/* * 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() { 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 != ROAD_NAMES[0]; } bool CTileInfo::isUsed() const { return occupied == ETileType::USED; } void CTileInfo::setOccupied(ETileType::ETileType value) { occupied = value; } ETileType::ETileType CTileInfo::getTileType() const { return occupied; } Terrain CTileInfo::getTerrainType() const { return terrain; } void CTileInfo::setTerrainType(Terrain value) { terrain = value; } void CTileInfo::setRoadType(const std::string & value) { roadType = value; // setOccupied(ETileType::FREE); } CRmgTemplateZone::CRmgTemplateZone(CMapGenerator * Gen) : ZoneOptions(), townType(ETownType::NEUTRAL), terrainType (Terrain("grass")), minGuardedValue(0), questArtZone(), gen(Gen) { } bool CRmgTemplateZone::isUnderground() const { return getPos().z; } void CRmgTemplateZone::setOptions(const ZoneOptions& options) { ZoneOptions::operator=(options); } void CRmgTemplateZone::setQuestArtZone(std::shared_ptr otherZone) { questArtZone = otherZone; } std::set* CRmgTemplateZone::getFreePaths() { return &freePaths; } void CRmgTemplateZone::addFreePath(const int3 & p) { gen->setOccupied(p, ETileType::FREE); freePaths.insert(p); } 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); } void CRmgTemplateZone::removeTile(const int3 & Pos) { tileinfo.erase(Pos); possibleTiles.erase(Pos); } std::set CRmgTemplateZone::getTileInfo () const { return tileinfo; } std::set CRmgTemplateZone::getPossibleTiles() const { return possibleTiles; } std::set CRmgTemplateZone::collectDistantTiles (float distance) const { //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? // } //} std::set discardedTiles; for(auto& tile : tileinfo) { if(tile.dist2d(this->pos) > distance) { discardedTiles.insert(tile); } }; return discardedTiles; } 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()) { addFreePath(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 { //bugfix with missing pos if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::BLOCKED); //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::createWater(EWaterContent::EWaterContent waterContent, bool debug) { if(waterContent == EWaterContent::NONE || isUnderground()) return; //do nothing std::set waterTiles = collectDistantTiles((float)(getSize() + 1)); //add border tiles as water for ISLANDS if(waterContent == EWaterContent::ISLANDS) { for(auto& tile : tileinfo) { if(gen->shouldBeBlocked(tile)) { waterTiles.insert(tile); } } } std::list tilesQueue(waterTiles.begin(), waterTiles.end()); //tiles need to be processed std::set tilesChecked = waterTiles; //tiles already processed std::map> coastTilesMap; //key: distance to water; value: tiles with that distance std::map tilesDist; //key: tile; value: distance to water //optimization: prefill distance for all tiles marked for water with 0 for(auto& tile : waterTiles) { tilesDist[tile] = 0; } //fills the distance-to-water map while(!tilesQueue.empty()) { int3 src = tilesQueue.front(); tilesQueue.pop_front(); gen->foreachDirectNeighbour(src, [this, &src, &tilesDist, &tilesChecked, &coastTilesMap, &tilesQueue](const int3 & dst) { if(tilesChecked.find(dst) != tilesChecked.end()) return; if(tileinfo.find(dst) != tileinfo.end()) { tilesDist[dst] = tilesDist[src] + 1; coastTilesMap[tilesDist[dst]].insert(dst); tilesChecked.insert(dst); tilesQueue.push_back(dst); } }); } //generating some irregularity of coast int coastIdMax = fmin(sqrt(coastTilesMap.size()), 7.f); //size of coastTilesMap shows the most distant tile from water assert(coastIdMax > 0); tilesChecked.clear(); for(int coastId = coastIdMax; coastId >= 1; --coastId) { //amount of iterations shall be proportion of coast perimeter const int coastLength = coastTilesMap[coastId].size() / (coastId + 3); for(int coastIter = 0; coastIter < coastLength; ++coastIter) { int3 tile = *RandomGeneratorUtil::nextItem(coastTilesMap[coastId], gen->rand); if(tilesChecked.find(tile) != tilesChecked.end()) continue; if(gen->isUsed(tile) || gen->isFree(tile)) //prevent placing water nearby town