUtil::nextItem(townTypesAllowed, zone.getRand());
}
int TownPlacer::getTotalTowns() const
{
return totalTowns;
}
VCMI_LIB_NAMESPACE_END