ObjectPlacer.cpp 2.2 KB

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  1. /*
  2. * License: GNU General Public License v2.0 or later
  3. * Full text of license available in license.txt file, in main folder
  4. *
  5. */
  6. #include "StdInc.h"
  7. #include "ObjectPlacer.h"
  8. #include "TownPlacer.h"
  9. #include "ConnectionsPlacer.h"
  10. #include "../../mapObjectConstructors/AObjectTypeHandler.h"
  11. #include "ObjectManager.h"
  12. #include "RoadPlacer.h"
  13. #include <vstd/RNG.h>
  14. VCMI_LIB_NAMESPACE_BEGIN
  15. void ObjectPlacer::process()
  16. {
  17. auto * manager = zone.getModificator<ObjectManager>();
  18. if(!manager)
  19. {
  20. logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
  21. return;
  22. }
  23. placeRequiredObjects(*manager);
  24. }
  25. void ObjectPlacer::init()
  26. {
  27. DEPENDENCY(TownPlacer);
  28. DEPENDENCY(ConnectionsPlacer);
  29. POSTFUNCTION(ObjectManager);
  30. POSTFUNCTION(RoadPlacer);
  31. }
  32. bool ObjectPlacer::placeRequiredObjects(ObjectManager & manager)
  33. {
  34. std::vector<std::pair<std::shared_ptr<CGObjectInstance>, ui32>> requiredObjects;
  35. for(const auto & [objid, info] : zone.getCustomObjects().getRequiredObjects())
  36. {
  37. for(int i = 0; i < info.first; ++i)
  38. {
  39. auto secondaryID = objid.secondaryID;
  40. // Unspecified subtype - pick random subobject
  41. if(secondaryID == -1)
  42. {
  43. auto subObjects = LIBRARY->objtypeh->knownSubObjects(objid.primaryID);
  44. if(subObjects.empty())
  45. {
  46. logGlobal->error("No subobjects for object type %d", objid.primaryID);
  47. continue;
  48. }
  49. secondaryID = *RandomGeneratorUtil::nextItem(subObjects, zone.getRand());
  50. }
  51. TObjectTypeHandler handler = LIBRARY->objtypeh->getHandlerFor(objid.primaryID, secondaryID);
  52. assert(handler);
  53. ui32 guardStrength = info.second.has_value() ? info.second.value() : handler->getRMGInfo().value;
  54. auto object = handler->create(map.mapInstance->cb, nullptr);
  55. if (object->asOwnable() && object->tempOwner == PlayerColor::UNFLAGGABLE)
  56. object->setOwner(PlayerColor::NEUTRAL);
  57. requiredObjects.emplace_back(object, guardStrength);
  58. }
  59. }
  60. //Shuffle objects to avoid patterns, but don't shuffle key objects like towns
  61. RandomGeneratorUtil::randomShuffle(requiredObjects, zone.getRand());
  62. for (const auto& obj : requiredObjects)
  63. {
  64. manager.addRequiredObject(RequiredObjectInfo(obj.first, obj.second));
  65. }
  66. return true;
  67. }
  68. VCMI_LIB_NAMESPACE_END