/* * 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; CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0) { } void CRmgTemplateZone::addRoadNode(const int3& node) { roadNodes.insert(node); } int CRmgTemplateZone::CTownInfo::getTownCount() const { return townCount; } void CRmgTemplateZone::CTownInfo::setTownCount(int value) { if(value < 0) throw rmgException("Negative value for town count not allowed."); townCount = value; } int CRmgTemplateZone::CTownInfo::getCastleCount() const { return castleCount; } void CRmgTemplateZone::CTownInfo::setCastleCount(int value) { if(value < 0) throw rmgException("Negative value for castle count not allowed."); castleCount = value; } int CRmgTemplateZone::CTownInfo::getTownDensity() const { return townDensity; } void CRmgTemplateZone::CTownInfo::setTownDensity(int value) { if(value < 0) throw rmgException("Negative value for town density not allowed."); townDensity = value; } int CRmgTemplateZone::CTownInfo::getCastleDensity() const { return castleDensity; } void CRmgTemplateZone::CTownInfo::setCastleDensity(int value) { if(value < 0) throw rmgException("Negative value for castle density not allowed."); castleDensity = value; } CTileInfo::CTileInfo():nearestObjectDistance(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() : id(0), type(ETemplateZoneType::PLAYER_START), size(1), townsAreSameType(false), matchTerrainToTown(true), townType(ETownType::NEUTRAL), terrainType (ETerrainType::GRASS), zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL), minGuardedValue(0), questArtZone(nullptr) { terrainTypes = getDefaultTerrainTypes(); } TRmgTemplateZoneId CRmgTemplateZone::getId() const { return id; } void CRmgTemplateZone::setId(TRmgTemplateZoneId value) { if(value <= 0) throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id)); id = value; } ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const { return type; } void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value) { type = value; } int CRmgTemplateZone::getSize() const { return size; } void CRmgTemplateZone::setSize(int value) { if(value <= 0) throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id)); size = value; } boost::optional CRmgTemplateZone::getOwner() const { return owner; } void CRmgTemplateZone::setOwner(boost::optional value) { if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I)) throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id)); owner = value; } const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const { return playerTowns; } void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value) { playerTowns = value; } const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const { return neutralTowns; } void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value) { neutralTowns = value; } bool CRmgTemplateZone::getTownsAreSameType() const { return townsAreSameType; } void CRmgTemplateZone::setTownsAreSameType(bool value) { townsAreSameType = value; } const std::set & CRmgTemplateZone::getTownTypes() const { return townTypes; } void CRmgTemplateZone::setTownTypes(const std::set & value) { townTypes = value; } void CRmgTemplateZone::setMonsterTypes(const std::set & value) { monsterTypes = value; } std::set CRmgTemplateZone::getDefaultTownTypes() const { std::set defaultTowns; auto towns = VLC->townh->getDefaultAllowed(); for(int i = 0; i < towns.size(); ++i) { if(towns[i]) defaultTowns.insert(i); } return defaultTowns; } bool CRmgTemplateZone::getMatchTerrainToTown() const { return matchTerrainToTown; } void CRmgTemplateZone::setMatchTerrainToTown(bool value) { matchTerrainToTown = value; } const std::set & CRmgTemplateZone::getTerrainTypes() const { return terrainTypes; } void CRmgTemplateZone::setTerrainTypes(const std::set & value) { assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() && value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end()); terrainTypes = value; } std::set CRmgTemplateZone::getDefaultTerrainTypes() const { std::set terTypes; static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW, ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA}; for (auto & allowedTerType : allowedTerTypes) terTypes.insert(allowedTerType); return terTypes; } void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount) { mines[res] = amount; } std::map CRmgTemplateZone::getMinesInfo() const { return mines; } void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone) { connections.push_back (otherZone); } void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone) { questArtZone = otherZone; } std::vector CRmgTemplateZone::getConnections() const { return connections; } void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val) { assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG)); zoneMonsterStrength = val; } void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info) { treasureInfo.push_back(info); } std::vector CRmgTemplateZone::getTreasureInfo() { return treasureInfo; } std::set* CRmgTemplateZone::getFreePaths() { return &freePaths; } float3 CRmgTemplateZone::getCenter() const { return center; } void CRmgTemplateZone::setCenter(const float3 &f) { //limit boundaries to (0,1) square center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z); } 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; } void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, 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 (CMapGenerator* gen) { vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool { return gen->isPossible(tile); }); if (freePaths.empty()) freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center } void CRmgTemplateZone::createBorder(CMapGenerator* gen) { for (auto tile : tileinfo) { gen->foreach_neighbour (tile, [this, gen](int3 &pos) { if (!vstd::contains(this->tileinfo, pos)) { gen->foreach_neighbour (pos, [this, gen](int3 &pos) { if (gen->isPossible(pos)) gen->setOccupied (pos, ETileType::BLOCKED); }); } }); } } void CRmgTemplateZone::fractalize(CMapGenerator* gen) { for (auto tile : tileinfo) { if (gen->isFree(tile)) freePaths.insert(tile); } std::vector clearedTiles (freePaths.begin(), freePaths.end()); std::set possibleTiles; std::set tilesToClear; //will be set clear 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 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); for (auto tileToMakePath : tilesToMakePath) { //find closest free tile float currentDistance = 1e10; int3 closestTile(-1, -1, -1); for (auto clearTile : clearedTiles) { float distance = 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) { crunchPath(gen, tileToMakePath, closestTile, id, &tilesToClear); break; //next iteration - use already cleared tiles } } for (auto tileToClear : tilesToClear) { //move cleared tiles from one set to another clearedTiles.push_back(tileToClear); vstd::erase_if_present(possibleTiles, tileToClear); } for (auto tileToClear : tilesToIgnore) { //these tiles are already connected, ignore them vstd::erase_if_present(possibleTiles, tileToClear); } if (tilesToClear.empty()) //nothing else can be done (?) break; tilesToClear.clear(); //empty this container tilesToIgnore.clear(); } } for (auto tile : clearedTiles) { freePaths.insert(tile); } //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 = 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; } //logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id; } bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set* clearedTiles, bool forRoad) { /* 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 = currentPos.dist2dSQ (dst); while (!end) { if (currentPos == dst) { result = true; break; } auto lastDistance = distance; auto processNeighbours = [this, gen, ¤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 (vstd::contains (tileinfo, pos)) { if (gen->isPossible(pos)) { gen->setOccupied (pos, ETileType::FREE); if (clearedTiles) clearedTiles->insert(pos); currentPos = pos; distance = currentPos.dist2dSQ (dst); } else if (gen->isFree(pos)) { end = true; result = true; } } } } } }; if(forRoad) 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, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos) { if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles { if (vstd::contains(tileinfo, pos)) { if (gen->isPossible(pos)) { if (clearedTiles) clearedTiles->insert(pos); anotherPos = pos; lastDistance = currentPos.dist2dSQ(dst); } } } }; if(forRoad) 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->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst; break; } } return result; } bool CRmgTemplateZone::crunchRoad(CMapGenerator* gen, const int3& src, const int3& dst, std::set* clearedTiles) { std::set currentClearedTiles; if(crunchPath(gen, src, dst, ¤tClearedTiles, true)) { roads.insert(std::begin(currentClearedTiles), std::end(currentClearedTiles)); roads.insert(src); roads.insert(dst); if(nullptr != clearedTiles) clearedTiles->insert(std::begin(currentClearedTiles), std::end(currentClearedTiles)); return true; } else { logGlobal->warnStream() << boost::format("Failed to crunch road from %s to %s") %src %dst; return crunchPath(gen, src, dst, clearedTiles, 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)); } bool CRmgTemplateZone::addMonster(CMapGenerator* gen, 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 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]); int strength2 = 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 (!vstd::contains(monsterTypes, cre->faction)) continue; if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < 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 *= 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 guard = new CGCreature(); guard->ID = Obj::MONSTER; guard->subID = creId; guard->character = CGCreature::HOSTILE; auto hlp = new CStackInstance(creId, amount); //will be set during initialization guard->putStack(SlotID(0), hlp); //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d") // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength; placeObject(gen, guard, pos); if (clearSurroundingTiles) { //do not spawn anything near monster gen->foreach_neighbour (pos, [gen](int3 pos) { if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::FREE); }); } return true; } bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, 