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- /*
- * CRmgTemplateZone.h, 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
- *
- */
- #pragma once
- #include "../GameConstants.h"
- #include "CMapGenerator.h"
- #include "float3.h"
- #include "../int3.h"
- #include "../ResourceSet.h" //for TResource (?)
- #include "../mapObjects/ObjectTemplate.h"
- #include <boost/heap/priority_queue.hpp> //A*
- class CMapGenerator;
- class CTileInfo;
- class int3;
- class CGObjectInstance;
- class ObjectTemplate;
- class CRmgTemplateZoneConnection;
- namespace ETemplateZoneType
- {
- enum ETemplateZoneType
- {
- PLAYER_START,
- CPU_START,
- TREASURE,
- JUNCTION
- };
- }
- namespace EObjectPlacingResult
- {
- enum EObjectPlacingResult
- {
- SUCCESS,
- CANNOT_FIT,
- SEALED_OFF
- };
- }
- class DLL_LINKAGE CTileInfo
- {
- public:
- CTileInfo();
- float getNearestObjectDistance() const;
- void setNearestObjectDistance(float value);
- bool isBlocked() const;
- bool shouldBeBlocked() const;
- bool isPossible() const;
- bool isFree() const;
- bool isUsed() const;
- bool isRoad() const;
- void setOccupied(ETileType::ETileType value);
- ETerrainType getTerrainType() const;
- ETileType::ETileType getTileType() const;
- void setTerrainType(ETerrainType value);
- void setRoadType(ERoadType::ERoadType value);
- private:
- float nearestObjectDistance;
- ETileType::ETileType occupied;
- ETerrainType terrain;
- ERoadType::ERoadType roadType;
- };
- class DLL_LINKAGE CTreasureInfo
- {
- public:
- ui32 min;
- ui32 max;
- ui16 density;
- };
- struct DLL_LINKAGE ObjectInfo
- {
- ObjectTemplate templ;
- ui32 value;
- ui16 probability;
- ui32 maxPerZone;
- //ui32 maxPerMap; //unused
- std::function<CGObjectInstance *()> generateObject;
- void setTemplate (si32 type, si32 subtype, ETerrainType terrain);
- ObjectInfo();
- bool operator==(const ObjectInfo& oi) const { return (templ == oi.templ); }
- };
- struct DLL_LINKAGE CTreasurePileInfo
- {
- std::set<int3> visitableFromBottomPositions; //can be visited only from bottom or side
- std::set<int3> visitableFromTopPositions; //they can be visited from any direction
- std::set<int3> blockedPositions;
- std::set<int3> occupiedPositions; //blocked + visitable
- int3 nextTreasurePos;
- };
- /// The CRmgTemplateZone describes a zone in a template.
- class DLL_LINKAGE CRmgTemplateZone
- {
- public:
- class DLL_LINKAGE CTownInfo
- {
- public:
- CTownInfo();
- int getTownCount() const; /// Default: 0
- void setTownCount(int value);
- int getCastleCount() const; /// Default: 0
- void setCastleCount(int value);
- int getTownDensity() const; /// Default: 0
- void setTownDensity(int value);
- int getCastleDensity() const; /// Default: 0
- void setCastleDensity(int value);
- private:
- int townCount, castleCount, townDensity, castleDensity;
- };
- CRmgTemplateZone();
- TRmgTemplateZoneId getId() const; /// Default: 0
- void setId(TRmgTemplateZoneId value);
- ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
- void setType(ETemplateZoneType::ETemplateZoneType value);
- int getSize() const; /// Default: 1
- void setSize(int value);
- boost::optional<int> getOwner() const;
- void setOwner(boost::optional<int> value);
- const CTownInfo & getPlayerTowns() const;
- void setPlayerTowns(const CTownInfo & value);
- const CTownInfo & getNeutralTowns() const;
- void setNeutralTowns(const CTownInfo & value);
- bool getTownsAreSameType() const; /// Default: false
- void setTownsAreSameType(bool value);
- const std::set<TFaction> & getTownTypes() const; /// Default: all
- void setTownTypes(const std::set<TFaction> & value);
- void setMonsterTypes(const std::set<TFaction> & value);
- std::set<TFaction> getDefaultTownTypes() const;
- bool getMatchTerrainToTown() const; /// Default: true
- void setMatchTerrainToTown(bool value);
- const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
- void setTerrainTypes(const std::set<ETerrainType> & value);
- std::set<ETerrainType> getDefaultTerrainTypes() const;
- void setMinesAmount (TResource res, ui16 amount);
- std::map<TResource, ui16> getMinesInfo() const;
- void setMonsterStrength (EMonsterStrength::EMonsterStrength val);
- float3 getCenter() const;
- void setCenter(const float3 &f);
- int3 getPos() const;
- void setPos(const int3 &pos);
- bool isAccessibleFromAnywhere(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const;
- int3 getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const;
- void addTile (const int3 &pos);
- void initFreeTiles (CMapGenerator* gen);
- std::set<int3> getTileInfo() const;
- std::set<int3> getPossibleTiles() const;
- void discardDistantTiles (CMapGenerator* gen, float distance);
- void clearTiles();
