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- #include "StdInc.h"
- #include "CMapGenerator.h"
- #include "../mapping/CMap.h"
- #include "../VCMI_Lib.h"
- #include "../CGeneralTextHandler.h"
- #include "../mapping/CMapEditManager.h"
- #include "../CTownHandler.h"
- #include "../StringConstants.h"
- #include "../filesystem/Filesystem.h"
- #include "CZonePlacer.h"
- #include "../mapObjects/CObjectClassesHandler.h"
- static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)};
- void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
- {
- for(const int3 &dir : int3::getDirs())
- {
- int3 n = pos + dir;
- /*important notice: perform any translation before this function is called,
- so the actual map position is checked*/
- if(map->isInTheMap(n))
- foo(n);
- }
- }
- void CMapGenerator::foreachDirectNeighbour(const int3& pos, std::function<void(int3& pos)> foo)
- {
- for(const int3 &dir : dirs4)
- {
- int3 n = pos + dir;
- if(map->isInTheMap(n))
- foo(n);
- }
- }
- CMapGenerator::CMapGenerator() :
- zonesTotal(0), monolithIndex(0)
- {
- }
- void CMapGenerator::initTiles()
- {
- map->initTerrain();
- int width = map->width;
- int height = map->height;
- int level = map->twoLevel ? 2 : 1;
- tiles = new CTileInfo**[width];
- for (int i = 0; i < width; ++i)
- {
- tiles[i] = new CTileInfo*[height];
- for (int j = 0; j < height; ++j)
- {
- tiles[i][j] = new CTileInfo[level];
- }
- }
- zoneColouring.resize(boost::extents[map->twoLevel ? 2 : 1][map->width][map->height]);
- }
- CMapGenerator::~CMapGenerator()
- {
- if (tiles)
- {
- int width = mapGenOptions->getWidth();
- int height = mapGenOptions->getHeight();
- for (int i=0; i < width; i++)
- {
- for(int j=0; j < height; j++)
- {
- delete [] tiles[i][j];
- }
- delete [] tiles[i];
- }
- delete [] tiles;
- }
- }
- void CMapGenerator::initPrisonsRemaining()
- {
- prisonsRemaining = 0;
- for (auto isAllowed : map->allowedHeroes)
- {
- if (isAllowed)
- prisonsRemaining++;
- }
- prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions->getPlayerCount()); //so at least 16 heroes will be available for every player
- }
- void CMapGenerator::initQuestArtsRemaining()
- {
- for (auto art : VLC->arth->artifacts)
- {
- if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->id) && art->constituentOf.empty()) //don't use parts of combined artifacts
- questArtifacts.push_back(art->id);
- }
- }
- std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
- {
- this->mapGenOptions = mapGenOptions;
- this->randomSeed = randomSeed;
- assert(mapGenOptions);
- rand.setSeed(this->randomSeed);
- mapGenOptions->finalize(rand);
- map = make_unique<CMap>();
- editManager = map->getEditManager();
- try
- {
- editManager->getUndoManager().setUndoRedoLimit(0);
- //FIXME: somehow mapGenOption is nullptr at this point :?
- addHeaderInfo();
- initTiles();
- initPrisonsRemaining();
- initQuestArtsRemaining();
- genZones();
- map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
- fillZones();
- //updated guarded tiles will be calculated in CGameState::initMapObjects()
- }
- catch (rmgException &e)
- {
- logGlobal->errorStream() << "Random map generation received exception: " << e.what();
- }
- return std::move(map);
- }
- std::string CMapGenerator::getMapDescription() const
- {
- assert(mapGenOptions);
- assert(map);
- const std::string waterContentStr[3] = { "none", "normal", "islands" };
- const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
- int monsterStrengthIndex = mapGenOptions->getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
- std::stringstream ss;
- ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
- ", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapGenOptions->getMapTemplate()->getName() %
- randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
- static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
- monsterStrengthStr[monsterStrengthIndex]);
- for(const auto & pair : mapGenOptions->getPlayersSettings())
- {
- const auto & pSettings = pair.second;
- if(pSettings.getPlayerType() == EPlayerType::HUMAN)
- {
- ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
- }
- if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
- {
- ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
- << " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
- }
- }
- return ss.str();
- }
- void CMapGenerator::addPlayerInfo()
- {
- // Calculate which team numbers exist
- enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};
- std::array<std::list<int>, 2> teamNumbers;
- int teamOffset = 0;
- int playerCount = 0;
- int teamCount = 0;
- for (int i = CPHUMAN; i < AFTER_LAST; ++i)
- {
- if (i == CPHUMAN)
- {
- playerCount = mapGenOptions->getPlayerCount();
- teamCount = mapGenOptions->getTeamCount();
- }
- else
- {
- playerCount = mapGenOptions->getCompOnlyPlayerCount();
- teamCount = mapGenOptions->getCompOnlyTeamCount();
- }
- if(playerCount == 0)
- {
- continue;
- }
- int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount);
- int teamCountNorm = teamCount;
- if(teamCountNorm == 0)
- {
- teamCountNorm = playerCount;
- }
- for(int j = 0; j < teamCountNorm; ++j)
- {
- for(int k = 0; k < playersPerTeam; ++k)
- {
- teamNumbers[i].push_back(j + teamOffset);
- }
- }
- for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
- {
- teamNumbers[i].push_back(j + teamOffset);
- }
- teamOffset += teamCountNorm;
- }
- // Team numbers are assigned randomly to every player
- //TODO: allow customize teams in rmg template
- for(const auto & pair : mapGenOptions->getPlayersSettings())
- {
- const auto & pSettings = pair.second;
- PlayerInfo player;
- player.canComputerPlay = true;
- int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
- if (j == CPHUMAN)
- {
- player.canHumanPlay = true;
- }
- if (teamNumbers[j].empty())
- {
- logGlobal->errorStream() << boost::format("Not enough places in team for %s player") % ((j == CPUONLY) ? "CPU" : "CPU or human");
- assert (teamNumbers[j].size());
- }
- auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
- player.team = TeamID(*itTeam);
- teamNumbers[j].erase(itTeam);
- map->players[pSettings.getColor().getNum()] = player;
- }
- map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
- + (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
- }
- void CMapGenerator::genZones()
- {
- editManager->clearTerrain(&rand);
- editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));
- editManager->drawTerrain(ETerrainType::GRASS, &rand);
- auto tmpl = mapGenOptions->getMapTemplate();
- zones = tmpl->getZones(); //copy from template (refactor?)
- CZonePlacer placer(this);
- placer.placeZones(mapGenOptions, &rand);
- placer.assignZones(mapGenOptions);
- logGlobal->infoStream() << "Zones generated successfully";
- }
- void CMapGenerator::fillZones()
- {
- //init native town count with 0
- for (auto faction : VLC->townh->getAllowedFactions())
- zonesPerFaction[faction] = 0;
- findZonesForQuestArts();
- logGlobal->infoStream() << "Started filling zones";
- //initialize possible tiles before any object is actually placed
- for (auto it : zones)
- it.second->initFreeTiles(this);
- createDirectConnections(); //direct
- //make sure all connections are passable before creating borders
- for (auto it : zones)
- it.second->createBorder(this); //once direct connections are done
- createConnections2(); //subterranean gates and monoliths
- //we need info about all town types to evaluate dwellings and pandoras with creatures properly
- for (auto it : zones)
- it.second->initTownType(this);
- std::vector<CRmgTemplateZone*> treasureZones;
- for (auto it : zones)
- {
- it.second->fill(this);
- if (it.second->getType() == ETemplateZoneType::TREASURE)
- treasureZones.push_back(it.second);
- }
- //set apriopriate free/occupied tiles, including blocked underground rock
- createObstaclesCommon1();
- //set back original terrain for underground zones
- for (auto it : zones)
- it.second->createObstacles1(this);
- createObstaclesCommon2();
- //place actual obstacles matching zone terrain
- for (auto it : zones)
- {
- it.second->createObstacles2(this);
- }
- #define PRINT_MAP_BEFORE_ROADS true
- if (PRINT_MAP_BEFORE_ROADS) //enable to debug
- {
- std::ofstream out("road debug");
- int levels = map->twoLevel ? 2 : 1;
- int width = map->width;
- int height = map->height;
- for (int k = 0; k < levels; k++)
- {
- for (int j = 0; j<height; j++)
- {
- for (int i = 0; i<width; i++)
- {
- char t = '?';
- switch (getTile(int3(i, j, k)).getTileType())
- {
