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- /*
- * 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 "MinePlacer.h"
- #include "TownPlacer.h"
- #include "ConnectionsPlacer.h"
- #include "CMapGenerator.h"
- #include "RmgMap.h"
- #include "../mapping/CMap.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapObjects/CObjectClassesHandler.h"
- #include "../spells/CSpellHandler.h" //for choosing random spells
- #include "RmgPath.h"
- #include "RmgObject.h"
- #include "ObjectManager.h"
- #include "Functions.h"
- #include "RoadPlacer.h"
- #include "WaterAdopter.h"
- #include "TileInfo.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void MinePlacer::process()
- {
- auto * manager = zone.getModificator<ObjectManager>();
- if(!manager)
- {
- logGlobal->error("ObjectManager doesn't exist for zone %d, skip modificator %s", zone.getId(), getName());
- return;
- }
- placeMines(*manager);
- }
- void MinePlacer::init()
- {
- DEPENDENCY(TownPlacer);
- DEPENDENCY(ConnectionsPlacer);
- POSTFUNCTION(ObjectManager);
- POSTFUNCTION(RoadPlacer);
- }
- bool MinePlacer::placeMines(ObjectManager & manager)
- {
- std::vector<CGMine*> createdMines;
- std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
- for(const auto & mineInfo : zone.getMinesInfo())
- {
- const auto res = GameResID(mineInfo.first);
- for(int i = 0; i < mineInfo.second; ++i)
- {
- auto mineHandler = VLC->objtypeh->getHandlerFor(Obj::MINE, res);
- const auto & rmginfo = mineHandler->getRMGInfo();
- auto * mine = dynamic_cast<CGMine *>(mineHandler->create());
- mine->producedResource = res;
- mine->tempOwner = PlayerColor::NEUTRAL;
- mine->producedQuantity = mine->defaultResProduction();
- createdMines.push_back(mine);
- if(!i && (res == EGameResID::WOOD || res == EGameResID::ORE))
- manager.addCloseObject(mine, rmginfo.value); //only first wood&ore mines are close
- else
- requiredObjects.push_back(std::pair<CGObjectInstance*, ui32>(mine, rmginfo.value));
- }
- }
- //Shuffle mines to avoid patterns, but don't shuffle key objects like towns
- RandomGeneratorUtil::randomShuffle(requiredObjects, generator.rand);
- for (const auto& obj : requiredObjects)
- {
- manager.addRequiredObject(obj.first, obj.second);
- }
- //create extra resources
- if(int extraRes = generator.getConfig().mineExtraResources)
- {
- for(auto * mine : createdMines)
- {
- for(int rc = generator.rand.nextInt(1, extraRes); rc > 0; --rc)
- {
- auto * resourse = dynamic_cast<CGResource *>(VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create());
- resourse->amount = CGResource::RANDOM_AMOUNT;
- manager.addNearbyObject(resourse, mine);
- }
- }
- }
- return true;
- }
- VCMI_LIB_NAMESPACE_END
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