/* * TreasurePlacer.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 "TreasurePlacer.h" #include "../CMapGenerator.h" #include "../Functions.h" #include "ObjectManager.h" #include "RoadPlacer.h" #include "ConnectionsPlacer.h" #include "../RmgMap.h" #include "../TileInfo.h" #include "../CZonePlacer.h" #include "QuestArtifactPlacer.h" #include "../../ArtifactUtils.h" #include "../../mapObjectConstructors/AObjectTypeHandler.h" #include "../../mapObjectConstructors/CObjectClassesHandler.h" #include "../../mapObjectConstructors/CommonConstructors.h" #include "../../mapObjects/CGHeroInstance.h" #include "../../mapObjects/CGPandoraBox.h" #include "../../CCreatureHandler.h" #include "../../spells/CSpellHandler.h" //for choosing random spells #include "../../mapping/CMap.h" #include "../../mapping/CMapEditManager.h" VCMI_LIB_NAMESPACE_BEGIN void TreasurePlacer::process() { addAllPossibleObjects(); auto * m = zone.getModificator(); if(m) createTreasures(*m); } void TreasurePlacer::init() { maxPrisons = 0; //Should be in the constructor, but we use macro for that DEPENDENCY(ObjectManager); DEPENDENCY(ConnectionsPlacer); POSTFUNCTION(RoadPlacer); } void TreasurePlacer::addObjectToRandomPool(const ObjectInfo& oi) { RecursiveLock lock(externalAccessMutex); possibleObjects.push_back(oi); } void TreasurePlacer::addAllPossibleObjects() { ObjectInfo oi; 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) { auto rmgInfo = handler->getRMGInfo(); if (rmgInfo.mapLimit || rmgInfo.value > zone.getMaxTreasureValue()) { //Skip objects with per-map limit here continue; } auto templates = handler->getTemplates(zone.getTerrainType()); if (templates.empty()) continue; //TODO: Reuse chooseRandomAppearance (eg. WoG treasure chests) //Assume the template with fewest terrains is the most suitable auto temp = *boost::min_element(templates, [](std::shared_ptr lhs, std::shared_ptr rhs) -> bool { return lhs->getAllowedTerrains().size() < rhs->getAllowedTerrains().size(); }); oi.generateObject = [temp]() -> CGObjectInstance * { return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp); }; oi.value = rmgInfo.value; oi.probability = rmgInfo.rarity; oi.templ = temp; oi.maxPerZone = rmgInfo.zoneLimit; addObjectToRandomPool(oi); } } } //Generate Prison on water only if it has a template auto prisonTemplates = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()); if (!prisonTemplates.empty()) { //prisons //levels 1, 5, 10, 20, 30 static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size()); size_t prisonsLeft = getMaxPrisons(); for (int i = prisonsLevels - 1; i >= 0; i--) { oi.value = generator.getConfig().prisonValues[i]; if (oi.value > zone.getMaxTreasureValue()) { continue; } oi.generateObject = [i, this]() -> CGObjectInstance* { auto possibleHeroes = generator.getAllPossibleHeroes(); HeroTypeID hid = *RandomGeneratorUtil::nextItem(possibleHeroes, zone.getRand()); auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0); auto* obj = dynamic_cast(factory->create()); obj->subID = hid; //will be initialized later obj->exp = generator.getConfig().prisonExperience[i]; obj->setOwner(PlayerColor::NEUTRAL); generator.banHero(hid); obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()).front(); //can't init template with hero subID return obj; }; oi.setTemplate(Obj::PRISON, 0, zone.getTerrainType()); oi.value = generator.getConfig().prisonValues[i]; oi.probability = 30; //Distribute all allowed prisons, starting from the most valuable oi.maxPerZone = (std::ceil((float)prisonsLeft / (i + 1))); prisonsLeft -= oi.maxPerZone; addObjectToRandomPool(oi); } } if(zone.getType() == ETemplateZoneType::WATER) return; //all following objects are unlimited oi.maxPerZone = std::numeric_limits::max(); std::vector creatures; //native creatures for this zone for(auto cre : VLC->creh->objects) { if(!cre->special && cre->getFaction() == zone.getTownType()) { creatures.push_back(cre); } } //dwellings auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4}; for(auto dwellingType : dwellingTypes) { auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType); if(dwellingType == 