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New rule for placement of unguarded treasures

This commit is contained in:
DjWarmonger 2014-12-26 16:17:39 +01:00
parent 121c39a994
commit 5fbd856a4c
2 changed files with 87 additions and 69 deletions

View File

@ -138,7 +138,8 @@ CRmgTemplateZone::CRmgTemplateZone() :
matchTerrainToTown(true),
townType(ETownType::NEUTRAL),
terrainType (ETerrainType::GRASS),
zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL)
zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
minGuardedValue(0)
{
terrainTypes = getDefaultTerrainTypes();
}
@ -714,6 +715,7 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
int maxValue = treasureInfo.max;
int minValue = treasureInfo.min;
bool needsGuard = treasureInfo.max >= minGuardedValue;
ui32 desiredValue = gen->rand.nextInt(minValue, maxValue);
//quantize value to let objects with value equal to max spawn too
@ -724,24 +726,27 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
{
treasures[info.nextTreasurePos] = nullptr;
for (auto treasurePos : treasures)
if (needsGuard) //we will need to create perimeter around treasure objects
{
gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
for (auto treasurePos : treasures)
{
boundary.insert(pos);
});
}
for (auto treasurePos : treasures)
{
//leaving only boundary around objects
vstd::erase_if_present (boundary, treasurePos.first);
}
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;
for (auto tile : boundary)
{
//we can't extend boundary anymore
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
break;
}
}
ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
@ -869,61 +874,65 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
//update boundary around our objects, including knowledge about objects visitable from bottom
boundary.clear();
for (auto tile : info.visitableFromBottomPositions)
{
gen->foreach_neighbour (tile, [tile, &boundary](int3 pos)
{
if (pos.y >= tile.y) //don't block these objects from above
boundary.insert(pos);
});
}
for (auto tile : info.visitableFromTopPositions)
{
gen->foreach_neighbour (tile, [&boundary](int3 pos)
{
boundary.insert(pos);
});
}
for (auto tile : boundary) //guard must be standing there
if (needsGuard)
{
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
for (auto tile : info.visitableFromBottomPositions)
{
guardPos = tile;
break;
}
}
if (guardPos.valid())
{
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
placeObject(gen, treasure.second, treasure.first + visitableOffset);
}
if (addMonster(gen, guardPos, currentValue, false))
{//block only if the object is guarded
for (auto tile : boundary)
gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
{
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);
if (pos.y >= tile.y) //don't block these objects from above
boundary.insert(pos);
});
}
}
else //we couldn't make a connection to this location, block it
{
for (auto treasure : treasures)
for (auto tile : info.visitableFromTopPositions)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
gen->foreach_neighbour(tile, [&boundary](int3 pos)
{
boundary.insert(pos);
});
}
delete treasure.second;
for (auto tile : boundary) //guard must be standing there
{
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
{
guardPos = tile;
break;
}
}
if (guardPos.valid())
{
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
placeObject(gen, treasure.second, treasure.first + visitableOffset);
}
if (addMonster(gen, guardPos, currentValue, false))
{//block only if the object is guarded
for (auto tile : boundary)
{
if (gen->isPossible(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
//do not spawn anything near monster
gen->foreach_neighbour(guardPos, [gen](int3 pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
});
}
}
else //we couldn't make a connection to this location, block it
{
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied(treasure.first, ETileType::BLOCKED);
delete treasure.second;
}
}
}
@ -1235,6 +1244,12 @@ bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
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;
@ -1264,7 +1279,7 @@ void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
});
int3 pos;
if (!findPlaceForTreasurePile(gen, minDistance, pos))
if (!findPlaceForTreasurePile(gen, minDistance, pos, t.max))
{
break;
}
@ -1426,11 +1441,13 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
return true;
}
bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos)
bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
{
float best_distance = 0;
bool result = false;
bool needsGuard = value > minGuardedValue;
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
for(auto tile : possibleTiles)
{
@ -1439,9 +1456,9 @@ bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_di
if ((dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
{
if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(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
}
@ -1456,7 +1473,7 @@ bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_di
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
}
return result;
}

View File

@ -196,6 +196,7 @@ private:
EMonsterStrength::EMonsterStrength zoneMonsterStrength;
std::vector<CTreasureInfo> treasureInfo;
std::vector<ObjectInfo> possibleObjects;
int minGuardedValue;
//content info
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
@ -214,7 +215,7 @@ private:
void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects
bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const;
bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos);
bool findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value);
bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos);
void setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj);
bool areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const;