CRmgTemplateZone.h 6.3 KB

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  1. /*
  2. * CRmgTemplateZone.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../GameConstants.h"
  12. #include "CMapGenerator.h"
  13. #include "float3.h"
  14. #include "../int3.h"
  15. #include "CRmgTemplate.h"
  16. #include "../mapObjects/ObjectTemplate.h"
  17. #include <boost/heap/priority_queue.hpp> //A*
  18. class CMapGenerator;
  19. class CTileInfo;
  20. class int3;
  21. class CGObjectInstance;
  22. class ObjectTemplate;
  23. namespace EObjectPlacingResult
  24. {
  25. enum EObjectPlacingResult
  26. {
  27. SUCCESS,
  28. CANNOT_FIT,
  29. SEALED_OFF
  30. };
  31. }
  32. class DLL_LINKAGE CTileInfo
  33. {
  34. public:
  35. CTileInfo();
  36. float getNearestObjectDistance() const;
  37. void setNearestObjectDistance(float value);
  38. bool isBlocked() const;
  39. bool shouldBeBlocked() const;
  40. bool isPossible() const;
  41. bool isFree() const;
  42. bool isUsed() const;
  43. bool isRoad() const;
  44. void setOccupied(ETileType::ETileType value);
  45. ETerrainType getTerrainType() const;
  46. ETileType::ETileType getTileType() const;
  47. void setTerrainType(ETerrainType value);
  48. void setRoadType(ERoadType::ERoadType value);
  49. private:
  50. float nearestObjectDistance;
  51. ETileType::ETileType occupied;
  52. ETerrainType terrain;
  53. ERoadType::ERoadType roadType;
  54. };
  55. struct DLL_LINKAGE ObjectInfo
  56. {
  57. ObjectTemplate templ;
  58. ui32 value;
  59. ui16 probability;
  60. ui32 maxPerZone;
  61. //ui32 maxPerMap; //unused
  62. std::function<CGObjectInstance *()> generateObject;
  63. void setTemplate (si32 type, si32 subtype, ETerrainType terrain);
  64. ObjectInfo();
  65. bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
  66. };
  67. struct DLL_LINKAGE CTreasurePileInfo
  68. {
  69. std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
  70. std::set<int3> visitableFromTopPositions; //they can be visited from any direction
  71. std::set<int3> blockedPositions;
  72. std::set<int3> occupiedPositions; //blocked + visitable
  73. int3 nextTreasurePos;
  74. };
  75. /// The CRmgTemplateZone describes a zone in a template.
  76. class DLL_LINKAGE CRmgTemplateZone : public rmg::ZoneOptions
  77. {
  78. public:
  79. CRmgTemplateZone();
  80. void setOptions(const rmg::ZoneOptions * options);
  81. void setGenPtr(CMapGenerator * Gen);
  82. float3 getCenter() const;
  83. void setCenter(const float3 &f);
  84. int3 getPos() const;
  85. void setPos(const int3 &pos);
  86. bool isAccessibleFromAnywhere(ObjectTemplate &appearance, int3 &tile) const;
  87. int3 getAccessibleOffset(ObjectTemplate &appearance, int3 &tile) const;
  88. void addTile (const int3 &pos);
  89. void initFreeTiles ();
  90. std::set<int3> getTileInfo() const;
  91. std::set<int3> getPossibleTiles() const;
  92. void discardDistantTiles (float distance);
  93. void clearTiles();
  94. void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
  95. void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
  96. void addToConnectLater(const int3& src);
  97. bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
  98. bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
  99. bool fill ();
  100. bool placeMines ();
  101. void initTownType ();
  102. void paintZoneTerrain (ETerrainType terrainType);
  103. void randomizeTownType(); //helper function
  104. void initTerrainType ();
  105. void createBorder();
  106. void fractalize();
  107. void connectLater();
  108. EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CGObjectInstance *obj, int3 &pos); //return true if the position cna be connected
  109. bool createRequiredObjects();
  110. void createTreasures();
  111. void createObstacles1();
  112. void createObstacles2();
  113. bool crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
  114. bool connectPath(const int3& src, bool onlyStraight);
  115. bool connectWithCenter(const int3& src, bool onlyStraight);
  116. void updateDistances(const int3 & pos);
  117. std::vector<int3> getAccessibleOffsets (const CGObjectInstance* object);
  118. bool areAllTilesAvailable(CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
  119. void setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone);
  120. std::set<int3>* getFreePaths();
  121. ObjectInfo getRandomObject (CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
  122. void placeSubterraneanGate(int3 pos, si32 guardStrength);
  123. void placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
  124. bool guardObject(CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
  125. void placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
  126. void addRoadNode(const int3 & node);
  127. void connectRoads(); //fills "roads" according to "roadNodes"
  128. //A* priority queue
  129. typedef std::pair<int3, float> TDistance;
  130. struct NodeComparer
  131. {
  132. bool operator()(const TDistance & lhs, const TDistance & rhs) const
  133. {
  134. return (rhs.second < lhs.second);
  135. }
  136. };
  137. boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPiorityQueue();
  138. private:
  139. CMapGenerator * gen;
  140. //template info
  141. si32 townType;
  142. ETerrainType terrainType;
  143. std::weak_ptr<CRmgTemplateZone> questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
  144. std::vector<ObjectInfo> possibleObjects;
  145. int minGuardedValue;
  146. //content info
  147. std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
  148. std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
  149. std::vector<CGObjectInstance*> objects;
  150. //placement info
  151. int3 pos;
  152. float3 center;
  153. std::set<int3> tileinfo; //irregular area assined to zone
  154. std::set<int3> possibleTiles; //optimization purposes for treasure generation
  155. std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
  156. std::set<int3> roadNodes; //tiles to be connected with roads
  157. std::set<int3> roads; //all tiles with roads
  158. std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
  159. bool createRoad(const int3 &src, const int3 &dst);
  160. void drawRoads(); //actually updates tiles
  161. bool pointIsIn(int x, int y);
  162. void addAllPossibleObjects (); //add objects, including zone-specific, to possibleObjects
  163. bool findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos);
  164. bool findPlaceForTreasurePile(float min_dist, int3 &pos, int value);
  165. bool canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos);
  166. void setTemplateForObject(CGObjectInstance* obj);
  167. void checkAndPlaceObject(CGObjectInstance* object, const int3 &pos);
  168. };