/* * CRmgTemplateZone.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CRmgTemplateZone.h" #include "../mapping/CMapEditManager.h" #include "../mapping/CMap.h" #include "../VCMI_Lib.h" #include "../CTownHandler.h" #include "../CCreatureHandler.h" #include "../spells/CSpellHandler.h" //for choosing random spells #include "../mapObjects/CommonConstructors.h" #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h #include "../mapObjects/CGPandoraBox.h" #include "../mapObjects/CRewardableObject.h" class CMap; class CMapEditManager; //class CGObjectInstance; using namespace rmg; //TODO: move all to namespace void CRmgTemplateZone::addRoadNode(const int3& node) { roadNodes.insert(node); } CTileInfo::CTileInfo():nearestObjectDistance(float(INT_MAX)), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD) { occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages } float CTileInfo::getNearestObjectDistance() const { return nearestObjectDistance; } void CTileInfo::setNearestObjectDistance(float value) { nearestObjectDistance = std::max(0, value); //never negative (or unitialized) } bool CTileInfo::shouldBeBlocked() const { return occupied == ETileType::BLOCKED; } bool CTileInfo::isBlocked() const { return occupied == ETileType::BLOCKED || occupied == ETileType::USED; } bool CTileInfo::isPossible() const { return occupied == ETileType::POSSIBLE; } bool CTileInfo::isFree() const { return occupied == ETileType::FREE; } bool CTileInfo::isRoad() const { return roadType != ERoadType::NO_ROAD; } bool CTileInfo::isUsed() const { return occupied == ETileType::USED; } void CTileInfo::setOccupied(ETileType::ETileType value) { occupied = value; } ETileType::ETileType CTileInfo::getTileType() const { return occupied; } ETerrainType CTileInfo::getTerrainType() const { return terrain; } void CTileInfo::setTerrainType(ETerrainType value) { terrain = value; } void CTileInfo::setRoadType(ERoadType::ERoadType value) { roadType = value; // setOccupied(ETileType::FREE); } CRmgTemplateZone::CRmgTemplateZone() : ZoneOptions(), townType(ETownType::NEUTRAL), terrainType (ETerrainType::GRASS), minGuardedValue(0), questArtZone(), gen(nullptr) { } void CRmgTemplateZone::setOptions(const ZoneOptions * options) { ZoneOptions::operator=(*options); } void CRmgTemplateZone::setGenPtr(CMapGenerator * Gen) { gen = Gen; } void CRmgTemplateZone::setQuestArtZone(std::shared_ptr otherZone) { questArtZone = otherZone; } std::set* CRmgTemplateZone::getFreePaths() { return &freePaths; } float3 CRmgTemplateZone::getCenter() const { return center; } void CRmgTemplateZone::setCenter(const float3 &f) { //limit boundaries to (0,1) square //alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side center = f; center.x = static_cast(std::fmod(center.x, 1)); center.y = static_cast(std::fmod(center.y, 1)); if (center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive center.x = 1 - std::abs(center.x); if (center.y < 0) center.y = 1 - std::abs(center.y); } bool CRmgTemplateZone::pointIsIn(int x, int y) { return true; } int3 CRmgTemplateZone::getPos() const { return pos; } void CRmgTemplateZone::setPos(const int3 &Pos) { pos = Pos; } void CRmgTemplateZone::addTile (const int3 &pos) { tileinfo.insert(pos); } std::set CRmgTemplateZone::getTileInfo () const { return tileinfo; } std::set CRmgTemplateZone::getPossibleTiles() const { return possibleTiles; } void CRmgTemplateZone::discardDistantTiles (float distance) { //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones //for (auto tile : tileinfo) //{ // if (tile.dist2d(this->pos) > distance) // { // gen->setOccupied(tile, ETileType::USED); // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering? // } //} vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool { return tile.dist2d(this->pos) > distance; }); } void CRmgTemplateZone::clearTiles() { tileinfo.clear(); } void CRmgTemplateZone::initFreeTiles () { vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool { return gen->isPossible(tile); }); if (freePaths.empty()) { gen->setOccupied(pos, ETileType::FREE); freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center } } void CRmgTemplateZone::createBorder() { for (auto tile : tileinfo) { bool edge = false; gen->foreach_neighbour(tile, [this, &edge](int3 &pos) { if (edge) return; //optimization - do it only once if (gen->getZoneID(pos) != id) //optimization - better than set search { //we are edge if at least one tile does not belong to zone //mark all nearby tiles blocked and we're done gen->foreach_neighbour (pos, [this](int3 &nearbyPos) { if (gen->isPossible(nearbyPos)) gen->setOccupied(nearbyPos, ETileType::BLOCKED); }); edge = true; } }); } } void CRmgTemplateZone::fractalize() { for (auto tile : tileinfo) { if (gen->isFree(tile)) freePaths.insert(tile); } std::vector clearedTiles (freePaths.begin(), freePaths.end()); std::set possibleTiles; std::set tilesToIgnore; //will be erased in this iteration //the more treasure density, the greater distance between paths. Scaling is experimental. int totalDensity = 0; for (auto ti : treasureInfo) totalDensity += ti.density; const float minDistance = 10 * 10; //squared for (auto tile : tileinfo) { if (gen->isFree(tile)) clearedTiles.push_back(tile); else if (gen->isPossible(tile)) possibleTiles.insert(tile); } assert (clearedTiles.size()); //this should come from zone connections std::vector nodes; //connect them with a grid if (type != ETemplateZoneType::JUNCTION) { //junction is not fractalized, has only one straight path //everything else remains blocked while (possibleTiles.size()) { //link tiles in random order std::vector tilesToMakePath(possibleTiles.begin(), possibleTiles.end()); RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand); int3 nodeFound(-1, -1, -1); for (auto tileToMakePath : tilesToMakePath) { //find closest free tile float currentDistance = 1e10; int3 closestTile(-1, -1, -1); for (auto clearTile : clearedTiles) { float distance = static_cast(tileToMakePath.dist2dSQ(clearTile)); if (distance < currentDistance) { currentDistance = distance; closestTile = clearTile; } if (currentDistance <= minDistance) { //this tile is close enough. Forget about it and check next one tilesToIgnore.insert(tileToMakePath); break; } } //if tiles is not close enough, make path to it if (currentDistance > minDistance) { nodeFound = tileToMakePath; nodes.push_back(nodeFound); clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled break; //next iteration - use already cleared tiles } } for (auto tileToClear : tilesToIgnore) { //these tiles are already connected, ignore them vstd::erase_if_present(possibleTiles, tileToClear); } if (!nodeFound.valid()) //nothing else can be done (?) break; tilesToIgnore.clear(); } } //cut straight paths towards the center. A* is too slow for that. for (auto node : nodes) { boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool { return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode); } ); std::vector nearbyNodes; if (nodes.size() >= 2) { nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect } if (nodes.size() >= 3) { nearbyNodes.push_back(nodes[2]); } //connect with all the paths crunchPath(node, findClosestTile(freePaths, node), true, &freePaths); //connect with nearby nodes for (auto nearbyNode : nearbyNodes) { crunchPath(node, nearbyNode, true, &freePaths); } } for (auto node : nodes) gen->setOccupied(node, ETileType::FREE); //make sure they are clear //now block most distant tiles away from passages float blockDistance = minDistance * 0.25f; for (auto tile : tileinfo) { if (!gen->isPossible(tile)) continue; bool closeTileFound = false; for (auto clearTile : freePaths) { float distance = static_cast(tile.dist2dSQ(clearTile)); if (distance < blockDistance) { closeTileFound = true; break; } } if (!closeTileFound) //this tile is far enough from passages gen->setOccupied(tile, ETileType::BLOCKED); } #define PRINT_FRACTALIZED_MAP false if (PRINT_FRACTALIZED_MAP) //enable to debug { std::ofstream out(boost::to_string(boost::format("zone %d") % id)); int levels = gen->map->twoLevel ? 