- case ETileType::FREE:
- t = ' '; break;
- case ETileType::BLOCKED:
- t = '#'; break;
- case ETileType::POSSIBLE:
- t = '-'; break;
- case ETileType::USED:
- t = 'O'; break;
- }
- out << t;
- }
- out << std::endl;
- }
- out << std::endl;
- }
- out << std::endl;
- }
- for (auto it : zones)
- {
- it.second->connectRoads(this); //draw roads after everything else has been placed
- }
- //find place for Grail
- if (treasureZones.empty())
- {
- for (auto it : zones)
- treasureZones.push_back(it.second);
- }
- auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
- map->grailPos = *RandomGeneratorUtil::nextItem(*grailZone->getFreePaths(), rand);
- logGlobal->infoStream() << "Zones filled successfully";
- }
- void CMapGenerator::createObstaclesCommon1()
- {
- if (map->twoLevel) //underground
- {
- //negative approach - create rock tiles first, then make sure all accessible tiles have no rock
- std::vector<int3> rockTiles;
- for (int x = 0; x < map->width; x++)
- {
- for (int y = 0; y < map->height; y++)
- {
- int3 tile(x, y, 1);
- if (shouldBeBlocked(tile))
- {
- rockTiles.push_back(tile);
- }
- }
- }
- editManager->getTerrainSelection().setSelection(rockTiles);
- editManager->drawTerrain(ETerrainType::ROCK, &rand);
- }
- }
- void CMapGenerator::createObstaclesCommon2()
- {
- if (map->twoLevel)
- {
- //finally mark rock tiles as occupied, spawn no obstacles there
- for (int x = 0; x < map->width; x++)
- {
- for (int y = 0; y < map->height; y++)
- {
- int3 tile(x, y, 1);
- if (map->getTile(tile).terType == ETerrainType::ROCK)
- {
- setOccupied(tile, ETileType::USED);
- }
- }
- }
- }
- //tighten obstacles to improve visuals
- for (int i = 0; i < 3; ++i)
- {
- int blockedTiles = 0;
- int freeTiles = 0;
- for (int z = 0; z < (map->twoLevel ? 2 : 1); z++)
- {
- for (int x = 0; x < map->width; x++)
- {
- for (int y = 0; y < map->height; y++)
- {
- int3 tile(x, y, z);
- if (!isPossible(tile)) //only possible tiles can change
- continue;
- int blockedNeighbours = 0;
- int freeNeighbours = 0;
- foreach_neighbour(tile, [this, &blockedNeighbours, &freeNeighbours](int3 &pos)
- {
- if (this->isBlocked(pos))
- blockedNeighbours++;
- if (this->isFree(pos))
- freeNeighbours++;
- });
- if (blockedNeighbours > 4)
- {
- setOccupied(tile, ETileType::BLOCKED);
- blockedTiles++;
- }
- else if (freeNeighbours > 4)
- {
- setOccupied(tile, ETileType::FREE);
- freeTiles++;
- }
- }
- }
- }
- logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
- }
- }
- void CMapGenerator::findZonesForQuestArts()
- {
- //we want to place arties in zones that were not yet filled (higher index)
- for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
- {
- auto zoneA = connection.getZoneA();
- auto zoneB = connection.getZoneB();
- if (zoneA->getId() > zoneB->getId())
- {
- zoneB->setQuestArtZone(zoneA);
- }
- else if (zoneA->getId() < zoneB->getId())
- {
- zoneA->setQuestArtZone(zoneB);
- }
- }
- }
- void CMapGenerator::createDirectConnections()
- {
- for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
- {
- auto zoneA = connection.getZoneA();
- auto zoneB = connection.getZoneB();
- //rearrange tiles in random order
- auto tilesCopy = zoneA->getTileInfo();
- std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
- int3 guardPos(-1,-1,-1);
- auto otherZoneTiles = zoneB->getTileInfo();
- int3 posA = zoneA->getPos();
- int3 posB = zoneB->getPos();
- // auto zoneAid = zoneA->getId();
- auto zoneBid = zoneB->getId();
- if (posA.z == posB.z)
- {
- std::vector<int3> middleTiles;
- for (auto tile : tilesCopy)
- {
- if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
- continue;
- foreachDirectNeighbour (tile, [&guardPos, tile, &otherZoneTiles, &middleTiles, this, zoneBid](int3 &pos) //must be direct since paths also also generated between direct neighbours
- {
- if (getZoneID(pos) == zoneBid)
- middleTiles.push_back(tile);
- });
- }
- //find tiles with minimum manhattan distance from center of the mass of zone border
- size_t tilesCount = middleTiles.size() ? middleTiles.size() : 1;
- int3 middleTile = std::accumulate(middleTiles.begin(), middleTiles.end(), int3(0, 0, 0));
- middleTile.x /= tilesCount;
- middleTile.y /= tilesCount;
- middleTile.z /= tilesCount; //TODO: implement division operator for int3?
