CMapGenerator.cpp 18 KB

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  1. #include "StdInc.h"
  2. #include "CMapGenerator.h"
  3. #include "../mapping/CMap.h"
  4. #include "../VCMI_Lib.h"
  5. #include "../CGeneralTextHandler.h"
  6. #include "../mapping/CMapEditManager.h"
  7. #include "../CTownHandler.h"
  8. #include "../StringConstants.h"
  9. #include "../filesystem/Filesystem.h"
  10. #include "CRmgTemplate.h"
  11. #include "CRmgTemplateZone.h"
  12. #include "CZonePlacer.h"
  13. #include "../mapObjects/CObjectClassesHandler.h"
  14. void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
  15. {
  16. for(const int3 &dir : dirs)
  17. {
  18. int3 n = pos + dir;
  19. if(map->isInTheMap(n))
  20. foo(n);
  21. }
  22. }
  23. CMapGenerator::CMapGenerator() :
  24. zonesTotal(0), monolithIndex(0)
  25. {
  26. }
  27. void CMapGenerator::initTiles()
  28. {
  29. map->initTerrain();
  30. int width = map->width;
  31. int height = map->height;
  32. int level = map->twoLevel ? 2 : 1;
  33. tiles = new CTileInfo**[width];
  34. for (int i = 0; i < width; ++i)
  35. {
  36. tiles[i] = new CTileInfo*[height];
  37. for (int j = 0; j < height; ++j)
  38. {
  39. tiles[i][j] = new CTileInfo[level];
  40. }
  41. }
  42. }
  43. CMapGenerator::~CMapGenerator()
  44. {
  45. if (tiles)
  46. {
  47. int width = mapGenOptions->getWidth();
  48. int height = mapGenOptions->getHeight();
  49. for (int i=0; i < width; i++)
  50. {
  51. for(int j=0; j < height; j++)
  52. {
  53. delete [] tiles[i][j];
  54. }
  55. delete [] tiles[i];
  56. }
  57. delete [] tiles;
  58. }
  59. }
  60. void CMapGenerator::initPrisonsRemaining()
  61. {
  62. prisonsRemaining = 0;
  63. for (auto isAllowed : map->allowedHeroes)
  64. {
  65. if (isAllowed)
  66. prisonsRemaining++;
  67. }
  68. prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions->getPlayerCount()); //so at least 16 heroes will be available for every player
  69. }
  70. void CMapGenerator::initQuestArtsRemaining()
  71. {
  72. for (auto art : VLC->arth->artifacts)
  73. {
  74. if (art->aClass == CArtifact::ART_TREASURE && art->constituentOf.empty()) //don't use parts of combined artifacts
  75. questArtifacts.push_back(art->id);
  76. }
  77. }
  78. std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
  79. {
  80. this->mapGenOptions = mapGenOptions;
  81. this->randomSeed = randomSeed;
  82. assert(mapGenOptions);
  83. rand.setSeed(this->randomSeed);
  84. mapGenOptions->finalize(rand);
  85. map = make_unique<CMap>();
  86. editManager = map->getEditManager();
  87. try
  88. {
  89. editManager->getUndoManager().setUndoRedoLimit(0);
  90. //FIXME: somehow mapGenOption is nullptr at this point :?
