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452e28d183
This of course was tested and shouldn't break anything
832 lines
22 KiB
C++
832 lines
22 KiB
C++
#include "StdInc.h"
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#include "CMapGenerator.h"
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#include "../mapping/CMap.h"
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#include "../VCMI_Lib.h"
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#include "../CGeneralTextHandler.h"
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#include "../mapping/CMapEditManager.h"
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#include "../CTownHandler.h"
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#include "../StringConstants.h"
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#include "../filesystem/Filesystem.h"
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#include "CZonePlacer.h"
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#include "../mapObjects/CObjectClassesHandler.h"
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static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)};
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void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
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{
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for(const int3 &dir : int3::getDirs())
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{
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int3 n = pos + dir;
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/*important notice: perform any translation before this function is called,
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so the actual map position is checked*/
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if(map->isInTheMap(n))
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foo(n);
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}
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}
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void CMapGenerator::foreachDirectNeighbour(const int3& pos, std::function<void(int3& pos)> foo)
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{
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for(const int3 &dir : dirs4)
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{
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int3 n = pos + dir;
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if(map->isInTheMap(n))
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foo(n);
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}
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}
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CMapGenerator::CMapGenerator() :
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zonesTotal(0), monolithIndex(0)
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{
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}
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void CMapGenerator::initTiles()
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{
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map->initTerrain();
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int width = map->width;
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int height = map->height;
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int level = map->twoLevel ? 2 : 1;
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tiles = new CTileInfo**[width];
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for (int i = 0; i < width; ++i)
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{
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tiles[i] = new CTileInfo*[height];
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for (int j = 0; j < height; ++j)
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{
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tiles[i][j] = new CTileInfo[level];
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}
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}
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zoneColouring.resize(boost::extents[map->twoLevel ? 2 : 1][map->width][map->height]);
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}
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CMapGenerator::~CMapGenerator()
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{
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if (tiles)
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{
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int width = mapGenOptions->getWidth();
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int height = mapGenOptions->getHeight();
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for (int i=0; i < width; i++)
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{
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for(int j=0; j < height; j++)
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{
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delete [] tiles[i][j];
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}
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delete [] tiles[i];
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}
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delete [] tiles;
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}
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}
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void CMapGenerator::initPrisonsRemaining()
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{
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prisonsRemaining = 0;
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for (auto isAllowed : map->allowedHeroes)
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{
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if (isAllowed)
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prisonsRemaining++;
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}
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prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions->getPlayerCount()); //so at least 16 heroes will be available for every player
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}
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void CMapGenerator::initQuestArtsRemaining()
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{
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for (auto art : VLC->arth->artifacts)
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{
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if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts
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questArtifacts.push_back(art->id);
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}
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}
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std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
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{
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this->mapGenOptions = mapGenOptions;
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this->randomSeed = randomSeed;
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assert(mapGenOptions);
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rand.setSeed(this->randomSeed);
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mapGenOptions->finalize(rand);
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map = make_unique<CMap>();
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editManager = map->getEditManager();
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try
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{
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editManager->getUndoManager().setUndoRedoLimit(0);
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//FIXME: somehow mapGenOption is nullptr at this point :?