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 : elementalConfluxROE) vstd::erase_if_present(subObjects, i); } for(auto secondaryID : subObjects) { const auto * dwellingHandler = dynamic_cast(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get()); auto creatures = dwellingHandler->getProducedCreatures(); if(creatures.empty()) continue; const auto * cre = creatures.front(); if(cre->getFaction() == zone.getTownType()) { auto nativeZonesCount = static_cast(map.getZoneCount(cre->getFaction())); oi.value = static_cast(cre->getAIValue() * cre->getGrowth() * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2))); oi.probability = 40; for(const auto & tmplate : dwellingHandler->getTemplates()) { if(tmplate->canBePlacedAt(zone.getTerrainType())) { oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance * { auto * obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate); obj->tempOwner = PlayerColor::NEUTRAL; return obj; }; oi.templ = tmplate; addObjectToRandomPool(oi); } } } } } for(int i = 0; i < generator.getConfig().scrollValues.size(); i++) { oi.generateObject = [i, this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0); auto * obj = dynamic_cast(factory->create()); std::vector out; for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?) { if(map.isAllowedSpell(spell->id) && spell->level == i + 1) { out.push_back(spell->id); } } auto * a = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, zone.getRand())); obj->storedArtifact = a; return obj; }; oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType()); oi.value = generator.getConfig().scrollValues[i]; oi.probability = 30; addObjectToRandomPool(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 = dynamic_cast(factory->create()); obj->resources[EGameResID::GOLD] = i * 5000; return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = i * generator.getConfig().pandoraMultiplierGold; oi.probability = 5; addObjectToRandomPool(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 = dynamic_cast(factory->create()); obj->gainedExp = i * 5000; return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = i * generator.getConfig().pandoraMultiplierExperience; oi.probability = 20; addObjectToRandomPool(oi); } //pandora box with creatures const std::vector & tierValues = generator.getConfig().pandoraCreatureValues; auto creatureToCount = [tierValues](CCreature * creature) -> int { if(!creature->getAIValue() || tierValues.empty()) //bug #2681 return 0; //this box won't be generated //Follow the rules from https://heroes.thelazy.net/index.php/Pandora%27s_Box int actualTier = creature->getLevel() > tierValues.size() ? tierValues.size() - 1 : creature->getLevel() - 1; float creaturesAmount = std::floor((static_cast(tierValues[actualTier])) / creature->getAIValue()); if (creaturesAmount < 1) { return 0; } else if(creaturesAmount <= 5) { //No change } else if(creaturesAmount <= 12) { creaturesAmount = std::ceil(creaturesAmount / 2) * 2; } else if(creaturesAmount <= 50) { creaturesAmount = std::round(creaturesAmount / 5) * 5; } else { creaturesAmount = std::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 = dynamic_cast(factory->create()); auto * stack = new CStackInstance(creature, creaturesAmount); obj->creatures.putStack(SlotID(0), stack); return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = static_cast((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) / 3); oi.probability = 3; addObjectToRandomPool(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 = dynamic_cast(factory->create()); std::vector spells; for(auto spell : VLC->spellh->objects) { if(map.isAllowedSpell(spell->id) && spell->level == i) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, zone.getRand()); for(int j = 0; j < std::min(12, static_cast(spells.size())); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000 oi.probability = 2; addObjectToRandomPool(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 = dynamic_cast(factory->create()); std::vector spells; for(auto spell : VLC->spellh->objects) { if(map.isAllowedSpell(spell->id) && spell->school[SpellSchool(i)]) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, zone.getRand()); for(int