continue; tilesQueue.push_back(tile); tilesChecked.insert(tile); } } //if tile is marked as water - connect it with "big" water while(!tilesQueue.empty()) { int3 src = tilesQueue.front(); tilesQueue.pop_front(); if(waterTiles.find(src) != waterTiles.end()) continue; waterTiles.insert(src); gen->foreach_neighbour(src, [&src, &tilesDist, &tilesChecked, &tilesQueue](const int3 & dst) { if(tilesChecked.find(dst) != tilesChecked.end()) return; if(tilesDist[dst] > 0 && tilesDist[src]-tilesDist[dst] == 1) { tilesQueue.push_back(dst); tilesChecked.insert(dst); } }); } //start filtering of narrow places and coast atrifacts std::vector waterAdd; for(int coastId = 1; coastId <= coastIdMax; ++coastId) { for(auto& tile : coastTilesMap[coastId]) { //collect neighbout water tiles auto collectionLambda = [&waterTiles, &coastTilesMap](const int3 & t, std::set & outCollection) { if(waterTiles.find(t)!=waterTiles.end()) { coastTilesMap[0].insert(t); outCollection.insert(t); } }; std::set waterCoastDirect, waterCoastDiag; gen->foreachDirectNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDirect))); gen->foreachDiagonalNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDiag))); int waterCoastDirectNum = waterCoastDirect.size(); int waterCoastDiagNum = waterCoastDiag.size(); //remove tiles which are mostly covered by water if(waterCoastDirectNum >= 3) { waterAdd.push_back(tile); continue; } if(waterCoastDiagNum == 4 && waterCoastDirectNum == 2) { waterAdd.push_back(tile); continue; } if(waterCoastDirectNum == 2 && waterCoastDiagNum >= 2) { int3 diagSum, dirSum; for(auto & i : waterCoastDiag) diagSum += i - tile; for(auto & i : waterCoastDirect) dirSum += i - tile; if(diagSum == int3() || dirSum == int3()) { waterAdd.push_back(tile); continue; } if(waterCoastDiagNum == 3 && diagSum != dirSum) { waterAdd.push_back(tile); continue; } } } } for(auto & i : waterAdd) waterTiles.insert(i); //filtering tiny "lakes" for(auto& tile : coastTilesMap[0]) //now it's only coast-water tiles { if(waterTiles.find(tile) == waterTiles.end()) //for ground tiles continue; std::vector groundCoast; gen->foreachDirectNeighbour(tile, [this, &waterTiles, &groundCoast](const int3 & t) { if(waterTiles.find(t) == waterTiles.end() && tileinfo.find(t) != tileinfo.end()) //for ground tiles of same zone { groundCoast.push_back(t); } }); if(groundCoast.size() >= 3) { waterTiles.erase(tile); } else { if(groundCoast.size() == 2) { if(groundCoast[0] + groundCoast[1] == int3()) { waterTiles.erase(tile); } } else { if(!groundCoast.empty()) { coastTiles.insert(tile); } } } } //do not set water on tiles belong to other zones vstd::erase_if(coastTiles, [&waterTiles](const int3 & tile) { return waterTiles.find(tile) == waterTiles.end(); }); //transforming waterTiles to actual water for(auto& tile : waterTiles) { gen->getZoneWater().second->addTile(tile); gen->setZoneID(tile, gen->getZoneWater().first); gen->setOccupied(tile, ETileType::POSSIBLE); tileinfo.erase(tile); possibleTiles.erase(tile); } } void CRmgTemplateZone::waterInitFreeTiles() { std::set tilesAll(tileinfo.begin(), tileinfo.end()); //water tiles std::list tilesQueue; //tiles need to be processed std::set tilesChecked; //lambda for increasing distance of negihbour tiles auto lakeSearch = [this, &tilesAll, &tilesQueue](const int3 & dst) { if(tilesAll.find(dst) == tilesAll.end()) { if(lakes.back().tiles.find(dst)==lakes.back().tiles.end()) { //we reach land! let's store this information assert(gen->getZoneID(dst) != gen->getZoneWater().first); lakes.back().connectedZones.insert(gen->getZoneID(dst)); lakes.back().coast.insert(dst); lakes.back().distance[dst] = 0; return; } } else { if(lakes.back().tiles.insert(dst).second) { tilesQueue.push_back(dst); } } }; while(!tilesAll.empty()) { //add some random tile as initial tilesQueue.push_back(*tilesAll.begin()); setPos(tilesQueue.front()); addFreePath(tilesQueue.front()); lakes.emplace_back(); lakes.back().tiles.insert(tilesQueue.front()); //find lake while(!tilesQueue.empty()) { int3 tile = tilesQueue.front(); tilesQueue.pop_front(); gen->foreachDirectNeighbour(tile, lakeSearch); } //fill distance map