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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"
#include "../spells/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)
{
}
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void CRmgTemplateZone::addRoadNode(const int3& node)
{
roadNodes.insert(node);
}
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;
}
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CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
{
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;
}
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bool CTileInfo::isRoad() const
{
return roadType != ERoadType::NO_ROAD;
}
bool CTileInfo::isUsed() const
{
return occupied == ETileType::USED;
}
void CTileInfo::setOccupied(ETileType::ETileType value)
{
occupied = value;
}
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ETileType::ETileType CTileInfo::getTileType() const
{
return occupied;
}
ETerrainType CTileInfo::getTerrainType() const
{
return terrain;
}
void CTileInfo::setTerrainType(ETerrainType value)
{
terrain = value;
}
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void CTileInfo::setRoadType(ERoadType::ERoadType value)
{
roadType = value;
// setOccupied(ETileType::FREE);
}
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CRmgTemplateZone::CRmgTemplateZone() :
id(0),
type(ETemplateZoneType::PLAYER_START),
owner(boost::none),
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size(1),
townsAreSameType(false),
matchTerrainToTown(true),
townType(ETownType::NEUTRAL),
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terrainType (ETerrainType::GRASS),
zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
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minGuardedValue(0),
questArtZone(nullptr)
{
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);
}
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void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
{
questArtZone = otherZone;
}
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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::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
//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
center = f;
center.x = std::fmod(center.x, 1);
center.y = std::fmod(center.y, 1);
if (center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
center.x = 1 - std::abs(center.x);
if (center.y < 0)
center.y = 1 - std::abs(center.y);
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}
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;
}
std::set<int3> CRmgTemplateZone::getPossibleTiles() const
{
return possibleTiles;
}
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::clearTiles()
{
tileinfo.clear();
}
void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
{
vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
{
return gen->isPossible(tile);
});
if (freePaths.empty())
{
gen->setOccupied(pos, ETileType::FREE);
freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
}
}
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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
{
for (auto tile : tileinfo)
{
bool edge = false;
gen->foreach_neighbour(tile, [this, gen, &edge](int3 &pos)
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{
if (edge)
return; //optimization - do it only once
if (gen->getZoneID(pos) != id) //optimization - better than set search
{
//we are edge if at least one tile does not belong to zone
//mark all nearby tiles blocked and we're done
gen->foreach_neighbour (pos, [this, gen](int3 &nearbyPos)
{
if (gen->isPossible(nearbyPos))
gen->setOccupied(nearbyPos, ETileType::BLOCKED);
});
edge = true;
}
});
}
}
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> tilesToIgnore; //will be erased in this iteration
//the more treasure density, the greater distance between paths. Scaling is experimental.
int totalDensity = 0;
for (auto ti : treasureInfo)
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totalDensity += ti.density;
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const float minDistance = 10 * 10; //squared
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
std::vector<int3> nodes; //connect them with a grid
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if (type != ETemplateZoneType::JUNCTION)
{
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//junction is not fractalized, has only one straight path
//everything else remains blocked
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);
int3 nodeFound(-1, -1, -1);
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for (auto tileToMakePath : tilesToMakePath)
{
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//find closest free tile
float currentDistance = 1e10;
int3 closestTile(-1, -1, -1);
for (auto clearTile : clearedTiles)
{
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float distance = tileToMakePath.dist2dSQ(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;
}
}
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//if tiles is not close enough, make path to it
if (currentDistance > minDistance)
{
nodeFound = tileToMakePath;
nodes.push_back(nodeFound);
clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
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break; //next iteration - use already cleared tiles
}
}
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for (auto tileToClear : tilesToIgnore)
{
//these tiles are already connected, ignore them
vstd::erase_if_present(possibleTiles, tileToClear);
}
if (!nodeFound.valid()) //nothing else can be done (?)
