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https://github.com/vcmi/vcmi.git
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6a6605a34e
random map generator refactoring and improvements
101 lines
2.3 KiB
C++
101 lines
2.3 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 CRmgTemplate;
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class CMapGenOptions;
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class JsonNode;
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class RmgMap;
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class CMap;
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class Zone;
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typedef std::vector<JsonNode> JsonVector;
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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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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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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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CRandomGenerator rand;
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const CMapGenOptions& getMapGenOptions() const;
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std::unique_ptr<CMap> generate();
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void findZonesForQuestArts();
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int getNextMonlithIndex();
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int getPrisonsRemaning() const;
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void decreasePrisonsRemaining();
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const std::vector<ArtifactID> & getQuestArtsRemaning() const;
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void banQuestArt(ArtifactID id);
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Zone * getZoneWater() const;
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void createWaterTreasures();
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int getRandomSeed() const;
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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::unique_ptr<RmgMap> map;
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std::vector<rmg::ZoneConnection> connectionsLeft;
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//std::pair<Zones::key_type, Zones::mapped_type> zoneWater;
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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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/// 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 genZones();
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void fillZones();
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};
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