  91. addHeaderInfo();
  92. initTiles();
  93. initPrisonsRemaining();
  94. initQuestArtsRemaining();
  95. genZones();
  96. map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
  97. fillZones();
  98. //updated guarded tiles will be calculated in CGameState::initMapObjects()
  99. }
  100. catch (rmgException &e)
  101. {
  102. logGlobal->errorStream() << "Random map generation received exception: " << e.what();
  103. }
  104. return std::move(map);
  105. }
  106. std::string CMapGenerator::getMapDescription() const
  107. {
  108. assert(mapGenOptions);
  109. assert(map);
  110. const std::string waterContentStr[3] = { "none", "normal", "islands" };
  111. const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
  112. int monsterStrengthIndex = mapGenOptions->getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
  113. std::stringstream ss;
  114. ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
  115. ", levels %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
  116. randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
  117. static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
  118. monsterStrengthStr[monsterStrengthIndex]);
  119. for(const auto & pair : mapGenOptions->getPlayersSettings())
  120. {
  121. const auto & pSettings = pair.second;
  122. if(pSettings.getPlayerType() == EPlayerType::HUMAN)
  123. {
  124. ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
  125. }
  126. if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  127. {
  128. ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
  129. << " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
  130. }
  131. }
  132. return ss.str();
  133. }
  134. void CMapGenerator::addPlayerInfo()
  135. {
  136. // Calculate which team numbers exist
  137. std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
  138. int teamOffset = 0;
  139. for(int i = 0; i < 2; ++i)
  140. {
  141. int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
  142. int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
  143. if(playerCount == 0)
  144. {
  145. continue;
  146. }
  147. int playersPerTeam = playerCount /
  148. (teamCount == 0 ? playerCount : teamCount);
  149. int teamCountNorm = teamCount;
  150. if(teamCountNorm == 0)
  151. {
  152. teamCountNorm = playerCount;
  153. }
  154. for(int j = 0; j < teamCountNorm; ++j)
  155. {
  156. for(int k = 0; k < playersPerTeam; ++k)
  157. {
  158. teamNumbers[i].push_back(j + teamOffset);
  159. }
  160. }
  161. for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
  162. {
  163. teamNumbers[i].push_back(j + teamOffset);
  164. }
  165. teamOffset += teamCountNorm;
  166. }
  167. // Team numbers are assigned randomly to every player
  168. for(const auto & pair : mapGenOptions->getPlayersSettings())
  169. {
  170. const auto & pSettings = pair.second;
  171. PlayerInfo player;
  172. player.canComputerPlay = true;
  173. int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
  174. if(j == 0)
  175. {
  176. player.canHumanPlay = true;
  177. }
  178. auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
  179. player.team = TeamID(*itTeam);
  180. teamNumbers[j].erase(itTeam);
  181. map->players[pSettings.getColor().getNum()] = player;
  182. }
  183. map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
  184. + (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
  185. }
  186. void CMapGenerator::genZones()
  187. {
  188. editManager->clearTerrain(&rand);
  189. editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));
  190. editManager->drawTerrain(ETerrainType::GRASS, &rand);
  191. auto tmpl = mapGenOptions->getMapTemplate();
  192. zones = tmpl->getZones(); //copy from template (refactor?)
  193. CZonePlacer placer(this);
  194. placer.placeZones(mapGenOptions, &rand);
  195. placer.assignZones(mapGenOptions);
  196. logGlobal->infoStream() << "Zones generated successfully";
  197. }
  198. void CMapGenerator::fillZones()
  199. {
  200. //init native town count with 0
  201. for (auto faction : VLC->townh->getAllowedFactions())
