1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/rmg/TreasurePlacer.h
Nordsoft91 454889598f Improve treasure placement logic (#775)
Improve treasure placement logic (#775)
2022-09-11 11:31:27 +03:00

68 lines
1.7 KiB
C++

/*
* TreasurePlacer.cpp, 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"
#include "../mapObjects/ObjectTemplate.h"
class CGObjectInstance;
class ObjectManager;
class RmgMap;
class CMapGenerator;
struct ObjectInfo
{
ObjectTemplate templ;
ui32 value = 0;
ui16 probability = 0;
ui32 maxPerZone = -1;
//ui32 maxPerMap; //unused
std::function<CGObjectInstance *()> generateObject;
void setTemplate(si32 type, si32 subtype, Terrain terrain);
ObjectInfo();
bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
};
class TreasurePlacer: public Modificator
{
public:
MODIFICATOR(TreasurePlacer);
void process() override;
void init() override;
char dump(const int3 &) override;
void createTreasures(ObjectManager & manager);
void setQuestArtZone(Zone * otherZone);
void addAllPossibleObjects(); //add objects, including zone-specific, to possibleObjects
protected:
bool isGuardNeededForTreasure(int value);
ObjectInfo * getRandomObject(ui32 desiredValue, ui32 currentValue, ui32 maxValue, bool allowLargeObjects);
std::vector<ObjectInfo*> prepareTreasurePile(const CTreasureInfo & treasureInfo);
rmg::Object constructTreasurePile(const std::vector<ObjectInfo*> & treasureInfos, bool densePlacement = false);
protected:
std::vector<ObjectInfo> possibleObjects;
int minGuardedValue = 0;
rmg::Area treasureArea;
rmg::Area treasureBlockArea;
rmg::Area guards;
Zone * questArtZone = nullptr; //artifacts required for Seer Huts will be placed here - or not if null
};