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break;
tilesToIgnore.clear();
}
}
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//cut straight paths towards the center. A* is too slow for that.
for (auto node : nodes)
{
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boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
{
return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
}
);
std::vector <int3> nearbyNodes;
if (nodes.size() >= 2)
{
nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
}
if (nodes.size() >= 3)
{
nearbyNodes.push_back(nodes[2]);
}
//connect with all the paths
crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
//connect with nearby nodes
for (auto nearbyNode : nearbyNodes)
{
crunchPath(gen, node, nearbyNode, true, &freePaths);
}
}
for (auto node : nodes)
gen->setOccupied(node, ETileType::FREE); //make sure they are clear
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//now block most distant tiles away from passages
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float blockDistance = minDistance * 0.25f;
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for (auto tile : tileinfo)
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{
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if (!gen->isPossible(tile))
continue;
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bool closeTileFound = false;
for (auto clearTile : freePaths)
{
float distance = tile.dist2dSQ(clearTile);
if (distance < blockDistance)
{
closeTileFound = true;
break;
}
}
if (!closeTileFound) //this tile is far enough from passages
gen->setOccupied(tile, ETileType::BLOCKED);
}
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#define PRINT_FRACTALIZED_MAP false
if (PRINT_FRACTALIZED_MAP) //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++)
{
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char t = '?';
switch (gen->getTile(int3(i, j, k)).getTileType())
{
case ETileType::FREE:
t = ' '; break;
case ETileType::BLOCKED:
t = '#'; break;
case ETileType::POSSIBLE:
t = '-'; break;
case ETileType::USED:
t = 'O'; break;
}
out << t;
}
out << std::endl;
}
out << std::endl;
}
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out << std::endl;
}
}
void CRmgTemplateZone::connectLater(CMapGenerator* gen)
{
for (const int3 node : tilesToConnectLater)
{
if (!connectWithCenter(gen, node, true))
logGlobal->error("Failed to connect node %s with center of the zone", node.toString());
}
}
bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, 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;
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auto processNeighbours = [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 (gen->getZoneID(pos) == id)
{
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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};
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if (onlyStraight)
gen->foreachDirectNeighbour (currentPos, processNeighbours);
else
gen->foreach_neighbour (currentPos,processNeighbours);
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int3 anotherPos(-1, -1, -1);
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if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
{
//try any nearby tiles, even if its not closer than current
float lastDistance = 2 * distance; //start with significantly larger value
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auto processNeighbours2 = [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
{
if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
{
if (gen->getZoneID(pos) == id)
{
if (gen->isPossible(pos))
{
if (clearedTiles)
clearedTiles->insert(pos);
anotherPos = pos;
lastDistance = currentPos.dist2dSQ(dst);
}
}
}
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};
if (onlyStraight)
gen->foreachDirectNeighbour(currentPos, processNeighbours2);
else
gen->foreach_neighbour(currentPos, processNeighbours2);
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if (anotherPos.valid())
{
if (clearedTiles)
clearedTiles->insert(anotherPos);
gen->setOccupied(anotherPos, ETileType::FREE);
currentPos = anotherPos;
}
}
if (!(result || distance < lastDistance || anotherPos.valid()))
{
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//FIXME: seemingly this condition is messed up, tells nothing
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//logGlobal->warn("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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}
boost::heap::priority_queue<CRmgTemplateZone::TDistance, boost::heap::compare<CRmgTemplateZone::NodeComparer>> CRmgTemplateZone::createPiorityQueue()
{
return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
}
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bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
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{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto pq = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
pq.push(std::make_pair(src, 0.f));
distances[src] = 0.f;
// Cost from start along best known path.
