1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-03-25 21:38:59 +02:00

Final and perfect treasue nd obstacle density

This commit is contained in:
Tomasz Zieliński 2023-12-19 09:24:43 +01:00
parent 916aedb13c
commit ad82eff225
2 changed files with 24 additions and 12 deletions

View File

@ -237,33 +237,38 @@ void Zone::fractalize()
rmg::Area tilesToIgnore; //will be erased in this iteration
//Squared
float minDistance = 10 * 10;
float minDistance = 9 * 9;
float freeDistance = pos.z ? (10 * 10) : 6 * 6;
float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
float marginFactor = 1.0f;
int treasureValue = 0;
int treasureDensity = 0;
for (auto t : treasureInfo)
for (const auto & t : treasureInfo)
{
treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
treasureDensity += t.density;
}
if (treasureValue > 200)
if (treasureValue > 400)
{
//Less obstacles - max span is 1 (no obstacles)
spanFactor = 1.0f - ((std::max(0, (1000 - treasureValue)) / (1000.f - 200)) * (1 - spanFactor));
// A quater at max density
marginFactor = (0.25f + ((std::max(0, (600 - treasureValue))) / (600.f - 400)) * 0.75f);
}
else if (treasureValue < 100)
else if (treasureValue < 125)
{
//Dense obstacles
spanFactor *= (treasureValue / 100.f);
vstd::amax(spanFactor, 0.2f);
spanFactor *= (treasureValue / 125.f);
vstd::amax(spanFactor, 0.15f);
}
if (treasureDensity <= 10)
{
vstd::amin(spanFactor, 0.25f); //Add extra obstacles to fill up space
vstd::amin(spanFactor, 0.1f + 0.01f * treasureDensity); //Add extra obstacles to fill up space
}
float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
freeDistance = freeDistance * marginFactor;
vstd::amax(freeDistance, 4 * 4);
logGlobal->info("Zone %d: treasureValue %d blockDistance: %2.f, freeDistance: %2.f", getId(), treasureValue, blockDistance, freeDistance);
if(type != ETemplateZoneType::JUNCTION)
{
@ -291,7 +296,7 @@ void Zone::fractalize()
{
//find closest free tile
int3 closestTile = clearedTiles.nearest(tileToMakePath);
if(closestTile.dist2dSQ(tileToMakePath) <= minDistance)
if(closestTile.dist2dSQ(tileToMakePath) <= freeDistance)
tilesToIgnore.add(tileToMakePath);
else
{

View File

@ -584,7 +584,7 @@ std::vector<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo
int maxValue = treasureInfo.max;
int minValue = treasureInfo.min;
const ui32 desiredValue =zone.getRand().nextInt(minValue, maxValue);
const ui32 desiredValue = zone.getRand().nextInt(minValue, maxValue);
int currentValue = 0;
bool hasLargeObject = false;
@ -614,6 +614,13 @@ std::vector<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo
oi->maxPerZone--;
currentValue += oi->value;
if (currentValue >= minValue)
{
// 50% chance to end right here
if (zone.getRand().nextInt() & 1)
break;
}
}
return objectInfos;
@ -808,7 +815,7 @@ void TreasurePlacer::createTreasures(ObjectManager& manager)
totalDensity += t->density;
const int DENSITY_CONSTANT = 400;
const int DENSITY_CONSTANT = 300;
size_t count = (size * t->density) / DENSITY_CONSTANT;
//Assure space for lesser treasures, if there are any left