tilesQueue.assign(lakes.back().coast.begin(), lakes.back().coast.end()); while(!tilesQueue.empty()) { int3 src = tilesQueue.front(); tilesQueue.pop_front(); gen->foreachDirectNeighbour(src, [this, &src, &tilesChecked, &tilesQueue](const int3 & dst) { if(tilesChecked.find(dst) != tilesChecked.end()) return; if(lakes.back().tiles.find(dst) != lakes.back().tiles.end()) { lakes.back().distance[dst] = lakes.back().distance[src] + 1; tilesChecked.insert(dst); tilesQueue.push_back(dst); } }); } //cleanup int lakeIdx = lakes.size(); for(auto& t : lakes.back().tiles) { assert(lakeMap.find(t) == lakeMap.end()); lakeMap[t] = lakeIdx; tilesAll.erase(t); } } #ifdef _BETA { std::ofstream out1("lakes_id.txt"); std::ofstream out2("lakes_map.txt"); std::ofstream out3("lakes_dist.txt"); 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; j9) out1 << '#'; else out1 << lakeMap[tile]; bool found = false; for(auto& lake : lakes) { if(lake.coast.count(tile)) { out2 << '@'; out3 << lake.distance[tile]; found = true; } else if(lake.tiles.count(tile)) { out2 << '~'; out3 << lake.distance[tile]; found = true; } } if(!found) { out2 << ' '; out3 << ' '; } } out1 << std::endl; out2 << std::endl; out3 << std::endl; } out1 << std::endl; out2 << std::endl; out3 << std::endl; } out1 << std::endl; out2 << std::endl; out3 << std::endl; } #endif } bool CRmgTemplateZone::waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB) { for(auto & lake : lakes) { if(lake.connectedZones.count(zoneA) && lake.connectedZones.count(zoneB)) { lake.keepConnections.insert(zoneA); lake.keepConnections.insert(zoneB); return true; } } return false; } void CRmgTemplateZone::waterConnection(CRmgTemplateZone& dst) { if(isUnderground() || dst.getCoastTiles().empty()) return; //block zones are not connected by template for(auto& lake : lakes) { if(lake.connectedZones.count(dst.getId())) { if(!lake.keepConnections.count(dst.getId())) { for(auto & ct : lake.coast) { if(gen->getZoneID(ct) == dst.getId() && gen->isPossible(ct)) gen->setOccupied(ct, ETileType::BLOCKED); } continue; } int3 coastTile(-1, -1, -1); int zoneTowns = dst.playerTowns.getTownCount() + dst.playerTowns.getCastleCount() + dst.neutralTowns.getTownCount() + dst.neutralTowns.getCastleCount(); if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns) { coastTile = dst.createShipyard(lake.tiles, gen->getConfig().shipyardGuard); if(!coastTile.valid()) { coastTile = makeBoat(dst.getId(), lake.tiles); } } else { coastTile = makeBoat(dst.getId(), lake.tiles); } if(coastTile.valid()) { if(connectPath(coastTile, true)) { addFreePath(coastTile); } else logGlobal->error("Cannot build water route for zone %d", dst.getId()); } else logGlobal->error("No entry from water to zone %d", dst.getId()); } } } const std::set& CRmgTemplateZone::getCoastTiles() const { return coastTiles; } bool CRmgTemplateZone::isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const { int lakeId = gen->getZoneWater().second->lakeMap.at(tile); if(lakeId == 0) return false; return gen->getZoneWater().second->lakes.at(lakeId - 1).connectedZones.count(zone) && gen->getZoneWater().second->lakes.at(lakeId - 1).keepConnections.count(zone); } 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->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.empty()) { //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) { auto subnodes = nodes; boost::sort(subnodes, [&node](const int3& ourNode, const int3& otherNode) -> bool { return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode); }); std::vector nearbyNodes; if (subnodes.size() >= 2) { nearbyNodes.push_back(subnodes[1]); //node[0] is our node we want to connect } if (subnodes.size() >= 3) { nearbyNodes.push_back(subnodes[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); //do not allow to make another path network } } 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; if(freePaths.count(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.txt") % 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, ROAD_NAMES[0]); //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, gen->getConfig().defaultRoadType); //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->foreachDiagonalNeighbour(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 { if(gen->isPossible(tile)) gen->setOccupied (tile, ETileType::BLOCKED); vstd::erase_if_present(possibleTiles, tile); } return false; } bool CRmgTemplateZone::connectWithCenter(const int3& src, bool onlyStraight, bool passThroughBlocked) ///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, passThroughBlocked](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 if(passThroughBlocked && gen->shouldBeBlocked(pos)) movementCost = 3; 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::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget) { nearbyObjects.push_back(std::make_pair(obj, nearbyTarget)); } void CRmgTemplateZone::addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 strength) { //TODO: use strength instantObjects.push_back(std::make_pair(obj, position)); } void CRmgTemplateZone::addToConnectLater(const int3& src) { tilesToConnectLater.insert(src); } int CRmgTemplateZone::chooseRandomAppearance(si32 ObjID) const { auto factories = VLC->objtypeh->knownSubObjects(ObjID); vstd::erase_if(factories, [this, ObjID](si32 f) { return VLC->objtypeh->getHandlerFor(ObjID, f)->getTemplates(terrainType).empty(); }); return *RandomGeneratorUtil::nextItem(factories, gen->rand); } 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->getMapGenOptions().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 < gen->getConfig().minGuardStrength) return false; //no guard at all CreatureID creId = CreatureID::NONE; int amount = 0; std::vector possibleCreatures; for (auto cre : VLC->creh->objects) { 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->objects[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->objects[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(); object->appearance = oi.templ; //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) && gen->getZoneID(tile) == getId()) //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->getZoneID(pos) != getId() || 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) && gen->isPossible(tile) && gen->getZoneID(tile)==id) //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 = isGuardNeededForTreasure(currentValue); 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(treasure.second, treasure.first + visitableOffset); } if (isPileGuarded && 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 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 { if(gen->isPossible(pos)) 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) { auto clearPos = [this](const int3 & pos) { if (gen->isPossible(pos)) gen->setOccupied(pos, ETileType::FREE); }; for (auto blockedTile : town->getBlockedPos()) { gen->foreach_neighbour(blockedTile, clearPos); } //clear town entry gen->foreach_neighbour(town->visitablePos()+int3{0,1,0}, clearPos); }; 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->isSpecial() && !spell->isCreatureAbility()) town->possibleSpells.push_back(spell->id); } if (totalTowns <= 0) { //FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception //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->getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown(); if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN) randomizeTownType(true); } 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->isSpecial() && !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(bool matchUndergroundType) { auto townTypesAllowed = (townTypes.size() ? townTypes : getDefaultTownTypes()); if(matchUndergroundType && gen->getMapGenOptions().getHasTwoLevels()) { std::set townTypesVerify; for(TFaction factionIdx : townTypesAllowed) { bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement; if(isUnderground() ? preferUnderground : !preferUnderground) { townTypesVerify.insert(factionIdx); } } if(!townTypesVerify.empty()) townTypesAllowed = townTypesVerify; } townType = *RandomGeneratorUtil::nextItem(townTypesAllowed, gen->rand); } void CRmgTemplateZone::initTerrainType () { if (type==ETemplateZoneType::WATER) { //collect all water