CRmgTemplateZone.h 6.3 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 "../ResourceSet.h" //for TResource (?)
  16. class CMapGenerator;
  17. class CTileInfo;
  18. class int3;
  19. class CGObjectInstance;
  20. class ObjectTemplate;
  21. namespace ETemplateZoneType
  22. {
  23. enum ETemplateZoneType
  24. {
  25. PLAYER_START,
  26. CPU_START,
  27. TREASURE,
  28. JUNCTION
  29. };
  30. }
  31. class DLL_LINKAGE CTileInfo
  32. {
  33. public:
  34. CTileInfo();
  35. int getNearestObjectDistance() const;
  36. void setNearestObjectDistance(int value);
  37. bool isBlocked() const;
  38. bool shouldBeBlocked() const;
  39. bool isPossible() const;
  40. bool isFree() const;
  41. void setOccupied(ETileType::ETileType value);
  42. ETerrainType getTerrainType() const;
  43. void setTerrainType(ETerrainType value);
  44. private:
  45. int nearestObjectDistance;
  46. ETileType::ETileType occupied;
  47. ETerrainType terrain;
  48. };
  49. class DLL_LINKAGE CTreasureInfo
  50. {
  51. public:
  52. ui32 min;
  53. ui32 max;
  54. ui16 density;
  55. ui16 threshold; //how much must RNG roll to pick that zone
  56. };
  57. struct DLL_LINKAGE ObjectInfo
  58. {
  59. ui32 value;
  60. ui16 probability;
  61. std::function<CGObjectInstance *()> generateObject;
  62. };
  63. /// The CRmgTemplateZone describes a zone in a template.
  64. class DLL_LINKAGE CRmgTemplateZone
  65. {
  66. public:
  67. class DLL_LINKAGE CTownInfo
  68. {
  69. public:
  70. CTownInfo();
  71. int getTownCount() const; /// Default: 0
  72. void setTownCount(int value);
  73. int getCastleCount() const; /// Default: 0
  74. void setCastleCount(int value);
  75. int getTownDensity() const; /// Default: 0
  76. void setTownDensity(int value);
  77. int getCastleDensity() const; /// Default: 0
  78. void setCastleDensity(int value);
  79. private:
  80. int townCount, castleCount, townDensity, castleDensity;
  81. };
  82. CRmgTemplateZone();
  83. TRmgTemplateZoneId getId() const; /// Default: 0
  84. void setId(TRmgTemplateZoneId value);
  85. ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
  86. void setType(ETemplateZoneType::ETemplateZoneType value);
  87. int getSize() const; /// Default: 1
  88. void setSize(int value);
  89. boost::optional<int> getOwner() const;
  90. void setOwner(boost::optional<int> value);
  91. const CTownInfo & getPlayerTowns() const;
  92. void setPlayerTowns(const CTownInfo & value);
  93. const CTownInfo & getNeutralTowns() const;
  94. void setNeutralTowns(const CTownInfo & value);
  95. bool getTownsAreSameType() const; /// Default: false
  96. void setTownsAreSameType(bool value);
  97. const std::set<TFaction> & getTownTypes() const; /// Default: all
  98. void setTownTypes(const std::set<TFaction> & value);
  99. std::set<TFaction> getDefaultTownTypes() const;
  100. bool getMatchTerrainToTown() const; /// Default: true
  101. void setMatchTerrainToTown(bool value);
  102. const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
  103. void setTerrainTypes(const std::set<ETerrainType> & value);
  104. std::set<ETerrainType> getDefaultTerrainTypes() const;
  105. void setMinesAmount (TResource res, ui16 amount);
  106. std::map<TResource, ui16> getMinesInfo() const;
  107. void setMonsterStrength (EMonsterStrength::EMonsterStrength val);
  108. float3 getCenter() const;
  109. void setCenter(const float3 &f);
  110. int3 getPos() const;
  111. void setPos(const int3 &pos);
  112. void addTile (const int3 &pos);
  113. std::set<int3> getTileInfo () const;
  114. void discardDistantTiles (CMapGenerator* gen, int distance);
  115. void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
  116. bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength);
  117. bool createTreasurePile (CMapGenerator* gen, int3 &pos);
  118. bool fill (CMapGenerator* gen);
  119. bool placeMines (CMapGenerator* gen);
  120. void initTownType (CMapGenerator* gen);
  121. void paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType);
  122. void initTerrainType (CMapGenerator* gen);
  123. void createBorder(CMapGenerator* gen);
  124. void fractalize(CMapGenerator* gen);
  125. bool createRequiredObjects(CMapGenerator* gen);
  126. void createTreasures(CMapGenerator* gen);
  127. void createObstacles(CMapGenerator* gen);
  128. bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles = nullptr);
  129. std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object);
  130. void setTotalDensity (ui16 val);
  131. ui16 getTotalDensity () const;
  132. void addConnection(TRmgTemplateZoneId otherZone);
  133. std::vector<TRmgTemplateZoneId> getConnections() const;
  134. void addTreasureInfo(CTreasureInfo & info);
  135. std::vector<CTreasureInfo> getTreasureInfo();
  136. std::set<int3>* getFreePaths();
  137. ObjectInfo getRandomObject (CMapGenerator* gen, ui32 value);
  138. void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str);
  139. private:
  140. //template info
  141. TRmgTemplateZoneId id;
  142. ETemplateZoneType::ETemplateZoneType type;
  143. int size;
  144. boost::optional<int> owner;
  145. CTownInfo playerTowns, neutralTowns;
  146. bool townsAreSameType;
  147. std::set<TFaction> townTypes;
  148. bool matchTerrainToTown;
  149. std::set<ETerrainType> terrainTypes;
  150. std::map<TResource, ui16> mines; //obligatory mines to spawn in this zone
  151. si32 townType;
  152. ETerrainType terrainType;
  153. EMonsterStrength::EMonsterStrength zoneMonsterStrength;
  154. ui16 totalDensity;
  155. std::vector<CTreasureInfo> treasureInfo;
  156. std::vector<ObjectInfo> possibleObjects;
  157. std::vector<ObjectTemplate> possibleObstacles;
  158. //content info
  159. std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
  160. std::vector<CGObjectInstance*> objects;
  161. //placement info
  162. int3 pos;
  163. float3 center;
  164. std::set<int3> tileinfo; //irregular area assined to zone
  165. std::vector<TRmgTemplateZoneId> connections; //list of adjacent zones
  166. std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
  167. bool pointIsIn(int x, int y);
  168. void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
  169. bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
  170. bool findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos);
  171. bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
  172. void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
  173. void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
  174. bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str);
  175. };