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addHeaderInfo();
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initTiles();
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initPrisonsRemaining();
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initQuestArtsRemaining();
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genZones();
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map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
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fillZones();
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//updated guarded tiles will be calculated in CGameState::initMapObjects()
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}
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catch (rmgException &e)
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{
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logGlobal->errorStream() << "Random map generation received exception: " << e.what();
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}
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return std::move(map);
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}
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std::string CMapGenerator::getMapDescription() const
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{
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assert(mapGenOptions);
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assert(map);
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const std::string waterContentStr[3] = { "none", "normal", "islands" };
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const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
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int monsterStrengthIndex = mapGenOptions->getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
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std::stringstream ss;
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ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
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", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
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randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
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static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
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monsterStrengthStr[monsterStrengthIndex]);
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for(const auto & pair : mapGenOptions->getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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if(pSettings.getPlayerType() == EPlayerType::HUMAN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
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}
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if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
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{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
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<< " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
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}
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}
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return ss.str();
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}
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void CMapGenerator::addPlayerInfo()
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{
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// Calculate which team numbers exist
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enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};
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std::array<std::list<int>, 2> teamNumbers;
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int teamOffset = 0;
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int playerCount = 0;
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int teamCount = 0;
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for (int i = CPHUMAN; i < AFTER_LAST; ++i)
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{
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if (i == CPHUMAN)
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{
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playerCount = mapGenOptions->getPlayerCount();
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teamCount = mapGenOptions->getTeamCount();
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}
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else
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{
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playerCount = mapGenOptions->getCompOnlyPlayerCount();
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teamCount = mapGenOptions->getCompOnlyTeamCount();
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}
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if(playerCount == 0)
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{
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continue;
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}
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int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount);
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int teamCountNorm = teamCount;
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if(teamCountNorm == 0)
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{
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teamCountNorm = playerCount;
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}
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for(int j = 0; j < teamCountNorm; ++j)
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{
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for(int k = 0; k < playersPerTeam; ++k)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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}
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for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
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{
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teamNumbers[i].push_back(j + teamOffset);
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}
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teamOffset += teamCountNorm;
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}
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// Team numbers are assigned randomly to every player
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//TODO: allow customize teams in rmg template
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for(const auto & pair : mapGenOptions->getPlayersSettings())
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{
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const auto & pSettings = pair.second;
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PlayerInfo player;
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player.canComputerPlay = true;
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int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
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if (j == CPHUMAN)
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{
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player.canHumanPlay = true;
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}
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if (teamNumbers[j].empty())
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{
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logGlobal->errorStream() << boost::format("Not enough places in team for %s player") % ((j == CPUONLY) ? "CPU" : "CPU or human");
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assert (teamNumbers[j].size());
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}
