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vcmi/lib/rmg/CRmgTemplateZone.cpp

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/*
* CRmgTemplateZone.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 "CRmgTemplateZone.h"
#include "../mapping/CMapEditManager.h"
#include "../mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CTownHandler.h"
#include "../CCreatureHandler.h"
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#include "../CSpellHandler.h" //for choosing random spells
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
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#include "../mapObjects/CGPandoraBox.h"
#include "../mapObjects/CRewardableObject.h"
class CMap;
class CMapEditManager;
//class CGObjectInstance;
CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
{
}
int CRmgTemplateZone::CTownInfo::getTownCount() const
{
return townCount;
}
void CRmgTemplateZone::CTownInfo::setTownCount(int value)
{
if(value < 0)
throw rmgException("Negative value for town count not allowed.");
townCount = value;
}
int CRmgTemplateZone::CTownInfo::getCastleCount() const
{
return castleCount;
}
void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
{
if(value < 0)
throw rmgException("Negative value for castle count not allowed.");
castleCount = value;
}
int CRmgTemplateZone::CTownInfo::getTownDensity() const
{
return townDensity;
}
void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
{
if(value < 0)
throw rmgException("Negative value for town density not allowed.");
townDensity = value;
}
int CRmgTemplateZone::CTownInfo::getCastleDensity() const
{
return castleDensity;
}
void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
{
if(value < 0)
throw rmgException("Negative value for castle density not allowed.");
castleDensity = value;
}
CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
{
occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
}
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float CTileInfo::getNearestObjectDistance() const
{
return nearestObjectDistance;
}
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void CTileInfo::setNearestObjectDistance(float value)
{
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nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
}
bool CTileInfo::shouldBeBlocked() const
{
return occupied == ETileType::BLOCKED;
}
bool CTileInfo::isBlocked() const
{
return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
}
bool CTileInfo::isPossible() const
{
return occupied == ETileType::POSSIBLE;
}
bool CTileInfo::isFree() const
{
return occupied == ETileType::FREE;
}
bool CTileInfo::isUsed() const
{
return occupied == ETileType::USED;
}
void CTileInfo::setOccupied(ETileType::ETileType value)
{
occupied = value;
}
ETerrainType CTileInfo::getTerrainType() const
{
return terrain;
}
void CTileInfo::setTerrainType(ETerrainType value)
{
terrain = value;
}
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CRmgTemplateZone::CRmgTemplateZone() :
id(0),
type(ETemplateZoneType::PLAYER_START),
size(1),
townsAreSameType(false),
matchTerrainToTown(true),
townType(ETownType::NEUTRAL),
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terrainType (ETerrainType::GRASS),
zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
totalDensity(0)
{
terrainTypes = getDefaultTerrainTypes();
}
TRmgTemplateZoneId CRmgTemplateZone::getId() const
{
return id;
}
void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
{
if(value <= 0)
throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
id = value;
}
ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
{
return type;
}
void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
{
type = value;
}
int CRmgTemplateZone::getSize() const
{
return size;
}
void CRmgTemplateZone::setSize(int value)
{
if(value <= 0)
throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
size = value;
}
boost::optional<int> CRmgTemplateZone::getOwner() const
{
return owner;
}
void CRmgTemplateZone::setOwner(boost::optional<int> value)
{
if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
owner = value;
}
const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
{
return playerTowns;
}
void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
{
playerTowns = value;
}
const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
{
return neutralTowns;
}
void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
{
neutralTowns = value;
}
bool CRmgTemplateZone::getTownsAreSameType() const
{
return townsAreSameType;
}
void CRmgTemplateZone::setTownsAreSameType(bool value)
{
townsAreSameType = value;
}
const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
{
return townTypes;
}
void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
{
townTypes = value;
}
void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
{
monsterTypes = value;
}
std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
{
std::set<TFaction> defaultTowns;
auto towns = VLC->townh->getDefaultAllowed();
for(int i = 0; i < towns.size(); ++i)
{
if(towns[i]) defaultTowns.insert(i);
}
return defaultTowns;
}
bool CRmgTemplateZone::getMatchTerrainToTown() const
{
return matchTerrainToTown;
}
void CRmgTemplateZone::setMatchTerrainToTown(bool value)
{
matchTerrainToTown = value;
}
const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
{
return terrainTypes;
}
void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
{
assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
terrainTypes = value;
}
std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
{
std::set<ETerrainType> terTypes;
static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
for (auto & allowedTerType : allowedTerTypes)
terTypes.insert(allowedTerType);
return terTypes;
}
void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
{
mines[res] = amount;
}
std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
{
return mines;
}
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void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