while (!pq.empty())
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{
auto node = pq.top();
pq.pop(); //remove top element
int3 currentNode = node.first;
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closed.insert (currentNode);
auto currentTile = &gen->map->getTile(currentNode);
if (currentNode == dst || gen->isRoad(currentNode))
{
// The goal node was reached. Trace the path using
// the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
// add node to path
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roads.insert (backTracking);
gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
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//logGlobal->trace("Setting road at tile %s", backTracking);
// do the same for the predecessor
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
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bool directNeighbourFound = false;
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float movementCost = 1;
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auto foo = [gen, this, &pq, &distances, &closed, &cameFrom, &currentNode, &currentTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
{
if (vstd::contains(closed, pos)) //we already visited that node
return;
float distance = node.second + movementCost;
float bestDistanceSoFar = std::numeric_limits<float>::max();
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
if (distance < bestDistanceSoFar)
{
auto tile = &gen->map->getTile(pos);
auto obj = tile->topVisitableObj();
bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
if (gen->isFree(pos) && gen->isFree(currentNode) //empty path
|| ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
|| pos == dst) //we already compledted the path
{
if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
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{
cameFrom[pos] = currentNode;
distances[pos] = distance;
pq.push(std::make_pair(pos, distance));
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directNeighbourFound = true;
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}
}
}
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};
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gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
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if (!directNeighbourFound)
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{
movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
gen->foreachDiagonaltNeighbour(currentNode, foo);
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}
}
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}
logGlobal->warn("Failed to create road from %s to %s", src.toString(), dst.toString());
return false;
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}
bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
///connect current tile to any other free tile within zone
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto open = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
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//int3 currentNode = src;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0.f;
open.push(std::make_pair(src, 0.f));
// Cost from start along best known path.
// Estimated total cost from start to goal through y.
while (!open.empty())
{
auto node = open.top();
open.pop();
int3 currentNode = node.first;
closed.insert(currentNode);
if (gen->isFree(currentNode)) //we reached free paths, stop
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
gen->setOccupied(backTracking, ETileType::FREE);
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
{
if (vstd::contains(closed, pos))
return;
//no paths through blocked or occupied tiles, stay within zone
if (gen->isBlocked(pos) || gen->getZoneID(pos) != id)
return;
int distance = distances[currentNode] + 1;
int bestDistanceSoFar = std::numeric_limits<int>::max();
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
if (distance < bestDistanceSoFar)
{
cameFrom[pos] = currentNode;
open.push(std::make_pair(pos, distance));
distances[pos] = distance;
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentNode, foo);
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else
gen->foreach_neighbour(currentNode, foo);
}
}
for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
{
gen->setOccupied (tile, ETileType::BLOCKED);
vstd::erase_if_present(possibleTiles, tile);
}
return false;
}
bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
///connect current tile to any other free tile within zone
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto open = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0;
open.push(std::make_pair(src, 0.f));
// Cost from start along best known path.
while (!open.empty())
{
auto node = open.top();
open.pop();
int3 currentNode = node.first;
closed.insert(currentNode);
if (currentNode == pos) //we reached center of the zone, stop
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
gen->setOccupied(backTracking, ETileType::FREE);
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
{
if (vstd::contains(closed, pos))
return;
if (gen->getZoneID(pos) != id)
return;
float movementCost = 0;
if (gen->isFree(pos))
movementCost = 1;
else if (gen->isPossible(pos))
movementCost = 2;
else
return;
float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
int bestDistanceSoFar = std::numeric_limits<int>::max(); //FIXME: boost::limits
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
if (distance < bestDistanceSoFar)
{
cameFrom[pos] = currentNode;
open.push(std::make_pair(pos, distance));
distances[pos] = distance;
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentNode, foo);
else
gen->foreach_neighbour(currentNode, foo);
}
}
return false;
}
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void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
{
closeObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addToConnectLater(const int3& src)
{
tilesToConnectLater.insert(src);
}
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};
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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;
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if (!cre->AIValue) //bug #2681
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 average 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 guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
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guard->character = CGCreature::HOSTILE;
auto hlp = new CStackInstance(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
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, const CTreasureInfo& treasureInfo)
{
CTreasurePileInfo info;
std::map<int3, CGObjectInstance *> treasures;
std::set<int3> boundary;
int3 guardPos (-1,-1,-1);
info.nextTreasurePos = pos;
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int maxValue = treasureInfo.max;
int minValue = treasureInfo.min;
ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
int currentValue = 0;
CGObjectInstance * object = nullptr;
while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
{
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);
//update treasure pile area
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int3 visitablePos = info.nextTreasurePos;
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 + oi.templ.getVisitableOffset());
currentValue += oi.value;
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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);
auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
{
return lhs.y < rhs.y;
};
boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
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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;
else
break; //no more place to add any objects
}
}
if (treasures.size())
{
//find object closest to free path, then connect it to the middle of the zone
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
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
minDistance = closestFreeTile.dist2d(visitablePos);
}
}
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
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 (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
{
return false;
}
//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);
});
}
bool isPileGuarded = currentValue >= minGuardedValue;
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();
if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
visitableOffset.x += 1;
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 //mo monster in this pile, make some free space (needed?)
