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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

Some working version, needs corrections still.

This commit is contained in:
Tomasz Zieliński 2023-04-29 11:46:03 +02:00
parent 3c9599657b
commit d325051213
8 changed files with 119 additions and 46 deletions

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@ -113,7 +113,8 @@ void CMapGenerator::initQuestArtsRemaining()
//TODO: Move to QuestArtifactPlacer?
for (auto art : VLC->arth->objects)
{
if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->constituentOf.empty()) //don't use parts of combined artifacts
//Don't use parts of combined artifacts
if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->constituentOf.empty())
questArtifacts.push_back(art->getId());
}
}

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@ -82,6 +82,7 @@ int chooseRandomAppearance(CRandomGenerator & generator, si32 ObjID, TerrainId t
auto factories = VLC->objtypeh->knownSubObjects(ObjID);
vstd::erase_if(factories, [ObjID, &terrain](si32 f)
{
//TODO: Use templates with lowest number of terrains (most specific)
return VLC->objtypeh->getHandlerFor(ObjID, f)->getTemplates(terrain).empty();
});

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@ -15,6 +15,7 @@
#include "RmgMap.h"
#include "CMapGenerator.h"
#include "TreasurePlacer.h"
#include "QuestArtifactPlacer.h"
#include "TownPlacer.h"
#include "TerrainPainter.h"
#include "../mapObjects/CObjectClassesHandler.h"
@ -29,7 +30,8 @@ void ObjectDistributor::process()
//Firts call will add objects to ALL zones, once they were added skip it
if (zone.getModificator<TreasurePlacer>()->getPossibleObjectsSize() == 0)
{
ObjectDistributor::distributeLimitedObjects();
distributeLimitedObjects();
distributeSeerHuts();
}
}
@ -118,4 +120,33 @@ void ObjectDistributor::distributeLimitedObjects()
}
}
void ObjectDistributor::distributeSeerHuts()
{
//TODO: Move typedef outside the class?
//Copy by value to random shuffle
const auto & zoneMap = map.getZones();
RmgMap::ZoneVector zones(zoneMap.begin(), zoneMap.end());
RandomGeneratorUtil::randomShuffle(zones, generator.rand);
const auto & possibleQuestArts = generator.getQuestArtsRemaning();
size_t availableArts = possibleQuestArts.size();
auto artIt = possibleQuestArts.begin();
for (int i = zones.size() - 1; i >= 0 ; i--)
{
size_t localArts = std::ceil((float)availableArts / (i + 1));
availableArts -= localArts;
auto * qap = zones[i].second->getModificator<QuestArtifactPlacer>();
if (qap)
{
for (;localArts > 0 && artIt != possibleQuestArts.end(); artIt++, localArts--)
{
qap->addRandomArtifact(*artIt);
}
}
}
}
VCMI_LIB_NAMESPACE_END

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@ -21,6 +21,7 @@ class ObjectTemplate;
class ObjectDistributor : public Modificator
{
void distributeLimitedObjects();
void distributeSeerHuts();
public:
MODIFICATOR(ObjectDistributor);

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@ -54,8 +54,6 @@ std::vector<CGObjectInstance*> QuestArtifactPlacer::getPossibleArtifactsToReplac
void QuestArtifactPlacer::findZonesForQuestArts()
{
//FIXME: Store and access CZonePlacer from CMapGenerator
const auto& distances = generator.getZonePlacer()->getDistanceMap().at(zone.getId());
for (auto const& connectedZone : distances)
{
@ -96,6 +94,8 @@ void QuestArtifactPlacer::placeQuestArtifacts(CRandomGenerator * rand)
artifactToReplace->appearance = templates.front();
//FIXME: Instance name is still "randomArtifact"
//FIXME: Every qap has its OWN collection of artifacts,
//which means different qaps can replace the same object many times
qap->dropReplacedArtifact(artifactToReplace);
break;
@ -107,3 +107,28 @@ void QuestArtifactPlacer::dropReplacedArtifact(CGObjectInstance* obj)
{
boost::remove(artifactsToReplace, obj);
}
size_t QuestArtifactPlacer::getMaxQuestArtifactCount() const
{
return questArtifacts.size();
}
ArtifactID QuestArtifactPlacer::drawRandomArtifact()
{
if (!questArtifacts.empty())
{
ArtifactID ret = questArtifacts.back();
questArtifacts.pop_back();
RandomGeneratorUtil::randomShuffle(questArtifacts, generator.rand);
return ret;
}
else
{
throw rmgException("No quest artifacts left for this zone!");
}
}
void QuestArtifactPlacer::addRandomArtifact(ArtifactID artid)
{
questArtifacts.push_back(artid);
}

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@ -10,6 +10,7 @@
#pragma once
#include "Zone.h"
#include "Functions.h"
#include "../mapObjects/ObjectTemplate.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -33,11 +34,18 @@ public:
void placeQuestArtifacts(CRandomGenerator* rand);
void dropReplacedArtifact(CGObjectInstance* obj);
size_t getMaxQuestArtifactCount() const;
ArtifactID drawRandomArtifact();
void addRandomArtifact(ArtifactID artid);
protected:
std::vector<std::shared_ptr<Zone>> questArtZones; //artifacts required for Seer Huts will be placed here - or not if null
std::vector<ArtifactID> questArtifactsToPlace;
std::vector<CGObjectInstance*> artifactsToReplace; //Common artifacts which may be replaced by quest artifacts from other zones
size_t maxQuestArtifacts;
std::vector<ArtifactID> questArtifacts;
};
VCMI_LIB_NAMESPACE_END

