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- /*
- * TownPlacer.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
- *
- */
- #include "StdInc.h"
- #include "TownPlacer.h"
- #include "CMapGenerator.h"
- #include "RmgMap.h"
- #include "../mapping/CMap.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapObjects/CObjectClassesHandler.h"
- #include "../spells/CSpellHandler.h" //for choosing random spells
- #include "RmgPath.h"
- #include "RmgObject.h"
- #include "ObjectManager.h"
- #include "Functions.h"
- #include "RoadPlacer.h"
- #include "WaterAdopter.h"
- #include "TileInfo.h"
- void TownPlacer::process()
- {
- auto * manager = zone.getModificator<ObjectManager>();
- if(!manager)
- {
- logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
- return;
- }
-
-
- placeTowns(*manager);
- placeMines(*manager);
- }
- void TownPlacer::init()
- {
- POSTFUNCTION(ObjectManager);
- POSTFUNCTION(RoadPlacer);
- }
- void TownPlacer::placeTowns(ObjectManager & manager)
- {
- if((zone.getType() == ETemplateZoneType::CPU_START) || (zone.getType() == ETemplateZoneType::PLAYER_START))
- {
- //set zone types to player faction, generate main town
- logGlobal->info("Preparing playing zone");
- int player_id = *zone.getOwner() - 1;
- auto & playerInfo = map.map().players[player_id];
- PlayerColor player(player_id);
- if(playerInfo.canAnyonePlay())
- {
- player = PlayerColor(player_id);
- zone.setTownType(map.getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown());
-
- if(zone.getTownType() == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
- zone.setTownType(getRandomTownType(true));
- }
- else //no player - randomize town
- {
- player = PlayerColor::NEUTRAL;
- zone.setTownType(getRandomTownType());
- }
-
- auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, zone.getTownType());
-
- CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
- town->tempOwner = player;
- town->builtBuildings.insert(BuildingID::FORT);
- town->builtBuildings.insert(BuildingID::DEFAULT);
-
- for(auto spell : VLC->spellh->objects) //add all regular spells to town
- {
- if(!spell->isSpecial() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
-
- auto position = placeMainTown(manager, *town);
-
- totalTowns++;
- //register MAIN town of zone only
- map.registerZone(town->subID);
-
- if(playerInfo.canAnyonePlay()) //configure info for owning player
- {
- logGlobal->trace("Fill player info %d", player_id);
-
- // Update player info
- playerInfo.allowedFactions.clear();
- playerInfo.allowedFactions.insert(zone.getTownType());
- playerInfo.hasMainTown = true;
- playerInfo.posOfMainTown = position;
- playerInfo.generateHeroAtMainTown = true;
-
- //now create actual towns
- addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, player, manager);
- addNewTowns(zone.getPlayerTowns().getTownCount(), false, player, manager);
- }
- else
- {
- addNewTowns(zone.getPlayerTowns().getCastleCount() - 1, true, PlayerColor::NEUTRAL, manager);
- addNewTowns(zone.getPlayerTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
- }
- }
- else //randomize town types for any other zones as well
- {
- zone.setTownType(getRandomTownType());
- }
-
- addNewTowns(zone.getNeutralTowns().getCastleCount(), true, PlayerColor::NEUTRAL, manager);
- addNewTowns(zone.getNeutralTowns().getTownCount(), false, PlayerColor::NEUTRAL, manager);
-
- if(!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
- {
- //25% chance for neutral
- if (generator.rand.nextInt(1, 100) <= 25)
- {
- zone.setTownType(ETownType::NEUTRAL);
- }
- else
- {
- if(zone.getTownTypes().size())
- zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand));
- else if(zone.getMonsterTypes().size())
- zone.setTownType(*RandomGeneratorUtil::nextItem(zone.getMonsterTypes(), generator.rand)); //this happens in Clash of Dragons in treasure zones, where all towns are banned
- else //just in any case
- zone.setTownType(getRandomTownType());
- }
- }
- }
- int3 TownPlacer::placeMainTown(ObjectManager & manager, CGTownInstance & town)
