CRmgTemplateZone.h 8.1 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. #include "Terrain.h"
  19. class CMapGenerator;
  20. class CTileInfo;
  21. class int3;
  22. class CGObjectInstance;
  23. class ObjectTemplate;
  24. namespace EObjectPlacingResult
  25. {
  26. enum EObjectPlacingResult
  27. {
  28. SUCCESS,
  29. CANNOT_FIT,
  30. SEALED_OFF
  31. };
  32. }
  33. class DLL_LINKAGE CTileInfo
  34. {
  35. public:
  36. CTileInfo();
  37. float getNearestObjectDistance() const;
  38. void setNearestObjectDistance(float value);
  39. bool isBlocked() const;
  40. bool shouldBeBlocked() const;
  41. bool isPossible() const;
  42. bool isFree() const;
  43. bool isUsed() const;
  44. bool isRoad() const;
  45. void setOccupied(ETileType::ETileType value);
  46. Terrain getTerrainType() const;
  47. ETileType::ETileType getTileType() const;
  48. void setTerrainType(Terrain value);
  49. void setRoadType(const std::string & value);
  50. private:
  51. float nearestObjectDistance;
  52. ETileType::ETileType occupied;
  53. Terrain terrain;
  54. std::string roadType;
  55. };
  56. struct DLL_LINKAGE ObjectInfo
  57. {
  58. ObjectTemplate templ;
  59. ui32 value;
  60. ui16 probability;
  61. ui32 maxPerZone;
  62. //ui32 maxPerMap; //unused
  63. std::function<CGObjectInstance *()> generateObject;
  64. void setTemplate (si32 type, si32 subtype, Terrain terrain);
  65. ObjectInfo();
  66. bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
  67. };
  68. struct DLL_LINKAGE CTreasurePileInfo
  69. {
  70. std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
  71. std::set<int3> visitableFromTopPositions; //they can be visited from any direction
  72. std::set<int3> blockedPositions;
  73. std::set<int3> occupiedPositions; //blocked + visitable
  74. int3 nextTreasurePos;
  75. };
  76. /// The CRmgTemplateZone describes a zone in a template.
  77. class DLL_LINKAGE CRmgTemplateZone : public rmg::ZoneOptions
  78. {
  79. public:
  80. CRmgTemplateZone(CMapGenerator * Gen);
  81. void setOptions(const rmg::ZoneOptions & options);
  82. bool isUnderground() const;
  83. float3 getCenter() const;
  84. void setCenter(const float3 &f);
  85. int3 getPos() const;
  86. void setPos(const int3 &pos);
  87. bool isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const;
  88. int3 getAccessibleOffset(ObjectTemplate & appearance, const int3 & tile) const;
  89. void addTile (const int3 & pos);
  90. void removeTile(const int3 & pos);
  91. void initFreeTiles ();
  92. std::set<int3> getTileInfo() const;
  93. std::set<int3> getPossibleTiles() const;
  94. std::set<int3> collectDistantTiles (float distance) const;
  95. void clearTiles();
  96. void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
  97. void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
  98. void addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget);
  99. void addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 guardStrength=0);
  100. void addToConnectLater(const int3& src);
  101. bool addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
  102. bool createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
  103. bool fill ();
  104. bool placeMines ();
  105. void initTownType ();
  106. void paintZoneTerrain (Terrain terrainType);
  107. void randomizeTownType(bool matchUndergroundType = false); //helper function
  108. void initTerrainType ();
  109. void createBorder();
  110. void fractalize();
  111. void connectLater();
  112. EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const int3 & pos); //return true if the position can be connected
  113. bool createRequiredObjects();
  114. bool createShipyard(const int3 & pos, si32 guardStrength=0);
  115. int3 createShipyard(const std::set<int3> & lake, si32 guardStrength=0);
  116. bool makeBoat(TRmgTemplateZoneId land, const int3 & coast);
  117. int3 makeBoat(TRmgTemplateZoneId land, const std::set<int3> & lake);
  118. void createTreasures();
  119. void createWater(EWaterContent::EWaterContent waterContent, bool debug=false);
  120. void waterInitFreeTiles();
  121. void waterConnection(CRmgTemplateZone& dst);