  202. zonesPerFaction[faction] = 0;
  203. logGlobal->infoStream() << "Started filling zones";
  204. //initialize possible tiles before any object is actually placed
  205. for (auto it : zones)
  206. {
  207. it.second->initFreeTiles(this);
  208. }
  209. findZonesForQuestArts();
  210. createConnections();
  211. //make sure all connections are passable before creating borders
  212. for (auto it : zones)
  213. {
  214. it.second->createBorder(this);
  215. //we need info about all town types to evaluate dwellings and pandoras with creatures properly
  216. it.second->initTownType(this);
  217. }
  218. std::vector<CRmgTemplateZone*> treasureZones;
  219. for (auto it : zones)
  220. {
  221. it.second->fill(this);
  222. if (it.second->getType() == ETemplateZoneType::TREASURE)
  223. treasureZones.push_back(it.second);
  224. }
  225. //set apriopriate free/occupied tiles, including blocked underground rock
  226. createObstaclesCommon();
  227. //place actual obstacles matching zone terrain
  228. for (auto it : zones)
  229. {
  230. it.second->createObstacles(this);
  231. }
  232. //find place for Grail
  233. if (treasureZones.empty())
  234. {
  235. for (auto it : zones)
  236. treasureZones.push_back(it.second);
  237. }
  238. auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
  239. map->grailPos = *RandomGeneratorUtil::nextItem(*grailZone->getFreePaths(), rand);
  240. logGlobal->infoStream() << "Zones filled successfully";
  241. }
  242. void CMapGenerator::createObstaclesCommon()
  243. {
  244. //tighten obstacles to improve visuals
  245. for (int i = 0; i < 3; ++i)
  246. {
  247. int blockedTiles = 0;
  248. int freeTiles = 0;
  249. for (int z = 0; z < (map->twoLevel ? 2 : 1); z++)
  250. {
  251. for (int x = 0; x < map->width; x++)
  252. {
  253. for (int y = 0; y < map->height; y++)
  254. {
  255. int3 tile(x, y, z);
  256. if (!isPossible(tile)) //only possible tiles can change
  257. continue;
  258. int blockedNeighbours = 0;
  259. int freeNeighbours = 0;
  260. foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos)
  261. {
  262. if (this->isBlocked(pos))
  263. blockedNeighbours++;
  264. if (this->isFree(pos))
  265. freeNeighbours++;
  266. });
  267. if (blockedNeighbours > 4)
  268. {
  269. setOccupied(tile, ETileType::BLOCKED);
  270. blockedTiles++;
  271. }
  272. else if (freeNeighbours > 4)
  273. {
  274. setOccupied(tile, ETileType::FREE);
  275. freeTiles++;
  276. }
  277. }
  278. }
  279. }
  280. logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
  281. }
  282. #define MAKE_COOL_UNDERGROUND_TUNNELS true
  283. if (map->twoLevel && MAKE_COOL_UNDERGROUND_TUNNELS) //underground
  284. {
  285. std::vector<int3> rockTiles;
  286. for (int x = 0; x < map->width; x++)
  287. {
  288. for (int y = 0; y < map->height; y++)
  289. {
  290. int3 tile(x, y, 1);
  291. if (shouldBeBlocked(tile))
  292. {
  293. bool placeRock = true;
  294. foreach_neighbour(tile, [this, &placeRock](int3 &pos)
  295. {
  296. if (!(this->shouldBeBlocked(pos) || this->isPossible(pos)))
  297. placeRock = false;
  298. });
  299. if (placeRock)
  300. {
  301. rockTiles.push_back(tile);
  302. }
  303. }
  304. }
  305. }
  306. editManager->getTerrainSelection().setSelection(rockTiles);
  307. editManager->drawTerrain(ETerrainType::ROCK, &rand);
  308. for (auto tile : rockTiles)
  309. {
  310. setOccupied(tile, ETileType::USED); //don't place obstacles in a rock
  311. //gen->foreach_neighbour (tile, [gen](int3 &pos)
  312. //{
  313. // if (!gen->isUsed(pos))
  314. // gen->setOccupied (pos, ETileType::BLOCKED);
  315. //});
  316. }
  317. }
  318. }
  319. void CMapGenerator::findZonesForQuestArts()
  320. {
  321. //we want to place arties in zones that were not yet filled (higher index)
  322. for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
  323. {
  324. auto zoneA = connection.getZoneA();
  325. auto zoneB = connection.getZoneB();
  326. if (zoneA->getId() > zoneB->getId())
  327. {
  328. zoneB->setQuestArtZone(zoneA);
