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- /*
- * TerrainPainter.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 "TerrainPainter.h"
- #include "TownPlacer.h"
- #include "WaterAdopter.h"
- #include "WaterProxy.h"
- #include "ConnectionsPlacer.h"
- #include "ObjectManager.h"
- #include "../Functions.h"
- #include "../CMapGenerator.h"
- #include "../RmgMap.h"
- #include "../../GameLibrary.h"
- #include "../../TerrainHandler.h"
- #include "../../entities/faction/CFaction.h"
- #include "../../entities/faction/CTownHandler.h"
- #include <vstd/RNG.h>
- VCMI_LIB_NAMESPACE_BEGIN
- void TerrainPainter::process()
- {
- initTerrainType();
- auto v = zone.area()->getTilesVector();
- mapProxy->drawTerrain(zone.getRand(), v, zone.getTerrainType());
- }
- void TerrainPainter::init()
- {
- DEPENDENCY(TownPlacer);
- DEPENDENCY_ALL(WaterAdopter);
- POSTFUNCTION_ALL(WaterProxy);
- POSTFUNCTION_ALL(ConnectionsPlacer);
- POSTFUNCTION(ObjectManager);
- }
- void TerrainPainter::initTerrainType()
- {
- if(zone.getType()==ETemplateZoneType::WATER)
- {
- //collect all water terrain types
- std::vector<TerrainId> waterTerrains;
- for(const auto & terrain : LIBRARY->terrainTypeHandler->objects)
- if(terrain->isWater())
- waterTerrains.push_back(terrain->getId());
- zone.setTerrainType(*RandomGeneratorUtil::nextItem(waterTerrains, zone.getRand()));
- }
- else
- {
- if(zone.isMatchTerrainToTown() && zone.getTownType() != ETownType::NEUTRAL)
- {
- auto terrainType = (*LIBRARY->townh)[zone.getTownType()]->nativeTerrain;
- if (terrainType <= ETerrainId::NONE)
- {
- logGlobal->warn("Town %s has invalid terrain type: %d", zone.getTownType(), terrainType);
- zone.setTerrainType(ETerrainId::DIRT);
- }
- else
- {
- zone.setTerrainType(terrainType);
- }
- }
- else
- {
- auto terrainTypes = zone.getTerrainTypes();
- if (terrainTypes.empty())
- {
- //Fill with all terain types by default
- {
- for (const auto & terrain : LIBRARY->terrainTypeHandler->objects)
- {
- if (terrain->isLand() && terrain->isPassable())
- {
- if ((terrain->isSurface() && !zone.isUnderground()) ||
- (terrain->isUnderground() && zone.isUnderground()))
- {
- terrainTypes.insert(TerrainId(terrain->getId()));
- }
- }
- }
- }
- }
- zone.setTerrainType(*RandomGeneratorUtil::nextItem(terrainTypes, zone.getRand()));
- }
- //Now, replace disallowed terrains on surface and in the underground
- const auto & terrainType = LIBRARY->terrainTypeHandler->getById(zone.getTerrainType());
- if(zone.isUnderground())
- {
- if(!terrainType->isUnderground())
- {
- zone.setTerrainType(ETerrainId::SUBTERRANEAN);
- }
- }
- else
- {
- if (!terrainType->isSurface())
- {
- zone.setTerrainType(ETerrainId::DIRT);
- }
- }
- }
- }
- VCMI_LIB_NAMESPACE_END
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