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New rule for placement of unguarded treasures
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121c39a994
commit
5fbd856a4c
@ -138,7 +138,8 @@ CRmgTemplateZone::CRmgTemplateZone() :
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matchTerrainToTown(true),
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townType(ETownType::NEUTRAL),
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terrainType (ETerrainType::GRASS),
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zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL)
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zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
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minGuardedValue(0)
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{
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terrainTypes = getDefaultTerrainTypes();
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}
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@ -714,6 +715,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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int maxValue = treasureInfo.max;
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int minValue = treasureInfo.min;
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bool needsGuard = treasureInfo.max >= minGuardedValue;
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ui32 desiredValue = gen->rand.nextInt(minValue, maxValue);
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//quantize value to let objects with value equal to max spawn too
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@ -724,24 +726,27 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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{
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treasures[info.nextTreasurePos] = nullptr;
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for (auto treasurePos : treasures)
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if (needsGuard) //we will need to create perimeter around treasure objects
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{
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gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
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for (auto treasurePos : treasures)
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{
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boundary.insert(pos);
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});
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}
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for (auto treasurePos : treasures)
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{
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//leaving only boundary around objects
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vstd::erase_if_present (boundary, treasurePos.first);
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}
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gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
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{
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boundary.insert(pos);
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});
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}
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for (auto treasurePos : treasures)
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{
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//leaving only boundary around objects
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vstd::erase_if_present(boundary, treasurePos.first);
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}
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for (auto tile : boundary)
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{
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//we can't extend boundary anymore
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if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
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break;
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for (auto tile : boundary)
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{
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//we can't extend boundary anymore
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if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
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break;
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}
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}
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ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
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@ -869,61 +874,65 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
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//update boundary around our objects, including knowledge about objects visitable from bottom
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boundary.clear();
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for (auto tile : info.visitableFromBottomPositions)
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{
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gen->foreach_neighbour (tile, [tile, &boundary](int3 pos)
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{
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if (pos.y >= tile.y) //don't block these objects from above
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boundary.insert(pos);
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});
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}
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for (auto tile : info.visitableFromTopPositions)
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{
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gen->foreach_neighbour (tile, [&boundary](int3 pos)
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{
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boundary.insert(pos);
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});
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}
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for (auto tile : boundary) //guard must be standing there
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if (needsGuard)
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{
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if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
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for (auto tile : info.visitableFromBottomPositions)
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{
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guardPos = tile;
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break;
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}
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}
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if (guardPos.valid())
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{
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for (auto treasure : treasures)
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{
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int3 visitableOffset = treasure.second->getVisitableOffset();
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placeObject(gen, treasure.second, treasure.first + visitableOffset);
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}
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if (addMonster(gen, guardPos, currentValue, false))
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{//block only if the object is guarded
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for (auto tile : boundary)
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gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
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{
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if (gen->isPossible(tile))
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gen->setOccupied (tile, ETileType::BLOCKED);
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}
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//do not spawn anything near monster
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gen->foreach_neighbour (guardPos, [gen](int3 pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied(pos, ETileType::FREE);
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if (pos.y >= tile.y) //don't block these objects from above
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boundary.insert(pos);
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});
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}
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}
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else //we couldn't make a connection to this location, block it
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{
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for (auto treasure : treasures)
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for (auto tile : info.visitableFromTopPositions)
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{
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if (gen->isPossible(treasure.first))
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gen->setOccupied (treasure.first, ETileType::BLOCKED);
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gen->foreach_neighbour(tile, [&boundary](int3 pos)
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{
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boundary.insert(pos);
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});
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}
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delete treasure.second;
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for (auto tile : boundary) //guard must be standing there
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{
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if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
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{
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guardPos = tile;
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break;
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}
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}
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if (guardPos.valid())
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{
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for (auto treasure : treasures)
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{
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int3 visitableOffset = treasure.second->getVisitableOffset();
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placeObject(gen, treasure.second, treasure.first + visitableOffset);
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}
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if (addMonster(gen, guardPos, currentValue, false))
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{//block only if the object is guarded
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for (auto tile : boundary)
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{
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if (gen->isPossible(tile))
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gen->setOccupied(tile, ETileType::BLOCKED);
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}
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//do not spawn anything near monster
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gen->foreach_neighbour(guardPos, [gen](int3 pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied(pos, ETileType::FREE);
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});
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}
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}
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else //we couldn't make a connection to this location, block it
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{
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for (auto treasure : treasures)
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{
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if (gen->isPossible(treasure.first))
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gen->setOccupied(treasure.first, ETileType::BLOCKED);
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delete treasure.second;
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}
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}
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}
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@ -1235,6 +1244,12 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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{
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int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
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int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
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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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{
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return lhs.max > rhs.max;
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@ -1264,7 +1279,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
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});
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int3 pos;
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if (!findPlaceForTreasurePile(gen, minDistance, pos))
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if (!findPlaceForTreasurePile(gen, minDistance, pos, t.max))
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{
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break;
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}
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@ -1426,11 +1441,13 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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return true;
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}
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bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos)
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bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
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{
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float best_distance = 0;
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bool result = false;
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bool needsGuard = value > minGuardedValue;
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//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
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for(auto tile : possibleTiles)
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{
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@ -1439,9 +1456,9 @@ bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_di
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if ((dist >= min_dist) && (dist > best_distance))
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{
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bool allTilesAvailable = true;
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gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
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gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
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{
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if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour)))
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if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
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{
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allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
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}
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@ -1456,7 +1473,7 @@ bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_di
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}
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if (result)
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{
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gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
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gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
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}
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return result;
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}
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@ -196,6 +196,7 @@ private:
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EMonsterStrength::EMonsterStrength zoneMonsterStrength;
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std::vector<CTreasureInfo> treasureInfo;
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std::vector<ObjectInfo> possibleObjects;
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int minGuardedValue;
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//content info
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std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
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@ -214,7 +215,7 @@ private:
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void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
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bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos);
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bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
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bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
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void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
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bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;
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