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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

Moved object type randomization to object class

This commit is contained in:
Ivan Savenko
2023-10-25 13:50:11 +03:00
parent 03e1169781
commit dcb8f4fc7b
17 changed files with 288 additions and 366 deletions

View File

@@ -153,223 +153,6 @@ HeroTypeID CGameState::pickUnusedHeroTypeRandomly(const PlayerColor & owner)
return HeroTypeID::NONE; // no available heroes at all
}
std::pair<Obj,int> CGameState::pickObject (CGObjectInstance *obj)
{
switch(obj->ID)
{
case Obj::RANDOM_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));
case Obj::RANDOM_TREASURE_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_TREASURE));
case Obj::RANDOM_MINOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MINOR));
case Obj::RANDOM_MAJOR_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_MAJOR));
case Obj::RANDOM_RELIC_ART:
return std::make_pair(Obj::ARTIFACT, VLC->arth->pickRandomArtifact(getRandomGenerator(), CArtifact::ART_RELIC));
case Obj::RANDOM_HERO:
return std::make_pair(Obj::HERO, pickNextHeroType(obj->tempOwner));
case Obj::RANDOM_MONSTER:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator()));
case Obj::RANDOM_MONSTER_L1:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 1));
case Obj::RANDOM_MONSTER_L2:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 2));
case Obj::RANDOM_MONSTER_L3:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 3));
case Obj::RANDOM_MONSTER_L4:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 4));
case Obj::RANDOM_RESOURCE:
return std::make_pair(Obj::RESOURCE,getRandomGenerator().nextInt(6)); //now it's OH3 style, use %8 for mithril
case Obj::RANDOM_TOWN:
{
PlayerColor align = (dynamic_cast<CGTownInstance *>(obj))->alignmentToPlayer;
si32 f; // can be negative (for random)
if(!align.isValidPlayer()) //same as owner / random
{
if(!obj->tempOwner.isValidPlayer())
f = -1; //random
else
f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
}
else
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0)
{
do
{
f = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
}
while ((*VLC->townh)[f]->town == nullptr); // find playable faction
}
return std::make_pair(Obj::TOWN,f);
}
case Obj::RANDOM_MONSTER_L5:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 5));
case Obj::RANDOM_MONSTER_L6:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 6));
case Obj::RANDOM_MONSTER_L7:
return std::make_pair(Obj::MONSTER, VLC->creh->pickRandomMonster(getRandomGenerator(), 7));
case Obj::RANDOM_DWELLING:
case Obj::RANDOM_DWELLING_LVL:
case Obj::RANDOM_DWELLING_FACTION:
{
auto * dwl = dynamic_cast<CGDwelling *>(obj);
int faction;
//if castle alignment available
if(auto * info = dynamic_cast<CCreGenAsCastleInfo *>(dwl->info))
{
faction = getRandomGenerator().nextInt((int)VLC->townh->size() - 1);
if(info->asCastle && !info->instanceId.empty())
{
auto iter = map->instanceNames.find(info->instanceId);
if(iter == map->instanceNames.end())
logGlobal->error("Map object not found: %s", info->instanceId);
else
{
auto elem = iter->second;
if(elem->ID==Obj::RANDOM_TOWN)
{
randomizeObject(elem.get()); //we have to randomize the castle first
faction = elem->subID;
}
else if(elem->ID==Obj::TOWN)
faction = elem->subID;
else
logGlobal->error("Map object must be town: %s", info->instanceId);
}
}
else if(info->asCastle)
{
for(auto & elem : map->objects)
{
if(!elem)
continue;
if(elem->ID==Obj::RANDOM_TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
randomizeObject(elem); //we have to randomize the castle first
faction = elem->subID;
break;
}
else if(elem->ID==Obj::TOWN
&& dynamic_cast<CGTownInstance*>(elem.get())->identifier == info->identifier)