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auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
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player.team = TeamID(*itTeam);
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teamNumbers[j].erase(itTeam);
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map->players[pSettings.getColor().getNum()] = player;
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}
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map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
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+ (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
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}
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void CMapGenerator::genZones()
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{
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editManager->clearTerrain(&rand);
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editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));
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editManager->drawTerrain(ETerrainType::GRASS, &rand);
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auto tmpl = mapGenOptions->getMapTemplate();
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zones = tmpl->getZones(); //copy from template (refactor?)
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CZonePlacer placer(this);
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placer.placeZones(mapGenOptions, &rand);
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placer.assignZones(mapGenOptions);
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logGlobal->infoStream() << "Zones generated successfully";
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}
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void CMapGenerator::fillZones()
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{
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//init native town count with 0
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for (auto faction : VLC->townh->getAllowedFactions())
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zonesPerFaction[faction] = 0;
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findZonesForQuestArts();
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logGlobal->infoStream() << "Started filling zones";
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//initialize possible tiles before any object is actually placed
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for (auto it : zones)
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it.second->initFreeTiles(this);
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createDirectConnections(); //direct
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//make sure all connections are passable before creating borders
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for (auto it : zones)
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it.second->createBorder(this); //once direct connections are done
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createConnections2(); //subterranean gates and monoliths
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//we need info about all town types to evaluate dwellings and pandoras with creatures properly
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for (auto it : zones)
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it.second->initTownType(this);
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std::vector<CRmgTemplateZone*> treasureZones;
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for (auto it : zones)
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{
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it.second->fill(this);
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if (it.second->getType() == ETemplateZoneType::TREASURE)
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treasureZones.push_back(it.second);
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}
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//set apriopriate free/occupied tiles, including blocked underground rock
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createObstaclesCommon1();
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//set back original terrain for underground zones
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for (auto it : zones)
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it.second->createObstacles1(this);
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createObstaclesCommon2();
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//place actual obstacles matching zone terrain
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for (auto it : zones)
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{
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it.second->createObstacles2(this);
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}
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#define PRINT_MAP_BEFORE_ROADS true
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if (PRINT_MAP_BEFORE_ROADS) //enable to debug
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{
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std::ofstream out("road debug");
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int levels = map->twoLevel ? 2 : 1;
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int width = map->width;
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int height = map->height;
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for (int k = 0; k < levels; k++)
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{
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for (int j = 0; j<height; j++)
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{
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for (int i = 0; i<width; i++)
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{
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char t = '?';
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switch (getTile(int3(i, j, k)).getTileType())
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{
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case ETileType::FREE:
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t = ' '; break;
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case ETileType::BLOCKED:
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t = '#'; break;
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case ETileType::POSSIBLE:
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t = '-'; break;
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case ETileType::USED:
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t = 'O'; break;
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}
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out << t;
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}
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out << std::endl;
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}
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out << std::endl;
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}
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out << std::endl;
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}
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for (auto it : zones)
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{
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it.second->connectRoads(this); //draw roads after everything else has been placed
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}
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//find place for Grail
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if (treasureZones.empty())
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{