terrain types std::vector waterTerrains; for(auto & terrain : Terrain::Manager::terrains()) if(terrain.isWater()) waterTerrains.push_back(terrain); terrainType = *RandomGeneratorUtil::nextItem(waterTerrains, gen->rand); } else { if (matchTerrainToTown && townType != ETownType::NEUTRAL) { terrainType = (*VLC->townh)[townType]->nativeTerrain; } else { terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand); } //TODO: allow new types of terrain? { if(isUnderground()) { if(!vstd::contains(gen->getConfig().terrainUndergroundAllowed, terrainType)) { //collect all underground terrain types std::vector undegroundTerrains; for(auto & terrain : Terrain::Manager::terrains()) if(terrain.isUnderground()) undegroundTerrains.push_back(terrain); terrainType = *RandomGeneratorUtil::nextItem(undegroundTerrains, gen->rand); } } else { if(vstd::contains(gen->getConfig().terrainGroundProhibit, terrainType) || terrainType.isUnderground()) terrainType = Terrain("dirt"); } } } paintZoneTerrain (terrainType); } void CRmgTemplateZone::paintZoneTerrain (Terrain terrainType) { std::vector tiles(tileinfo.begin(), tileinfo.end()); gen->getEditManager()->getTerrainSelection().setSelection(tiles); gen->getEditManager()->drawTerrain(terrainType, &gen->rand); } bool CRmgTemplateZone::placeMines () { using namespace Res; std::vector createdMines; for(const auto & mineInfo : mines) { ERes res = (ERes)mineInfo.first; for(int i = 0; i < mineInfo.second; ++i) { auto mine = (CGMine*) VLC->objtypeh->getHandlerFor(Obj::MINE, res)->create(ObjectTemplate()); mine->producedResource = res; mine->tempOwner = PlayerColor::NEUTRAL; mine->producedQuantity = mine->defaultResProduction(); createdMines.push_back(mine); if(!i && (res == ERes::WOOD || res == ERes::ORE)) addCloseObject(mine, gen->getConfig().mineValues.at(res)); //only first wood&ore mines are close else addRequiredObject(mine, gen->getConfig().mineValues.at(res)); } } //create extra resources if(int extraRes = gen->getConfig().mineExtraResources) { for(auto * mine : createdMines) { for(int rc = gen->rand.nextInt(1, extraRes); rc > 0; --rc) { auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate()); resourse->amount = CGResource::RANDOM_AMOUNT; addNearbyObject(resourse, mine); } } } return true; } EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const 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; if (!obj->appearance.canBePlacedAt(terrainType)) continue; 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); if (!obj.first->appearance.canBePlacedAt(terrainType)) continue; auto tilesBlockedByObject = obj.first->getBlockedOffsets(); bool finished = false; bool attempt = true; while (!finished && attempt) { attempt = false; 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->isAccessibleFromSomewhere(obj.first->appearance, tile); }); auto targetPosition = requestedPositions.find(obj.first)!=requestedPositions.end() ? requestedPositions[obj.first] : pos; // smallest distance to zone center, greatest distance to nearest object auto isCloser = [this, &targetPosition, &tilesBlockedByObject](const int3 & lhs, const int3 & rhs) -> bool { float lDist = std::numeric_limits::max(); float rDist = std::numeric_limits::max(); for(int3 t : tilesBlockedByObject) { t += targetPosition; lDist = fmin(lDist, static_cast(t.dist2d(lhs))); rDist = fmin(rDist, static_cast(t.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)) continue; attempt = true; 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()")); } } } //create nearby objects (e.g. extra resources close to mines) for(const auto & object : nearbyObjects) { auto obj = object.first; std::set possiblePositions; for (auto blockedTile : object.second->getBlockedPos()) { gen->foreachDirectNeighbour(blockedTile, [this, &possiblePositions](int3 pos) { if (!gen->isBlocked(pos) && tileinfo.count(pos)) { //some resources still could be unaccessible, at least one free cell shall be gen->foreach_neighbour(pos, [this, &possiblePositions, &pos](int3 p) { if(gen->isFree(p)) possiblePositions.insert(pos); }); } }); } if(possiblePositions.empty()) { delete obj; //is