{
faction = elem->subID;
break;
}
}
}
else
{
std::set<int> temp;
for(int i = 0; i < info->allowedFactions.size(); i++)
if(info->allowedFactions[i])
temp.insert(i);
if(temp.empty())
logGlobal->error("Random faction selection failed. Nothing is allowed. Fall back to random.");
else
faction = *RandomGeneratorUtil::nextItem(temp, getRandomGenerator());
}
}
else // castle alignment fixed
faction = obj->subID;
int level;
//if level set to range
if(auto * info = dynamic_cast<CCreGenLeveledInfo *>(dwl->info))
{
level = getRandomGenerator().nextInt(info->minLevel, info->maxLevel) - 1;
}
else // fixed level
{
level = obj->subID;
}
delete dwl->info;
dwl->info = nullptr;
std::pair<Obj, int> result(Obj::NO_OBJ, -1);
CreatureID cid;
if((*VLC->townh)[faction]->town)
cid = (*VLC->townh)[faction]->town->creatures[level][0];
else
{
//neutral faction
std::vector<CCreature*> possibleCreatures;
std::copy_if(VLC->creh->objects.begin(), VLC->creh->objects.end(), std::back_inserter(possibleCreatures), [faction](const CCreature * c)
{
return c->getFaction().getNum() == faction;
});
assert(!possibleCreatures.empty());
cid = (*RandomGeneratorUtil::nextItem(possibleCreatures, getRandomGenerator()))->getId();
}
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
auto testID = [&](const Obj & primaryID) -> void
{
auto dwellingIDs = VLC->objtypeh->knownSubObjects(primaryID);
for (si32 entry : dwellingIDs)
{
const auto * handler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(primaryID, entry).get());
if (handler->producesCreature(VLC->creh->objects[cid]))
result = std::make_pair(primaryID, entry);
}
};
testID(Obj::CREATURE_GENERATOR1);
if (result.first == Obj::NO_OBJ)
testID(Obj::CREATURE_GENERATOR4);
if (result.first == Obj::NO_OBJ)
{
logGlobal->error("Error: failed to find dwelling for %s of level %d", (*VLC->townh)[faction]->getNameTranslated(), int(level));
result = std::make_pair(Obj::CREATURE_GENERATOR1, *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1), getRandomGenerator()));
}
return result;
}
}
return std::make_pair(Obj::NO_OBJ,-1);
}
void CGameState::randomizeObject(CGObjectInstance *cur)
{
std::pair<Obj,int> ran = pickObject(cur);
if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(cur->ID==Obj::TOWN || cur->ID==Obj::MONSTER)
cur->setType(cur->ID, cur->subID); // update def, if necessary
}
else if(ran.first==Obj::HERO)//special code for hero
{
auto * h = dynamic_cast<CGHeroInstance *>(cur);
cur->setType(ran.first, ran.second);
map->heroesOnMap.emplace_back(h);
}
else if(ran.first==Obj::TOWN)//special code for town
{
auto * t = dynamic_cast<CGTownInstance *>(cur);
cur->setType(ran.first, ran.second);
map->towns.emplace_back(t);
}
else
{
cur->setType(ran.first, ran.second);
}
}
int CGameState::getDate(Date mode) const
{
int temp;
@@ -766,9 +549,33 @@ void CGameState::randomizeMapObjects()
logGlobal->debug("\tRandomizing objects");
for(CGObjectInstance *obj : map->objects)
{
if(!obj) continue;
if(!obj)
continue;
randomizeObject(obj);
{
std::pair<Obj,int> ran = pickObject(obj);
if(ran.first == Obj::NO_OBJ || ran.second<0) //this is not a random object, or we couldn't find anything
{
if(obj->ID==Obj::TOWN || obj->ID==Obj::MONSTER)
obj->setType(obj->ID, obj->subID); // update def, if necessary
}
else if(ran.first==Obj::HERO)//special code for hero
{
auto * h = dynamic_cast<CGHeroInstance *>(obj);
obj->setType(ran.first, ran.second);
map->heroesOnMap.emplace_back(h);
}
else if(ran.first==Obj::TOWN)//special code for town
{
auto * t = dynamic_cast<CGTownInstance *>(obj);
obj->setType(ran.first, ran.second);
map->towns.emplace_back(t);
}
else
{
obj->setType(ran.first, ran.second);
}
}
//handle Favouring Winds - mark tiles under it
if(obj->ID == Obj::FAVORABLE_WINDS)