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for (auto it : zones)
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treasureZones.push_back(it.second);
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}
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auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
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map->grailPos = *RandomGeneratorUtil::nextItem(*grailZone->getFreePaths(), rand);
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logGlobal->infoStream() << "Zones filled successfully";
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}
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void CMapGenerator::createObstaclesCommon1()
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{
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if (map->twoLevel) //underground
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{
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//negative approach - create rock tiles first, then make sure all accessible tiles have no rock
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std::vector<int3> rockTiles;
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for (int x = 0; x < map->width; x++)
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{
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for (int y = 0; y < map->height; y++)
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{
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int3 tile(x, y, 1);
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if (shouldBeBlocked(tile))
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{
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rockTiles.push_back(tile);
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}
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}
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}
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editManager->getTerrainSelection().setSelection(rockTiles);
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editManager->drawTerrain(ETerrainType::ROCK, &rand);
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}
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}
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void CMapGenerator::createObstaclesCommon2()
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{
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if (map->twoLevel)
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{
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//finally mark rock tiles as occupied, spawn no obstacles there
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for (int x = 0; x < map->width; x++)
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{
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for (int y = 0; y < map->height; y++)
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{
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int3 tile(x, y, 1);
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if (map->getTile(tile).terType == ETerrainType::ROCK)
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{
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setOccupied(tile, ETileType::USED);
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}
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}
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}
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}
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//tighten obstacles to improve visuals
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for (int i = 0; i < 3; ++i)
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{
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int blockedTiles = 0;
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int freeTiles = 0;
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for (int z = 0; z < (map->twoLevel ? 2 : 1); z++)
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{
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for (int x = 0; x < map->width; x++)
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{
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for (int y = 0; y < map->height; y++)
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{
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int3 tile(x, y, z);
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if (!isPossible(tile)) //only possible tiles can change
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continue;
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int blockedNeighbours = 0;
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int freeNeighbours = 0;
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foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos)
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{
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if (this->isBlocked(pos))
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blockedNeighbours++;
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if (this->isFree(pos))
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freeNeighbours++;
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});
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if (blockedNeighbours > 4)
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{
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setOccupied(tile, ETileType::BLOCKED);
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blockedTiles++;
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}
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else if (freeNeighbours > 4)
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{
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setOccupied(tile, ETileType::FREE);
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freeTiles++;
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}
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}
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}
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}
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logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
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}
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}
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void CMapGenerator::findZonesForQuestArts()
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{
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//we want to place arties in zones that were not yet filled (higher index)
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for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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if (zoneA->getId() > zoneB->getId())
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{
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zoneB->setQuestArtZone(zoneA);
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}
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else if (zoneA->getId() < zoneB->getId())
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{
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zoneA->setQuestArtZone(zoneB);
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}
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}
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}
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void CMapGenerator::createDirectConnections()
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{
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for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
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{
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auto zoneA = connection.getZoneA();
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auto zoneB = connection.getZoneB();
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//rearrange tiles in random order