j = 0; j < std::min(15, static_cast(spells.size())); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = generator.getConfig().pandoraSpellSchool; oi.probability = 2; addObjectToRandomPool(oi); } // Pandora box with 60 random spells oi.generateObject = [this]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0); auto * obj = dynamic_cast(factory->create()); std::vector spells; for(auto spell : VLC->spellh->objects) { if(map.isAllowedSpell(spell->id)) spells.push_back(spell); } RandomGeneratorUtil::randomShuffle(spells, zone.getRand()); for(int j = 0; j < std::min(60, static_cast(spells.size())); j++) { obj->spells.push_back(spells[j]->id); } return obj; }; oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); oi.value = generator.getConfig().pandoraSpell60; oi.probability = 2; addObjectToRandomPool(oi); //Seer huts with creatures or generic rewards if(zone.getConnections().size()) //Unlikely, but... { auto * qap = zone.getModificator(); if(!qap) { return; //TODO: throw? } const int questArtsRemaining = qap->getMaxQuestArtifactCount(); if (!questArtsRemaining) { return; } //Generate Seer Hut one by one. Duplicated oi possible and should work fine. oi.maxPerZone = 1; std::vector possibleSeerHuts; //14 creatures per town + 4 for each of gold / exp reward possibleSeerHuts.reserve(14 + 4 + 4); RandomGeneratorUtil::randomShuffle(creatures, zone.getRand()); for(int i = 0; i < static_cast(creatures.size()); i++) { auto * creature = creatures[i]; int creaturesAmount = creatureToCount(creature); if(!creaturesAmount) continue; int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType()); oi.generateObject = [creature, creaturesAmount, randomAppearance, this, qap]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto * obj = dynamic_cast(factory->create()); obj->rewardType = CGSeerHut::CREATURE; obj->rID = creature->getId(); obj->rVal = creaturesAmount; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = qap->drawRandomArtifact(); obj->quest->addArtifactID(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; generator.banQuestArt(artid); zone.getModificator()->addQuestArtifact(artid); return obj; }; oi.probability = 3; oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType()); oi.value = static_cast(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3); if (oi.value > zone.getMaxTreasureValue()) { continue; } else { possibleSeerHuts.push_back(oi); } } static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size()); for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar { int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType()); oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType()); oi.value = generator.getConfig().questValues[i]; if (oi.value > zone.getMaxTreasureValue()) { //Both variants have same value continue; } oi.probability = 10; oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto * obj = dynamic_cast(factory->create()); obj->rewardType = CGSeerHut::EXPERIENCE; obj->rID = 0; //unitialized? obj->rVal = generator.getConfig().questRewardValues[i]; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = qap->drawRandomArtifact(); obj->quest->addArtifactID(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; generator.banQuestArt(artid); zone.getModificator()->addQuestArtifact(artid); return obj; }; possibleSeerHuts.push_back(oi); oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance * { auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance); auto * obj = dynamic_cast(factory->create()); obj->rewardType = CGSeerHut::RESOURCES; obj->rID = GameResID(EGameResID::GOLD); obj->rVal = generator.getConfig().questRewardValues[i]; obj->quest->missionType = CQuest::MISSION_ART; ArtifactID artid = qap->drawRandomArtifact(); obj->quest->addArtifactID(artid); obj->quest->lastDay = -1; obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false; generator.banQuestArt(artid); zone.getModificator()->addQuestArtifact(artid); return obj; }; possibleSeerHuts.push_back(oi); } if (possibleSeerHuts.empty()) { return; } for (size_t i = 0; i < questArtsRemaining; i++) { addObjectToRandomPool(*RandomGeneratorUtil::nextItem(possibleSeerHuts, zone.getRand())); } } } size_t TreasurePlacer::getPossibleObjectsSize() const { RecursiveLock lock(externalAccessMutex); return possibleObjects.size(); } void TreasurePlacer::setMaxPrisons(size_t count) { RecursiveLock lock(externalAccessMutex); maxPrisons = count; } size_t TreasurePlacer::getMaxPrisons() const { RecursiveLock lock(externalAccessMutex); return maxPrisons; } bool TreasurePlacer::isGuardNeededForTreasure(int value) {// no guard in a zone with "monsters: none" and for small treasures; water zones cen get monster strength ZONE_NONE elsewhere if needed return zone.monsterStrength != EMonsterStrength::ZONE_NONE && value > minGuardedValue; } std::vector TreasurePlacer::prepareTreasurePile(const CTreasureInfo& treasureInfo) { std::vector objectInfos; int maxValue = treasureInfo.max; int minValue = treasureInfo.min; const ui32 desiredValue =zone.getRand().nextInt(minValue, maxValue); int currentValue = 0; bool hasLargeObject = false; while(currentValue <= static_cast(desiredValue) - 100) //no objects with value below 100 are available { auto * oi = getRandomObject(desiredValue, currentValue, !hasLargeObject); if(!oi) //fail break; if(oi->templ->isVisitableFromTop()) { objectInfos.push_back(oi); } else { objectInfos.insert(objectInfos.begin(), oi); //large object shall at first place hasLargeObject = true; } //remove from possible objects assert(oi->maxPerZone); oi->maxPerZone--; currentValue += oi->value; } return objectInfos; } rmg::Object TreasurePlacer::constructTreasurePile(const std::vector & treasureInfos, bool densePlacement) { rmg::Object rmgObject; for(const auto & oi : treasureInfos) { auto blockedArea = rmgObject.getArea(); auto accessibleArea = rmgObject.getAccessibleArea(); if(rmgObject.instances().empty()) accessibleArea.add(int3()); auto * object = oi->generateObject(); object->appearance = oi->templ; auto & instance = rmgObject.addInstance(*object); do { if(accessibleArea.empty()) { //fail - fallback rmgObject.clear(); return rmgObject; } std::vector bestPositions; if(densePlacement) { int bestPositionsWeight = std::numeric_limits::max(); for(const auto & t : accessibleArea.getTilesVector()) { instance.setPosition(t); int w = rmgObject.getAccessibleArea().getTilesVector().size(); if(w < bestPositionsWeight) { bestPositions.clear(); bestPositions.push_back(t); bestPositionsWeight = w; } else if(w == bestPositionsWeight) { bestPositions.push_back(t); } } } else { bestPositions = accessibleArea.getTilesVector(); } int3 nextPos = *RandomGeneratorUtil::nextItem(bestPositions, zone.getRand()); instance.setPosition(nextPos - rmgObject.getPosition()); auto instanceAccessibleArea = instance.getAccessibleArea(); if(instance.getBlockedArea().getTilesVector().size() == 1) { if(instance.object().appearance->isVisitableFromTop() && instance.object().ID != Obj::CORPSE) instanceAccessibleArea.add(instance.getVisitablePosition()); } //first object is good if(rmgObject.instances().size() == 1) break; //condition for good position if(!blockedArea.overlap(instance.getBlockedArea()) && accessibleArea.overlap(instanceAccessibleArea)) break; //fail - new position accessibleArea.erase(nextPos); } while(true); } return rmgObject; } ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects) { 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)); 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.templ->isVisitableFromTop() && !allowLargeObjects) continue; if(oi.value >= minValue && oi.maxPerZone > 0) { total += oi.probability; thresholds.emplace_back(total, &oi); } } if(thresholds.empty()) { return nullptr; } else { int r = zone.getRand().nextInt(1, total); auto sorter = [](const std::pair & rhs, const ui32 lhs) -> bool { return static_cast(rhs.first) < lhs; }; //binary search = fastest auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r, sorter); return it->second; } } void TreasurePlacer::createTreasures(ObjectManager& manager) { const int maxAttempts = 2; int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength(); int monsterStrength = (zone.monsterStrength == EMonsterStrength::ZONE_NONE ? 