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@ -57,6 +57,8 @@ public:
void setZoneID(const int3& tile, TRmgTemplateZoneId zid);
using Zones = std::map<TRmgTemplateZoneId, std::shared_ptr<Zone>>;
using ZonePair = std::pair<TRmgTemplateZoneId, std::shared_ptr<Zone>>;
using ZoneVector = std::vector<ZonePair>;
Zones & getZones();

View File

@ -70,6 +70,7 @@ void TreasurePlacer::addAllPossibleObjects()
if (templates.empty())
continue;
//TODO: Reuse chooseRandomAppearance (eg. WoG treasure chests)
//Assume the template with fewest terrains is the most suitable
auto temp = *boost::min_element(templates, [](std::shared_ptr<const ObjectTemplate> lhs, std::shared_ptr<const ObjectTemplate> rhs) -> bool
{
@ -385,44 +386,28 @@ void TreasurePlacer::addAllPossibleObjects()
oi.probability = 2;
addObjectToRandomPool(oi);
//seer huts with creatures or generic rewards
//Seer huts with creatures or generic rewards
if(zone.getConnections().size()) //Unlikely, but...
{
static const int genericSeerHuts = 8;
int seerHutsPerType = 0;
const int questArtsRemaining = static_cast<int>(generator.getQuestArtsRemaning().size());
//general issue is that not many artifact types are available for quests
if(questArtsRemaining >= genericSeerHuts + static_cast<int>(creatures.size()))
auto * qap = zone.getModificator<QuestArtifactPlacer>();
if(!qap)
{
seerHutsPerType = questArtsRemaining / (genericSeerHuts + static_cast<int>(creatures.size()));
return; //TODO: throw?
}
else if(questArtsRemaining >= genericSeerHuts)
{
seerHutsPerType = 1;
}
oi.maxPerZone = seerHutsPerType;
const int questArtsRemaining = qap->getMaxQuestArtifactCount();
//Generate Seer Hut one by one. Duplicated oi possible and should work fine.
oi.maxPerZone = 1;
std::vector<ObjectInfo> possibleSeerHuts;
//14 creatures per town + 4 for each of gold / exp reward
possibleSeerHuts.reserve(14 + 4 + 4);
RandomGeneratorUtil::randomShuffle(creatures, generator.rand);
auto generateArtInfo = [this](const ArtifactID & id) -> ObjectInfo
{
ObjectInfo artInfo;
artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
artInfo.maxPerZone = 1;
artInfo.value = 2000; //treasure art
artInfo.setTemplate(Obj::ARTIFACT, id, this->zone.getTerrainType());
artInfo.generateObject = [id]() -> CGObjectInstance *
{
auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
return handler->create(handler->getTemplates().front());
};
return artInfo;
};
for(int i = 0; i < std::min(static_cast<int>(creatures.size()), questArtsRemaining - genericSeerHuts); i++)
for(int i = 0; i < static_cast<int>(creatures.size()); i++)
{
auto * creature = creatures[i];
int creaturesAmount = creatureToCount(creature);
@ -432,7 +417,7 @@ void TreasurePlacer::addAllPossibleObjects()
int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
oi.generateObject = [creature, creaturesAmount, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
@ -441,7 +426,8 @@ void TreasurePlacer::addAllPossibleObjects()
obj->rVal = creaturesAmount;
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
@ -451,10 +437,17 @@ void TreasurePlacer::addAllPossibleObjects()
return obj;
};
oi.probability = 3;
oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
oi.value = static_cast<ui32>(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3);
oi.probability = 3;
addObjectToRandomPool(oi);
if (oi.value > zone.getMaxTreasureValue())
{
continue;
}
else
{
possibleSeerHuts.push_back(oi);
}
}
static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size());
@ -464,9 +457,15 @@ void TreasurePlacer::addAllPossibleObjects()
oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
oi.value = generator.getConfig().questValues[i];
if (oi.value > zone.getMaxTreasureValue())
{
//Both variants have same value
continue;
}
oi.probability = 10;
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
@ -476,7 +475,7 @@ void TreasurePlacer::addAllPossibleObjects()
obj->rVal = generator.getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
@ -487,9 +486,9 @@ void TreasurePlacer::addAllPossibleObjects()
return obj;
};
addObjectToRandomPool(oi);
possibleSeerHuts.push_back(oi);
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
@ -498,7 +497,7 @@ void TreasurePlacer::addAllPossibleObjects()
obj->rVal = generator.getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
@ -509,7 +508,12 @@ void TreasurePlacer::addAllPossibleObjects()
return obj;
};
addObjectToRandomPool(oi);
possibleSeerHuts.push_back(oi);
}
for (size_t i = 0; i < questArtsRemaining; i++)
{
addObjectToRandomPool(*RandomGeneratorUtil::nextItem(possibleSeerHuts, generator.rand));
}
}
}