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auto tilesCopy = zoneA->getTileInfo();
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std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
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int3 guardPos(-1,-1,-1);
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auto otherZoneTiles = zoneB->getTileInfo();
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int3 posA = zoneA->getPos();
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int3 posB = zoneB->getPos();
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auto zoneAid = zoneA->getId();
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auto zoneBid = zoneB->getId();
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if (posA.z == posB.z)
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{
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std::vector<int3> middleTiles;
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for (auto tile : tilesCopy)
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{
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if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
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continue;
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foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, &middleTiles, this, zoneBid](int3 &pos) //must be direct since paths also also generated between direct neighbours
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{
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if (getZoneID(pos) == zoneBid)
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middleTiles.push_back(tile);
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});
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}
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//find tiles with minimum manhattan distance from center of the mass of zone border
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size_t tilesCount = middleTiles.size() ? middleTiles.size() : 1;
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int3 middleTile = std::accumulate(middleTiles.begin(), middleTiles.end(), int3(0, 0, 0));
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middleTile.x /= tilesCount;
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middleTile.y /= tilesCount;
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middleTile.z /= tilesCount; //TODO: implement division operator for int3?
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boost::sort(middleTiles, [middleTile](const int3 &lhs, const int3 &rhs) -> bool
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{
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//choose tiles with both corrdinates in the middle
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return lhs.mandist2d(middleTile) < rhs.mandist2d(middleTile);
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});
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//remove 1/4 tiles from each side - path should cross zone borders at smooth angle
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size_t removedCount = tilesCount / 4; //rounded down
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middleTiles.erase(middleTiles.end() - removedCount, middleTiles.end());
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middleTiles.erase(middleTiles.begin(), middleTiles.begin() + removedCount);
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RandomGeneratorUtil::randomShuffle(middleTiles, rand);
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for (auto tile : middleTiles)
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{
|
|
guardPos = tile;
|
|
if (guardPos.valid())
|
|
{
|
|
setOccupied(guardPos, ETileType::FREE); //just in case monster is too weak to spawn
|
|
zoneA->addMonster(this, guardPos, connection.getGuardStrength(), false, true);
|
|
//zones can make paths only in their own area
|
|
zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
|
|
zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center
|
|
|
|
zoneA->addRoadNode(guardPos);
|
|
zoneB->addRoadNode(guardPos);
|
|
break; //we're done with this connection
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!guardPos.valid())
|
|
connectionsLeft.push_back(connection);
|
|
}
|
|
}
|
|
|
|
void CMapGenerator::createConnections2()
|
|
{
|
|
for (auto & connection : connectionsLeft)
|
|
{
|
|
auto zoneA = connection.getZoneA();
|
|
auto zoneB = connection.getZoneB();
|
|
|
|
int3 guardPos(-1, -1, -1);
|
|
|
|
int3 posA = zoneA->getPos();
|
|
int3 posB = zoneB->getPos();
|
|
|
|
auto strength = connection.getGuardStrength();
|
|
|
|
if (posA.z != posB.z) //try to place subterranean gates
|
|
{
|
|
auto sgt = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0)->getTemplates().front();
|
|
auto tilesBlockedByObject = sgt.getBlockedOffsets();
|
|
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
|
|
auto gate1 = factory->create(ObjectTemplate());
|
|
auto gate2 = factory->create(ObjectTemplate());
|
|
|
|
while (!guardPos.valid())
|
|
{
|
|
bool continueOuterLoop = false;
|
|
//find common tiles for both zones
|
|
auto tileSetA = zoneA->getPossibleTiles(),
|
|
tileSetB = zoneB->getPossibleTiles();
|
|
|
|
std::vector<int3> tilesA(tileSetA.begin(), tileSetA.end()),
|
|
tilesB(tileSetB.begin(), tileSetB.end());
|
|
|
|
std::vector<int3> commonTiles;
|
|
|
|
//required for set_intersection
|
|
boost::sort(tilesA);
|
|
boost::sort(tilesB);
|
|
|
|
boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
|
|
{
|
|
//ignore z coordinate
|
|
if (lhs.x < rhs.x)
|
|
return true;
|
|
else
|
|
return lhs.y < rhs.y;
|
|
});
|
|
|
|
vstd::erase_if(commonTiles, [](const int3 &tile) -> bool
|
|
{
|
|
return (!tile.x) || (!tile.y); //gates shouldn't go outside map (x = 0) and look bad at the very top (y = 0)
|
|
});
|
|
|
|
if (commonTiles.empty())
|
|
break; //nothing more to do
|
|
|
|
boost::sort(commonTiles, [posA, posB](const int3 &lhs, const int3 &rhs) -> bool
|
|
{
|
|
//choose tiles which are equidistant to zone centers
|
|
return (std::abs<double>(posA.dist2dSQ(lhs) - posB.dist2dSQ(lhs)) < std::abs<double>((posA.dist2dSQ(rhs) - posB.dist2dSQ(rhs))));
|
|
});
|
|
|
|
for (auto tile : commonTiles)
|
|
{
|
|
tile.z = posA.z;
|
|
int3 otherTile = tile;
|
|
otherTile.z = posB.z;
|
|
|
|
float distanceFromA = posA.dist2d(tile);
|
|
float distanceFromB = posB.dist2d(otherTile);
|
|
|
|
if (distanceFromA > 5 && distanceFromB > 5)
|
|
{
|
|
if (zoneA->areAllTilesAvailable(this, gate1, tile, tilesBlockedByObject) &&
|
|
zoneB->areAllTilesAvailable(this, gate2, otherTile, tilesBlockedByObject))
|
|
{
|
|
if (zoneA->getAccessibleOffset(this, sgt, tile).valid() && zoneB->getAccessibleOffset(this, sgt, otherTile).valid())
|
|
{
|
|
EObjectPlacingResult::EObjectPlacingResult result1 = zoneA->tryToPlaceObjectAndConnectToPath(this, gate1, tile);
|
|
EObjectPlacingResult::EObjectPlacingResult result2 = zoneB->tryToPlaceObjectAndConnectToPath(this, gate2, otherTile);
|
|
|
|
if ((result1 == EObjectPlacingResult::SUCCESS) && (result2 == EObjectPlacingResult::SUCCESS))
|
|
{
|
|
zoneA->placeObject(this, gate1, tile);
|
|
zoneA->guardObject(this, gate1, strength, true, true);
|
|
zoneB->placeObject(this, gate2, otherTile);
|
|
zoneB->guardObject(this, gate2, strength, true, true);
|
|
guardPos = tile; //set to break the loop
|
|
break;
|
|
}
|
|
else if ((result1 == EObjectPlacingResult::SEALED_OFF) || (result2 == EObjectPlacingResult::SEALED_OFF))
|
|
{
|
|
//sealed-off tiles were blocked, exit inner loop and get another tile set
|
|
bool continueOuterLoop = true;
|
|
break;
|
|
}
|
|
else
|
|
continue; //try with another position
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!continueOuterLoop) //we didn't find ANY tile - break outer loop
|
|
break;
|
|
}
|
|
if (!guardPos.valid()) //cleanup? is this safe / enough?
