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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
255 lines
7.7 KiB
C++
255 lines
7.7 KiB
C++
/*
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* TownPlacer.cpp, 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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#include "StdInc.h"
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#include "TownPlacer.h"
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#include "../CMapGenerator.h"
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#include "../RmgMap.h"
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#include "../../entities/faction/CTownHandler.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../mapObjects/CGTownInstance.h"
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#include "../../mapping/CMap.h"
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#include "../../mapping/CMapEditManager.h"
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#include "../../spells/CSpellHandler.h" //for choosing random spells
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#include "../RmgPath.h"
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#include "../RmgObject.h"
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#include "ObjectManager.h"
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#include "../Functions.h"
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#include "RoadPlacer.h"
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#include "MinePlacer.h"
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#include "WaterAdopter.h"
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#include "../TileInfo.h"
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#include <vstd/RNG.h>
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VCMI_LIB_NAMESPACE_BEGIN
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void TownPlacer::process()
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{
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auto * manager = zone.getModificator<ObjectManager>();
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if(!manager)
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{
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logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
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return;
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}
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placeTowns(*manager);
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}
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void TownPlacer::init()
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{
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POSTFUNCTION(MinePlacer);
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POSTFUNCTION(RoadPlacer);
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}
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void TownPlacer::placeTowns(ObjectManager & manager)
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{
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if(zone.getOwner() && ((zone.getType() == ETemplateZoneType::CPU_START) || (zone.getType() == ETemplateZoneType::PLAYER_START)))
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{
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//set zone types to player faction, generate main town
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logGlobal->info("Preparing playing zone");
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int player_id = *zone.getOwner() - 1;
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const auto & playerSettings = map.getMapGenOptions().getPlayersSettings();
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PlayerColor player;
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if (playerSettings.size() > player_id)
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{
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const auto & currentPlayerSettings = std::next(playerSettings.begin(), player_id);
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player = currentPlayerSettings->first;
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zone.setTownType(currentPlayerSettings->second.getStartingTown());
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if(zone.getTownType() == FactionID::RANDOM)
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zone.setTownType(getRandomTownType(true));
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}
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else //no player - randomize town
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{
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player = PlayerColor::NEUTRAL;
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zone.setTownType(getRandomTownType());
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}
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auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, zone.getTownType());
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CGTownInstance * town = dynamic_cast<CGTownInstance *>(townFactory->create(map.mapInstance->cb, nullptr));
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town->tempOwner = player;
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town->addBuilding(BuildingID::FORT);
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town->addBuilding(BuildingID::DEFAULT);
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for(auto spellID : VLC->spellh->getDefaultAllowed()) //add all regular spells to town
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town->possibleSpells.push_back(spellID);
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auto position = placeMainTown(manager, *town);
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totalTowns++;
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//register MAIN town of zone only
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map.registerZone(town->getFactionID());
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if(player.isValidPlayer()) //configure info for owning player
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{
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logGlobal->trace("Fill player info %d", player_id);
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// Update player info
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auto & playerInfo = map.getPlayer(player.getNum());
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playerInfo.allowedFactions.clear();
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playerInfo.allowedFactions.insert(zone.getTownType());
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playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = position;
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playerInfo.generateHeroAtMainTown = true;
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//now create actual towns
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addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, player, manager);
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addNewTowns(zone.getPlayerTowns().getTownCount(), false, player, manager);
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}
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else
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{
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addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, PlayerColor::NEUTRAL, manager);
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addNewTowns(zone.getPlayerTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
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}
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}
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else //randomize town types for any other zones as well
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{
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zone.setTownType(getRandomTownType());
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}
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addNewTowns(zone.getNeutralTowns().getCastleCount(), true, PlayerColor::NEUTRAL, manager);
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addNewTowns(zone.getNeutralTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
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if(!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
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{
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//25% chance for neutral
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if (zone.getRand().nextInt(1, 100) <= 25)
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{
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zone.setTownType(ETownType::NEUTRAL);
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}
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else
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{
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if(!zone.getTownTypes().empty())
