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A bunch of magic formulas to assure nice balance of blocked areas and obstacles on every template

This commit is contained in:
Tomasz Zieliński
2023-06-10 14:57:25 +02:00
parent 1bb2b5b571
commit b65870f31e
2 changed files with 35 additions and 7 deletions

View File

@@ -203,8 +203,34 @@ void Zone::fractalize()
rmg::Area possibleTiles(dAreaPossible); rmg::Area possibleTiles(dAreaPossible);
rmg::Area tilesToIgnore; //will be erased in this iteration rmg::Area tilesToIgnore; //will be erased in this iteration
const float minDistance = 10 * 10; //squared //Squared
float blockDistance = minDistance * 0.25f; float minDistance = 10 * 10;
float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
int treasureValue = 0;
int treasureDensity = 0;
for (auto t : treasureInfo)
{
treasureValue += ((t.min + t.max) / 2) * t.density / 1000.f; //Thousands
treasureDensity += t.density;
}
if (treasureValue > 100)
{
//Less obstacles - max span is 1 (no obstacles)
spanFactor = 1.0f - ((std::max(0, (1000 - treasureValue)) / 1000.f) * (1 - spanFactor));
}
else if (treasureValue < 100)
{
//Dense obstacles
spanFactor *= (treasureValue / 100.f);
vstd::amax(spanFactor, 0.2f);
}
if (treasureDensity <= 10)
{
vstd::amin(spanFactor, 0.25f); //Add extra obstacles to fill up space
}
float blockDistance = minDistance * spanFactor; //More obstacles in the Underground
if(type != ETemplateZoneType::JUNCTION) if(type != ETemplateZoneType::JUNCTION)
{ {

View File

@@ -736,7 +736,7 @@ void TreasurePlacer::createTreasures(ObjectManager& manager)
size_t size = 0; size_t size = 0;
{ {
Zone::Lock lock(zone.areaMutex); Zone::Lock lock(zone.areaMutex);
size = zone.areaPossible().getTiles().size(); size = zone.getArea().getTiles().size();
} }
int totalDensity = 0; int totalDensity = 0;
@@ -753,10 +753,12 @@ void TreasurePlacer::createTreasures(ObjectManager& manager)
totalDensity += t.density; totalDensity += t.density;
const size_t count = size * t.density / 300; size_t count = size * t.density / 500;
const int averageValue = (t.min + t.max) / 2;
//treasure density is inversely proportional to zone size but must be scaled back to map size if (averageValue > 10000) //Will surely be guarded => larger
//also, normalize it to zone count - higher count means relatively smaller zones {
vstd::amin(count, size * (10.f/500) / (std::sqrt((float)averageValue / 10000)));
}
//this is squared distance for optimization purposes //this is squared distance for optimization purposes
const float minDistance = std::max<float>((125.f / totalDensity), 1.0f); const float minDistance = std::max<float>((125.f / totalDensity), 1.0f);