2 : 1; int width = gen->map->width; int height = gen->map->height; for (int k = 0; k < levels; k++) { for(int j=0; jgetTile(int3(i, j, k)).getTileType()) { case ETileType::FREE: t = ' '; break; case ETileType::BLOCKED: t = '#'; break; case ETileType::POSSIBLE: t = '-'; break; case ETileType::USED: t = 'O'; break; } out << t; } out << std::endl; } out << std::endl; } out << std::endl; } } void CRmgTemplateZone::connectLater() { for (const int3 node : tilesToConnectLater) { if (!connectWithCenter(node, true)) logGlobal->error("Failed to connect node %s with center of the zone", node.toString()); } } bool CRmgTemplateZone::crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set* clearedTiles) { /* make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks. do not leave zone border */ bool result = false; bool end = false; int3 currentPos = src; float distance = static_cast(currentPos.dist2dSQ (dst)); while (!end) { if (currentPos == dst) { result = true; break; } auto lastDistance = distance; auto processNeighbours = [this, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos) { if (!result) //not sure if lambda is worth it... { if (pos == dst) { result = true; end = true; } if (pos.dist2dSQ (dst) < distance) { if (!gen->isBlocked(pos)) { if (gen->getZoneID(pos) == id) { if (gen->isPossible(pos)) { gen->setOccupied (pos, ETileType::FREE); if (clearedTiles) clearedTiles->insert(pos); currentPos = pos; distance = static_cast(currentPos.dist2dSQ (dst)); } else if (gen->isFree(pos)) { end = true; result = true; } } } } } }; if (onlyStraight) gen->foreachDirectNeighbour (currentPos, processNeighbours); else gen->foreach_neighbour (currentPos,processNeighbours); int3 anotherPos(-1, -1, -1); if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm? { //try any nearby tiles, even if its not closer than current float lastDistance = 2 * distance; //start with significantly larger value auto processNeighbours2 = [this, ¤tPos, dst, &lastDistance, &anotherPos, clearedTiles](int3 &pos) { if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles { if (gen->getZoneID(pos) == id) { if (gen->isPossible(pos)) { if (clearedTiles) clearedTiles->insert(pos); anotherPos = pos; lastDistance = static_cast(currentPos.dist2dSQ(dst)); } } } }; if (onlyStraight) gen->foreachDirectNeighbour(currentPos, processNeighbours2); else gen->foreach_neighbour(currentPos, processNeighbours2); if (anotherPos.valid()) { if (clearedTiles) clearedTiles->insert(anotherPos); gen->setOccupied(anotherPos, ETileType::FREE); currentPos = anotherPos; } } if (!(result || distance < lastDistance || anotherPos.valid())) { //FIXME: seemingly this condition is messed up, tells nothing //logGlobal->warn("No tile closer than %s found on path from %s to %s", currentPos, src , dst); break; } } return result; } boost::heap::priority_queue> CRmgTemplateZone::createPriorityQueue() { return boost::heap::priority_queue>(); } bool CRmgTemplateZone::createRoad(const int3& src, const int3& dst) { //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm std::set closed; // The set of nodes already evaluated. auto pq = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node std::map cameFrom; // The map of navigated nodes. std::map distances; gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition pq.push(std::make_pair(src, 0.f)); distances[src] = 0.f; // Cost from start along best known path. while (!pq.empty()) { auto node = pq.top(); pq.pop(); //remove top element int3 currentNode = node.first; closed.insert (currentNode); auto currentTile = &gen->map->getTile(currentNode); if (currentNode == dst || gen->isRoad(currentNode)) { // The goal node was reached. Trace the path using // the saved parent information and return path int3 backTracking = currentNode; while (cameFrom[backTracking].valid()) { // add node to path roads.insert (backTracking); gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD); //logGlobal->trace("Setting road at tile %s", backTracking); // do the same for the predecessor backTracking = cameFrom[backTracking]; } return true; } else { bool directNeighbourFound = false; float movementCost = 1; auto foo = [this, &pq, &distances, &closed, &cameFrom, ¤tNode, ¤tTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void { if (vstd::contains(closed, pos)) //we already visited that node return; float distance = node.second + movementCost; float bestDistanceSoFar = std::numeric_limits::max(); auto it = distances.find(pos); if (it != distances.end()) bestDistanceSoFar = it->second; if (distance < bestDistanceSoFar) { auto tile = &gen->map->getTile(pos); bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos); if ((gen->isFree(pos) && gen->isFree(currentNode)) //empty path || ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object || pos == dst) //we already compledted the path { if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone. { cameFrom[pos] = currentNode; distances[pos] = distance; pq.push(std::make_pair(pos, distance)); directNeighbourFound = true; } } } }; gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions if (!directNeighbourFound) { movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight gen->foreachDiagonaltNeighbour(currentNode, foo); } } } logGlobal->warn("Failed to create road from %s to %s", src.toString(), dst.toString()); return false; } bool CRmgTemplateZone::connectPath(const int3& src, bool onlyStraight) ///connect current tile to any other free tile within zone { //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm std::set closed; // The set of nodes already evaluated. auto open = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node std::map cameFrom; // The map of navigated nodes. std::map distances; //int3 currentNode = src; cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition distances[src] = 0.f; open.push(std::make_pair(src, 0.f)); // Cost from start along best known path. // Estimated total cost from start to goal through y. while (!open.empty()) { auto node = open.top(); open.pop(); int3 currentNode = node.first; closed.insert(currentNode); if (gen->isFree(currentNode)) //we reached free paths, stop { // Trace the path using the saved parent information and return path int3 backTracking = currentNode; while (cameFrom[backTracking].valid()) { gen->setOccupied(backTracking, ETileType::FREE); backTracking = cameFrom[backTracking]; } return true; } else { auto foo = [this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void { if (vstd::contains(closed, pos)) return; //no paths through blocked or occupied tiles, stay within zone if (gen->isBlocked(pos) || gen->getZoneID(pos) != id) return; int distance = static_cast(distances[currentNode]) + 1; int bestDistanceSoFar = std::numeric_limits::max(); auto it = distances.find(pos); if (it != distances.end()) bestDistanceSoFar = static_cast(it->second); if (distance < bestDistanceSoFar) { cameFrom[pos] = currentNode; open.push(std::make_pair(pos, (float)distance)); distances[pos] = static_cast(distance); } }; if (onlyStraight) gen->foreachDirectNeighbour(currentNode, foo); else gen->foreach_neighbour(currentNode, foo); } } for (auto tile : closed) //these tiles are sealed off and can't be connected anymore { gen->setOccupied (tile, ETileType::BLOCKED); vstd::erase_if_present(possibleTiles, tile); } return false; } bool CRmgTemplateZone::connectWithCenter(const int3& src, bool onlyStraight) ///connect current tile to any other free tile within zone { //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm std::set