{
connections.push_back (otherZone);
}
std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
{
return connections;
}
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void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
{
assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
zoneMonsterStrength = val;
}
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void CRmgTemplateZone::setTotalDensity (ui16 val)
{
totalDensity = val;
}
ui16 CRmgTemplateZone::getTotalDensity () const
{
return totalDensity;
}
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void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
{
treasureInfo.push_back(info);
}
std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
{
return treasureInfo;
}
std::set<int3>* CRmgTemplateZone::getFreePaths()
{
return &freePaths;
}
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float3 CRmgTemplateZone::getCenter() const
{
return center;
}
void CRmgTemplateZone::setCenter(const float3 &f)
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{
//limit boundaries to (0,1) square
center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
}
bool CRmgTemplateZone::pointIsIn(int x, int y)
{
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return true;
}
int3 CRmgTemplateZone::getPos() const
{
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return pos;
}
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void CRmgTemplateZone::setPos(const int3 &Pos)
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{
pos = Pos;
}
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void CRmgTemplateZone::addTile (const int3 &pos)
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{
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tileinfo.insert(pos);
}
std::set<int3> CRmgTemplateZone::getTileInfo () const
{
return tileinfo;
}
void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
{
//TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
//for (auto tile : tileinfo)
//{
// if (tile.dist2d(this->pos) > distance)
// {
// gen->setOccupied(tile, ETileType::USED);
// //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
// }
//}
vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
{
return tile.dist2d(this->pos) > distance;
});
}
void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
{
vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
{
return gen->isPossible(tile);
});
}
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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
{
for (auto tile : tileinfo)
{
gen->foreach_neighbour (tile, [this, gen](int3 &pos)
{
if (!vstd::contains(this->tileinfo, pos))
{
gen->foreach_neighbour (pos, [this, gen](int3 &pos)
{
if (gen->isPossible(pos))
gen->setOccupied (pos, ETileType::BLOCKED);
});
}
});
}
}
void CRmgTemplateZone::fractalize(CMapGenerator* gen)
{
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
freePaths.insert(tile);
}
std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
std::set<int3> possibleTiles;
std::set<int3> tilesToClear; //will be set clear
std::set<int3> tilesToIgnore; //will be erased in this iteration
//the more treasure density, the greater distance between paths. Scaling is experimental.
const float minDistance = std::sqrt(totalDensity * 3);
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
clearedTiles.push_back(tile);
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else if (gen->isPossible(tile))
possibleTiles.insert(tile);
}
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assert (clearedTiles.size()); //this should come from zone connections
while (possibleTiles.size())
{
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//link tiles in random order
std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
for (auto tileToMakePath : tilesToMakePath)
{
//find closest free tile
float currentDistance = 1e10;
int3 closestTile (-1,-1,-1);
for (auto clearTile : clearedTiles)
{
float distance = tileToMakePath.dist2d(clearTile);
if (distance < currentDistance)
{
currentDistance = distance;
closestTile = clearTile;
}
if (currentDistance <= minDistance)
{
//this tile is close enough. Forget about it and check next one
tilesToIgnore.insert (tileToMakePath);
break;
}
}
//if tiles is not close enough, make path to it
if (currentDistance > minDistance)
{
crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
break; //next iteration - use already cleared tiles
}
}
for (auto tileToClear : tilesToClear)
{
//move cleared tiles from one set to another
clearedTiles.push_back(tileToClear);
vstd::erase_if_present(possibleTiles, tileToClear);
}
for (auto tileToClear : tilesToIgnore)
{
//these tiles are already connected, ignore them
vstd::erase_if_present(possibleTiles, tileToClear);
}
if (tilesToClear.empty()) //nothing else can be done (?)
break;
tilesToClear.clear(); //empty this container
tilesToIgnore.clear();
}
for (auto tile : clearedTiles)
{
freePaths.insert(tile);
}
if (0) //enable to debug
{
std::ofstream out(boost::to_string(boost::format("zone %d") % id));
int levels = gen->map->twoLevel ? 2 : 1;
int width = gen->map->width;
int height = gen->map->height;
for (int k = 0; k < levels; k++)
{
for(int j=0; j<height; j++)
{
for (int i=0; i<width; i++)
{
out << (int)vstd::contains(freePaths, int3(i,j,k));
}
out << std::endl;
}
out << std::endl;
}
}
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//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
}
bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
{
/*
make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
do not leave zone border
*/
bool result = false;
bool end = false;
int3 currentPos = src;
float distance = currentPos.dist2dSQ (dst);
while (!end)
{
if (currentPos == dst)
{
result = true;
break;
}
auto lastDistance = distance;
gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
{
if (!result) //not sure if lambda is worth it...
