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vcmi/lib/rmg/WaterProxy.h
Nordsoft91 6da7c9ccb5
Random map generator refactoring (#762)
random map generator refactoring and improvements
2022-08-09 08:54:32 +03:00

56 lines
1.4 KiB
C++

/*
* WaterProxy.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"
struct RouteInfo
{
rmg::Area blocked;
int3 visitable;
int3 boarding;
rmg::Area water;
};
class WaterProxy: public Modificator
{
public:
MODIFICATOR(WaterProxy);
//subclass to store disconnected parts of water zone
struct Lake
{
rmg::Area area; //water tiles
std::map<int3, int> distanceMap; //distance map for lake
std::map<int, rmg::Tileset> reverseDistanceMap;
std::map<TRmgTemplateZoneId, rmg::Area> neighbourZones; //zones boardered. Area - part of land
std::set<TRmgTemplateZoneId> keepConnections;
};
bool waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB);
RouteInfo waterRoute(Zone & dst);
void process() override;
void init() override;
char dump(const int3 &) override;
const std::vector<Lake> & getLakes() const;
protected:
void collectLakes();
bool placeShipyard(Zone & land, const Lake & lake, si32 guard, RouteInfo & info);
bool placeBoat(Zone & land, const Lake & lake, RouteInfo & info);
protected:
std::vector<Lake> lakes; //disconnected parts of zone. Used to work with water zones
std::map<int3, int> lakeMap; //map tile on lakeId which is position of lake in lakes array +1
};