{
for (auto tile : boundary)
if (gen->isPossible(tile))
gen->setOccupied(tile, ETileType::FREE);
}
}
else if (isPileGuarded)//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
{
gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
vstd::erase_if_present(possibleTiles, pos);
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;
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//cut a ring around town to ensure crunchPath always hits it.
auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
{
for (auto blockedTile : town->getBlockedPos())
{
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gen->foreach_neighbour(blockedTile, [gen, town](const int3& pos)
{
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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++)
{
si32 subType = townType;
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if(totalTowns>0)
{
if(!this->townsAreSameType)
{
if (townTypes.size())
subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
}
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auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
town->ID = Obj::TOWN;
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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 <= 0)
{
//register MAIN town of zone
gen->registerZone(town->subID);
//first town in zone goes in the middle
placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
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setPos(town->visitablePos()); //roads lead to mian 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
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logGlobal->info("Preparing playing zone");
int player_id = *owner - 1;
auto & playerInfo = gen->map->players[player_id];
PlayerColor player(player_id);
if (playerInfo.canAnyonePlay())
{
player = PlayerColor(player_id);
townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
randomizeTownType(gen);
}
else //no player - randomize town
{
player = PlayerColor::NEUTRAL;
randomizeTownType(gen);
}
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType);
CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
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);
}
//towns are big objects and should be centered around visitable position
placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
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setPos(town->visitablePos()); //roads lead to mian town
totalTowns++;
//register MAIN town of zone only
gen->registerZone (town->subID);
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if (playerInfo.canAnyonePlay()) //configure info for owning player
{
logGlobal->trace("Fill player info %d", player_id);
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert(townType);
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos;
playerInfo.generateHeroAtMainTown = true;
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//now create actual towns
addNewTowns(playerTowns.getCastleCount() - 1, true, player);
addNewTowns(playerTowns.getTownCount(), false, player);
}
else
{
addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
}
}
else //randomize town types for any other zones as well
{
randomizeTownType(gen);
}
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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
else //just in any case
randomizeTownType(gen);
}
}
}
void CRmgTemplateZone::randomizeTownType (CMapGenerator* gen)
{
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, we still need some
}
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(tileinfo.begin(), tileinfo.end());
gen->editManager->getTerrainSelection().setSelection(tiles);
gen->editManager->drawTerrain(terrainType, &gen->rand);
}
bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
{
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};
std::array<TObjectTypeHandler, 7> factory =
{
VLC->objtypeh->getHandlerFor(Obj::MINE, 0),
VLC->objtypeh->getHandlerFor(Obj::MINE, 1),
VLC->objtypeh->getHandlerFor(Obj::MINE, 2),
VLC->objtypeh->getHandlerFor(Obj::MINE, 3),
VLC->objtypeh->getHandlerFor(Obj::MINE, 4),
VLC->objtypeh->getHandlerFor(Obj::MINE, 5),
VLC->objtypeh->getHandlerFor(Obj::MINE, 6)
};
for (const auto & res : woodOre)
{
for (int i = 0; i < mines[res]; i++)
{
auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
mine->producedResource = res;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
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if (!i)
addCloseObject(mine, 1500); //only firts one is close
else
addRequiredObject(mine, 1500);
}
}
for (const auto & res : preciousResources)
{
for (int i = 0; i < mines[res]; i++)
{
auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
mine->producedResource = res;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 3500);
}
}
for (int i = 0; i < mines[Res::GOLD]; i++)
{
auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate());
mine->producedResource = Res::GOLD;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 7000);
}
return true;
}
EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CMapGenerator* gen, CGObjectInstance *obj, int3 &pos)
{
//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
obj->pos = pos;
gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED);
for (auto tile : obj->getBlockedPos())
{