{
if (pos == dst)
{
result = true;
end = true;
}
if (pos.dist2dSQ (dst) < distance)
{
if (!gen->isBlocked(pos))
{
if (vstd::contains (tileinfo, pos))
{
if (gen->isPossible(pos))
{
gen->setOccupied (pos, ETileType::FREE);
if (clearedTiles)
clearedTiles->insert(pos);
currentPos = pos;
distance = currentPos.dist2dSQ (dst);
}
else if (gen->isFree(pos))
{
end = true;
result = true;
}
}
}
}
}
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});
int3 anotherPos(-1, -1, -1);
if (!(result || distance < lastDistance)) //we do not advance, use more advaced pathfinding algorithm?
{
//try any nearby tiles, even if its not closer than current
float lastDistance = 2 * distance; //start with significantly larger value
gen->foreach_neighbour(currentPos, [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
{
if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
{
if (vstd::contains(tileinfo, pos))
{
if (gen->isPossible(pos))
{
if (clearedTiles)
clearedTiles->insert(pos);
anotherPos = pos;
lastDistance = currentPos.dist2dSQ(dst);
}
}
}
});
if (anotherPos.valid())
{
if (clearedTiles)
clearedTiles->insert(anotherPos);
gen->setOccupied(anotherPos, ETileType::FREE);
currentPos = anotherPos;
}
}
if (!(result || distance < lastDistance || anotherPos.valid()))
{
logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
break;
}
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}
return result;
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}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(std::make_pair(obj, strength));
}
bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
{
//precalculate actual (randomized) monster strength based on this post
//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
static const int value1[] = {2500, 1500, 1000, 500, 0};
static const int value2[] = {7500, 7500, 7500, 5000, 5000};
static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
strength = strength1 + strength2;
if (strength < 2000)
return false; //no guard at all
CreatureID creId = CreatureID::NONE;
int amount = 0;
std::vector<CreatureID> possibleCreatures;
for (auto cre : VLC->creh->creatures)
{
if (cre->special)
continue;
if (!vstd::contains(monsterTypes, cre->faction))
continue;
if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between minimum size of given stack and 100
{
possibleCreatures.push_back(cre->idNumber);
}
}
if (possibleCreatures.size())
{
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
amount = strength / VLC->creh->creatures[creId]->AIValue;
if (amount >= 4)
amount *= gen->rand.nextDouble(0.75, 1.25);
}
else //just pick any available creature
{
creId = CreatureID(132); //Azure Dragon
amount = strength / VLC->creh->creatures[creId]->AIValue;
}
auto guard = new CGCreature();
guard->ID = Obj::MONSTER;
guard->subID = creId;
guard->character = 1; //MUST be initialized or switch will diverge
auto hlp = new CStackInstance(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
//logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
// % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
placeObject(gen, guard, pos);
if (clearSurroundingTiles)
{
//do not spawn anything near monster
gen->foreach_neighbour (pos, [gen](int3 pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
});
}
return true;
}
bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos, float minDistance)
{
CTreasurePileInfo info;
std::map<int3, CGObjectInstance *> treasures;
std::set<int3> boundary;
int3 guardPos (-1,-1,-1);
info.nextTreasurePos = pos;
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//default values
int maxValue = 5000;
int minValue = 1500;
if (treasureInfo.size())
{
//roulette wheel
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int r = gen->rand.nextInt (1, totalDensity);
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for (auto t : treasureInfo)
{
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if (r <= t.threshold)
{
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maxValue = t.max;
minValue = t.min;
break;
}
}
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}
ui32 desiredValue = gen->rand.nextInt(minValue, maxValue);
//quantize value to let objects with value equal to max spawn too
int currentValue = 0;
CGObjectInstance * object = nullptr;
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while (currentValue < desiredValue)
{
treasures[info.nextTreasurePos] = nullptr;
for (auto treasurePos : treasures)
{
gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
{
boundary.insert(pos);
});
}
for (auto treasurePos : treasures)
{
//leaving only boundary around objects
vstd::erase_if_present (boundary, treasurePos.first);
}
for (auto tile : boundary)
{
//we can't extend boundary anymore
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
break;
}
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ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
if (!oi.value) //0 value indicates no object
{
vstd::erase_if_present(treasures, info.nextTreasurePos);
break;
}
else
{
object = oi.generateObject();
//remove from possible objects
auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
assert (oiptr != possibleObjects.end());
oiptr->maxPerZone--;
if (!oiptr->maxPerZone)
possibleObjects.erase(oiptr);
//TODO
//update treasure pile area
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int3 visitablePos = info.nextTreasurePos;
//TODO: actually we need to check is object is either !blockVisit or removable after visit - this means object below can be accessed
if (oi.templ.isVisitableFromTop())
info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
else
info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
for (auto blockedOffset : oi.templ.getBlockedOffsets())
{
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int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
info.occupiedPositions.insert(blockPos);
info.blockedPositions.insert(blockPos);
}
info.occupiedPositions.insert(visitablePos);
currentValue += oi.value;
treasures[info.nextTreasurePos] = object;
//now find place for next object
int3 placeFound(-1,-1,-1);
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//randomize next position from among possible ones
std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
for (auto tile : boundaryCopy)
{
if (gen->isPossible(tile)) //we can place new treasure only on possible tile
{
bool here = true;
gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
{
if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
here = false;
});