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 <= desiredValue - 100) //no objects with value below 100 are avaiable { treasures[info.nextTreasurePos] = nullptr; for (auto treasurePos : treasures) { gen->foreach_neighbour(treasurePos.first, [gen, &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(gen, 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); 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, [gen, &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 zone center, then connect it to the middle of the zone int3 closestFreeTile (-1,-1,-1); if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand)); else closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand)); int3 closestTile = int3(-1,-1,-1); float minDistance = 1e10; for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side { if (closestFreeTile.dist2d(visitablePos) < minDistance) { closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?) minDistance = closestFreeTile.dist2d(visitablePos); } } if (!closestTile.valid()) { for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction { if (closestFreeTile.dist2d(visitablePos) < minDistance) { closestTile = visitablePos; minDistance = 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 (!crunchPath (gen, closestTile, closestFreeTile)) { //we can't connect this pile, just block it off and start over for (auto treasure : treasures) { if (gen->isPossible(treasure.first)) gen->setOccupied (treasure.first, ETileType::BLOCKED); } return true; } //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(); placeObject(gen, treasure.second, treasure.first + visitableOffset); } if (addMonster(gen, 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, [gen](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 return false; } void CRmgTemplateZone::initTownType (CMapGenerator* gen) { //FIXME: handle case that this player is not present -> towns should be set to neutral int totalTowns = 0; auto cutPathAroundTown = [gen, this](const CGTownInstance * town) { //cut contour around town in case it was placed in a middle of path. TODO: find better solution for (auto tile : town->getBlockedPos()) { gen->foreach_neighbour(tile, [gen, &tile](int3& pos) { if (gen->isPossible(pos)) { gen->setOccupied(pos, ETileType::FREE); } }); } }; auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player) { for (int i = 0; i < count; i++) { auto town = new CGTownInstance(); town->ID = Obj::TOWN; if (this->townsAreSameType) town->subID = townType; else { if (townTypes.size()) town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand); else town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed } 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) { //first town in zone sets the facton of entire zone town->subID = townType; //register MAIN town of zone gen->registerZone(town->subID); //first town in zone goes in the middle placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); cutPathAroundTown(town); } else addRequiredObject (town); totalTowns++; } }; if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START)) { //set zone types to player faction, generate main town logGlobal->infoStream() << "Preparing playing zone"; int player_id = *owner - 1; auto & playerInfo = gen->map->players[player_id]; if (playerInfo.canAnyonePlay()) { PlayerColor player(player_id); townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown(); if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) { 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 } auto town = new CGTownInstance(); town->ID = Obj::TOWN; town->subID = townType; 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 placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance cutPathAroundTown(town); totalTowns++; //register MAIN town of zone only gen->registerZone (town->subID); logGlobal->traceStream() << "Fill player info " << player_id; // Update player info playerInfo.allowedFactions.clear(); playerInfo.allowedFactions.insert (townType); playerInfo.hasMainTown = true; playerInfo.posOfMainTown = town->pos - town->getVisitableOffset(); playerInfo.generateHeroAtMainTown = true; //now create actual towns addNewTowns (playerTowns.getCastleCount() - 1, true, player); addNewTowns (playerTowns.getTownCount(), false, player); //requiredObjects.push_back(town); } else { type = ETemplateZoneType::TREASURE; 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 } } else //no player { 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 } 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 } } } void CRmgTemplateZone::initTerrainType (CMapGenerator* gen) { 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 (gen, terrainType); } void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType) { std::vector tiles; for (auto tile : tileinfo) { tiles.push_back (tile); } gen->editManager->getTerrainSelection().setSelection(tiles); gen->editManager->drawTerrain(terrainType, &gen->rand); } bool CRmgTemplateZone::placeMines (CMapGenerator* gen) { std::vector required_mines; required_mines.push_back(Res::ERes::WOOD); required_mines.push_back(Res::ERes::ORE); 