- boost::sort(middleTiles, [middleTile](const int3 &lhs, const int3 &rhs) -> bool
- {
- //choose tiles with both corrdinates in the middle
- return lhs.mandist2d(middleTile) < rhs.mandist2d(middleTile);
- });
- //remove 1/4 tiles from each side - path should cross zone borders at smooth angle
- size_t removedCount = tilesCount / 4; //rounded down
- middleTiles.erase(middleTiles.end() - removedCount, middleTiles.end());
- middleTiles.erase(middleTiles.begin(), middleTiles.begin() + removedCount);
- RandomGeneratorUtil::randomShuffle(middleTiles, rand);
- for (auto tile : middleTiles)
- {
- guardPos = tile;
- if (guardPos.valid())
- {
- setOccupied(guardPos, ETileType::FREE); //just in case monster is too weak to spawn
- zoneA->addMonster(this, guardPos, connection.getGuardStrength(), false, true);
- //zones can make paths only in their own area
- zoneA->crunchPath(this, guardPos, posA, true, zoneA->getFreePaths()); //make connection towards our zone center
- zoneB->crunchPath(this, guardPos, posB, true, zoneB->getFreePaths()); //make connection towards other zone center
- zoneA->addRoadNode(guardPos);
- zoneB->addRoadNode(guardPos);
- break; //we're done with this connection
- }
- }
- }
- if (!guardPos.valid())
- connectionsLeft.push_back(connection);
- }
- }
- void CMapGenerator::createConnections2()
- {
- for (auto & connection : connectionsLeft)
- {
- auto zoneA = connection.getZoneA();
- auto zoneB = connection.getZoneB();
- int3 guardPos(-1, -1, -1);
- int3 posA = zoneA->getPos();
- int3 posB = zoneB->getPos();
- auto strength = connection.getGuardStrength();
- if (posA.z != posB.z) //try to place subterranean gates
- {
- auto sgt = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0)->getTemplates().front();
- auto tilesBlockedByObject = sgt.getBlockedOffsets();
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
- auto gate1 = factory->create(ObjectTemplate());
- auto gate2 = factory->create(ObjectTemplate());
- while (!guardPos.valid())
- {
- bool continueOuterLoop = false;
- //find common tiles for both zones
- auto tileSetA = zoneA->getPossibleTiles(),
- tileSetB = zoneB->getPossibleTiles();
- std::vector<int3> tilesA(tileSetA.begin(), tileSetA.end()),
- tilesB(tileSetB.begin(), tileSetB.end());
- std::vector<int3> commonTiles;
- //required for set_intersection
- boost::sort(tilesA);
- boost::sort(tilesB);
- boost::set_intersection(tilesA, tilesB, std::back_inserter(commonTiles), [](const int3 &lhs, const int3 &rhs) -> bool
- {
- //ignore z coordinate
- if (lhs.x < rhs.x)
- return true;
- else
- return lhs.y < rhs.y;
- });
- vstd::erase_if(commonTiles, [](const int3 &tile) -> bool
- {
- return (!tile.x) || (!tile.y); //gates shouldn't go outside map (x = 0) and look bad at the very top (y = 0)
- });
- if (commonTiles.empty())
- break; //nothing more to do
- boost::sort(commonTiles, [posA, posB](const int3 &lhs, const int3 &rhs) -> bool
- {
- //choose tiles which are equidistant to zone centers
- return (std::abs<double>(posA.dist2dSQ(lhs) - posB.dist2dSQ(lhs)) < std::abs<double>((posA.dist2dSQ(rhs) - posB.dist2dSQ(rhs))));
- });
- for (auto tile : commonTiles)
- {
- tile.z = posA.z;
- int3 otherTile = tile;
- otherTile.z = posB.z;
- float distanceFromA = posA.dist2d(tile);
- float distanceFromB = posB.dist2d(otherTile);
- if (distanceFromA > 5 && distanceFromB > 5)
- {
- if (zoneA->areAllTilesAvailable(this, gate1, tile, tilesBlockedByObject) &&
- zoneB->areAllTilesAvailable(this, gate2, otherTile, tilesBlockedByObject))
- {
- if (zoneA->getAccessibleOffset(this, sgt, tile).valid() && zoneB->getAccessibleOffset(this, sgt, otherTile).valid())
- {
- EObjectPlacingResult::EObjectPlacingResult result1 = zoneA->tryToPlaceObjectAndConnectToPath(this, gate1, tile);
- EObjectPlacingResult::EObjectPlacingResult result2 = zoneB->tryToPlaceObjectAndConnectToPath(this, gate2, otherTile);
- if ((result1 == EObjectPlacingResult::SUCCESS) && (result2 == EObjectPlacingResult::SUCCESS))
- {
- zoneA->placeObject(this, gate1, tile);
- zoneA->guardObject(this, gate1, strength, true, true);
- zoneB->placeObject(this, gate2, otherTile);
- zoneB->guardObject(this, gate2, strength, true, true);
- guardPos = tile; //set to break the loop
- break;
- }
- else if ((result1 == EObjectPlacingResult::SEALED_OFF) || (result2 == EObjectPlacingResult::SEALED_OFF))
- {
- //sealed-off tiles were blocked, exit inner loop and get another tile set
- continueOuterLoop = true;
- break;
- }
- else
- continue; //try with another position
- }
- }
- }
- }
- if (!continueOuterLoop) //we didn't find ANY tile - break outer loop
- break;
- }
- if (!guardPos.valid()) //cleanup? is this safe / enough?
