mirror of
https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Generate all treasures of certain value beforehand and try to place them all, don't interrupt at first failure.
This commit is contained in:
@@ -161,17 +161,21 @@ const CGObjectInstance & Object::Instance::object() const
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return dObject;
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}
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Object::Object(CGObjectInstance & object, const int3 & position)
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Object::Object(CGObjectInstance & object, const int3 & position):
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guarded(false)
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{
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addInstance(object, position);
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}
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Object::Object(CGObjectInstance & object)
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Object::Object(CGObjectInstance & object):
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guarded(false)
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{
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addInstance(object);
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}
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Object::Object(const Object & object): dStrength(object.dStrength)
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Object::Object(const Object & object):
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dStrength(object.dStrength),
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guarded(false)
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{
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for(const auto & i : object.dInstances)
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addInstance(const_cast<CGObjectInstance &>(i.object()), i.getPosition());
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@@ -197,7 +201,9 @@ std::list<const Object::Instance*> Object::instances() const
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void Object::addInstance(Instance & object)
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{
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//assert(object.dParent == *this);
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setGuardedIfMonster(object);
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dInstances.push_back(object);
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dFullAreaCache.clear();
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dAccessibleAreaCache.clear();
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dAccessibleAreaFullCache.clear();
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@@ -206,6 +212,8 @@ void Object::addInstance(Instance & object)
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Object::Instance & Object::addInstance(CGObjectInstance & object)
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{
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dInstances.emplace_back(*this, object);
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setGuardedIfMonster(dInstances.back());
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dFullAreaCache.clear();
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dAccessibleAreaCache.clear();
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dAccessibleAreaFullCache.clear();
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@@ -215,6 +223,8 @@ Object::Instance & Object::addInstance(CGObjectInstance & object)
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Object::Instance & Object::addInstance(CGObjectInstance & object, const int3 & position)
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{
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dInstances.emplace_back(*this, object, position);
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setGuardedIfMonster(dInstances.back());
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dFullAreaCache.clear();
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dAccessibleAreaCache.clear();
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dAccessibleAreaFullCache.clear();
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@@ -302,6 +312,19 @@ const int3 Object::getVisibleTop() const
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return topTile;
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}
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bool rmg::Object::isGuarded() const
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{
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return guarded;
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}
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void rmg::Object::setGuardedIfMonster(const Instance& object)
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{
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if (object.object().ID == Obj::MONSTER)
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{
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guarded = true;
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}
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}
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void Object::Instance::finalize(RmgMap & map)
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{
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if(!map.isOnMap(getPosition(true)))
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@@ -77,6 +77,9 @@ public:
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const Area & getArea() const; //lazy cache invalidation
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const int3 getVisibleTop() const;
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bool isGuarded() const;
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void setGuardedIfMonster(const Instance & object);
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void finalize(RmgMap & map);
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void clear();
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@@ -87,6 +90,7 @@ private:
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mutable Area dAccessibleAreaCache, dAccessibleAreaFullCache;
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int3 dPosition;
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ui32 dStrength;
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bool guarded;
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};
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}
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@@ -701,133 +701,160 @@ ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValu
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}
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}
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void TreasurePlacer::createTreasures(ObjectManager & manager)
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void TreasurePlacer::createTreasures(ObjectManager& manager)
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{
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const int maxAttempts = 2;
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const int minDistance = 2;
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int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
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int monsterStrength = (zone.monsterStrength == EMonsterStrength::ZONE_NONE ? 0 : zone.monsterStrength + mapMonsterStrength - 1); //array index from 0 to 4; pick any correct value for ZONE_NONE, minGuardedValue won't be used in this case anyway
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int monsterStrength = (zone.monsterStrength == EMonsterStrength::ZONE_NONE ? 0 : zone.monsterStrength + mapMonsterStrength - 1); //array index from 0 to 4; pick any correct value for ZONE_NONE, minGuardedValue won't be used in this case anyway
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static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
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minGuardedValue = minGuardedValues[monsterStrength];
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auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
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auto valueComparator = [](const CTreasureInfo& lhs, const CTreasureInfo& rhs) -> bool
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{
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return lhs.max > rhs.max;
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};
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auto restoreZoneLimits = [](const std::vector<ObjectInfo*> & treasurePile)
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auto restoreZoneLimits = [](const std::vector<ObjectInfo*>& treasurePile)
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{
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for(auto * oi : treasurePile)
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for (auto* oi : treasurePile)
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{
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oi->maxPerZone++;
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}
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};
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//place biggest treasures first at large distance, place smaller ones inbetween
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auto treasureInfo = zone.getTreasureInfo();
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boost::sort(treasureInfo, valueComparator);
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//sort treasures by ascending value so we can stop checking treasures with too high value
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boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
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{
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return oi1.value < oi2.value;
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});
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size_t size = 0;
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{
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Zone::Lock lock(zone.areaMutex);
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size = zone.areaPossible().getTiles().size();
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}
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int totalDensity = 0;
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for (auto t : treasureInfo)
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{
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std::vector<rmg::Object> treasures;
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//discard objects with too high value to be ever placed
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vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
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{
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return oi.value > t.max;
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});
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totalDensity += t.density;
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const size_t count = size * t.density / 300;
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//treasure density is inversely proportional to zone size but must be scaled back to map size
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//also, normalize it to zone count - higher count means relatively smaller zones
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//this is squared distance for optimization purposes
