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vcmi/lib/rmg/modificators/ObjectDistributor.cpp

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/*
* ObjectDistributor.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 "ObjectDistributor.h"
#include "../VCMI_Lib.h"
#include "RmgMap.h"
#include "CMapGenerator.h"
#include "TreasurePlacer.h"
#include "QuestArtifactPlacer.h"
#include "TownPlacer.h"
#include "TerrainPainter.h"
#include "../mapObjects/CObjectClassesHandler.h"
#include "../mapObjects/MapObjects.h"
#include "Functions.h"
#include "RmgObject.h"
VCMI_LIB_NAMESPACE_BEGIN
void ObjectDistributor::process()
{
//Do that only once
auto lockVec = tryLockAll<ObjectDistributor>();
if (!lockVec.empty())
{
for(auto & z : map.getZones())
{
if(auto * m = z.second->getModificator<ObjectDistributor>())
{
if(m->isFinished())
return;
}
}
distributeLimitedObjects();
distributeSeerHuts();
finished = true;
}
}
void ObjectDistributor::init()
{
//All of the terrain types need to be determined
DEPENDENCY_ALL(TerrainPainter);
POSTFUNCTION(TreasurePlacer);
}
void ObjectDistributor::distributeLimitedObjects()
{
//FIXME: Must be called after TerrainPainter::process()
ObjectInfo oi;
auto zones = map.getZones();
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)
{
auto rmgInfo = handler->getRMGInfo();
//Skip objects which don't have global per-map limit here
if (rmgInfo.mapLimit)
{
//Count all zones where this object can be placed
std::vector<std::shared_ptr<Zone>> matchingZones;
for (const auto& it : zones)
{
if (!handler->getTemplates(it.second->getTerrainType()).empty() &&
rmgInfo.value <= it.second->getMaxTreasureValue())
{
matchingZones.push_back(it.second);
}
}
size_t numZones = matchingZones.size();
if (!numZones)
continue;
auto rmgInfo = handler->getRMGInfo();
for (auto& zone : matchingZones)
{
//We already know there are some templates
auto templates = handler->getTemplates(zone->getTerrainType());
//FIXME: Templates empty?! Maybe zone changed terrain type over time?
//Assume the template with fewest terrains is the most suitable
auto temp = *boost::min_element(templates, [](std::shared_ptr<const ObjectTemplate> lhs, std::shared_ptr<const ObjectTemplate> rhs) -> bool
{
return lhs->getAllowedTerrains().size() < rhs->getAllowedTerrains().size();
});
oi.generateObject = [temp]() -> CGObjectInstance *
{
return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp);
};
oi.value = rmgInfo.value;
oi.probability = rmgInfo.rarity;
oi.templ = temp;
//Rounding up will make sure all possible objects are exhausted
2023-04-16 19:42:56 +02:00
uint32_t mapLimit = rmgInfo.mapLimit.value();
uint32_t maxPerZone = std::ceil(float(mapLimit) / numZones);
//But not more than zone limit
oi.maxPerZone = std::min(maxPerZone, rmgInfo.zoneLimit);
numZones--;
rmgInfo.setMapLimit(mapLimit - oi.maxPerZone);
//Don't add objects with 0 count remaining
if (oi.maxPerZone)
{
zone->getModificator<TreasurePlacer>()->addObjectToRandomPool(oi);
}
}
}
}
}
}
}
void ObjectDistributor::distributeSeerHuts()
{
//TODO: Move typedef outside the class?
//Copy by value to random shuffle
const auto & zoneMap = map.getZones();
RmgMap::ZoneVector zones(zoneMap.begin(), zoneMap.end());
RandomGeneratorUtil::randomShuffle(zones, generator.rand);
const auto & possibleQuestArts = generator.getAllPossibleQuestArtifacts();
size_t availableArts = possibleQuestArts.size();
auto artIt = possibleQuestArts.begin();
for (int i = zones.size() - 1; i >= 0 ; i--)
{
size_t localArts = std::ceil((float)availableArts / (i + 1));
availableArts -= localArts;
auto * qap = zones[i].second->getModificator<QuestArtifactPlacer>();
if (qap)
{
for (;localArts > 0 && artIt != possibleQuestArts.end(); artIt++, localArts--)
{
qap->addRandomArtifact(*artIt);
}
}
}
}
void ObjectDistributor::distributePrisons()
{
//Copy by value to random shuffle
const auto & zoneMap = map.getZones();
RmgMap::ZoneVector zones(zoneMap.begin(), zoneMap.end());
RandomGeneratorUtil::randomShuffle(zones, generator.rand);
size_t allowedPrisons = generator.getPrisonsRemaning();
for (int i = zones.size() - 1; i >= 0; i--)
{
auto zone = zones[i].second;
auto * tp = zone->getModificator<TreasurePlacer>();
if (tp)
{
tp->setMaxPrisons(std::ceil(float(allowedPrisons) / (i + 1)));
allowedPrisons -= tp->getMaxPrisons();
}
}
}
VCMI_LIB_NAMESPACE_END