if (here)
{
placeFound = tile;
break;
}
}
}
if (placeFound.valid())
info.nextTreasurePos = placeFound;
}
}
if (treasures.size())
{
//find object closest to zone center, then connect it to the middle of the zone
int3 closestFreeTile (-1,-1,-1);
if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
else
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
minDistance = closestFreeTile.dist2d(visitablePos);
}
}
if (!closestTile.valid())
{
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos;
minDistance = closestFreeTile.dist2d(visitablePos);
}
}
}
assert (closestTile.valid());
for (auto tile : info.occupiedPositions)
{
if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
}
if (!crunchPath (gen, closestTile, closestFreeTile, id))
{
//we can't connect this pile, just block it off and start over
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
}
return true;
}
//update boundary around our objects, including knowledge about objects visitable from bottom
boundary.clear();
for (auto tile : info.visitableFromBottomPositions)
{
gen->foreach_neighbour (tile, [tile, &boundary](int3 pos)
{
if (pos.y >= tile.y) //don't block these objects from above
boundary.insert(pos);
});
}
for (auto tile : info.visitableFromTopPositions)
{
gen->foreach_neighbour (tile, [&boundary](int3 pos)
{
boundary.insert(pos);
});
}
for (auto tile : boundary) //guard must be standing there
{
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
{
guardPos = tile;
break;
}
}
if (guardPos.valid())
{
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
placeObject(gen, treasure.second, treasure.first + visitableOffset);
}
if (addMonster(gen, guardPos, currentValue, false))
{//block only if the object is guarded
for (auto tile : boundary)
{
if (gen->isPossible(tile))
gen->setOccupied (tile, ETileType::BLOCKED);
}
//do not spawn anything near monster
gen->foreach_neighbour (guardPos, [gen](int3 pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
});
}
}
else //we couldn't make a connection to this location, block it
{
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
delete treasure.second;
}
}
return true;
}
else //we did not place eveyrthing successfully
return false;
}
void CRmgTemplateZone::initTownType (CMapGenerator* gen)
{
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//FIXME: handle case that this player is not present -> towns should be set to neutral
int totalTowns = 0;
auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
{
//cut contour around town in case it was placed in a middle of path. TODO: find better solution
for (auto tile : town->getBlockedPos())
{
gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
{
if (gen->isPossible(pos))
{
gen->setOccupied(pos, ETileType::FREE);
}
});
}
};
auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
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{
for (int i = 0; i < count; i++)
{
auto town = new CGTownInstance();
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town->ID = Obj::TOWN;
if (this->townsAreSameType)
town->subID = townType;
else
{
if (townTypes.size())
town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
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town->tempOwner = player;
if (hasFort)
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for (auto spell : VLC->spellh->objects) //add all regular spells to town
{
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
if (!totalTowns)
{
//first town in zone sets the facton of entire zone
town->subID = townType;
//register MAIN town of zone
gen->registerZone(town->subID);
//first town in zone goes in the middle
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placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
cutPathAroundTown(town);
}
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else
addRequiredObject (town);
totalTowns++;
}
};
if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
{
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//set zone types to player faction, generate main town
logGlobal->infoStream() << "Preparing playing zone";
int player_id = *owner - 1;
auto & playerInfo = gen->map->players[player_id];
if (playerInfo.canAnyonePlay())
{
PlayerColor player(player_id);
townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
{
if (townTypes.size())
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
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auto town = new CGTownInstance();
town->ID = Obj::TOWN;
town->subID = townType;
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for (auto spell : VLC->spellh->objects) //add all regular spells to town
{
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
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//towns are big objects and should be centered around visitable position
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
cutPathAroundTown(town);
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totalTowns++;
//register MAIN town of zone only
gen->registerZone (town->subID);
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logGlobal->traceStream() << "Fill player info " << player_id;
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert (townType);
playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
playerInfo.generateHeroAtMainTown = true;
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//now create actual towns
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addNewTowns (playerTowns.getCastleCount() - 1, true, player);
addNewTowns (playerTowns.getTownCount(), false, player);
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//requiredObjects.push_back(town);
}
else
{
type = ETemplateZoneType::TREASURE;
if (townTypes.size())
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
}
else //no player
{
if (townTypes.size())
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
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addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
{
//25% chance for neutral
if (gen->rand.nextInt(1, 100) <= 25)
{
townType = ETownType::NEUTRAL;
}
else
{
if (townTypes.size())
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else if (monsterTypes.size())
townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
}
}
}
void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
{
if (matchTerrainToTown && townType != ETownType::NEUTRAL)
terrainType = VLC->townh->factions[townType]->nativeTerrain;
else
terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
//TODO: allow new types of terrain?