closed; // The set of nodes already evaluated. auto open = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node std::map cameFrom; // The map of navigated nodes. std::map distances; cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition distances[src] = 0; open.push(std::make_pair(src, 0.f)); // Cost from start along best known path. while (!open.empty()) { auto node = open.top(); open.pop(); int3 currentNode = node.first; closed.insert(currentNode); if (currentNode == pos) //we reached center of the zone, stop { // Trace the path using the saved parent information and return path int3 backTracking = currentNode; while (cameFrom[backTracking].valid()) { gen->setOccupied(backTracking, ETileType::FREE); backTracking = cameFrom[backTracking]; } return true; } else { auto foo = [this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void { if (vstd::contains(closed, pos)) return; if (gen->getZoneID(pos) != id) return; float movementCost = 0; if (gen->isFree(pos)) movementCost = 1; else if (gen->isPossible(pos)) movementCost = 2; else return; float distance = distances[currentNode] + movementCost; //we prefer to use already free paths int bestDistanceSoFar = std::numeric_limits::max(); //FIXME: boost::limits auto it = distances.find(pos); if (it != distances.end()) bestDistanceSoFar = static_cast(it->second); if (distance < bestDistanceSoFar) { cameFrom[pos] = currentNode; open.push(std::make_pair(pos, distance)); distances[pos] = distance; } }; if (onlyStraight) gen->foreachDirectNeighbour(currentNode, foo); else gen->foreach_neighbour(currentNode, foo); } } return false; } void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength) { requiredObjects.push_back(std::make_pair(obj, strength)); } void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength) { closeObjects.push_back(std::make_pair(obj, strength)); } void CRmgTemplateZone::addToConnectLater(const int3& src) { tilesToConnectLater.insert(src); } bool CRmgTemplateZone::addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard) { //precalculate actual (randomized) monster strength based on this post //http://forum.vcmi.eu/viewtopic.php?p=12426#12426 int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength(); int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4 static const int value1[] = {2500, 1500, 1000, 500, 0}; static const int value2[] = {7500, 7500, 7500, 5000, 5000}; static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5}; static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5}; int strength1 = static_cast(std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength])); int strength2 = static_cast(std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength])); strength = strength1 + strength2; if (strength < 2000) return false; //no guard at all CreatureID creId = CreatureID::NONE; int amount = 0; std::vector possibleCreatures; for (auto cre : VLC->creh->creatures) { if (cre->special) continue; if (!cre->AIValue) //bug #2681 continue; if (!vstd::contains(monsterTypes, cre->faction)) continue; if (((si32)(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < (si32)cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100 { possibleCreatures.push_back(cre->idNumber); } } if (possibleCreatures.size()) { creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand); amount = strength / VLC->creh->creatures[creId]->AIValue; if (amount >= 4) amount = static_cast(amount * gen->rand.nextDouble(0.75, 1.25)); } else //just pick any available creature { creId = CreatureID(132); //Azure Dragon amount = strength / VLC->creh->creatures[creId]->AIValue; } auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId); auto guard = (CGCreature *) guardFactory->create(ObjectTemplate()); guard->character = CGCreature::HOSTILE; auto hlp = new CStackInstance(creId, amount); //will be set during initialization guard->putStack(SlotID(0), hlp); placeObject(guard, pos); if (clearSurroundingTiles) { //do not spawn anything near monster gen->foreach_neighbour (pos, [this](int3 pos) { if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::FREE); }); } return true; } bool CRmgTemplateZone::createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo) { CTreasurePileInfo info; std::map treasures; std::set boundary; int3 guardPos (-1,-1,-1); info.nextTreasurePos = pos; int maxValue = treasureInfo.max; int minValue = treasureInfo.min; ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue)); int currentValue = 0; CGObjectInstance * object = nullptr; while (currentValue <= (int)desiredValue - 100) //no objects with value below 100 are available { treasures[info.nextTreasurePos] = nullptr; for (auto treasurePos : treasures) { gen->foreach_neighbour(treasurePos.first, [&boundary](int3 pos) { boundary.insert(pos); }); } for (auto treasurePos : treasures) { //leaving only boundary around objects vstd::erase_if_present(boundary, treasurePos.first); } for (auto tile : boundary) { //we can't extend boundary anymore if (!(gen->isBlocked(tile) || gen->isPossible(tile))) break; } ObjectInfo oi = getRandomObject(info, desiredValue, maxValue, currentValue); if (!oi.value) //0 value indicates no object { vstd::erase_if_present(treasures, info.nextTreasurePos); break; } else { object = oi.generateObject(); //remove from possible objects auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi); assert (oiptr != possibleObjects.end()); oiptr->maxPerZone--; if (!oiptr->maxPerZone) possibleObjects.erase(oiptr); //update treasure pile area int3 visitablePos = info.nextTreasurePos; if (oi.templ.isVisitableFromTop()) info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction else info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side for (auto blockedOffset : oi.templ.getBlockedOffsets()) { int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos info.occupiedPositions.insert(blockPos); info.blockedPositions.insert(blockPos); } info.occupiedPositions.insert(visitablePos + oi.templ.getVisitableOffset()); currentValue += oi.value; treasures[info.nextTreasurePos] = object; //now find place for next object int3 placeFound(-1,-1,-1); //randomize next position from among possible ones std::vector boundaryCopy (boundary.begin(), boundary.end()); //RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand); auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool { return lhs.y < rhs.y; }; boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom for (auto tile : boundaryCopy) { if (gen->isPossible(tile)) //we can place new treasure only on possible tile { bool here = true; gen->foreach_neighbour (tile, [this, &here, minDistance](int3 pos) { if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance) here = false; }); if (here) { placeFound = tile; break; } } } if (placeFound.valid()) info.nextTreasurePos = placeFound; else break; //no more place to add any objects } } if (treasures.size()) { //find object closest to free path, then connect it to the middle of the zone int3 closestTile = int3(-1,-1,-1); float minTreasureDistance = 1e10; for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side { int3 closestFreeTile = findClosestTile(freePaths, visitablePos); if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance) { closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it minTreasureDistance = static_cast(closestFreeTile.dist2d(visitablePos)); } } for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction { int3 closestFreeTile = findClosestTile(freePaths, visitablePos); if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance) { closestTile = visitablePos; minTreasureDistance = static_cast(closestFreeTile.dist2d(visitablePos)); } } assert (closestTile.valid()); for (auto tile : info.occupiedPositions) { if (gen->map->isInTheMap(tile)) //pile boundary may reach map border gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects } if (!connectPath (closestTile, false)) //this place is sealed off, need to find new position { return false; } //update boundary around our objects, including knowledge about objects visitable from bottom boundary.clear(); for (auto tile : info.visitableFromBottomPositions) { gen->foreach_neighbour(tile, [tile, &boundary](int3 pos) { if (pos.y >= tile.y) //don't block these objects from above boundary.insert(pos); }); } for (auto tile : info.visitableFromTopPositions) { gen->foreach_neighbour(tile, [&boundary](int3 pos) { boundary.insert(pos); }); } bool isPileGuarded = currentValue >= minGuardedValue; for (auto tile : boundary) //guard must be standing there { if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here { guardPos = tile; break; } } if (guardPos.valid()) { for (auto treasure : treasures) { int3 visitableOffset = treasure.second->getVisitableOffset(); if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly visitableOffset.x += 1; placeObject(treasure.second, treasure.first + visitableOffset); } if (addMonster(guardPos, currentValue, false)) {//block only if the object is guarded for (auto tile : boundary) { if (gen->isPossible(tile)) gen->setOccupied(tile, ETileType::BLOCKED); } //do not spawn anything near monster gen->foreach_neighbour(guardPos, [this](int3 pos) { if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::FREE); }); } else //mo monster in this pile, make some free space (needed?) { for (auto tile : boundary) if (gen->isPossible(tile)) gen->setOccupied(tile, ETileType::FREE); } } else if (isPileGuarded)//we couldn't make a connection to this location, block it { for (auto treasure : treasures) { if (gen->isPossible(treasure.first)) gen->setOccupied(treasure.first, ETileType::BLOCKED); delete treasure.second; } } return true; } else //we did not place eveyrthing successfully { gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition vstd::erase_if_present(possibleTiles, pos); return false; } } void CRmgTemplateZone::initTownType () { //FIXME: handle case that this player is not present -> towns should be set to neutral int totalTowns = 0; //cut a ring around town to ensure crunchPath always hits it. auto cutPathAroundTown = [this](const CGTownInstance * town) { for (auto blockedTile : town->getBlockedPos()) { gen->foreach_neighbour(blockedTile, [this](const int3 & pos) { if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::FREE); }); } }; auto addNewTowns = [&totalTowns, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player) { for (int i = 0; i < count; i++) { si32 subType = townType; if(totalTowns>0) { if(!this->townsAreSameType) { if (townTypes.size()) subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand); else subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed } } auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType); auto town = (CGTownInstance *) townFactory->create(ObjectTemplate()); town->ID = Obj::TOWN; town->tempOwner = player; if (hasFort) town->builtBuildings.insert(BuildingID::FORT); town->builtBuildings.insert(BuildingID::DEFAULT); for (auto spell : VLC->spellh->objects) //add all regular spells to town { if (!spell->isSpecialSpell() && !spell->isCreatureAbility()) town->possibleSpells.push_back(spell->id); } if (totalTowns <= 0) { //register MAIN town of zone gen->registerZone(town->subID); //first town in zone goes in the middle placeObject(town, getPos() + town->getVisitableOffset(), true); cutPathAroundTown(town); setPos(town->visitablePos()); //roads lead to mian town } else addRequiredObject (town); totalTowns++; } }; if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START)) { //set zone types to player faction, generate main town logGlobal->info("Preparing playing zone"); int player_id = *owner - 1; auto & playerInfo = gen->map->players[player_id]; PlayerColor player(player_id); if (playerInfo.canAnyonePlay()) { player = PlayerColor(player_id); townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown(); if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) randomizeTownType(); } else //no player - randomize town { player = PlayerColor::NEUTRAL; randomizeTownType(); } auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType); CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate()); town->tempOwner = player; town->builtBuildings.insert(BuildingID::FORT); town->builtBuildings.insert(BuildingID::DEFAULT); for (auto spell : VLC->spellh->objects) //add all regular spells to town { if (!spell->isSpecialSpell() && !spell->isCreatureAbility()) town->possibleSpells.push_back(spell->id); } //towns are big objects and should be centered around visitable position placeObject(town, getPos() + town->getVisitableOffset(), true); cutPathAroundTown(town); setPos(town->visitablePos()); //roads lead to mian town totalTowns++; //register MAIN town of zone only gen->registerZone (town->subID); if (playerInfo.canAnyonePlay()) //configure info for owning player { logGlobal->trace("Fill player info %d", player_id); // Update player info playerInfo.allowedFactions.clear(); playerInfo.allowedFactions.insert(townType); playerInfo.hasMainTown = true; playerInfo.posOfMainTown = town->pos; playerInfo.generateHeroAtMainTown = true; //now create actual towns addNewTowns(playerTowns.getCastleCount() - 1, true, player); addNewTowns(playerTowns.getTownCount(), false, player); } else { addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL); addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL); } } else //randomize town types for any other zones as well { randomizeTownType(); } addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL); addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL); if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras { //25% chance for neutral if (gen->rand.nextInt(1, 100) <= 25) { townType = ETownType::NEUTRAL; } else { if (townTypes.size()) townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand); else if (monsterTypes.size()) townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned else //just in any case randomizeTownType(); } } } void CRmgTemplateZone::randomizeTownType () { if (townTypes.size()) townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand); else townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some } void CRmgTemplateZone::initTerrainType () { if (matchTerrainToTown && townType != ETownType::NEUTRAL) terrainType = VLC->townh->factions[townType]->nativeTerrain; else terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand); //TODO: allow new types of terrain? if (pos.z) { if (terrainType != ETerrainType::LAVA) terrainType = ETerrainType::SUBTERRANEAN; } else { if (terrainType == ETerrainType::SUBTERRANEAN) terrainType = ETerrainType::DIRT; } paintZoneTerrain (terrainType); } void CRmgTemplateZone::paintZoneTerrain (ETerrainType terrainType) { std::vector tiles(tileinfo.begin(), tileinfo.end()); gen->editManager->getTerrainSelection().setSelection(tiles); gen->editManager->drawTerrain(terrainType, &gen->rand); } bool CRmgTemplateZone::placeMines () { static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE}; static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR}; std::array factory = { VLC->objtypeh->getHandlerFor(Obj::MINE, 0), VLC->objtypeh->getHandlerFor(Obj::MINE, 1), VLC->objtypeh->getHandlerFor(Obj::MINE, 2), VLC->objtypeh->getHandlerFor(Obj::MINE, 3), VLC->objtypeh->getHandlerFor(Obj::MINE, 4), VLC->objtypeh->getHandlerFor(Obj::MINE, 5), VLC->objtypeh->getHandlerFor(Obj::MINE, 6) }; for (const auto & res : woodOre) { for (int i = 0; i < mines[res]; i++) { auto mine = (CGMine *) factory.at(static_cast(res))->create(ObjectTemplate()); mine->producedResource = res; mine->tempOwner = PlayerColor::NEUTRAL; mine->producedQuantity = mine->defaultResProduction(); if (!i) addCloseObject(mine, 1500); //only firts one is close else addRequiredObject(mine, 1500); } } for (const auto & res : preciousResources) { for (int i = 0; i < mines[res]; i++) { auto mine = (CGMine *) factory.at(static_cast(res))->create(ObjectTemplate()); mine->producedResource = res; mine->tempOwner = PlayerColor::NEUTRAL; mine->producedQuantity = mine->defaultResProduction(); addRequiredObject(mine, 3500); } } for (int i = 0; i < mines[Res::GOLD]; i++) { auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate()); mine->producedResource = Res::GOLD; mine->tempOwner = PlayerColor::NEUTRAL; mine->producedQuantity = mine->defaultResProduction(); addRequiredObject(mine, 7000); } return true; } EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CGObjectInstance *obj, int3 &pos) { //check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed. obj->pos = pos; gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED); for (auto tile : obj->getBlockedPos()) { if (gen->map->isInTheMap(tile)) gen->setOccupied(tile, ETileType::BLOCKED); } int3 accessibleOffset = getAccessibleOffset(obj->appearance, pos); if (!accessibleOffset.valid()) { logGlobal->warn("Cannot access required object at position %s, retrying", pos.toString()); return EObjectPlacingResult::CANNOT_FIT; } if (!connectPath(accessibleOffset, true)) { logGlobal->trace("Failed to create path to required object at position %s, retrying", pos.toString()); return EObjectPlacingResult::SEALED_OFF; } else return EObjectPlacingResult::SUCCESS; } bool CRmgTemplateZone::createRequiredObjects() { logGlobal->trace("Creating required objects"); for(const auto &object : requiredObjects) { auto obj = object.first; int3 pos; while (true) { if (!findPlaceForObject(obj, 3, pos)) { logGlobal->error("Failed to fill zone %d due to lack of space", id); return false; } if (tryToPlaceObjectAndConnectToPath(obj, pos) == EObjectPlacingResult::SUCCESS) { //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones placeObject(obj, pos); guardObject(obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true); break; } } } for (const auto &obj : closeObjects) { setTemplateForObject(obj.first); auto tilesBlockedByObject = obj.first->getBlockedOffsets(); bool finished = false; while (!finished) { std::vector tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed, OR misplaced area has been sealed off boost::remove_if(tiles, [obj, this](int3 &tile)-> bool { //object must be accessible from at least one surounding tile return !this->isAccessibleFromAnywhere(obj.first->appearance, tile); }); // smallest distance to zone center, greatest distance to nearest object auto isCloser = [this](const int3 & lhs, const int3 & rhs) -> bool { float lDist = static_cast(this->pos.dist2d(lhs)); float rDist = static_cast(this->pos.dist2d(rhs)); lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating) rDist *= (rDist > 12) ? 10 : 1; return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs))); }; boost::sort(tiles, isCloser); if (tiles.empty()) { logGlobal->error("Failed to fill zone %d due to lack of space", id); return false; } for (auto tile : tiles) { //code partially adapted from findPlaceForObject() if (areAllTilesAvailable(obj.first, tile, tilesBlockedByObject)) gen->setOccupied(pos, ETileType::BLOCKED); //why? else continue; EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(obj.first, tile); if (result == EObjectPlacingResult::SUCCESS) { placeObject(obj.first, tile); guardObject(obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true); finished = true; break; } else if (result == EObjectPlacingResult::CANNOT_FIT) continue; // next tile else if (result == EObjectPlacingResult::SEALED_OFF) { break; //tiles expired, pick new ones } else throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()")); } } } return true; } void CRmgTemplateZone::createTreasures() { int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength(); int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4 static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 }; minGuardedValue = minGuardedValues[monsterStrength]; auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool { return lhs.max > rhs.max; }; //place biggest treasures first at large distance, place smaller ones inbetween boost::sort(treasureInfo, valueComparator); //sort treasures by ascending value so we can stop checking treasures with too high value boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool { return oi1.value < oi2.value; }); int totalDensity = 0; for (auto t : treasureInfo) { //discard objects with too high value to be ever placed vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool { return oi.value > t.max; }); totalDensity += t.density; //treasure density is inversely proportional to zone size but must be scaled back to map size //also, normalize it to zone count - higher count means relatively smaller zones //this is squared distance for optimization purposes const float minDistance = std::max((125.f / totalDensity), 2.0f); //distance lower than 2 causes objects to overlap and crash bool stop = false; do { //optimization - don't check tiles which are not allowed vstd::erase_if(possibleTiles, [this](const int3 &tile) -> bool { return !gen->isPossible(tile); }); int3 treasureTilePos; //If we are able to place at least one object with value lower than minGuardedValue, it's ok do { if (!findPlaceForTreasurePile(minDistance, treasureTilePos, t.min)) { stop = true; break; } } while (!createTreasurePile(treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it } while (!stop); } } void CRmgTemplateZone::createObstacles1() { if (pos.z) //underground { //now make sure all accessible tiles have no additional rock on them std::vector accessibleTiles; for (auto tile : tileinfo) { if (gen->isFree(tile) || gen->isUsed(tile)) { accessibleTiles.push_back(tile); } } gen->editManager->getTerrainSelection().setSelection(accessibleTiles); gen->editManager->drawTerrain(terrainType, &gen->rand); } } void CRmgTemplateZone::createObstacles2() { typedef std::vector obstacleVector; //obstacleVector possibleObstacles; std::map obstaclesBySize; typedef std::pair obstaclePair; std::vector possibleObstacles; //get all possible obstacles for this terrain for (auto primaryID : VLC->objtypeh->knownObjects()) { for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID)) { auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID); if (handler->isStaticObject()) { for (auto temp : handler->getTemplates()) { if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid()) obstaclesBySize[(ui8)temp.getBlockedOffsets().size()].push_back(temp); } } } } for (auto o : obstaclesBySize) { possibleObstacles.push_back (std::make_pair(o.first, o.second)); } boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool { return p1.first > p2.first; //bigger obstacles first }); auto sel = gen->editManager->getTerrainSelection(); sel.clearSelection(); auto tryToPlaceObstacleHere = [this, &possibleObstacles](int3& tile, int index)-> bool { auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand); int3 obstaclePos = tile + temp.getBlockMapOffset(); if (canObstacleBePlacedHere(temp, obstaclePos)) //can be placed here { auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp); placeObject(obj, obstaclePos, false); return true; } return false; }; //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left for (auto tile : boost::adaptors::reverse(tileinfo)) { //fill tiles that should be blocked with obstacles or are just possible (with some probability) if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60)) { //start from biggets obstacles for (int i = 0; i < possibleObstacles.size(); i++) { if (tryToPlaceObstacleHere(tile, i)) break; } } } //cleanup - remove unused possible tiles to make space for roads for (auto tile : tileinfo) { if (gen->isPossible(tile)) { gen->setOccupied (tile, ETileType::FREE); } } } void CRmgTemplateZone::connectRoads() { logGlobal->debug("Started building roads"); std::set roadNodesCopy(roadNodes); std::set processed; while(!roadNodesCopy.empty()) { int3 node = *roadNodesCopy.begin(); roadNodesCopy.erase(node); int3 cross(-1, -1, -1); auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); }; if (processed.size()) //connect with already existing network { cross = *boost::range::min_element(processed, comparator); //find another remaining node } else if (roadNodesCopy.size()) //connect with any other unconnected node { cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node } else //no other nodes left, for example single road node in this zone break; logGlobal->debug("Building road from %s to %s", node.toString(), cross.toString()); if (createRoad(node, cross)) { processed.insert(cross); //don't draw road starting at end point which is already connected vstd::erase_if_present(roadNodesCopy, cross); } processed.insert(node); } drawRoads(); logGlobal->debug("Finished building roads"); } void CRmgTemplateZone::drawRoads() { std::vector tiles; for (auto tile : roads) { if(gen->map->isInTheMap(tile)) tiles.push_back (tile); } for (auto tile : roadNodes) { if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones tiles.push_back(tile); } gen->editManager->getTerrainSelection().setSelection(tiles); gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand); } bool CRmgTemplateZone::fill() { initTerrainType(); //zone center should be always clear to allow other tiles to connect gen->setOccupied(pos, ETileType::FREE); freePaths.insert(pos); addAllPossibleObjects (); connectLater(); //ideally this should work after fractalize, but fails fractalize(); placeMines(); createRequiredObjects(); createTreasures(); logGlobal->info("Zone %d filled successfully", id); return true; } bool CRmgTemplateZone::findPlaceForTreasurePile(float min_dist, int3 &pos, int value) { float best_distance = 0; bool result = false; bool needsGuard = value > minGuardedValue; //logGlobal->info("Min dist for density %f is %d", density, min_dist); for(auto tile : possibleTiles) { auto dist = gen->getNearestObjectDistance(tile); if ((dist >= min_dist) && (dist > best_distance)) { bool allTilesAvailable = true; gen->foreach_neighbour (tile, [this, &allTilesAvailable, needsGuard](int3 neighbour) { if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour)))) { allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects } }); if (allTilesAvailable) { best_distance = dist; pos = tile; result = true; } } } if (result) { gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why? } return result; } bool CRmgTemplateZone::canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos) { if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not return false; auto tilesBlockedByObject = temp.getBlockedOffsets(); for (auto blockingTile : tilesBlockedByObject) { int3 t = pos + blockingTile; if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t))) { return false; //if at least one tile is not possible, object can't be placed here } } return true; } bool CRmgTemplateZone::isAccessibleFromAnywhere (ObjectTemplate &appearance, int3 &tile) const { return getAccessibleOffset(appearance, tile).valid(); } int3 CRmgTemplateZone::getAccessibleOffset(ObjectTemplate &appearance, int3 &tile) const { auto tilesBlockedByObject = appearance.getBlockedOffsets(); int3 ret(-1, -1, -1); for (int x = -1; x < 2; x++) { for (int y = -1; y <2; y++) { if (x && y) //check only if object is visitable from another tile { int3 offset = int3(x, y, 0) - appearance.getVisitableOffset(); if (!vstd::contains(tilesBlockedByObject, offset)) { int3 nearbyPos = tile + offset; if (gen->map->isInTheMap(nearbyPos)) { if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos)) ret = nearbyPos; } } } } } return ret; } void CRmgTemplateZone::setTemplateForObject(CGObjectInstance* obj) { if (obj->appearance.id == Obj::NO_OBJ) { auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType); if (templates.empty()) throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID % obj->subID % pos.toString())); obj->appearance = templates.front(); } } bool CRmgTemplateZone::areAllTilesAvailable(CGObjectInstance* obj, int3& tile, std::set& tilesBlockedByObject) const { for (auto blockingTile : tilesBlockedByObject) { int3 t = tile + blockingTile; if (!gen->map->isInTheMap(t) || !gen->isPossible(t)) { //if at least one tile is not possible, object can't be placed here return false; } } return true; } bool CRmgTemplateZone::findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos) { //we need object apperance to deduce free tile setTemplateForObject(obj); int best_distance = 0; bool result = false; auto tilesBlockedByObject = obj->getBlockedOffsets(); for (auto tile : tileinfo) { //object must be accessible from at least one surounding tile if (!isAccessibleFromAnywhere(obj->appearance, tile)) continue; auto ti = gen->getTile(tile); auto dist = ti.getNearestObjectDistance(); //avoid borders if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance)) { if (areAllTilesAvailable(obj, tile, tilesBlockedByObject)) { best_distance = static_cast(dist); pos = tile; result = true; } } } if (result) { gen->setOccupied(pos, ETileType::BLOCKED); //block that tile } return result; } void CRmgTemplateZone::checkAndPlaceObject(CGObjectInstance* object, const int3 &pos) { if (!gen->map->isInTheMap(pos)) throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos.toString())); object->pos = pos; if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos())) throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos().toString() % object->id % object->pos.toString())); for (auto tile : object->getBlockedPos()) { if (!gen->map->isInTheMap(tile)) throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile.toString() % object->id % object->pos.toString())); } if (object->appearance.id == Obj::NO_OBJ) { auto terrainType = gen->map->getTile(pos).terType; auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType); if (templates.empty()) throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") % object->ID % object->subID % pos.toString() % terrainType)); object->appearance = templates.front(); } gen->editManager->insertObject(object); } void CRmgTemplateZone::placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance) { checkAndPlaceObject (object, pos); auto points = object->getBlockedPos(); if (object->isVisitable()) points.insert(pos + object->getVisitableOffset()); points.insert(pos); for(auto p : points) { if (gen->map->isInTheMap(p)) { gen->setOccupied(p, ETileType::USED); } } if (updateDistance) updateDistances(pos); switch (object->ID) { case Obj::TOWN: case Obj::RANDOM_TOWN: case Obj::MONOLITH_TWO_WAY: case Obj::MONOLITH_ONE_WAY_ENTRANCE: case Obj::MONOLITH_ONE_WAY_EXIT: case Obj::SUBTERRANEAN_GATE: { addRoadNode(object->visitablePos()); } break; default: break; } } void CRmgTemplateZone::updateDistances(const int3 & pos) { for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles { ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting gen->setNearestObjectDistance(tile, std::min((float)d, gen->getNearestObjectDistance(tile))); } } void CRmgTemplateZone::placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard) { placeObject(object, pos); guardObject(object, str, zoneGuard); } void CRmgTemplateZone::placeSubterraneanGate(int3 pos, si32 guardStrength) { auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0); auto gate = factory->create(ObjectTemplate()); placeObject (gate, pos, true); addToConnectLater (getAccessibleOffset (gate->appearance, pos)); //guard will be placed on accessibleOffset guardObject (gate, guardStrength, true); } std::vector CRmgTemplateZone::getAccessibleOffsets (const CGObjectInstance* object) { //get all tiles from which this object can be accessed int3 visitable = object->visitablePos(); std::vector tiles; auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed gen->foreach_neighbour(visitable, [&](int3& pos) { if (gen->isPossible(pos) || gen->isFree(pos)) { if (!vstd::contains(tilesBlockedByObject, pos)) { if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates { tiles.push_back(pos); } } }; }); return tiles; } bool CRmgTemplateZone::guardObject(CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths) { std::vector tiles = getAccessibleOffsets(object); int3 guardTile(-1, -1, -1); if (tiles.size()) { //guardTile = tiles.front(); guardTile = getAccessibleOffset(object->appearance, object->pos); logGlobal->trace("Guard object at %s", object->pos.toString()); } else { logGlobal->error("Failed to guard object at %s", object->pos.toString()); return false; } if (addMonster (guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object { for (auto pos : tiles) { if (!gen->isFree(pos)) gen->setOccupied(pos, ETileType::BLOCKED); } gen->foreach_neighbour (guardTile, [&](int3& pos) { if (gen->isPossible(pos)) gen->setOccupied (pos, ETileType::FREE); }); gen->setOccupied (guardTile, ETileType::USED); } else //allow no guard or other object in front of this object { for (auto tile : tiles) if (gen->isPossible(tile)) gen->setOccupied (tile, ETileType::FREE); } return true; } ObjectInfo CRmgTemplateZone::getRandomObject(CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue) { //int objectsVisitableFromBottom = 0; //for debug std::vector> thresholds; //handle complex object via pointer ui32 total = 0; //calculate actual treasure value range based on remaining value ui32 maxVal = desiredValue - currentValue; ui32 minValue = static_cast(0.25f * (desiredValue - currentValue)); //roulette wheel for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly { if (oi.value > maxVal) break; //this assumes values are sorted in ascending order if (oi.value >= minValue && oi.maxPerZone > 0) { int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset int3 newVisitablePos = info.nextTreasurePos; if (!oi.templ.isVisitableFromTop()) { //objectsVisitableFromBottom++; //there must be free tiles under object auto blockedOffsets = oi.templ.getBlockedOffsets(); if (!isAccessibleFromAnywhere(oi.templ, newVisitablePos)) continue; } //NOTE: y coordinate grows downwards if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone { bool fitsHere = false; if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction { for (auto tile : info.visitableFromTopPositions) { int3 actualTile = tile + newVisitableOffset; if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position { fitsHere = true; break; } } for (auto tile : info.visitableFromBottomPositions) { int3 actualTile = tile + newVisitableOffset; if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only { fitsHere = true; break; } } } else //if new object is not visitable from top, it must be accessible from below or side { for (auto tile : info.visitableFromTopPositions) { int3 actualTile = tile + newVisitableOffset; if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only { fitsHere = true; break; } } for (auto tile : info.visitableFromBottomPositions) { int3 actualTile = tile + newVisitableOffset; if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only { fitsHere = true; break; } } } if (!fitsHere) continue; } //now check blockmap, including our already reserved pile area bool fitsBlockmap = true; std::set blockedOffsets = oi.templ.getBlockedOffsets(); blockedOffsets.insert (newVisitableOffset); for (auto blockingTile : blockedOffsets) { int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile; if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t)) { fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here break; } if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles { fitsBlockmap = false; break; } } if (!fitsBlockmap) continue; total += oi.probability; thresholds.push_back (std::make_pair (total, &oi)); } } if (thresholds.empty()) { ObjectInfo oi; //Generate pandora Box with gold if the value is extremely high if (minValue > 20000) //we don't have object valuable enough { oi.generateObject = [minValue]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); obj->resources[Res::GOLD] = minValue; return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = minValue; oi.probability = 0; } else //generate empty object with 0 value if the value if we can't spawn anything { oi.generateObject = []() -> CGObjectInstance * { return nullptr; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows oi.value = 0; // this field is checked to determine no object oi.probability = 0; } return oi; } else { int r = gen->rand.nextInt (1, total); //binary search = fastest auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r, [](const std::pair &rhs, const int lhs)->bool { return (int)rhs.first < lhs; }); return *(it->second); } } void CRmgTemplateZone::addAllPossibleObjects() { ObjectInfo oi; int numZones = static_cast(gen->getZones().size()); std::vector creatures; //native creatures for this zone for (auto cre : VLC->creh->creatures) { if (!cre->special && cre->faction == townType) { creatures.push_back(cre); } } for (auto primaryID : VLC->objtypeh->knownObjects()) { for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID)) { auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID); if (!handler->isStaticObject() && handler->getRMGInfo().value) { for (auto temp : handler->getTemplates()) { if (temp.canBePlacedAt(terrainType)) { oi.generateObject = [temp]() -> CGObjectInstance * { return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp); }; auto rmgInfo = handler->getRMGInfo(); oi.value = rmgInfo.value; oi.probability = rmgInfo.rarity; oi.templ = temp; oi.maxPerZone = rmgInfo.zoneLimit; vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps possibleObjects.push_back(oi); } } } } } //prisons //levels 1, 5, 10, 20, 30 static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 }; static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 }; for (int i = 0; i < 5; i++) { oi.generateObject = [i, this]() -> CGObjectInstance * { std::vector possibleHeroes; for (int j = 0; j < gen->map->allowedHeroes.size(); j++) { if (gen->map->allowedHeroes[j]) possibleHeroes.push_back(j); } auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand); auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0); auto obj = (CGHeroInstance *) factory->create(ObjectTemplate()); obj->subID = hid; //will be initialized later obj->exp = prisonExp[i]; obj->setOwner(PlayerColor::NEUTRAL); gen->map->allowedHeroes[hid] = false; //ban this hero gen->decreasePrisonsRemaining(); obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID return obj; }; oi.setTemplate(Obj::PRISON, 0, terrainType); oi.value = prisonValues[i]; oi.probability = 30; oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos. possibleObjects.push_back(oi); } //all following objects are unlimited oi.maxPerZone = std::numeric_limits().max(); //dwellings auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1); //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB static int elementalConfluxROE[] = { 7, 13, 16, 47 }; for (int i = 0; i < 4; i++) vstd::erase_if_present(subObjects, elementalConfluxROE[i]); for (auto secondaryID : subObjects) { auto dwellingHandler = dynamic_cast(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get()); auto creatures = dwellingHandler->getProducedCreatures(); if (creatures.empty()) continue; auto cre = creatures.front(); if (cre->faction == townType) { float nativeZonesCount = static_cast(gen->getZoneCount(cre->faction)); oi.value = static_cast(cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2))); oi.probability = 40; for (auto temp : dwellingHandler->getTemplates()) { if (temp.canBePlacedAt(terrainType)) { oi.generateObject = [temp, secondaryID]() -> CGObjectInstance * { auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp); obj->tempOwner = PlayerColor::NEUTRAL; return obj; }; oi.templ = temp; possibleObjects.push_back(oi); } } } } static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 }; for (int i = 0; i < 5; i++) { oi.generateObject = [i, this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0); auto obj = (CGArtifact *) factory->create(ObjectTemplate()); std::vector out; for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?) { if (gen->isAllowedSpell(spell->id) && spell->level == i + 1) { out.push_back(spell->id); } } auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell()); obj->storedArtifact = a; return obj; }; oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType); oi.value = scrollValues[i]; oi.probability = 30; possibleObjects.push_back(oi); } //pandora box with gold for (int i = 1; i < 5; i++) { oi.generateObject = [i]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); obj->resources[Res::GOLD] = i * 5000; return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = i * 5000; oi.probability = 5; possibleObjects.push_back(oi); } //pandora box with experience for (int i = 1; i < 5; i++) { oi.generateObject = [i]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); obj->gainedExp = i * 5000; return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = i * 6000; oi.probability = 20; possibleObjects.push_back(oi); } //pandora box with creatures static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 }; auto creatureToCount = [](CCreature * creature) -> int { if (!creature->AIValue) //bug #2681 return 0; //this box won't be generated int actualTier = creature->level > 7 ? 6 : creature->level - 1; float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue; if (creaturesAmount <= 5) { creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters if (creaturesAmount < 1) return 0; } else if (creaturesAmount <= 12) { (creaturesAmount /= 2) *= 2; } else if (creaturesAmount <= 50) { creaturesAmount = boost::math::round(creaturesAmount / 5) * 5; } else { creaturesAmount = boost::math::round(creaturesAmount / 10) * 10; } return static_cast(creaturesAmount); }; for (auto creature : creatures) { int creaturesAmount = creatureToCount(creature); if (!creaturesAmount) continue; oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); auto stack = new CStackInstance(creature, creaturesAmount); obj->creatures.putStack(SlotID(0), stack); return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = static_cast((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3); oi.probability = 3; possibleObjects.push_back(oi); } //Pandora with 12 spells of certain level for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++) { oi.generateObject = [i, this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); std::vector spells; for (auto spell : VLC->spellh->objects) { if (gen->isAllowedSpell(spell->id) && spell->level == i) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(12, (int)spells.size()); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = (i + 1) * 2500; //5000 - 15000 oi.probability = 2; possibleObjects.push_back(oi); } //Pandora with 15 spells of certain school for (int i = 0; i < 4; i++) { oi.generateObject = [i, this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); std::vector spells; for (auto spell : VLC->spellh->objects) { if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i]) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(15, (int)spells.size()); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = 15000; oi.probability = 2; possibleObjects.push_back(oi); } // Pandora box with 60 random spells oi.generateObject = [this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto obj = (CGPandoraBox *) factory->create(ObjectTemplate()); std::vector spells; for (auto spell : VLC->spellh->objects) { if (gen->isAllowedSpell(spell->id)) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(60, (int)spells.size()); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = 30000; oi.probability = 2; possibleObjects.push_back(oi); //seer huts with creatures or generic rewards if(questArtZone.lock()) //we won't be placing seer huts if there is no zone left to place arties { static const int genericSeerHuts = 8; int seerHutsPerType = 0; const int questArtsRemaining = static_cast(gen->getQuestArtsRemaning().size()); //general issue is that not many artifact types are available for quests if (questArtsRemaining >= genericSeerHuts + (int)creatures.size()) { seerHutsPerType = questArtsRemaining / (genericSeerHuts + (int)creatures.size()); } else if (questArtsRemaining >= genericSeerHuts) { seerHutsPerType = 1; } oi.maxPerZone = seerHutsPerType; RandomGeneratorUtil::randomShuffle(creatures, gen->rand); auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo { ObjectInfo artInfo; artInfo.probability = std::numeric_limits::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->terrainType); 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((int)creatures.size(), questArtsRemaining - genericSeerHuts); i++) { auto creature = creatures[i]; int creaturesAmount = creatureToCount(creature); if (!creaturesAmount) continue; int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand); oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto obj = (CGSeerHut *) factory->create(ObjectTemplate()); obj->rewardType = CGSeerHut::CREATURE; obj->rID = creature->idNumber; obj->rVal = creaturesAmount; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand); obj->quest->m5arts.push_back(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; gen->banQuestArt(artid); this->questArtZone.lock()->possibleObjects.push_back (generateArtInfo(artid)); return obj; }; oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType); oi.value = static_cast(((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3); oi.probability = 3; possibleObjects.push_back(oi); } static int seerExpGold[] = { 5000, 10000, 15000, 20000 }; static int seerValues[] = { 2000, 5333, 8666, 12000 }; for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar { int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand); oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType); oi.value = seerValues[i]; oi.probability = 10; oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto obj = (CGSeerHut *) factory->create(ObjectTemplate()); obj->rewardType = CGSeerHut::EXPERIENCE; obj->rID = 0; //unitialized? obj->rVal = seerExpGold[i]; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand); obj->quest->m5arts.push_back(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; gen->banQuestArt(artid); this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid)); return obj; }; possibleObjects.push_back(oi); oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto obj = (CGSeerHut *) factory->create(ObjectTemplate()); obj->rewardType = CGSeerHut::RESOURCES; obj->rID = Res::GOLD; obj->rVal = seerExpGold[i]; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand); obj->quest->m5arts.push_back(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; gen->banQuestArt(artid); this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid)); return obj; }; possibleObjects.push_back(oi); } } } ObjectInfo::ObjectInfo() : templ(), value(0), probability(0), maxPerZone(1) { } void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType) { templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front(); }