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							- /*
 
-  * CRmgTemplateZone.h, 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 "../GameConstants.h"
 
- #include "CMapGenerator.h"
 
- #include "float3.h"
 
- #include "../int3.h"
 
- #include "CRmgTemplate.h"
 
- #include "../mapObjects/ObjectTemplate.h"
 
- #include <boost/heap/priority_queue.hpp> //A*
 
- #include "Terrain.h"
 
- class CMapGenerator;
 
- class CTileInfo;
 
- class int3;
 
- class CGObjectInstance;
 
- class ObjectTemplate;
 
- namespace EObjectPlacingResult
 
- {
 
- 	enum EObjectPlacingResult
 
- 	{
 
- 		SUCCESS,
 
- 		CANNOT_FIT,
 
- 		SEALED_OFF
 
- 	};
 
- }
 
- class DLL_LINKAGE CTileInfo
 
- {
 
- public:
 
- 	CTileInfo();
 
- 	float getNearestObjectDistance() const;
 
- 	void setNearestObjectDistance(float value);
 
- 	bool isBlocked() const;
 
- 	bool shouldBeBlocked() const;
 
- 	bool isPossible() const;
 
- 	bool isFree() const;
 
- 	bool isUsed() const;
 
- 	bool isRoad() const;
 
- 	void setOccupied(ETileType::ETileType value);
 
- 	Terrain getTerrainType() const;
 
- 	ETileType::ETileType getTileType() const;
 
- 	void setTerrainType(Terrain value);
 
- 	void setRoadType(const std::string & value);
 
- private:
 
- 	float nearestObjectDistance;
 
- 	ETileType::ETileType occupied;
 
- 	Terrain terrain;
 
- 	std::string roadType;
 
- };
 
- struct DLL_LINKAGE ObjectInfo
 
- {
 
- 	ObjectTemplate templ;
 
- 	ui32 value;
 
- 	ui16 probability;
 
- 	ui32 maxPerZone;
 
- 	//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); }
 
- };
 
- struct DLL_LINKAGE CTreasurePileInfo
 
- {
 
- 	std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
 
- 	std::set<int3> visitableFromTopPositions; //they can be visited from any direction
 
- 	std::set<int3> blockedPositions;
 
- 	std::set<int3> occupiedPositions; //blocked + visitable
 
- 	int3 nextTreasurePos;
 
- };
 
- /// The CRmgTemplateZone describes a zone in a template.
 
- class DLL_LINKAGE CRmgTemplateZone : public rmg::ZoneOptions
 
- {
 
- public:
 
- 	CRmgTemplateZone(CMapGenerator * Gen);
 
- 	void setOptions(const rmg::ZoneOptions & options);
 
- 	bool isUnderground() const;
 
- 	float3 getCenter() const;
 
- 	void setCenter(const float3 &f);
 
- 	int3 getPos() const;
 
- 	void setPos(const int3 &pos);
 
- 	bool isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const;
 
- 	int3 getAccessibleOffset(ObjectTemplate & appearance, const int3 & tile) const;
 
- 	void addTile (const int3 & pos);
 
- 	void removeTile(const int3 & pos);
 
- 	void initFreeTiles ();
 
- 	std::set<int3> getTileInfo() const;
 
- 	std::set<int3> getPossibleTiles() const;
 
- 	std::set<int3> collectDistantTiles (float distance) const;
 
- 	void clearTiles();
 
- 	void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
 
- 	void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
 
- 	void addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget);
 
- 	void addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 guardStrength=0);
 
- 	void addToConnectLater(const int3& src);
 
- 	bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
 
- 	bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
 
- 	bool fill ();
 
- 	bool placeMines ();
 
- 	void initTownType ();
 
- 	void paintZoneTerrain (Terrain terrainType);
 
- 	void randomizeTownType(bool matchUndergroundType = false); //helper function
 
- 	void initTerrainType ();
 
- 	void createBorder();
 
- 	void fractalize();
 
- 	void connectLater();
 
- 	EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const int3 & pos); //return true if the position can be connected
 
- 	bool createRequiredObjects();
 
- 	bool createShipyard(const int3 & pos, si32 guardStrength=0);
 
- 	int3 createShipyard(const std::set<int3> & lake, si32 guardStrength=0);
 
- 	bool makeBoat(TRmgTemplateZoneId land, const int3 & coast);
 
- 	int3 makeBoat(TRmgTemplateZoneId land, const std::set<int3> & lake);
 
- 	void createTreasures();
 
