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5f1c5c6731
Initial support of new terrains
166 lines
4.3 KiB
C++
166 lines
4.3 KiB
C++
/*
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* CMapGenerator.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 "../CRandomGenerator.h"
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#include "CMapGenOptions.h"
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#include "../int3.h"
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#include "CRmgTemplate.h"
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class CMap;
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class CRmgTemplate;
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class CRmgTemplateZone;
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class CMapGenOptions;
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class CTerrainViewPatternConfig;
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class CMapEditManager;
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class JsonNode;
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class CMapGenerator;
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class CTileInfo;
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typedef std::vector<JsonNode> JsonVector;
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class rmgException : public std::exception
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{
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std::string msg;
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public:
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explicit rmgException(const std::string& _Message) : msg(_Message)
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{
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}
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virtual ~rmgException() throw ()
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{
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};
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const char *what() const throw () override
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{
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return msg.c_str();
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}
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};
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/// The map generator creates a map randomly.
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class DLL_LINKAGE CMapGenerator
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{
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public:
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struct Config
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{
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std::vector<Terrain> terrainUndergroundAllowed;
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std::vector<Terrain> terrainGroundProhibit;
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std::vector<CTreasureInfo> waterTreasure;
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int shipyardGuard;
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int mineExtraResources;
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std::map<Res::ERes, int> mineValues;
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int minGuardStrength;
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std::string defaultRoadType;
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int treasureValueLimit;
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std::vector<int> prisonExperience, prisonValues;
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std::vector<int> scrollValues;
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int pandoraMultiplierGold, pandoraMultiplierExperience, pandoraMultiplierSpells, pandoraSpellSchool, pandoraSpell60;
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std::vector<int> pandoraCreatureValues;
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std::vector<int> questValues, questRewardValues;
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};
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using Zones = std::map<TRmgTemplateZoneId, std::shared_ptr<CRmgTemplateZone>>;
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explicit CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed = std::time(nullptr));
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~CMapGenerator(); // required due to std::unique_ptr
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const Config & getConfig() const;
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mutable std::unique_ptr<CMap> map;
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CRandomGenerator rand;
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CMapEditManager* getEditManager() const;
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const CMapGenOptions& getMapGenOptions() const;
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std::unique_ptr<CMap> generate();
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Zones & getZones();
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void createDirectConnections();
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void createConnections2();
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void findZonesForQuestArts();
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void foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo);
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void foreachDirectNeighbour(const int3 &pos, std::function<void(int3& pos)> foo);
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void foreachDiagonalNeighbour(const int3& pos, std::function<void(int3& pos)> foo);
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bool isBlocked(const int3 &tile) const;
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bool shouldBeBlocked(const int3 &tile) const;
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bool isPossible(const int3 &tile) const;
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bool isFree(const int3 &tile) const;
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bool isUsed(const int3 &tile) const;
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bool isRoad(const int3 &tile) const;
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void setOccupied(const int3 &tile, ETileType::ETileType state);
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void setRoad(const int3 &tile, const std::string & roadType);
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CTileInfo getTile(const int3 & tile) const;
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bool isAllowedSpell(SpellID sid) const;
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float getNearestObjectDistance(const int3 &tile) const;
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void setNearestObjectDistance(int3 &tile, float value);
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int getNextMonlithIndex();
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int getPrisonsRemaning() const;
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void decreasePrisonsRemaining();
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std::vector<ArtifactID> getQuestArtsRemaning() const;
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void banQuestArt(ArtifactID id);
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void registerZone (TFaction faction);
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ui32 getZoneCount(TFaction faction);
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ui32 getTotalZoneCount() const;
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Zones::value_type getZoneWater() const;
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void createWaterTreasures();
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void prepareWaterTiles();
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TRmgTemplateZoneId getZoneID(const int3& tile) const;
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void setZoneID(const int3& tile, TRmgTemplateZoneId zid);
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void dump(bool zoneId);
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private:
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int randomSeed;
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CMapGenOptions& mapGenOptions;
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Config config;
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std::vector<rmg::ZoneConnection> connectionsLeft;
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Zones zones;
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std::map<TFaction, ui32> zonesPerFaction;
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ui32 zonesTotal; //zones that have their main town only
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std::pair<Zones::key_type, Zones::mapped_type> zoneWater;
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CTileInfo*** tiles;
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boost::multi_array<TRmgTemplateZoneId, 3> zoneColouring; //[z][x][y]
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int prisonsRemaining;
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//int questArtsRemaining;
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int monolithIndex;
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std::vector<ArtifactID> questArtifacts;
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void checkIsOnMap(const int3 &tile) const; //throws
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/// Generation methods
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void loadConfig();
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std::string getMapDescription() const;
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void initPrisonsRemaining();
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void initQuestArtsRemaining();
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void addPlayerInfo();
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void addHeaderInfo();
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void initTiles();
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void genZones();
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void fillZones();
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void createObstaclesCommon1();
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void createObstaclesCommon2();
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};
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