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08ecf4cf4c
Initial support of new terrains
238 lines
8.1 KiB
C++
238 lines
8.1 KiB
C++
/*
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* CRmgTemplateZone.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 "../GameConstants.h"
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#include "CMapGenerator.h"
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#include "float3.h"
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#include "../int3.h"
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#include "CRmgTemplate.h"
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#include "../mapObjects/ObjectTemplate.h"
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#include <boost/heap/priority_queue.hpp> //A*
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#include "Terrain.h"
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class CMapGenerator;
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class CTileInfo;
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class int3;
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class CGObjectInstance;
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class ObjectTemplate;
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namespace EObjectPlacingResult
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{
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enum EObjectPlacingResult
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{
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SUCCESS,
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CANNOT_FIT,
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SEALED_OFF
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};
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}
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class DLL_LINKAGE CTileInfo
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{
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public:
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CTileInfo();
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float getNearestObjectDistance() const;
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void setNearestObjectDistance(float value);
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bool isBlocked() const;
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bool shouldBeBlocked() const;
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bool isPossible() const;
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bool isFree() const;
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bool isUsed() const;
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bool isRoad() const;
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void setOccupied(ETileType::ETileType value);
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Terrain getTerrainType() const;
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ETileType::ETileType getTileType() const;
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void setTerrainType(Terrain value);
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void setRoadType(const std::string & value);
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private:
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float nearestObjectDistance;
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ETileType::ETileType occupied;
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Terrain terrain;
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std::string roadType;
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};
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struct DLL_LINKAGE ObjectInfo
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{
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ObjectTemplate templ;
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ui32 value;
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ui16 probability;
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ui32 maxPerZone;
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//ui32 maxPerMap; //unused
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std::function<CGObjectInstance *()> generateObject;
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void setTemplate (si32 type, si32 subtype, Terrain terrain);
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ObjectInfo();
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bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
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};
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struct DLL_LINKAGE CTreasurePileInfo
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{
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std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
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std::set<int3> visitableFromTopPositions; //they can be visited from any direction
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std::set<int3> blockedPositions;
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std::set<int3> occupiedPositions; //blocked + visitable
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int3 nextTreasurePos;
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};
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/// The CRmgTemplateZone describes a zone in a template.
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class DLL_LINKAGE CRmgTemplateZone : public rmg::ZoneOptions
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{
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public:
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CRmgTemplateZone(CMapGenerator * Gen);
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void setOptions(const rmg::ZoneOptions & options);
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bool isUnderground() const;
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float3 getCenter() const;
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void setCenter(const float3 &f);
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int3 getPos() const;
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void setPos(const int3 &pos);
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bool isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const;
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int3 getAccessibleOffset(ObjectTemplate & appearance, const int3 & tile) const;
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void addTile (const int3 & pos);
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void removeTile(const int3 & pos);
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void initFreeTiles ();
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std::set<int3> getTileInfo() const;
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std::set<int3> getPossibleTiles() const;
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std::set<int3> collectDistantTiles (float distance) const;
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void clearTiles();
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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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void addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 guardStrength=0);
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void addToConnectLater(const int3& src);
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bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
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bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
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bool fill ();
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bool placeMines ();
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void initTownType ();
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void paintZoneTerrain (Terrain terrainType);
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void randomizeTownType(bool matchUndergroundType = false); //helper function
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void initTerrainType ();
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void createBorder();
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void fractalize();
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void connectLater();
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EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const int3 & pos); //return true if the position can be connected
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bool createRequiredObjects();
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bool createShipyard(const int3 & pos, si32 guardStrength=0);
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int3 createShipyard(const std::set<int3> & lake, si32 guardStrength=0);
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bool makeBoat(TRmgTemplateZoneId land, const int3 & coast);
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int3 makeBoat(TRmgTemplateZoneId land, const std::set<int3> & lake);
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void createTreasures();
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void createWater(EWaterContent::EWaterContent waterContent, bool debug=false);
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void waterInitFreeTiles();
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void waterConnection(CRmgTemplateZone& dst);
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bool waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB);
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const std::set<int3>& getCoastTiles() const;
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bool isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const;
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//void computeCoastTiles();
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void createObstacles1();
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void createObstacles2();
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bool crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
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bool connectPath(const int3& src, bool onlyStraight);
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bool connectWithCenter(const int3& src, bool onlyStraight, bool passTroughBlocked = false);
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void updateDistances(const int3 & pos);
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std::vector<int3> getAccessibleOffsets (const CGObjectInstance* object);
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bool areAllTilesAvailable(CGObjectInstance* obj, int3& tile, const std::set<int3>& tilesBlockedByObject) const;
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void setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone);
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std::set<int3>* getFreePaths();
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void addFreePath(const int3 &);
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ObjectInfo getRandomObject (CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
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void placeSubterraneanGate(int3 pos, si32 guardStrength);
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void placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
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bool guardObject(CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
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void placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
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void addRoadNode(const int3 & node);
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void connectRoads(); //fills "roads" according to "roadNodes"
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//A* priority queue
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typedef std::pair<int3, float> TDistance;
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struct NodeComparer
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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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boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPriorityQueue();
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private:
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//subclass to store disconnected parts of water zone
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struct Lake
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{
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std::set<int3> tiles;
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std::set<int3> coast;
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std::map<int3, int> distance;
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std::set<TRmgTemplateZoneId> connectedZones;
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std::set<TRmgTemplateZoneId> keepConnections;
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};
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CMapGenerator * gen;
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//template info
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si32 townType;
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Terrain terrainType;
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std::weak_ptr<CRmgTemplateZone> questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
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std::vector<ObjectInfo> possibleObjects;
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int minGuardedValue;
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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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std::map<CGObjectInstance*, int3> requestedPositions;
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//placement info
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int3 pos;
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float3 center;
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std::set<int3> tileinfo; //irregular area assined to zone
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std::set<int3> possibleTiles; //optimization purposes for treasure generation
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std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
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std::set<int3> coastTiles; //tiles bordered to water
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std::set<int3> roadNodes; //tiles to be connected with roads
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std::set<int3> roads; //all tiles with roads
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std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
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std::vector<Lake> lakes; //disconnected parts of zone. Used to work with water zones
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std::map<int3, int> lakeMap; //map tile on lakeId which is position of lake in lakes array +1
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bool createRoad(const int3 &src, const int3 &dst);
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void drawRoads(); //actually updates tiles
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bool pointIsIn(int x, int y);
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void addAllPossibleObjects (); //add objects, including zone-specific, to possibleObjects
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bool findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(float min_dist, int3 &pos, int value);
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bool canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos);
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void setTemplateForObject(CGObjectInstance* obj);
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void checkAndPlaceObject(CGObjectInstance* object, const int3 &pos);
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int chooseRandomAppearance(si32 ObjID) const;
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bool isGuardNeededForTreasure(int value);
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};
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