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https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
285 lines
8.3 KiB
C++
285 lines
8.3 KiB
C++
/*
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* TownPlacer.cpp, 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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#include "StdInc.h"
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#include "TownPlacer.h"
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#include "CMapGenerator.h"
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#include "RmgMap.h"
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#include "../mapping/CMap.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapObjects/CObjectClassesHandler.h"
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#include "../spells/CSpellHandler.h" //for choosing random spells
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#include "RmgPath.h"
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#include "RmgObject.h"
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#include "ObjectManager.h"
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#include "Functions.h"
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#include "RoadPlacer.h"
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#include "WaterAdopter.h"
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#include "TileInfo.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void TownPlacer::process()
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{
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auto * manager = zone.getModificator<ObjectManager>();
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if(!manager)
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{
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logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
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return;
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}
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placeTowns(*manager);
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placeMines(*manager);
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}
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void TownPlacer::init()
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{
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POSTFUNCTION(ObjectManager);
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POSTFUNCTION(RoadPlacer);
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}
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void TownPlacer::placeTowns(ObjectManager & manager)
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{
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if(zone.getOwner() && ((zone.getType() == ETemplateZoneType::CPU_START) || (zone.getType() == ETemplateZoneType::PLAYER_START)))
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{
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//set zone types to player faction, generate main town
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logGlobal->info("Preparing playing zone");
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int player_id = *zone.getOwner() - 1;
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auto & playerInfo = map.map().players[player_id];
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PlayerColor player(player_id);
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if(playerInfo.canAnyonePlay())
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{
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player = PlayerColor(player_id);
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zone.setTownType(map.getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown());
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if(zone.getTownType() == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
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zone.setTownType(getRandomTownType(true));
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}
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else //no player - randomize town
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{
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player = PlayerColor::NEUTRAL;
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zone.setTownType(getRandomTownType());
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}
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auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, zone.getTownType());
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CGTownInstance * town = (CGTownInstance *) townFactory->create();
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town->tempOwner = player;
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town->builtBuildings.insert(BuildingID::FORT);
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town->builtBuildings.insert(BuildingID::DEFAULT);
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for(auto spell : VLC->spellh->objects) //add all regular spells to town
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{
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if(!spell->isSpecial() && !spell->isCreatureAbility())
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town->possibleSpells.push_back(spell->id);
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}
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auto position = placeMainTown(manager, *town);
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totalTowns++;
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//register MAIN town of zone only
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map.registerZone(town->subID);
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if(playerInfo.canAnyonePlay()) //configure info for owning player
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{
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logGlobal->trace("Fill player info %d", player_id);
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// Update player info
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playerInfo.allowedFactions.clear();
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playerInfo.allowedFactions.insert(zone.getTownType());
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playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = position;
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playerInfo.generateHeroAtMainTown = true;
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//now create actual towns
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addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, player, manager);
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addNewTowns(zone.getPlayerTowns().getTownCount(), false, player, manager);
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}
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else
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{
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addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, PlayerColor::NEUTRAL, manager);
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addNewTowns(zone.getPlayerTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
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}
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}
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else //randomize town types for any other zones as well
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{
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zone.setTownType(getRandomTownType());
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}
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addNewTowns(zone.getNeutralTowns().getCastleCount(), true, PlayerColor::NEUTRAL, manager);
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addNewTowns(zone.getNeutralTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
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if(!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
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{
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//25% chance for neutral
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if (generator.rand.nextInt(1, 100) <= 25)
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{
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zone.setTownType(ETownType::NEUTRAL);
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}
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else
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{
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if(zone.getTownTypes().size())
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zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand));
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else if(zone.getMonsterTypes().size())
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zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getMonsterTypes(), generator.rand)); //this happens in Clash of Dragons in treasure zones, where all towns are banned
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else //just in any case
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zone.setTownType(getRandomTownType());
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}
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}
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}
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int3 TownPlacer::placeMainTown(ObjectManager & manager, CGTownInstance & town)
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{
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//towns are big objects and should be centered around visitable position
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rmg::Object rmgObject(town);
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rmgObject.setTemplate(zone.getTerrainType());
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auto position = manager.findPlaceForObject(zone.areaPossible(), rmgObject, [this](const int3 & t)