- void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
- void addCloseObject(CGObjectInstance * obj, si32 guardStrength = 0);
- void addToConnectLater(const int3& src);
- bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true, bool zoneGuard = false);
- bool createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo);
- bool fill (CMapGenerator* gen);
- bool placeMines (CMapGenerator* gen);
- void initTownType (CMapGenerator* gen);
- void paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType);
- void randomizeTownType(CMapGenerator* gen); //helper function
- void initTerrainType (CMapGenerator* gen);
- void createBorder(CMapGenerator* gen);
- void fractalize(CMapGenerator* gen);
- void connectLater(CMapGenerator* gen);
- EObjectPlacingResult::EObjectPlacingResult tryToPlaceObjectAndConnectToPath(CMapGenerator* gen, CGObjectInstance *obj, int3 &pos); //return true if the position cna be connected
- bool createRequiredObjects(CMapGenerator* gen);
- void createTreasures(CMapGenerator* gen);
- void createObstacles1(CMapGenerator* gen);
- void createObstacles2(CMapGenerator* gen);
- bool crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles = nullptr);
- bool connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight);
- bool connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight);
- void updateDistances(CMapGenerator* gen, const int3 & pos);
- std::vector<int3> getAccessibleOffsets (CMapGenerator* gen, const CGObjectInstance* object);
- bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
- void addConnection(TRmgTemplateZoneId otherZone);
- void setQuestArtZone(CRmgTemplateZone * otherZone);
- std::vector<TRmgTemplateZoneId> getConnections() const;
- void addTreasureInfo(CTreasureInfo & info);
- std::vector<CTreasureInfo> getTreasureInfo();
- std::set<int3>* getFreePaths();
- ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue);
- void placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength);
- void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance = true);
- bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard = false, bool addToFreePaths = false);
- void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard = false);
- void addRoadNode(const int3 & node);
- void connectRoads(CMapGenerator * gen); //fills "roads" according to "roadNodes"
- //A* priority queue
- typedef std::pair<int3, float> TDistance;
- struct NodeComparer
- {
- bool operator()(const TDistance & lhs, const TDistance & rhs) const
- {
- return (rhs.second < lhs.second);
- }
- };
- boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>> createPiorityQueue();
- private:
- //template info
- TRmgTemplateZoneId id;
- ETemplateZoneType::ETemplateZoneType type;
- int size;
- boost::optional<int> owner;
- CTownInfo playerTowns, neutralTowns;
- bool townsAreSameType;
- std::set<TFaction> townTypes;
- std::set<TFaction> monsterTypes;
- bool matchTerrainToTown;
- std::set<ETerrainType> terrainTypes;
- std::map<TResource, ui16> mines; //obligatory mines to spawn in this zone
- si32 townType;
- ETerrainType terrainType;
- CRmgTemplateZone * questArtZone; //artifacts required for Seer Huts will be placed here - or not if null
- EMonsterStrength::EMonsterStrength zoneMonsterStrength;
- std::vector<CTreasureInfo> treasureInfo;
- std::vector<ObjectInfo> possibleObjects;
- int minGuardedValue;
- //content info
- std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
- std::vector<std::pair<CGObjectInstance*, ui32>> closeObjects;
- std::vector<CGObjectInstance*> objects;
- //placement info
- int3 pos;
- float3 center;
- std::set<int3> tileinfo; //irregular area assined to zone
- std::set<int3> possibleTiles; //optimization purposes for treasure generation
- std::vector<TRmgTemplateZoneId> connections; //list of adjacent zones
- std::set<int3> freePaths; //core paths of free tiles that all other objects will be linked to
- std::set<int3> roadNodes; //tiles to be connected with roads
- std::set<int3> roads; //all tiles with roads
- std::set<int3> tilesToConnectLater; //will be connected after paths are fractalized
- bool createRoad(CMapGenerator* gen, const int3 &src, const int3 &dst);
- void drawRoads(CMapGenerator * gen); //actually updates tiles
- bool pointIsIn(int x, int y);
- void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
- bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
- bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
- bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
- void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
- void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
- };
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