  329. }
  330. else if (zoneA->getId() < zoneB->getId())
  331. {
  332. zoneA->setQuestArtZone(zoneB);
  333. }
  334. }
  335. }
  336. void CMapGenerator::createConnections()
  337. {
  338. for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
  339. {
  340. auto zoneA = connection.getZoneA();
  341. auto zoneB = connection.getZoneB();
  342. //rearrange tiles in random order
  343. auto tilesCopy = zoneA->getTileInfo();
  344. std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
  345. RandomGeneratorUtil::randomShuffle(tiles, rand);
  346. int3 guardPos(-1,-1,-1);
  347. auto otherZoneTiles = zoneB->getTileInfo();
  348. int3 posA = zoneA->getPos();
  349. int3 posB = zoneB->getPos();
  350. if (posA.z == posB.z)
  351. {
  352. for (auto tile : tiles)
  353. {
  354. if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
  355. continue;
  356. foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
  357. {
  358. //if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
  359. if (vstd::contains(otherZoneTiles, pos))
  360. guardPos = tile;
  361. });
  362. if (guardPos.valid())
  363. {
  364. setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
  365. zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
  366. //zones can make paths only in their own area
  367. zoneA->crunchPath (this, guardPos, posA, zoneA->getId(), zoneA->getFreePaths()); //make connection towards our zone center
  368. zoneB->crunchPath (this, guardPos, posB, zoneB->getId(), zoneB->getFreePaths()); //make connection towards other zone center
  369. break; //we're done with this connection
  370. }
  371. }
  372. }
  373. else //create subterranean gates between two zones
  374. {
  375. //find point on the path between zones
  376. float3 offset (posB.x - posA.x, posB.y - posA.y, 0);
  377. float distance = posB.dist2d(posA);
  378. vstd::amax (distance, 0.5f);
  379. offset /= distance; //get unit vector
  380. float3 vec (0, 0, 0);
  381. //use reduced size of underground zone - make sure gate does not stand on rock
  382. int3 tile = posA;
  383. int3 otherTile = tile;
  384. bool stop = false;
  385. while (!stop)
  386. {
  387. vec += offset; //this vector may extend beyond line between zone centers, in case they are directly over each other
  388. tile = posA + int3(vec.x, vec.y, 0);
  389. float distanceFromA = posA.dist2d(tile);
  390. float distanceFromB = posB.dist2d(tile);
  391. if (distanceFromA + distanceFromB > std::max<int>(zoneA->getSize() + zoneB->getSize(), distance))
  392. break; //we are too far away to ever connect
  393. //if zone is underground, gate must fit within its (reduced) radius
  394. if (distanceFromA > 5 && (!posA.z || distanceFromA < zoneA->getSize() - 3) &&
  395. distanceFromB > 5 && (!posB.z || distanceFromB < zoneB->getSize() - 3))
  396. {
  397. otherTile = tile;
  398. otherTile.z = posB.z;
  399. if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile))
  400. {
  401. bool withinZone = true;
  402. foreach_neighbour (tile, [&withinZone, &tiles](int3 &pos)
  403. {
  404. if (!vstd::contains(tiles, pos))
  405. withinZone = false;
  406. });
  407. foreach_neighbour (otherTile, [&withinZone, &otherZoneTiles](int3 &pos)
  408. {
  409. if (!vstd::contains(otherZoneTiles, pos))
  410. withinZone = false;
  411. });
  412. if (withinZone)
  413. {
  414. auto gate1 = new CGSubterraneanGate;
  415. gate1->ID = Obj::SUBTERRANEAN_GATE;
  416. gate1->subID = 0;
  417. zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
  418. auto gate2 = new CGSubterraneanGate(*gate1);
  419. zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
  420. stop = true; //we are done, go to next connection
  421. }
  422. }
  423. }
  424. }
  425. if (stop)
  426. continue;
  427. }
  428. if (!guardPos.valid())
  429. {
  430. auto teleport1 = new CGMonolith;
  431. teleport1->ID = Obj::MONOLITH_TWO_WAY;
  432. teleport1->subID = getNextMonlithIndex();
  433. auto teleport2 = new CGMonolith(*teleport1);
  434. zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