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const float minDistance = std::max<float>((125.f / totalDensity), 2.0f);
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//distance lower than 2 causes objects to overlap and crash
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for(int attempt = 0; attempt <= maxAttempts;)
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const float minDistance = std::max<float>((125.f / totalDensity), 1.0f);
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for (size_t i = 0; i < count;)
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{
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auto treasurePileInfos = prepareTreasurePile(t);
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if(treasurePileInfos.empty())
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if (treasurePileInfos.empty())
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{
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++attempt;
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continue;
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}
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int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo * oi){return v + oi->value;});
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auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts);
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if(rmgObject.instances().empty()) //handle incorrect placement
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else
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{
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restoreZoneLimits(treasurePileInfos);
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continue;
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i++;
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}
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//guard treasure pile
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bool guarded = isGuardNeededForTreasure(value);
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if(guarded)
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guarded = manager.addGuard(rmgObject, value);
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Zone::Lock lock(zone.areaMutex); //We are going to subtract this area
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//TODO: Don't place
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auto possibleArea = zone.areaPossible();
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auto path = rmg::Path::invalid();
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if(guarded)
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{
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path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3 & tile)
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{
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auto ti = map.getTileInfo(tile);
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if(ti.getNearestObjectDistance() < minDistance)
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return -1.f;
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for(const auto & t : rmgObject.getArea().getTilesVector())
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{
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if(map.getTileInfo(t).getNearestObjectDistance() < minDistance)
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return -1.f;
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}
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auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
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auto areaToBlock = rmgObject.getAccessibleArea(true);
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areaToBlock.subtract(guardedArea);
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if(areaToBlock.overlap(zone.freePaths()) || areaToBlock.overlap(manager.getVisitableArea()))
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return -1.f;
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return ti.getNearestObjectDistance();
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}, guarded, false, ObjectManager::OptimizeType::DISTANCE);
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}
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else
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int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo* oi) {return v + oi->value; });
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for (ui32 attempt = 0; attempt <= 2; attempt++)
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{
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path = manager.placeAndConnectObject(possibleArea, rmgObject, minDistance, guarded, false, ObjectManager::OptimizeType::DISTANCE);
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}
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if(path.valid())
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{
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//debug purposes
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treasureArea.unite(rmgObject.getArea());
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if(guarded)
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auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts);
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if (rmgObject.instances().empty()) //handle incorrect placement
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{
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guards.unite(rmgObject.instances().back()->getBlockedArea());
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auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
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auto areaToBlock = rmgObject.getAccessibleArea(true);
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areaToBlock.subtract(guardedArea);
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treasureBlockArea.unite(areaToBlock);
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restoreZoneLimits(treasurePileInfos);
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continue;
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}
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zone.connectPath(path);
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manager.placeObject(rmgObject, guarded, true);
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attempt = 0;
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//guard treasure pile
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bool guarded = isGuardNeededForTreasure(value);
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if (guarded)
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guarded = manager.addGuard(rmgObject, value);
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treasures.push_back(rmgObject);
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break;
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}
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else
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}
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for (auto& rmgObject : treasures)
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{
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const bool guarded = rmgObject.isGuarded();
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for (int attempt = 0; attempt <= maxAttempts;)
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{
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restoreZoneLimits(treasurePileInfos);
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rmgObject.clear();
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++attempt;
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auto path = rmg::Path::invalid();
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Zone::Lock lock(zone.areaMutex); //We are going to subtract this area
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auto possibleArea = zone.areaPossible();
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if (guarded)
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{
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path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3& tile)
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{
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auto ti = map.getTileInfo(tile);
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if (ti.getNearestObjectDistance() < minDistance)
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return -1.f;
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for (const auto& t : rmgObject.getArea().getTilesVector())
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{
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if (map.getTileInfo(t).getNearestObjectDistance() < minDistance)
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return -1.f;
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}
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auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
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auto areaToBlock = rmgObject.getAccessibleArea(true);
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areaToBlock.subtract(guardedArea);
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if (areaToBlock.overlap(zone.freePaths()) || areaToBlock.overlap(manager.getVisitableArea()))
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return -1.f;
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return ti.getNearestObjectDistance();
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}, guarded, false, ObjectManager::OptimizeType::DISTANCE);
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}
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else
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{
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path = manager.placeAndConnectObject(possibleArea, rmgObject, minDistance, guarded, false, ObjectManager::OptimizeType::DISTANCE);
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}
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if (path.valid())
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{
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//debug purposes
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treasureArea.unite(rmgObject.getArea());
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if (guarded)
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{
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guards.unite(rmgObject.instances().back()->getBlockedArea());
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auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
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auto areaToBlock = rmgObject.getAccessibleArea(true);
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areaToBlock.subtract(guardedArea);
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treasureBlockArea.unite(areaToBlock);
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}
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zone.connectPath(path);
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manager.placeObject(rmgObject, guarded, true);
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break;
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}
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else
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{
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++attempt;
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}
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}
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}
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}
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