0 : zone.monsterStrength + mapMonsterStrength - 1); //array index from 0 to 4; pick any correct value for ZONE_NONE, minGuardedValue won't be used in this case anyway 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; }; auto restoreZoneLimits = [](const std::vector& treasurePile) { for (auto* oi : treasurePile) { oi->maxPerZone++; } }; //place biggest treasures first at large distance, place smaller ones inbetween auto treasureInfo = zone.getTreasureInfo(); 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; }); size_t size = 0; { Zone::Lock lock(zone.areaMutex); size = zone.getArea().getTiles().size(); } int totalDensity = 0; for (auto t = treasureInfo.begin(); t != treasureInfo.end(); t++) { std::vector treasures; //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; size_t count = size * t->density / 500; //Assure space for lesser treasures, if there are any left if (t != (treasureInfo.end() - 1)) { const int averageValue = (t->min + t->max) / 2; if (averageValue > 10000) { //Will surely be guarded => larger piles => less space inbetween vstd::amin(count, size * (10.f / 500) / (std::sqrt((float)averageValue / 10000))); } } //this is squared distance for optimization purposes const float minDistance = std::max((125.f / totalDensity), 1.0f); size_t emergencyLoopFinish = 0; while(treasures.size() < count && emergencyLoopFinish < count) { auto treasurePileInfos = prepareTreasurePile(*t); if (treasurePileInfos.empty()) { emergencyLoopFinish++; //Exit potentially infinite loop for bad settings continue; } int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo* oi) {return v + oi->value; }); for (ui32 attempt = 0; attempt <= 2; attempt++) { auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts); if (rmgObject.instances().empty()) //handle incorrect placement { restoreZoneLimits(treasurePileInfos); continue; } //guard treasure pile bool guarded = isGuardNeededForTreasure(value); if (guarded) guarded = manager.addGuard(rmgObject, value); treasures.push_back(rmgObject); break; } } for (auto& rmgObject : treasures) { const bool guarded = rmgObject.isGuarded(); for (int attempt = 0; attempt <= maxAttempts;) { auto path = rmg::Path::invalid(); Zone::Lock lock(zone.areaMutex); //We are going to subtract this area auto possibleArea = zone.areaPossible(); if (guarded) { path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3& tile) { auto ti = map.getTileInfo(tile); if (ti.getNearestObjectDistance() < minDistance) return -1.f; for (const auto& t : rmgObject.getArea().getTilesVector()) { if (map.getTileInfo(t).getNearestObjectDistance() < minDistance) return -1.f; } auto guardedArea = rmgObject.instances().back()->getAccessibleArea(); auto areaToBlock = rmgObject.getAccessibleArea(true); areaToBlock.subtract(guardedArea); if (areaToBlock.overlap(zone.freePaths()) || areaToBlock.overlap(manager.getVisitableArea())) return -1.f; return ti.getNearestObjectDistance(); }, guarded, false, ObjectManager::OptimizeType::DISTANCE); } else { path = manager.placeAndConnectObject(possibleArea, rmgObject, minDistance, guarded, false, ObjectManager::OptimizeType::DISTANCE); } if (path.valid()) { //debug purposes treasureArea.unite(rmgObject.getArea()); if (guarded) { guards.unite(rmgObject.instances().back()->getBlockedArea()); auto guardedArea = rmgObject.instances().back()->getAccessibleArea(); auto areaToBlock = rmgObject.getAccessibleArea(true); areaToBlock.subtract(guardedArea); treasureBlockArea.unite(areaToBlock); } zone.connectPath(path); manager.placeObject(rmgObject, guarded, true); break; } else { ++attempt; } } } } } char TreasurePlacer::dump(const int3 & t) { if(guards.contains(t)) return '!'; if(treasureArea.contains(t)) return '$'; if(treasureBlockArea.contains(t)) return '*'; return Modificator::dump(t); } void ObjectInfo::setTemplate(si32 type, si32 subtype, TerrainId terrainType) { auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype); if(!templHandler) return; auto templates = templHandler->getTemplates(terrainType); if(templates.empty()) return; templ = templates.front(); } VCMI_LIB_NAMESPACE_END