  435. zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
  436. }
  437. }
  438. }
  439. void CMapGenerator::addHeaderInfo()
  440. {
  441. map->version = EMapFormat::SOD;
  442. map->width = mapGenOptions->getWidth();
  443. map->height = mapGenOptions->getHeight();
  444. map->twoLevel = mapGenOptions->getHasTwoLevels();
  445. map->name = VLC->generaltexth->allTexts[740];
  446. map->description = getMapDescription();
  447. map->difficulty = 1;
  448. addPlayerInfo();
  449. }
  450. std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const
  451. {
  452. return zones;
  453. }
  454. bool CMapGenerator::isBlocked(const int3 &tile) const
  455. {
  456. if (!map->isInTheMap(tile))
  457. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  458. return tiles[tile.x][tile.y][tile.z].isBlocked();
  459. }
  460. bool CMapGenerator::shouldBeBlocked(const int3 &tile) const
  461. {
  462. if (!map->isInTheMap(tile))
  463. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  464. return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();
  465. }
  466. bool CMapGenerator::isPossible(const int3 &tile) const
  467. {
  468. if (!map->isInTheMap(tile))
  469. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  470. return tiles[tile.x][tile.y][tile.z].isPossible();
  471. }
  472. bool CMapGenerator::isFree(const int3 &tile) const
  473. {
  474. if (!map->isInTheMap(tile))
  475. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  476. return tiles[tile.x][tile.y][tile.z].isFree();
  477. }
  478. bool CMapGenerator::isUsed(const int3 &tile) const
  479. {
  480. if (!map->isInTheMap(tile))
  481. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  482. return tiles[tile.x][tile.y][tile.z].isUsed();
  483. }
  484. void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state)
  485. {
  486. if (!map->isInTheMap(tile))
  487. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  488. tiles[tile.x][tile.y][tile.z].setOccupied(state);
  489. }
  490. CTileInfo CMapGenerator::getTile(const int3& tile) const
  491. {
  492. if (!map->isInTheMap(tile))
  493. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  494. return tiles[tile.x][tile.y][tile.z];
  495. }
  496. void CMapGenerator::setNearestObjectDistance(int3 &tile, float value)
  497. {
  498. if (!map->isInTheMap(tile))
  499. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  500. tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
  501. }
  502. float CMapGenerator::getNearestObjectDistance(const int3 &tile) const
  503. {
  504. if (!map->isInTheMap(tile))
  505. throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
  506. return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
  507. }
  508. int CMapGenerator::getNextMonlithIndex()
  509. {
  510. if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
  511. {
  512. //logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex);
  513. //monolithIndex++;
  514. //return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1;
  515. //TODO: interrupt map generation and report error
  516. throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
  517. }
  518. else
  519. return monolithIndex++;
  520. }
  521. int CMapGenerator::getPrisonsRemaning() const
  522. {
  523. return prisonsRemaining;
  524. }
  525. void CMapGenerator::decreasePrisonsRemaining()
  526. {
  527. prisonsRemaining = std::max (0, prisonsRemaining - 1);
  528. }
  529. std::vector<ArtifactID> CMapGenerator::getQuestArtsRemaning() const
  530. {
  531. return questArtifacts;
  532. }
  533. void CMapGenerator::banQuestArt(ArtifactID id)
  534. {
  535. map->allowedArtifact[id] = false;
  536. vstd::erase_if_present (questArtifacts, id);
  537. }
  538. void CMapGenerator::registerZone (TFaction faction)
  539. {
  540. zonesPerFaction[faction]++;
  541. zonesTotal++;
  542. }
  543. ui32 CMapGenerator::getZoneCount(TFaction faction)
  544. {
  545. return zonesPerFaction[faction];
  546. }
  547. ui32 CMapGenerator::getTotalZoneCount() const
  548. {
  549. return zonesTotal;
  550. }