if (pos.z)
{
if (terrainType != ETerrainType::LAVA)
terrainType = ETerrainType::SUBTERRANEAN;
}
else
{
if (terrainType == ETerrainType::SUBTERRANEAN)
terrainType = ETerrainType::DIRT;
}
paintZoneTerrain (gen, terrainType);
}
void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
{
std::vector<int3> tiles;
for (auto tile : tileinfo)
{
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tiles.push_back (tile);
}
gen->editManager->getTerrainSelection().setSelection(tiles);
gen->editManager->drawTerrain(terrainType, &gen->rand);
}
bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
{
std::vector<Res::ERes> required_mines;
required_mines.push_back(Res::ERes::WOOD);
required_mines.push_back(Res::ERes::ORE);
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
//TODO: factory / copy constructor?
for (const auto & res : woodOre)
{
//TODO: these 2 should be close to town (within 12 tiles radius)
for (int i = 0; i < mines[res]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(res);
mine->producedResource = res;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 1500);
}
}
for (const auto & res : preciousResources)
{
for (int i = 0; i < mines[res]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(res);
mine->producedResource = res;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 3500);
}
}
for (int i = 0; i < mines[Res::GOLD]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(Res::GOLD);
mine->producedResource = Res::GOLD;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 7000);
}
return true;
}
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bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
{
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logGlobal->traceStream() << "Creating required objects";
for(const auto &obj : requiredObjects)
{
int3 pos;
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
//TODO CLEANUP!
return false;
}
placeObject (gen, obj.first, pos);
guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
}
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return true;
}
void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
{
//treasure density is proportional to map siz,e but must be scaled bakc to map size
//also, normalize it to zone count - higher count means relative smaller zones
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//this is squared distance for optimization purposes
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const double minDistance = std::max<float>((600.f * size * size * gen->getZones().size()) /
(gen->mapGenOptions->getWidth() * gen->mapGenOptions->getHeight() * totalDensity * (gen->map->twoLevel ? 2 : 1)), 2);
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//distance lower than 2 causes objects to overlap and crash
do {
//optimization - don't check tiles which are not allowed
vstd::erase_if (possibleTiles, [gen](const int3 &tile) -> bool
{
return !gen->isPossible(tile);
});
int3 pos;
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if ( ! findPlaceForTreasurePile(gen, minDistance, pos))
{
break;
}
createTreasurePile (gen, pos, minDistance);
} while(true);
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}
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void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
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{
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//tighten obstacles to improve visuals
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for (int i = 0; i < 3; ++i)
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{
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int blockedTiles = 0;
int freeTiles = 0;
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for (auto tile : tileinfo)
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{
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if (!gen->isPossible(tile)) //only possible tiles can change
continue;
int blockedNeighbours = 0;
int freeNeighbours = 0;
gen->foreach_neighbour(tile, [gen, &blockedNeighbours, &freeNeighbours](int3 &pos)
{
if (gen->isBlocked(pos))
blockedNeighbours++;
if (gen->isFree(pos))
freeNeighbours++;
});
if (blockedNeighbours > 4)
{
gen->setOccupied(tile, ETileType::BLOCKED);
blockedTiles++;
}
else if (freeNeighbours > 4)
{
gen->setOccupied(tile, ETileType::FREE);
freeTiles++;
}
}
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logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
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}
#define MAKE_COOL_UNDERGROUND_TUNNELS false
if (pos.z && MAKE_COOL_UNDERGROUND_TUNNELS) //underground
{
std::vector<int3> rockTiles;
for (auto tile : tileinfo)
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{
if (gen->shouldBeBlocked(tile))
{
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bool placeRock = true;
gen->foreach_neighbour (tile, [gen, &placeRock](int3 &pos)
{
if (!(gen->shouldBeBlocked(pos) || gen->isPossible(pos)))
placeRock = false;
});
if (placeRock)
{
rockTiles.push_back(tile);
}
}
}
gen->editManager->getTerrainSelection().setSelection(rockTiles);
gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->rand);
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for (auto tile : rockTiles)
{
gen->setOccupied (tile, ETileType::USED); //don't place obstacles in a rock
//gen->foreach_neighbour (tile, [gen](int3 &pos)
//{
// if (!gen->isUsed(pos))
// gen->setOccupied (pos, ETileType::BLOCKED);
//});
}
}
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typedef std::vector<ObjectTemplate> obstacleVector;
//obstacleVector possibleObstacles;
std::map <ui8, obstacleVector> obstaclesBySize;
typedef std::pair <ui8, obstacleVector> obstaclePair;
std::vector<obstaclePair> possibleObstacles;
//get all possible obstacles for this terrain
for (auto primaryID : VLC->objtypeh->knownObjects())
{
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if (handler->isStaticObject())
{
for (auto temp : handler->getTemplates())
{
if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
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obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
}
}
}
}
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for (auto o : obstaclesBySize)
{
possibleObstacles.push_back (std::make_pair(o.first, o.second));
}
boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
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{
return p1.first > p2.first; //bigger obstacles first
});
auto sel = gen->editManager->getTerrainSelection();
sel.clearSelection();
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auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
{
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auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
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int3 obstaclePos = tile - temp.getBlockMapOffset();
if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
{
auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
placeObject(gen, obj, obstaclePos, false);
return true;
}
return false;
};
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//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
for (auto tile : boost::adaptors::reverse(tileinfo))
{
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//fill tiles that should be blocked with obstacles or are just possible (with some probability)
if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
{
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//start from biggets obstacles
for (int i = 0; i < possibleObstacles.size(); i++)
{
if (tryToPlaceObstacleHere(tile, i))
break;
}
}
}
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}
bool CRmgTemplateZone::fill(CMapGenerator* gen)
{
initTerrainType(gen);
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freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
addAllPossibleObjects (gen);
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placeMines(gen);
createRequiredObjects(gen);
fractalize(gen); //after required objects are created and linked with their own paths
createTreasures(gen);
createObstacles(gen);
logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
return true;
}
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bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos)
{
//si32 min_dist = sqrt(tileinfo.size()/density);
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float best_distance = 0;
bool result = false;
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
for(auto tile : possibleTiles)
{
auto dist = gen->getNearestObjectDistance(tile);
if ((dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
{
if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour)))
{
allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
}
});
if (allTilesAvailable)
{
best_distance = dist;
pos = tile;
result = true;
}
}
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
}
return result;
}
bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
{
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if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
return false;
auto tilesBlockedByObject = temp.getBlockedOffsets();
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = pos + blockingTile;
if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
{
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return false; //if at least one tile is not possible, object can't be placed here
}
}
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return true;
}
bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
{
bool accessible = false;
for (int x = -1; x < 2; x++)
{
for (int y = -1; y <2; y++)
{
if (x && y) //check only if object is visitable from another tile
{
int3 offset = appearance.getVisitableOffset() + int3(x, y, 0);
if (!vstd::contains(tilesBlockedByObject, offset))
{
int3 nearbyPos = tile + offset;
if (gen->map->isInTheMap(nearbyPos))
{
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
accessible = true;
}
}
}
};
}
return accessible;
}
bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
{
//we need object apperance to deduce free tiles
if (obj->appearance.id == Obj::NO_OBJ)
{
auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %obj->ID %obj->subID %pos));
obj->appearance = templates.front();
}
//si32 min_dist = sqrt(tileinfo.size()/density);
int best_distance = 0;
bool result = false;
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//si32 w = gen->map->width;
//si32 h = gen->map->height;
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
auto tilesBlockedByObject = obj->getBlockedOffsets();
for (auto tile : tileinfo)
{
//object must be accessible from at least one surounding tile
if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
continue;
auto ti = gen->getTile(tile);
auto dist = ti.getNearestObjectDistance();
//avoid borders
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if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = tile + blockingTile;
if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
{
allTilesAvailable = false; //if at least one tile is not possible, object can't be placed here
break;
}
}
if (allTilesAvailable)
{
best_distance = dist;
pos = tile;
result = true;
}
}
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
}
return result;
}
void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
{
if (!gen->map->isInTheMap(pos))
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throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
object->pos = pos;
if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
for (auto tile : object->getBlockedPos())
{
if (!gen->map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
}
if (object->appearance.id == Obj::NO_OBJ)
{
auto terrainType = gen->map->getTile(pos).terType;
auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") %object->ID %object->subID %pos %terrainType));
object->appearance = templates.front();
}
gen->editManager->insertObject(object, pos);
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//logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
}
void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
{
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//logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
checkAndPlaceObject (gen, object, pos);
auto points = object->getBlockedPos();
if (object->isVisitable())
points.insert(pos + object->getVisitableOffset());
points.insert(pos);
for(auto p : points)
{
if (gen->map->isInTheMap(p))
{
gen->setOccupied(p, ETileType::USED);
}
}
if (updateDistance)
{
for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