if (gen->map->isInTheMap(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
int3 accessibleOffset = getAccessibleOffset(gen, obj->appearance, pos);
if (!accessibleOffset.valid())
{
logGlobal->warn("Cannot access required object at position %s, retrying", pos.toString());
return EObjectPlacingResult::CANNOT_FIT;
}
if (!connectPath(gen, accessibleOffset, true))
{
logGlobal->trace("Failed to create path to required object at position %s, retrying", pos.toString());
return EObjectPlacingResult::SEALED_OFF;
}
else
return EObjectPlacingResult::SUCCESS;
}
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bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
{
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logGlobal->trace("Creating required objects");
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for(const auto &object : requiredObjects)
{
auto obj = object.first;
int3 pos;
while (true)
{
if (!findPlaceForObject(gen, obj, 3, pos))
{
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logGlobal->error("Failed to fill zone %d due to lack of space", id);
return false;
}
if (tryToPlaceObjectAndConnectToPath(gen, obj, pos) == EObjectPlacingResult::SUCCESS)
{
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
placeObject(gen, obj, pos);
guardObject(gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
break;
}
}
}
for (const auto &obj : closeObjects)
{
setTemplateForObject(gen, obj.first);
auto tilesBlockedByObject = obj.first->getBlockedOffsets();
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bool finished = false;
while (!finished)
{
std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end());
//new tiles vector after each object has been placed, OR misplaced area has been sealed off
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boost::remove_if(tiles, [gen, obj, this](int3 &tile)-> bool
{
//object must be accessible from at least one surounding tile
return !this->isAccessibleFromAnywhere(gen, obj.first->appearance, tile);
});
// smallest distance to zone center, greatest distance to nearest object
auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
{
float lDist = this->pos.dist2d(lhs);
float rDist = this->pos.dist2d(rhs);
lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
rDist *= (rDist > 12) ? 10 : 1;
return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
};
boost::sort(tiles, isCloser);
if (tiles.empty())
{
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logGlobal->error("Failed to fill zone %d due to lack of space", id);
return false;
}
for (auto tile : tiles)
{
//code partially adapted from findPlaceForObject()
if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
gen->setOccupied(pos, ETileType::BLOCKED); //why?
else
continue;
EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(gen, obj.first, tile);
if (result == EObjectPlacingResult::SUCCESS)
{
placeObject(gen, obj.first, tile);
guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
finished = true;
break;
}
else if (result == EObjectPlacingResult::CANNOT_FIT)
continue; // next tile
else if (result == EObjectPlacingResult::SEALED_OFF)
{
break; //tiles expired, pick new ones
}
else
throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()"));
}
}
}
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return true;
}
void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
{
int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
minGuardedValue = minGuardedValues[monsterStrength];
auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
{
return lhs.max > rhs.max;
};
//place biggest treasures first at large distance, place smaller ones inbetween
boost::sort(treasureInfo, valueComparator);
//sort treasures by ascending value so we can stop checking treasures with too high value
boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
{
return oi1.value < oi2.value;
});
int totalDensity = 0;
for (auto t : treasureInfo)
{
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//discard objects with too high value to be ever placed
vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
{
return oi.value > t.max;
});
totalDensity += t.density;
//treasure density is inversely proportional to zone size but must be scaled back to map size
//also, normalize it to zone count - higher count means relatively smaller zones
//this is squared distance for optimization purposes
const double minDistance = std::max<float>((125.f / totalDensity), 2);
//distance lower than 2 causes objects to overlap and crash
bool stop = false;
do {
//optimization - don't check tiles which are not allowed
vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
{
return !gen->isPossible(tile);
});
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int3 treasureTilePos;
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
do
{
if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
{
stop = true;
break;
}
}
while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
} while (!stop);
}
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}
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void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
{
if (pos.z) //underground
{
//now make sure all accessible tiles have no additional rock on them
std::vector<int3> accessibleTiles;
for (auto tile : tileinfo)