- {
- delete gate1;
- delete gate2;
- }
- }
- if (!guardPos.valid())
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, getNextMonlithIndex());
- auto teleport1 = factory->create(ObjectTemplate());
- auto teleport2 = factory->create(ObjectTemplate());
- zoneA->addRequiredObject(teleport1, strength);
- zoneB->addRequiredObject(teleport2, strength);
- }
- }
- }
- void CMapGenerator::addHeaderInfo()
- {
- map->version = EMapFormat::VCMI;
- map->width = mapGenOptions->getWidth();
- map->height = mapGenOptions->getHeight();
- map->twoLevel = mapGenOptions->getHasTwoLevels();
- map->name = VLC->generaltexth->allTexts[740];
- map->description = getMapDescription();
- map->difficulty = 1;
- addPlayerInfo();
- }
- void CMapGenerator::checkIsOnMap(const int3& tile) const
- {
- if (!map->isInTheMap(tile))
- throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
- }
- std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const
- {
- return zones;
- }
- bool CMapGenerator::isBlocked(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].isBlocked();
- }
- bool CMapGenerator::shouldBeBlocked(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();
- }
- bool CMapGenerator::isPossible(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].isPossible();
- }
- bool CMapGenerator::isFree(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].isFree();
- }
- bool CMapGenerator::isUsed(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].isUsed();
- }
- bool CMapGenerator::isRoad(const int3& tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].isRoad();
- }
- void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state)
- {
- checkIsOnMap(tile);
- tiles[tile.x][tile.y][tile.z].setOccupied(state);
- }
- void CMapGenerator::setRoad(const int3& tile, ERoadType::ERoadType roadType)
- {
- checkIsOnMap(tile);
- tiles[tile.x][tile.y][tile.z].setRoadType(roadType);
- }
- CTileInfo CMapGenerator::getTile(const int3& tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z];
- }
- TRmgTemplateZoneId CMapGenerator::getZoneID(const int3& tile) const
- {
- checkIsOnMap(tile);
- return zoneColouring[tile.z][tile.x][tile.y];
- }
- void CMapGenerator::setZoneID(const int3& tile, TRmgTemplateZoneId zid)
- {
- checkIsOnMap(tile);
- zoneColouring[tile.z][tile.x][tile.y] = zid;
- }
- bool CMapGenerator::isAllowedSpell(SpellID sid) const
- {
- assert(sid >= 0);
- if (sid < map->allowedSpell.size())
- {
- return map->allowedSpell[sid];
- }
- else
- return false;
- }
- void CMapGenerator::setNearestObjectDistance(int3 &tile, float value)
- {
- checkIsOnMap(tile);
- tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
- }
- float CMapGenerator::getNearestObjectDistance(const int3 &tile) const
- {
- checkIsOnMap(tile);
- return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
- }
- int CMapGenerator::getNextMonlithIndex()
- {
- if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
- {
- //logGlobal->errorStream() << boost::to_string(boost::format("RMG Error! There is no Monolith Two Way with index %d available!") % monolithIndex);
- //monolithIndex++;
- //return VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size() - 1;
- //TODO: interrupt map generation and report error
- throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
- }
- else
- return monolithIndex++;
- }
- int CMapGenerator::getPrisonsRemaning() const
- {
- return prisonsRemaining;
- }
- void CMapGenerator::decreasePrisonsRemaining()
- {
- prisonsRemaining = std::max (0, prisonsRemaining - 1);
- }
- std::vector<ArtifactID> CMapGenerator::getQuestArtsRemaning() const
- {
- return questArtifacts;
- }
- void CMapGenerator::banQuestArt(ArtifactID id)
- {
- map->allowedArtifact[id] = false;
- vstd::erase_if_present (questArtifacts, id);
- }
- void CMapGenerator::registerZone (TFaction faction)
- {
- zonesPerFaction[faction]++;
- zonesTotal++;
- }
- ui32 CMapGenerator::getZoneCount(TFaction faction)
- {
- return zonesPerFaction[faction];
- }
- ui32 CMapGenerator::getTotalZoneCount() const
- {
- return zonesTotal;
- }
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