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vcmi/lib/rmg/ObjectManager.h
DjWarmonger 7ba271edf1
Rotation rebase2 (#912)
* 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
2022-09-18 17:39:10 +03:00

82 lines
2.5 KiB
C++

/*
* 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 <boost/heap/priority_queue.hpp> //A*
class CGObjectInstance;
class ObjectTemplate;
class CGCreature;
typedef std::pair<int3, float> 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<float(const int3)> 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<float(const int3)> 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;
std::vector<CGObjectInstance*> getMines() const;
protected:
//content info
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
std::vector<std::pair<CGObjectInstance*, int3>> instantObjects;
std::vector<std::pair<CGObjectInstance*, CGObjectInstance*>> nearbyObjects;
std::vector<CGObjectInstance*> objects;
rmg::Area objectsVisitableArea;
boost::heap::priority_queue<TDistance, boost::heap::compare<DistanceMaximizeFunctor>> tilesByDistance;
};