{
si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
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gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
}
}
}
void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
{
placeObject(gen, object, pos);
guardObject(gen, object, str, zoneGuard);
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
{
//get all tiles from which this object can be accessed
int3 visitable = object->visitablePos();
std::vector<int3> tiles;
auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
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gen->foreach_neighbour(visitable, [&](int3& pos)
{
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if (gen->isPossible(pos))
{
if (!vstd::contains(tilesBlockedByObject, pos))
{
if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
{
tiles.push_back(pos);
}
}
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};
});
return tiles;
}
bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
{
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
std::vector<int3> tiles = getAccessibleOffsets (gen, object);
int3 guardTile(-1,-1,-1);
for (auto tile : tiles)
{
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//crunching path may fail if center of the zone is directly over wide object
//make sure object is accessible before surrounding it with blocked tiles
if (crunchPath (gen, tile, findClosestTile(freePaths, tile), id, addToFreePaths ? &freePaths : nullptr))
{
guardTile = tile;
break;
}
}
if (!guardTile.valid())
{
logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
return false;
}
if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
{
for (auto pos : tiles)
{
if (!gen->isFree(pos))
gen->setOccupied(pos, ETileType::BLOCKED);
}
gen->foreach_neighbour (guardTile, [&](int3& pos)
{
if (gen->isPossible(pos))
gen->setOccupied (pos, ETileType::FREE);
});
gen->setOccupied (guardTile, ETileType::USED);
}
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else //allow no guard or other object in front of this object
{
for (auto tile : tiles)
if (gen->isPossible(tile))
gen->setOccupied (tile, ETileType::FREE);
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}
return true;
}
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ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
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{
//int objectsVisitableFromBottom = 0; //for debug
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std::vector<std::pair<ui32, ObjectInfo>> tresholds;
ui32 total = 0;
//calculate actual treasure value range based on remaining value
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ui32 maxVal = maxValue - currentValue;
ui32 minValue = 0.25f * (desiredValue - currentValue);
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//roulette wheel
for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
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{
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if (oi.value >= minValue && oi.value <= maxVal && oi.maxPerZone > 0)
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{
int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
int3 newVisitablePos = info.nextTreasurePos;
if (!oi.templ.isVisitableFromTop())
{
//objectsVisitableFromBottom++;
//there must be free tiles under object
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auto blockedOffsets = oi.templ.getBlockedOffsets();
if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos, blockedOffsets))
continue;
}
//NOTE: y coordinate grows downwards
if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
{
bool fitsHere = false;
if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
{
for (auto tile : info.visitableFromTopPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
{
fitsHere = true;
break;
}
}
for (auto tile : info.visitableFromBottomPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
{
fitsHere = true;
break;
}
}
}
else //if new object is not visitable from top, it must be accessible from below or side
{
for (auto tile : info.visitableFromTopPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
{
fitsHere = true;
break;
}
}
for (auto tile : info.visitableFromBottomPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
{
fitsHere = true;
break;
}
}
}
if (!fitsHere)
continue;
}
//now check blockmap, including our already reserved pile area
bool fitsBlockmap = true;
std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
blockedOffsets.insert (newVisitableOffset);
for (auto blockingTile : blockedOffsets)
{
int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
{
fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
break;
}
if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
{
fitsBlockmap = false;
break;
}
}
if (!fitsBlockmap)
continue;
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total += oi.probability;
//assert (oi.value > 0);
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tresholds.push_back (std::make_pair (total, oi));
}
}
//logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
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if (tresholds.empty())
{
ObjectInfo oi;
//Generate pandora Box with gold if the value is extremely high
if (minValue > 20000) //we don't have object valuable enough
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{
oi.generateObject = [minValue]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
obj->resources[Res::GOLD] = minValue;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = minValue;
oi.probability = 0;
}
else //generate empty object with 0 value if the value if we can't spawn anything
{
oi.generateObject = [gen]() -> CGObjectInstance *
{
return nullptr;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
oi.value = 0; // this field is checked to determine no object
oi.probability = 0;
}
return oi;
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}
else
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{
int r = gen->rand.nextInt (1, total);
for (auto t : tresholds)
{
if (r <= t.first)
return t.second;
}
assert (0); //we should never be here
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}
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//FIXME: control reaches end of non-void function. Missing return?