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}; for (const auto & res : woodOre) { for (int i = 0; i < mines[res]; i++) { auto mine = new CGMine(); mine->ID = Obj::MINE; mine->subID = static_cast(res); mine->producedResource = res; mine->producedQuantity = mine->defaultResProduction(); addCloseObject(mine, 1500); } } for (const auto & res : preciousResources) { for (int i = 0; i < mines[res]; i++) { auto mine = new CGMine(); mine->ID = Obj::MINE; mine->subID = static_cast(res); mine->producedResource = res; mine->producedQuantity = mine->defaultResProduction(); addRequiredObject(mine, 3500); } } for (int i = 0; i < mines[Res::GOLD]; i++) { auto mine = new CGMine(); mine->ID = Obj::MINE; mine->subID = static_cast(Res::GOLD); mine->producedResource = Res::GOLD; mine->producedQuantity = mine->defaultResProduction(); addRequiredObject(mine, 7000); } return true; } bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen) { logGlobal->traceStream() << "Creating required objects"; for(const auto &obj : requiredObjects) { int3 pos; if ( ! findPlaceForObject(gen, obj.first, 3, pos)) { logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id; //TODO CLEANUP! return false; } placeObject (gen, obj.first, pos); guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true); //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones } for (const auto &obj : closeObjects) { std::vector tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed // smallest distance to zone center, greatest distance to nearest object auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool { return (this->pos.dist2dSQ(lhs) * 0.5f - gen->getNearestObjectDistance(lhs)) < (this->pos.dist2dSQ(rhs) * 0.5f - gen->getNearestObjectDistance(rhs)); }; boost::sort (tiles, isCloser); setTemplateForObject(gen, obj.first); auto tilesBlockedByObject = obj.first->getBlockedOffsets(); bool result = false; for (auto tile : tiles) { //object must be accessible from at least one surounding tile if (!isAccessibleFromAnywhere(gen, obj.first->appearance, tile, tilesBlockedByObject)) continue; //avoid borders if (gen->isPossible(tile)) { if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject)) { placeObject(gen, obj.first, tile); guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true); result = true; break; } } } if (!result) { logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id; //TODO CLEANUP! return false; } } return true; } void CRmgTemplateZone::createTreasures(CMapGenerator* gen) { 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); 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 double minDistance = std::max((125.f / totalDensity), 2); //distance lower than 2 causes objects to overlap and crash do { //optimization - don't check tiles which are not allowed vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool { return !gen->isPossible(tile); }); int3 pos; //If we are able to place at least one object with value lower than minGuardedValue, it's ok if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min)) { break; } createTreasurePile(gen, pos, minDistance, t); } while (true); } } void CRmgTemplateZone::createObstacles1(CMapGenerator * gen) { 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(CMapGenerator* gen) { 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[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, gen, &possibleObstacles](int3& tile, int index)-> bool { auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand); int3 obstaclePos = tile + temp.getBlockMapOffset(); if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here { auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp); placeObject(gen, 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; } } } } void CRmgTemplateZone::drawRoads(CMapGenerator* gen) { auto doDrawRoad = []() { }; while(!roadNodes.empty()) { int3 node = *roadNodes.begin(); roadNodes.erase(node); if(roads.empty()) { //start road network roads.insert(node); } else { int3 cross = *RandomGeneratorUtil::nextItem(roads, gen->rand); crunchRoad(gen, node, cross, &freePaths); } } } void CRmgTemplateZone::buildRoads(CMapGenerator* gen) { std::vector tiles; for (auto tile : roads) { if(gen->map->isInTheMap(tile)) tiles.push_back (tile); } gen->editManager->getTerrainSelection().setSelection(tiles); gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand); } bool CRmgTemplateZone::fill(CMapGenerator* gen) { initTerrainType(gen); freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect addAllPossibleObjects (gen); placeMines(gen); createRequiredObjects(gen); drawRoads(gen); buildRoads(gen); fractalize(gen); //after required objects are created and linked with their own paths createTreasures(gen); logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id; return true; } bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value) { float best_distance = 0; bool result = false; bool needsGuard = value > minGuardedValue; //logGlobal->infoStream() << boost::format("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, [&gen, &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(CMapGenerator* gen, 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 (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set &tilesBlockedByObject) const { bool accessible = false; 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 = appearance.getVisitableOffset() + int3(x, y, 0); if (!vstd::contains(tilesBlockedByObject, offset)) { int3 nearbyPos = tile + offset; if (gen->map->isInTheMap(nearbyPos)) { if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos)) accessible = true; } } } }; } return accessible; } void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, 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)); obj->appearance = templates.front(); } } bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, 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(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos) { //we need object apperance to deduce free tile setTemplateForObject(gen, obj); //si32 min_dist = sqrt(tileinfo.size()/density); int best_distance = 0; bool result = false; //si32 w = gen->map->width; //si32 h = gen->map->height; //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist; auto tilesBlockedByObject = obj->getBlockedOffsets(); for (auto tile : tileinfo) { //object must be accessible from at least one surounding tile if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject)) continue; auto ti = gen->getTile(tile); auto dist = ti.getNearestObjectDistance(); //avoid borders if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance)) { if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject)) { best_distance = dist; pos = tile; result = true; } } } if (result) { gen->setOccupied(pos, ETileType::BLOCKED); //block that tile } return result; } void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, 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)); 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() % object->id % object->pos())); 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() % object->id % object->pos())); } 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 %terrainType)); object->appearance = templates.front(); } gen->editManager->insertObject(object, pos); //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos(); } void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance) { //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y; checkAndPlaceObject (gen, 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) { for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles { si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting gen->setNearestObjectDistance(tile, std::min(d, gen->getNearestObjectDistance(tile))); } } if (object->ID == Obj::SEER_HUT) //debug { CGSeerHut * sh = dynamic_cast(object); auto artid = sh->quest->m5arts.front(); logGlobal->warnStream() << boost::format("Placed Seer Hut at %s, quest artifact %d is %s") % object->pos % artid % VLC->arth->artifacts[artid]->Name(); } 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: { roadNodes.insert(pos + object->getVisitableOffset()); } break; default: break; } } void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard) { placeObject(gen, object, pos); guardObject(gen, object, str, zoneGuard); } std::vector CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, 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)) { 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(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths) { logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos(); std::vector tiles = getAccessibleOffsets (gen, object); int3 guardTile(-1,-1,-1); for (auto tile : tiles) { //crunching path may fail if center of the zone is directly over wide object //make sure object is accessible before surrounding it with blocked tiles if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr)) { guardTile = tile; break; } } if (!guardTile.valid()) { logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos(); return false; } if (addMonster (gen, 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(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue) { //int objectsVisitableFromBottom = 0; //for debug std::vector> tresholds; ui32 total = 0; //calculate actual treasure value range based on remaining value ui32 maxVal = desiredValue - currentValue; ui32 minValue = 0.25f * (desiredValue - currentValue); //roulette wheel for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly { if (oi.value >= minValue && oi.value <= maxVal && 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(gen, oi.templ, newVisitablePos, blockedOffsets)) 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; //assert (oi.value > 0); tresholds.push_back (std::make_pair (total, oi)); } } //logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom; if (tresholds.