|
|
{
|
|
delete gate1;
|
|
delete gate2;
|
|
}
|
|
}
|
|
if (!guardPos.valid())
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, getNextMonlithIndex());
|
|
auto teleport1 = factory->create(ObjectTemplate());
|
|
auto teleport2 = factory->create(ObjectTemplate());
|
|
|
|
zoneA->addRequiredObject(teleport1, strength);
|
|
zoneB->addRequiredObject(teleport2, strength);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapGenerator::addHeaderInfo()
|
|
{
|
|
map->version = EMapFormat::VCMI;
|
|
map->width = mapGenOptions->getWidth();
|
|
map->height = mapGenOptions->getHeight();
|
|
map->twoLevel = mapGenOptions->getHasTwoLevels();
|
|
map->name = VLC->generaltexth->allTexts[740];
|
|
map->description = getMapDescription();
|
|
map->difficulty = 1;
|
|
addPlayerInfo();
|
|
}
|
|
|
|
void CMapGenerator::checkIsOnMap(const int3& tile) const
|
|
{
|
|
if (!map->isInTheMap(tile))
|
|
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
|
|
}
|
|
|
|
|
|
std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const
|
|
{
|
|
return zones;
|
|
}
|
|
|
|
bool CMapGenerator::isBlocked(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].isBlocked();
|
|
}
|
|
bool CMapGenerator::shouldBeBlocked(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();
|
|
}
|
|
bool CMapGenerator::isPossible(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].isPossible();
|
|
}
|
|
bool CMapGenerator::isFree(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].isFree();
|
|
}
|
|
bool CMapGenerator::isUsed(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].isUsed();
|
|
}
|
|
|
|
bool CMapGenerator::isRoad(const int3& tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].isRoad();
|
|
}
|
|
|
|
void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state)
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
tiles[tile.x][tile.y][tile.z].setOccupied(state);
|
|
}
|
|
|
|
void CMapGenerator::setRoad(const int3& tile, ERoadType::ERoadType roadType)
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
tiles[tile.x][tile.y][tile.z].setRoadType(roadType);
|
|
}
|
|
|
|
|
|
CTileInfo CMapGenerator::getTile(const int3& tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z];
|
|
}
|
|
|
|
TRmgTemplateZoneId CMapGenerator::getZoneID(const int3& tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return zoneColouring[tile.z][tile.x][tile.y];
|
|
}
|
|
|
|
void CMapGenerator::setZoneID(const int3& tile, TRmgTemplateZoneId zid)
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
zoneColouring[tile.z][tile.x][tile.y] = zid;
|
|
}
|
|
|
|
bool CMapGenerator::isAllowedSpell(SpellID sid) const
|
|
{
|
|
assert(sid >= 0);
|
|
if (sid < map->allowedSpell.size())
|
|
{
|
|
return map->allowedSpell[sid];
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void CMapGenerator::setNearestObjectDistance(int3 &tile, float value)
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
|
|
}
|
|
|
|
float CMapGenerator::getNearestObjectDistance(const int3 &tile) const
|
|
{
|
|
checkIsOnMap(tile);
|
|
|
|
return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
|
|
}
|
|
|
|
int CMapGenerator::getNextMonlithIndex()
|
|
{
|
|
if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
|
|
{
|
|
//logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex);
|
|
//monolithIndex++;
|
|
//return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1;
|
|
//TODO: interrupt map generation and report error
|
|
throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
|
|
}
|
|
else
|
|
return monolithIndex++;
|
|
}
|
|
|
|
int CMapGenerator::getPrisonsRemaning() const
|
|
{
|
|
return prisonsRemaining;
|
|
}
|
|
void CMapGenerator::decreasePrisonsRemaining()
|
|
{
|
|
prisonsRemaining = std::max (0, prisonsRemaining - 1);
|
|
}
|
|
|
|
std::vector<ArtifactID> CMapGenerator::getQuestArtsRemaning() const
|
|
{
|
|
return questArtifacts;
|
|
}
|
|
void CMapGenerator::banQuestArt(ArtifactID id)
|
|
{
|
|
map->allowedArtifact[id] = false;
|
|
vstd::erase_if_present (questArtifacts, id);
|
|
}
|
|
|
|
void CMapGenerator::registerZone (TFaction faction)
|
|
{
|
|
zonesPerFaction[faction]++;
|
|
zonesTotal++;
|
|
}
|
|
ui32 CMapGenerator::getZoneCount(TFaction faction)
|
|
{
|
|
return zonesPerFaction[faction];
|
|
}
|
|
ui32 CMapGenerator::getTotalZoneCount() const
|
|
{
|
|
return zonesTotal;
|
|
}
|