- {
- //towns are big objects and should be centered around visitable position
- rmg::Object rmgObject(town);
- auto position = manager.findPlaceForObject(zone.areaPossible(), rmgObject, [this](const int3 & t)
- {
- float distance = zone.getPos().dist2dSQ(t);
- return 100000.f - distance; //some big number
- }, true);
- rmgObject.setPosition(position);
- manager.placeObject(rmgObject, false, true);
- cleanupBoundaries(rmgObject);
- zone.setPos(rmgObject.getVisitablePosition()); //roads lead to main town
- return position;
- }
- bool TownPlacer::placeMines(ObjectManager & manager)
- {
- using namespace Res;
- std::vector<CGMine*> createdMines;
-
- for(const auto & mineInfo : zone.getMinesInfo())
- {
- ERes res = (ERes)mineInfo.first;
- for(int i = 0; i < mineInfo.second; ++i)
- {
- auto mineHandler = VLC->objtypeh->getHandlerFor(Obj::MINE, res);
- auto & rmginfo = mineHandler->getRMGInfo();
- auto mine = (CGMine*)mineHandler->create(ObjectTemplate());
- mine->producedResource = res;
- mine->tempOwner = PlayerColor::NEUTRAL;
- mine->producedQuantity = mine->defaultResProduction();
- createdMines.push_back(mine);
-
-
- if(!i && (res == ERes::WOOD || res == ERes::ORE))
- manager.addCloseObject(mine, rmginfo.value); //only first wood&ore mines are close
- else
- manager.addRequiredObject(mine, rmginfo.value);
- }
- }
-
- //create extra resources
- if(int extraRes = generator.getConfig().mineExtraResources)
- {
- for(auto * mine : createdMines)
- {
- for(int rc = generator.rand.nextInt(1, extraRes); rc > 0; --rc)
- {
- auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate());
- resourse->amount = CGResource::RANDOM_AMOUNT;
- manager.addNearbyObject(resourse, mine);
- }
- }
- }
-
- return true;
- }
- void TownPlacer::cleanupBoundaries(const rmg::Object & rmgObject)
- {
- for(auto & t : rmgObject.getArea().getBorderOutside())
- {
- if(map.isOnMap(t))
- {
- map.setOccupied(t, ETileType::FREE);
- zone.areaPossible().erase(t);
- zone.freePaths().add(t);
- }
- }
- }
- void TownPlacer::addNewTowns(int count, bool hasFort, PlayerColor player, ObjectManager & manager)
- {
- for(int i = 0; i < count; i++)
- {
- si32 subType = zone.getTownType();
-
- if(totalTowns>0)
- {
- if(!zone.areTownsSameType())
- {
- if (zone.getTownTypes().size())
- subType = *RandomGeneratorUtil::nextItem(zone.getTownTypes(), generator.rand);
- else
- subType = *RandomGeneratorUtil::nextItem(zone.getDefaultTownTypes(), generator.rand); //it is possible to have zone with no towns allowed
- }
- }
-
- auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
- auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
- town->ID = Obj::TOWN;
-
- town->tempOwner = player;
- if (hasFort)
- town->builtBuildings.insert(BuildingID::FORT);
- town->builtBuildings.insert(BuildingID::DEFAULT);
-
- for(auto spell : VLC->spellh->objects) //add all regular spells to town
- {
- if(!spell->isSpecial() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
-
- if(totalTowns <= 0)
- {
- //FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
- //register MAIN town of zone
- map.registerZone(town->subID);
- //first town in zone goes in the middle
- placeMainTown(manager, *town);
- }
- else
- manager.addRequiredObject(town);
- totalTowns++;
- }
- }
- si32 TownPlacer::getRandomTownType(bool matchUndergroundType)
- {
- auto townTypesAllowed = (zone.getTownTypes().size() ? zone.getTownTypes() : zone.getDefaultTownTypes());
- if(matchUndergroundType)
- {
- std::set<TFaction> townTypesVerify;
- for(TFaction factionIdx : townTypesAllowed)
- {
- bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
- if(zone.isUnderground() ? preferUnderground : !preferUnderground)
- {
- townTypesVerify.insert(factionIdx);
- }
- }
- if(!townTypesVerify.empty())
- townTypesAllowed = townTypesVerify;
- }
-
- return *RandomGeneratorUtil::nextItem(townTypesAllowed, generator.rand);
- }
- int TownPlacer::getTotalTowns() const
- {
- return totalTowns;
- }
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