{
if (gen->isFree(tile) || gen->isUsed(tile))
{
accessibleTiles.push_back(tile);
}
}
gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
gen->editManager->drawTerrain(terrainType, &gen->rand);
}
}
void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
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{
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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
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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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}
}
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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;
}
}
}
//cleanup - remove unused possible tiles to make space for roads
for (auto tile : tileinfo)
{
if (gen->isPossible(tile))
{
gen->setOccupied (tile, ETileType::FREE);
}
}
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}
void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
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{
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logGlobal->debug("Started building roads");
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std::set<int3> roadNodesCopy(roadNodes);
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std::set<int3> processed;
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while(!roadNodesCopy.empty())
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{
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int3 node = *roadNodesCopy.begin();
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roadNodesCopy.erase(node);
int3 cross(-1, -1, -1);
auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
if (processed.size()) //connect with already existing network
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{
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cross = *boost::range::min_element(processed, comparator); //find another remaining node
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}
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else if (roadNodesCopy.size()) //connect with any other unconnected node
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{
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cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
}
else //no other nodes left, for example single road node in this zone
break;
logGlobal->debug("Building road from %s to %s", node.toString(), cross.toString());
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if (createRoad(gen, node, cross))
{
processed.insert(cross); //don't draw road starting at end point which is already connected
vstd::erase_if_present(roadNodesCopy, cross);
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}
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processed.insert(node);
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}
drawRoads(gen);
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logGlobal->debug("Finished building roads");
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}
void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
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{
std::vector<int3> tiles;
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for (auto tile : roads)
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{
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if(gen->map->isInTheMap(tile))
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tiles.push_back (tile);
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}
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for (auto tile : roadNodes)
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{
if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones
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tiles.push_back(tile);
}
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gen->editManager->getTerrainSelection().setSelection(tiles);
gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
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}
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bool CRmgTemplateZone::fill(CMapGenerator* gen)
{
initTerrainType(gen);
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//zone center should be always clear to allow other tiles to connect
gen->setOccupied(pos, ETileType::FREE);
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freePaths.insert(pos);
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addAllPossibleObjects (gen);
connectLater(gen); //ideally this should work after fractalize, but fails
fractalize(gen);
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placeMines(gen);
createRequiredObjects(gen);
createTreasures(gen);
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logGlobal->info("Zone %d filled successfully", id);
return true;
}
bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
{
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float best_distance = 0;
bool result = false;
bool needsGuard = value > minGuardedValue;
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//logGlobal->info("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, needsGuard](int3 neighbour)
{
if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(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 //FIXME: why?
