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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.getOwner() && ((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();
 
- 		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);
 
- 	rmgObject.setTemplate(zone.getTerrainType());
 
- 	auto position = manager.findPlaceForObject(zone.areaPossible(), rmgObject, [this](const int3 & t)
 
- 	{
 
- 		float distance = zone.getPos().dist2dSQ(t);
 
- 		return 100000.f - distance; //some big number
 
- 	}, ObjectManager::OptimizeType::WEIGHT);
 
- 	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();
 
- 			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();
 
- 				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();
 
- 		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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