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zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getTownTypes(), zone.getRand()));
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else if(!zone.getMonsterTypes().empty())
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zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getMonsterTypes(), zone.getRand())); //this happens in Clash of Dragons in treasure zones, where all towns are banned
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else //just in any case
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zone.setTownType(getRandomTownType());
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}
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}
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}
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int3 TownPlacer::placeMainTown(ObjectManager & manager, CGTownInstance & town)
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{
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//towns are big objects and should be centered around visitable position
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rmg::Object rmgObject(town);
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rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
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int3 position(-1, -1, -1);
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{
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Zone::Lock lock(zone.areaMutex);
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position = manager.findPlaceForObject(zone.areaPossible().get(), rmgObject, [this](const int3& t)
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{
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float distance = zone.getPos().dist2dSQ(t);
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return 100000.f - distance; //some big number
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}, ObjectManager::OptimizeType::WEIGHT);
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}
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rmgObject.setPosition(position + int3(2, 2, 0)); //place visitable tile in the exact center of a zone
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manager.placeObject(rmgObject, false, true, true);
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cleanupBoundaries(rmgObject);
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zone.setPos(rmgObject.getVisitablePosition()); //roads lead to main town
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return position;
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}
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void TownPlacer::cleanupBoundaries(const rmg::Object & rmgObject)
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{
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Zone::Lock lock(zone.areaMutex);
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for(const auto & t : rmgObject.getArea().getBorderOutside())
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{
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if (t.y > rmgObject.getVisitablePosition().y) //Line below the town
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{
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if (map.isOnMap(t))
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{
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map.setOccupied(t, ETileType::FREE);
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zone.areaPossible()->erase(t);
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zone.freePaths()->add(t);
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}
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}
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}
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}
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void TownPlacer::addNewTowns(int count, bool hasFort, const PlayerColor & player, ObjectManager & manager)
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{
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for(int i = 0; i < count; i++)
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{
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FactionID subType = zone.getTownType();
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if(totalTowns>0)
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{
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if(!zone.areTownsSameType())
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{
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if(!zone.getTownTypes().empty())
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subType = *RandomGeneratorUtil::nextItem(zone.getTownTypes(), zone.getRand());
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else
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subType = *RandomGeneratorUtil::nextItem(zone.getDefaultTownTypes(), zone.getRand()); //it is possible to have zone with no towns allowed
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}
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}
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auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
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auto * town = dynamic_cast<CGTownInstance *>(townFactory->create(map.mapInstance->cb, nullptr));
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town->ID = Obj::TOWN;
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town->tempOwner = player;
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if (hasFort)
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town->addBuilding(BuildingID::FORT);
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town->addBuilding(BuildingID::DEFAULT);
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for(auto spellID : VLC->spellh->getDefaultAllowed()) //add all regular spells to town
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town->possibleSpells.push_back(spellID);
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if(totalTowns <= 0)
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{
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//FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
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//register MAIN town of zone
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map.registerZone(town->getFactionID());
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//first town in zone goes in the middle
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placeMainTown(manager, *town);
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}
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else
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{
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manager.addRequiredObject(RequiredObjectInfo(town, 0, true));
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}
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totalTowns++;
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}
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}
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FactionID TownPlacer::getRandomTownType(bool matchUndergroundType)
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{
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auto townTypesAllowed = (!zone.getTownTypes().empty() ? zone.getTownTypes() : zone.getDefaultTownTypes());
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if(matchUndergroundType)
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{
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std::set<FactionID> townTypesVerify;
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for(auto factionIdx : townTypesAllowed)
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{
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bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
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if(zone.isUnderground() ? preferUnderground : !preferUnderground)
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{
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townTypesVerify.insert(factionIdx);
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}
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}
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if(!townTypesVerify.empty())
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townTypesAllowed = townTypesVerify;
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}
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return *RandomGeneratorUtil::nextItem(townTypesAllowed, zone.getRand());
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}
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int TownPlacer::getTotalTowns() const
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{
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return totalTowns;
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}
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VCMI_LIB_NAMESPACE_END
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