- 	
 
- 	void createWater(EWaterContent::EWaterContent waterContent, bool debug=false);
 
- 	void waterInitFreeTiles();
 
- 	void waterConnection(CRmgTemplateZone& dst);
 
- 	bool waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB);
 
- 	const std::set<int3>& getCoastTiles() const;
 
- 	bool isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const;
 
- 	//void computeCoastTiles();
 
- 	
 
- 	void createObstacles1();
 
- 	void createObstacles2();
 
- 	bool crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
 
- 	bool connectPath(const int3& src, bool onlyStraight);
 
- 	bool connectWithCenter(const int3& src, bool onlyStraight, bool passTroughBlocked = false);
 
- 	void updateDistances(const int3 & pos);
 
- 	std::vector<int3> getAccessibleOffsets (const CGObjectInstance* object);
 
- 	bool areAllTilesAvailable(CGObjectInstance* obj, int3& tile, const std::set<int3>& tilesBlockedByObject) const;
 
- 	void setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone);
 
- 	std::set<int3>* getFreePaths();
 
- 	void addFreePath(const int3 &);
 
- 	ObjectInfo getRandomObject (CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
 
- 	void placeSubterraneanGate(int3 pos, si32 guardStrength);
 
- 	void placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
 
- 	bool guardObject(CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
 
- 	void placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
 
- 	void addRoadNode(const int3 & node);
 
- 	void connectRoads(); //fills "roads" according to "roadNodes"
 
- 	//A* priority queue
 
- 	typedef std::pair<int3, float> TDistance;
 
- 	struct NodeComparer
 
- 	{
 
- 		bool operator()(const TDistance & lhs, const TDistance & rhs) const
 
- 		{
 
- 			return (rhs.second < lhs.second);
 
- 		}
 
- 	};
 
- 	boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPriorityQueue();
 
- private:
 
- 	
 
- 	//subclass to store disconnected parts of water zone
 
- 	struct Lake
 
- 	{
 
- 		std::set<int3> tiles;
 
- 		std::set<int3> coast;
 
- 		std::map<int3, int> distance;
 
- 		std::set<TRmgTemplateZoneId> connectedZones;
 
- 		std::set<TRmgTemplateZoneId> keepConnections;
 
- 	};
 
- 	
 
- 	CMapGenerator * gen;
 
- 	
 
- 	//template info
 
- 	si32 townType;
 
- 	Terrain terrainType;
 
- 	std::weak_ptr<CRmgTemplateZone> questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
 
- 	std::vector<ObjectInfo> possibleObjects;
 
- 	int minGuardedValue;
 
- 	
 
- 	//content info
 
- 	std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
 
- 	std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
 
- 	std::vector<std::pair<CGObjectInstance*, int3>> instantObjects;
 
- 	std::vector<std::pair<CGObjectInstance*, CGObjectInstance*>> nearbyObjects;
 
- 	std::vector<CGObjectInstance*> objects;
 
- 	std::map<CGObjectInstance*, int3> requestedPositions;
 
- 	//placement info
 
- 	int3 pos;
 
- 	float3 center;
 
- 	std::set<int3> tileinfo; //irregular area assined to zone
 
- 	std::set<int3> possibleTiles; //optimization purposes for treasure generation
 
- 	std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
 
- 	std::set<int3> coastTiles; //tiles bordered to water
 
- 	std::set<int3> roadNodes; //tiles to be connected with roads
 
- 	std::set<int3> roads; //all tiles with roads
 
- 	std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
 
- 	std::vector<Lake> lakes; //disconnected parts of zone. Used to work with water zones
 
- 	std::map<int3, int> lakeMap; //map tile on lakeId which is position of lake in lakes array +1
 
- 	
 
- 	bool createRoad(const int3 &src, const int3 &dst);
 
- 	void drawRoads(); //actually updates tiles
 
- 	bool pointIsIn(int x, int y);
 
- 	void addAllPossibleObjects (); //add objects, including zone-specific, to possibleObjects
 
- 	bool findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos);
 
- 	bool findPlaceForTreasurePile(float min_dist, int3 &pos, int value);
 
- 	bool canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos);
 
- 	void setTemplateForObject(CGObjectInstance* obj);
 
- 	void checkAndPlaceObject(CGObjectInstance* object, const int3 &pos);
 
- 	int chooseRandomAppearance(si32 ObjID) const;
 
- 	
 
- 	bool isGuardNeededForTreasure(int value);
 
- };
 
 
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