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6a6605a34e
random map generator refactoring and improvements
56 lines
1.4 KiB
C++
56 lines
1.4 KiB
C++
/*
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* WaterProxy.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 "Zone.h"
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struct RouteInfo
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{
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rmg::Area blocked;
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int3 visitable;
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int3 boarding;
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rmg::Area water;
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};
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class WaterProxy: public Modificator
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{
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public:
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MODIFICATOR(WaterProxy);
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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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rmg::Area area; //water tiles
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std::map<int3, int> distanceMap; //distance map for lake
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std::map<int, rmg::Tileset> reverseDistanceMap;
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std::map<TRmgTemplateZoneId, rmg::Area> neighbourZones; //zones boardered. Area - part of land
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std::set<TRmgTemplateZoneId> keepConnections;
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};
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bool waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB);
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RouteInfo waterRoute(Zone & dst);
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void process() override;
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void init() override;
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char dump(const int3 &) override;
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const std::vector<Lake> & getLakes() const;
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protected:
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void collectLakes();
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bool placeShipyard(Zone & land, const Lake & lake, si32 guard, RouteInfo & info);
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bool placeBoat(Zone & land, const Lake & lake, RouteInfo & info);
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protected:
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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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};
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