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}
void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
{
ObjectInfo oi;
oi.maxPerMap = std::numeric_limits<ui32>().max();
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int numZones = gen->getZones().size();
for (auto primaryID : VLC->objtypeh->knownObjects())
{
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if (!handler->isStaticObject() && handler->getRMGInfo().value)
{
for (auto temp : handler->getTemplates())
{
if (temp.canBePlacedAt(terrainType))
{
oi.generateObject = [gen, temp]() -> CGObjectInstance *
{
return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
};
auto rmgInfo = handler->getRMGInfo();
oi.value = rmgInfo.value;
oi.probability = rmgInfo.rarity;
oi.templ = temp;
oi.maxPerZone = rmgInfo.zoneLimit;
vstd::amin (oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
possibleObjects.push_back (oi);
}
}
}
}
}
//prisons
//levels 1, 5, 10, 20, 30
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static int prisonExp[] = {0, 5000, 15000, 90000, 500000};
static int prisonValues[] = {2500, 5000, 10000, 20000, 30000};
for (int i = 0; i < 5; i++)
{
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oi.generateObject = [i, gen, this]() -> CGObjectInstance *
{
auto obj = new CGHeroInstance;
obj->ID = Obj::PRISON;
std::vector<ui32> possibleHeroes;
for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
{
if (gen->map->allowedHeroes[j])
possibleHeroes.push_back(j);
}
auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
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obj->subID = hid; //will be initialized later
obj->exp = prisonExp[i]; //game crashes at hero level up
//obj->exp = 0;
obj->setOwner(PlayerColor::NEUTRAL);
gen->map->allowedHeroes[hid] = false; //ban this hero
gen->decreasePrisonsRemaining();
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obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
return obj;
};
oi.setTemplate (Obj::PRISON, 0, terrainType);
oi.value = prisonValues[i];
oi.probability = 30;
oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
possibleObjects.push_back (oi);
}
//all following objects are unlimited
oi.maxPerZone = std::numeric_limits<ui32>().max();
//dwellings
auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
static int elementalConfluxROE[] = {7, 13, 16, 47};
for (int i = 0; i < 4; i++)
vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
for (auto secondaryID : subObjects)
{
auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
auto creatures = dwellingHandler->getProducedCreatures();
if (creatures.empty())
continue;
auto cre = creatures.front();
if (cre->faction == townType)
{
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float nativeZonesCount = gen->getZoneCount(cre->faction);
oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
oi.probability = 40;
for (auto temp : dwellingHandler->getTemplates())
{
if (temp.canBePlacedAt(terrainType))
{
oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
{
auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
//dwellingHandler->configureObject(obj, gen->rand);
obj->tempOwner = PlayerColor::NEUTRAL;
return obj;
};
oi.templ = temp;
possibleObjects.push_back (oi);
}
}
}
}
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static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
for (int i = 0; i < 5; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::SPELL_SCROLL;
obj->subID = 0;
std::vector<SpellID> out;
//TODO: unify with cb->getAllowedSpells?
for (ui32 i = 0; i < gen->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
{
const CSpell *spell = SpellID(i).toSpell();
if (gen->map->allowedSpell[spell->id] && spell->level == i+1)
{
out.push_back(spell->id);
}
}
auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.setTemplate (Obj::SPELL_SCROLL, 0, terrainType);
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oi.value = scrollValues[i];
oi.probability = 30;
possibleObjects.push_back (oi);
}
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//pandora box with gold
for (int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
obj->resources[Res::GOLD] = i * 5000;
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = i * 5000;;
oi.probability = 5;
possibleObjects.push_back (oi);
}
//pandora box with experience
for (int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
obj->gainedExp = i * 5000;
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = i * 6000;;
oi.probability = 20;
possibleObjects.push_back (oi);
}
//pandora box with creatures
static const int tierValues[] = {5000, 7000, 9000, 12000, 16000, 21000, 27000};
for (auto creature : VLC->creh->creatures)
{
if (!creature->special && creature->faction == townType)
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{
int actualTier = creature->level > 7 ? 6 : creature->level-1;
float creaturesAmount = tierValues[actualTier] / creature->AIValue;
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if (creaturesAmount <= 5)
{
creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
if (creaturesAmount < 1)
continue;
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}
else if (creaturesAmount <= 12)
{
(creaturesAmount /= 2) *= 2;
}
else if (creaturesAmount <= 50)
{
creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
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}
else if (creaturesAmount <= 12)
{
creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
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}
oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
auto stack = new CStackInstance(creature, creaturesAmount);
obj->creatures.putStack(SlotID(0), stack);
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount()))/3; //TODO: count number of towns on the map
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oi.probability = 3;
possibleObjects.push_back (oi);
}
}
//Pandora with 12 spells of certain level
for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (!spell->isSpecialSpell() && spell->level == i)
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(12, spells.size()); j++)
{
obj->spells.push_back (spells[j]->id);
}
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = (i + 1) * 2500; //5000 - 15000
oi.probability = 2;
possibleObjects.push_back (oi);
}
//Pandora with 15 spells of certain school
for (int i = 1; i <= 4; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (!spell->isSpecialSpell())
{
bool school = false; //TODO: we could have better interface for iterating schools
switch (i)
{
case 1:
school = spell->air;
case 2:
school = spell->earth;
case 3:
school = spell->fire;
case 4:
school = spell->water;
}
if (school)
spells.push_back(spell);
}
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(15, spells.size()); j++)
{
obj->spells.push_back (spells[j]->id);
}
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = 15000;
oi.probability = 2;
possibleObjects.push_back (oi);
}
// Pandora box with 60 random spells
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (!spell->isSpecialSpell())
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(60, spells.size()); j++)
{
obj->spells.push_back (spells[j]->id);
}
return obj;
};
oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = 3000;
oi.probability = 2;
possibleObjects.push_back (oi);
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}
void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
{
templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
}