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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
82 lines
2.5 KiB
C++
82 lines
2.5 KiB
C++
/*
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* ObjectManager.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "Zone.h"
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#include "RmgObject.h"
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#include <boost/heap/priority_queue.hpp> //A*
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class CGObjectInstance;
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class ObjectTemplate;
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class CGCreature;
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typedef std::pair<int3, float> TDistance;
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struct DistanceMaximizeFunctor
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{
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bool operator()(const TDistance & lhs, const TDistance & rhs) const
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{
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return (rhs.second > lhs.second);
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}
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};
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class ObjectManager: public Modificator
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{
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public:
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enum OptimizeType
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{
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NONE = 0x00000000,
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WEIGHT = 0x00000001,
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DISTANCE = 0x00000010
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};
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public:
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MODIFICATOR(ObjectManager);
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void process() override;
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void init() override;
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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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bool createRequiredObjects();
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int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const;
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int3 findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, OptimizeType optimizer) const;
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rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const;
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rmg::Path placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const;
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CGCreature * chooseGuard(si32 strength, bool zoneGuard = false);
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bool addGuard(rmg::Object & object, si32 strength, bool zoneGuard = false);
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void placeObject(rmg::Object & object, bool guarded, bool updateDistance);
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void updateDistances(const rmg::Object & obj);
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void createDistancesPriorityQueue();
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const rmg::Area & getVisitableArea() const;
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std::vector<CGObjectInstance*> getMines() const;
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protected:
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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*, int3>> instantObjects;
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std::vector<std::pair<CGObjectInstance*, CGObjectInstance*>> nearbyObjects;
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std::vector<CGObjectInstance*> objects;
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rmg::Area objectsVisitableArea;
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boost::heap::priority_queue<TDistance, boost::heap::compare<DistanceMaximizeFunctor>> tilesByDistance;
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};
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