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+ Do not limit treasures to make space for more treasures if there are none ;eft
+ Make sure RMG won't get stuck in infinite loop for weird treasure values (eg. 0).
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@@ -741,33 +741,41 @@ void TreasurePlacer::createTreasures(ObjectManager& manager)
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int totalDensity = 0;
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for (auto t : treasureInfo)
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for (auto t = treasureInfo.begin(); t != treasureInfo.end(); t++)
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{
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std::vector<rmg::Object> treasures;
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//discard objects with too high value to be ever placed
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vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
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{
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return oi.value > t.max;
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return oi.value > t->max;
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});
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totalDensity += t.density;
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totalDensity += t->density;
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size_t count = size * t.density / 500;
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const int averageValue = (t.min + t.max) / 2;
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if (averageValue > 10000) //Will surely be guarded => larger
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size_t count = size * t->density / 500;
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//Assure space for lesser treasures, if there are any left
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if (t != (treasureInfo.end() - 1))
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{
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vstd::amin(count, size * (10.f/500) / (std::sqrt((float)averageValue / 10000)));
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const int averageValue = (t->min + t->max) / 2;
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if (averageValue > 10000)
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{
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//Will surely be guarded => larger piles => less space inbetween
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vstd::amin(count, size * (10.f / 500) / (std::sqrt((float)averageValue / 10000)));
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}
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}
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//this is squared distance for optimization purposes
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const float minDistance = std::max<float>((125.f / totalDensity), 1.0f);
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for (size_t i = 0; i < count; i++)
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size_t emergencyLoopFinish = 0;
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while(treasures.size() < count && emergencyLoopFinish < count)
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{
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auto treasurePileInfos = prepareTreasurePile(t);
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auto treasurePileInfos = prepareTreasurePile(*t);
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if (treasurePileInfos.empty())
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{
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emergencyLoopFinish++; //Exit potentially infinite loop for bad settings
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continue;
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}
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