}
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
{
return getAccessibleOffset(gen, appearance, tile).valid();
}
int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
{
auto tilesBlockedByObject = appearance.getBlockedOffsets();
int3 ret(-1, -1, -1);
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 = int3(x, y, 0) - appearance.getVisitableOffset();
if (!vstd::contains(tilesBlockedByObject, offset))
{
int3 nearbyPos = tile + offset;
if (gen->map->isInTheMap(nearbyPos))
{
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
ret = nearbyPos;
}
}
}
}
}
return ret;
}
void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
{
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.toString()));
obj->appearance = templates.front();
}
}
bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
{
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = tile + blockingTile;
if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
{
//if at least one tile is not possible, object can't be placed here
return false;
}
}
return true;
}
bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
{
//we need object apperance to deduce free tile
setTemplateForObject(gen, obj);
int best_distance = 0;
bool result = false;
auto tilesBlockedByObject = obj->getBlockedOffsets();
for (auto tile : tileinfo)
{
//object must be accessible from at least one surounding tile
if (!isAccessibleFromAnywhere(gen, obj->appearance, tile))
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))
{
if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
{
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))
throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos.toString()));
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().toString() % object->id % object->pos.toString()));
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.toString() % object->id % object->pos.toString()));
}
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.toString() % terrainType));
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object->appearance = templates.front();
}
gen->editManager->insertObject(object);
}
void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
{
checkAndPlaceObject (gen, object, pos);
auto points = object->getBlockedPos();
if (object->isVisitable())
points.insert(pos + object->getVisitableOffset());
points.insert(pos);
for(auto p : points)
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{
if (gen->map->isInTheMap(p))
{
gen->setOccupied(p, ETileType::USED);
}
}
if (updateDistance)
updateDistances(gen, pos);
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switch (object->ID)
{
case Obj::TOWN:
case Obj::RANDOM_TOWN:
case Obj::MONOLITH_TWO_WAY:
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::SUBTERRANEAN_GATE:
{
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addRoadNode(object->visitablePos());
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}
break;
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default:
break;
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}
}
void CRmgTemplateZone::updateDistances(CMapGenerator* gen, const int3 & pos)
{
for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles
{
ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
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);
}
void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
auto gate = factory->create(ObjectTemplate());
placeObject (gen, gate, pos, true);
addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
guardObject (gen, gate, guardStrength, true);
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, const 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)
{
if (gen->isPossible(pos) || gen->isFree(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)
{
std::vector<int3> tiles = getAccessibleOffsets(gen, object);
int3 guardTile(-1, -1, -1);
if (tiles.size())
{
//guardTile = tiles.front();
guardTile = getAccessibleOffset(gen, object->appearance, object->pos);
logGlobal->trace("Guard object at %s", object->pos.toString());
}
else
{
logGlobal->error("Failed to guard object at %s", object->pos.toString());
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);
}
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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
std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
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ui32 total = 0;
//calculate actual treasure value range based on remaining value
ui32 maxVal = desiredValue - currentValue;
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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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{
if (oi.value > maxVal)
break; //this assumes values are sorted in ascending order
if (oi.value >= minValue && 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))
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;
thresholds.push_back (std::make_pair (total, &oi));
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}
}
if (thresholds.empty())
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{
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 factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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);
//binary search = fastest
auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
[](const std::pair<ui32, ObjectInfo*> &rhs, const int lhs)->bool
{
return rhs.first < lhs;
});
return *(it->second);
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}
}
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void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
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{
ObjectInfo oi;
int numZones = gen->getZones().size();
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std::vector<CCreature *> creatures; //native creatures for this zone
for (auto cre : VLC->creh->creatures)
{
if (!cre->special && cre->faction == townType)
{
creatures.push_back(cre);
}
}
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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;
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vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
possibleObjects.push_back(oi);
}
}
}
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}
}
//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 *
{
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);
auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
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obj->subID = hid; //will be initialized later
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obj->exp = prisonExp[i];
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;
};
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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.