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 obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; 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 = [gen]() -> 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); for (auto t : tresholds) { if (r <= t.first) return t.second; } assert (0); //we should never be here } //FIXME: control reaches end of non-void function. Missing return? } void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen) { ObjectInfo oi; oi.maxPerMap = std::numeric_limits().max(); int numZones = 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 = [gen, 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, gen, this]() -> CGObjectInstance * { auto obj = new CGHeroInstance; obj->ID = Obj::PRISON; 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); 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 = gen->getZoneCount(cre->faction); oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2)); oi.probability = 40; for (auto temp : dwellingHandler->getTemplates()) { if (temp.canBePlacedAt(terrainType)) { oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance * { auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp); //dwellingHandler->configureObject(obj, gen->rand); 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, gen]() -> CGObjectInstance * { auto obj = new CGArtifact(); obj->ID = Obj::SPELL_SCROLL; obj->subID = 0; std::vector out; //TODO: unify with cb->getAllowedSpells? for (ui32 spellid = 0; spellid < gen->map->allowedSpell.size(); spellid++) //spellh size appears to be greater (?) { const CSpell *spell = SpellID(spellid).toSpell(); if (gen->map->allowedSpell[spell->id] && spell->level == i + 1) { out.push_back(spell->id); } } auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell()); gen->map->addNewArtifactInstance(a); 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 obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; 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 obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; 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 { 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 creaturesAmount; }; for (auto creature : creatures) { int creaturesAmount = creatureToCount(creature); if (!creaturesAmount) continue; oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance * { auto obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; auto stack = new CStackInstance(creature, creaturesAmount); obj->creatures.putStack(SlotID(0), stack); return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); oi.value = (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, gen]() -> CGObjectInstance * { auto obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; std::vector spells; for (auto spell : VLC->spellh->objects) { if (!spell->isSpecialSpell() && spell->level == i) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(12, 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,gen]() -> CGObjectInstance * { auto obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; std::vector spells; for (auto spell : VLC->spellh->objects) { if (!spell->isSpecialSpell() && spell->school[(ESpellSchool)i]) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(15, 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 = [gen]() -> CGObjectInstance * { auto obj = new CGPandoraBox(); obj->ID = Obj::PANDORAS_BOX; obj->subID = 0; std::vector spells; for (auto spell : VLC->spellh->objects) { if (!spell->isSpecialSpell()) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, gen->rand); for (int j = 0; j < std::min(60, 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) //we won't be placing seer huts if there is no zone left to place arties if (false) //FIXME: Seer Huts are bugged { static const int genericSeerHuts = 8; int seerHutsPerType = 0; const int questArtsRemaining = gen->getQuestArtsRemaning().size(); //general issue is that not many artifact types are available for quests if (questArtsRemaining >= genericSeerHuts + creatures.size()) { seerHutsPerType = questArtsRemaining / (genericSeerHuts + 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(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, gen, this, generateArtInfo]() -> CGObjectInstance * { auto obj = new CGSeerHut(); obj->ID = Obj::SEER_HUT; obj->subID = randomAppearance; 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); gen->banQuestArt(artid); gen->map->addQuest(obj); this->questArtZone->possibleObjects.push_back (generateArtInfo(artid)); return obj; }; oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType); oi.value = ((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, gen, this, generateArtInfo]() -> CGObjectInstance * { auto obj = new CGSeerHut(); obj->ID = Obj::SEER_HUT; obj->subID = randomAppearance; 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); gen->banQuestArt(artid); gen->map->addQuest(obj); this->questArtZone->possibleObjects.push_back(generateArtInfo(artid)); return obj; }; possibleObjects.push_back(oi); oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance * { auto obj = new CGSeerHut(); obj->ID = Obj::SEER_HUT; obj->subID = randomAppearance; 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); gen->banQuestArt(artid); gen->map->addQuest(obj); this->questArtZone->possibleObjects.push_back(generateArtInfo(artid)); return obj; }; possibleObjects.push_back(oi); } } } void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType) { templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front(); }