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{
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float distance = zone.getPos().dist2dSQ(t);
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return 100000.f - distance; //some big number
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}, ObjectManager::OptimizeType::WEIGHT);
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rmgObject.setPosition(position);
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manager.placeObject(rmgObject, false, true);
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cleanupBoundaries(rmgObject);
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zone.setPos(rmgObject.getVisitablePosition()); //roads lead to main town
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return position;
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}
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bool TownPlacer::placeMines(ObjectManager & manager)
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{
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using namespace Res;
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std::vector<CGMine*> createdMines;
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for(const auto & mineInfo : zone.getMinesInfo())
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{
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ERes res = (ERes)mineInfo.first;
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for(int i = 0; i < mineInfo.second; ++i)
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{
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auto mineHandler = VLC->objtypeh->getHandlerFor(Obj::MINE, res);
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auto & rmginfo = mineHandler->getRMGInfo();
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auto mine = (CGMine*)mineHandler->create();
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mine->producedResource = res;
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mine->tempOwner = PlayerColor::NEUTRAL;
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mine->producedQuantity = mine->defaultResProduction();
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createdMines.push_back(mine);
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if(!i && (res == ERes::WOOD || res == ERes::ORE))
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manager.addCloseObject(mine, rmginfo.value); //only first wood&ore mines are close
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else
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manager.addRequiredObject(mine, rmginfo.value);
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}
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}
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//create extra resources
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if(int extraRes = generator.getConfig().mineExtraResources)
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{
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for(auto * mine : createdMines)
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{
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for(int rc = generator.rand.nextInt(1, extraRes); rc > 0; --rc)
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{
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auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create();
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resourse->amount = CGResource::RANDOM_AMOUNT;
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manager.addNearbyObject(resourse, mine);
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}
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}
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}
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return true;
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}
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void TownPlacer::cleanupBoundaries(const rmg::Object & rmgObject)
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{
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for(auto & t : rmgObject.getArea().getBorderOutside())
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{
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if(map.isOnMap(t))
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{
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map.setOccupied(t, ETileType::FREE);
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zone.areaPossible().erase(t);
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zone.freePaths().add(t);
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}
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}
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}
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void TownPlacer::addNewTowns(int count, bool hasFort, PlayerColor player, ObjectManager & manager)
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{
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for(int i = 0; i < count; i++)
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{
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si32 subType = zone.getTownType();
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if(totalTowns>0)
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{
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if(!zone.areTownsSameType())
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{
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if (zone.getTownTypes().size())
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subType = *RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand);
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else
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subType = *RandomGeneratorUtil::nextItem(zone.getDefaultTownTypes(), generator.rand); //it is possible to have zone with no towns allowed
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}
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}
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auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
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auto town = (CGTownInstance *) townFactory->create();
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town->ID = Obj::TOWN;
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town->tempOwner = player;
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if (hasFort)
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town->builtBuildings.insert(BuildingID::FORT);
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town->builtBuildings.insert(BuildingID::DEFAULT);
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for(auto spell : VLC->spellh->objects) //add all regular spells to town
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{
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if(!spell->isSpecial() && !spell->isCreatureAbility())
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town->possibleSpells.push_back(spell->id);
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}
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if(totalTowns <= 0)
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{
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//FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
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//register MAIN town of zone
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map.registerZone(town->subID);
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//first town in zone goes in the middle
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placeMainTown(manager, *town);
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}
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else
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manager.addRequiredObject(town);
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totalTowns++;
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}
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}
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si32 TownPlacer::getRandomTownType(bool matchUndergroundType)
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{
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auto townTypesAllowed = (zone.getTownTypes().size() ? zone.getTownTypes() : zone.getDefaultTownTypes());
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if(matchUndergroundType)
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{
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std::set<TFaction> townTypesVerify;
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for(TFaction factionIdx : townTypesAllowed)
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{
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bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
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if(zone.isUnderground() ? preferUnderground : !preferUnderground)
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{
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townTypesVerify.insert(factionIdx);
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}
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}
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if(!townTypesVerify.empty())
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townTypesAllowed = townTypesVerify;
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}
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return *RandomGeneratorUtil::nextItem(townTypesAllowed, generator.rand);
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}
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int TownPlacer::getTotalTowns() const
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{
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return totalTowns;
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}
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VCMI_LIB_NAMESPACE_END
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