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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
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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;
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possibleObjects.push_back(oi);
}
}
}
}
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static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
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for (int i = 0; i < 5; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
auto obj = (CGArtifact *) factory->create(ObjectTemplate());
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std::vector<SpellID> out;
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for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
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{
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if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
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{
out.push_back(spell->id);
}
}
auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
obj->storedArtifact = a;
return obj;
};
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oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
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oi.value = scrollValues[i];
oi.probability = 30;
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possibleObjects.push_back(oi);
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}
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//pandora box with gold
for (int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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obj->resources[Res::GOLD] = i * 5000;
return obj;
};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = i * 5000;
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oi.probability = 5;
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possibleObjects.push_back(oi);
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}
//pandora box with experience
for (int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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obj->gainedExp = i * 5000;
return obj;
};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = i * 6000;
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oi.probability = 20;
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possibleObjects.push_back(oi);
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}
//pandora box with creatures
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static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
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auto creatureToCount = [](CCreature * creature) -> int
{
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if (!creature->AIValue) //bug #2681
return 0; //this box won't be generated
int actualTier = creature->level > 7 ? 6 : creature->level - 1;
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float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
if (creaturesAmount <= 5)
{
creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
if (creaturesAmount < 1)
return 0;
}
else if (creaturesAmount <= 12)
{
(creaturesAmount /= 2) *= 2;
}
else if (creaturesAmount <= 50)
{
creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
}
else
{
creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
}
return creaturesAmount;
};
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for (auto creature : creatures)
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{
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int creaturesAmount = creatureToCount(creature);
if (!creaturesAmount)
continue;
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oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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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;
oi.probability = 3;
possibleObjects.push_back(oi);
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}
//Pandora with 12 spells of certain level
for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
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if (gen->isAllowedSpell(spell->id) && spell->level == i)
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spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(12, spells.size()); j++)
{
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obj->spells.push_back(spells[j]->id);
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}
return obj;
};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = (i + 1) * 2500; //5000 - 15000
oi.probability = 2;
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possibleObjects.push_back(oi);
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}
//Pandora with 15 spells of certain school
for (int i = 0; i < 4; i++)
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{
oi.generateObject = [i,gen]() -> CGObjectInstance *
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{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
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if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
spells.push_back(spell);
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}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(15, spells.size()); j++)
{
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obj->spells.push_back(spells[j]->id);
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}
return obj;
};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = 15000;
oi.probability = 2;
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possibleObjects.push_back(oi);
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}
// Pandora box with 60 random spells
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
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if (gen->isAllowedSpell(spell->id))
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spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min<int>(60, spells.size()); j++)
{
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obj->spells.push_back(spells[j]->id);
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}
return obj;
};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
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oi.value = 30000;
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oi.probability = 2;
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possibleObjects.push_back(oi);
//seer huts with creatures or generic rewards
if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
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{
static const int genericSeerHuts = 8;
int seerHutsPerType = 0;
const int questArtsRemaining = gen->getQuestArtsRemaning().size();
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//general issue is that not many artifact types are available for quests
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if (questArtsRemaining >= genericSeerHuts + creatures.size())
{
seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
}
else if (questArtsRemaining >= genericSeerHuts)
{
seerHutsPerType = 1;
}
oi.maxPerZone = seerHutsPerType;
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RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
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auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
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{
ObjectInfo artInfo;
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artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
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artInfo.maxPerZone = 1;
artInfo.value = 2000; //treasure art
artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
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artInfo.generateObject = [id]() -> CGObjectInstance *
{
auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
return handler->create(handler->getTemplates().front());
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};
return artInfo;
};
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for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
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{
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auto creature = creatures[i];
int creaturesAmount = creatureToCount(creature);
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if (!creaturesAmount)
continue;
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int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
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oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
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obj->rewardType = CGSeerHut::CREATURE;
obj->rID = creature->idNumber;
obj->rVal = creaturesAmount;
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obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
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gen->banQuestArt(artid);
this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
return obj;
};
oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
oi.probability = 3;
possibleObjects.push_back(oi);
}
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static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
static int seerValues[] = { 2000, 5333, 8666, 12000 };
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for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
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{
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int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
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oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
oi.value = seerValues[i];
oi.probability = 10;
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oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
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obj->rewardType = CGSeerHut::EXPERIENCE;
obj->rID = 0; //unitialized?
obj->rVal = seerExpGold[i];
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obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
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gen->banQuestArt(artid);
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this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
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return obj;
};
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possibleObjects.push_back(oi);
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oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
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obj->rewardType = CGSeerHut::RESOURCES;
obj->rID = Res::GOLD;
obj->rVal = seerExpGold[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
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gen->banQuestArt(artid);
this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
return obj;
};
possibleObjects.push_back(oi);
}
}
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}
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ObjectInfo::ObjectInfo()
: templ(), value(0), probability(0), maxPerZone(1)
{
}
void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
{
templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
}