  122. bool waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB);
  123. const std::set<int3>& getCoastTiles() const;
  124. bool isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const;
  125. //void computeCoastTiles();
  126. void createObstacles1();
  127. void createObstacles2();
  128. bool crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
  129. bool connectPath(const int3& src, bool onlyStraight);
  130. bool connectWithCenter(const int3& src, bool onlyStraight, bool passTroughBlocked = false);
  131. void updateDistances(const int3 & pos);
  132. std::vector<int3> getAccessibleOffsets (const CGObjectInstance* object);
  133. bool areAllTilesAvailable(CGObjectInstance* obj, int3& tile, const std::set<int3>& tilesBlockedByObject) const;
  134. void setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone);
  135. std::set<int3>* getFreePaths();
  136. void addFreePath(const int3 &);
  137. ObjectInfo getRandomObject (CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
  138. void placeSubterraneanGate(int3 pos, si32 guardStrength);
  139. void placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
  140. bool guardObject(CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
  141. void placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
  142. void addRoadNode(const int3 & node);
  143. void connectRoads(); //fills "roads" according to "roadNodes"
  144. //A* priority queue
  145. typedef std::pair<int3, float> TDistance;
  146. struct NodeComparer
  147. {
  148. bool operator()(const TDistance & lhs, const TDistance & rhs) const
  149. {
  150. return (rhs.second < lhs.second);
  151. }
  152. };
  153. boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPriorityQueue();
  154. private:
  155. //subclass to store disconnected parts of water zone
  156. struct Lake
  157. {
  158. std::set<int3> tiles;
  159. std::set<int3> coast;
  160. std::map<int3, int> distance;
  161. std::set<TRmgTemplateZoneId> connectedZones;
  162. std::set<TRmgTemplateZoneId> keepConnections;
  163. };
  164. CMapGenerator * gen;
  165. //template info
  166. si32 townType;
  167. Terrain terrainType;
  168. std::weak_ptr<CRmgTemplateZone> questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
  169. std::vector<ObjectInfo> possibleObjects;
  170. int minGuardedValue;
  171. //content info
  172. std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
  173. std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
  174. std::vector<std::pair<CGObjectInstance*, int3>> instantObjects;
  175. std::vector<std::pair<CGObjectInstance*, CGObjectInstance*>> nearbyObjects;
  176. std::vector<CGObjectInstance*> objects;
  177. std::map<CGObjectInstance*, int3> requestedPositions;
  178. //placement info
  179. int3 pos;
  180. float3 center;
  181. std::set<int3> tileinfo; //irregular area assined to zone
  182. std::set<int3> possibleTiles; //optimization purposes for treasure generation
  183. std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
  184. std::set<int3> coastTiles; //tiles bordered to water
  185. std::set<int3> roadNodes; //tiles to be connected with roads
  186. std::set<int3> roads; //all tiles with roads
  187. std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
  188. std::vector<Lake> lakes; //disconnected parts of zone. Used to work with water zones
  189. std::map<int3, int> lakeMap; //map tile on lakeId which is position of lake in lakes array +1
  190. bool createRoad(const int3 &src, const int3 &dst);
  191. void drawRoads(); //actually updates tiles
  192. bool pointIsIn(int x, int y);
  193. void addAllPossibleObjects (); //add objects, including zone-specific, to possibleObjects
  194. bool findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos);
  195. bool findPlaceForTreasurePile(float min_dist, int3 &pos, int value);
  196. bool canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos);
  197. void setTemplateForObject(CGObjectInstance* obj);
  198. void checkAndPlaceObject(CGObjectInstance* object, const int3 &pos);
  199. int chooseRandomAppearance(si32 ObjID) const;
  200. bool isGuardNeededForTreasure(int value);
  201. };