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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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