it correct way to prevent leak? } else { auto pos = *RandomGeneratorUtil::nextItem(possiblePositions, gen->rand); placeObject(obj, pos); } } //create object on specific positions //TODO: implement guards for (const auto &obj : instantObjects) { if(tryToPlaceObjectAndConnectToPath(obj.first, obj.second)==EObjectPlacingResult::SUCCESS) { placeObject(obj.first, obj.second); //TODO: guardObject(...) } } requiredObjects.clear(); closeObjects.clear(); nearbyObjects.clear(); instantObjects.clear(); return true; } int3 CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const std::set & lake) { std::set lakeCoast; std::set_intersection(gen->getZones()[land]->getCoastTiles().begin(), gen->getZones()[land]->getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin())); if(lakeCoast.empty()) return int3(-1, -1, -1); for(int randomAttempts = 0; randomAttempts<5; ++randomAttempts) { auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand); if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile)) return coastTile; } //if no success on random selection, use brute force for(const auto& coastTile : lakeCoast) { if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile)) return coastTile; } return int3(-1,-1,-1); } bool CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const int3 & coast) { //verify coast if(gen->getZoneWater().first != id) throw rmgException("Cannot make a ship: not a water zone"); if(gen->getZoneID(coast) != id) throw rmgException("Cannot make a ship: coast tile doesn't belong to water"); //find zone for ship boarding std::vector landTiles; gen->foreach_neighbour(coast, [this, &landTiles, land](const int3 & t) { if(land == gen->getZoneID(t) && gen->isPossible(t)) { landTiles.push_back(t); } }); if(landTiles.empty()) return false; int3 landTile = {-1, -1, -1}; for(auto& lt : landTiles) { if(gen->getZones()[land]->connectPath(lt, false)) { landTile = lt; gen->setOccupied(landTile, ETileType::FREE); break; } } if(!landTile.valid()) return false; auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT); auto* boat = (CGBoat*)VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, gen->rand))->create(ObjectTemplate()); auto targetPos = boat->getVisitableOffset() + coast + int3{1, 0, 0}; //+1 offset for boat - bug? if (gen->map->isInTheMap(targetPos) && gen->isPossible(targetPos) && gen->getZoneID(targetPos) == getId()) { //don't connect to path because it's not initialized addObjectAtPosition(boat, targetPos); gen->setOccupied(targetPos, ETileType::USED); return true; } return false; } int3 CRmgTemplateZone::createShipyard(const std::set & lake, si32 guardStrength) { std::set lakeCoast; std::set_intersection(getCoastTiles().begin(), getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin())); for(int randomAttempts = 0; randomAttempts < 5; ++randomAttempts) { auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand); if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength)) return coastTile; } //if no success on random selection, use brute force for(const auto& coastTile : lakeCoast) { if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength)) return coastTile; } return int3(-1,-1,-1); } bool CRmgTemplateZone::createShipyard(const int3 & position, si32 guardStrength) { int subtype = chooseRandomAppearance(Obj::SHIPYARD); auto shipyard = (CGShipyard*) VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(ObjectTemplate()); shipyard->tempOwner = PlayerColor::NEUTRAL; setTemplateForObject(shipyard); std::vector outOffsets; auto tilesBlockedByObject = shipyard->getBlockedOffsets(); tilesBlockedByObject.insert(shipyard->getVisitableOffset()); shipyard->getOutOffsets(outOffsets); int3 targetTile(-1, -1, -1); std::set shipAccessCandidates; for(const auto & outOffset : outOffsets) { auto candidateTile = position - outOffset; std::set tilesBlockedAbsolute; //check space under object bool allClear = true; for(const auto & objectTileOffset : tilesBlockedByObject) { auto objectTile = candidateTile + objectTileOffset; tilesBlockedAbsolute.insert(objectTile); if(!gen->map->isInTheMap(objectTile) || !gen->isPossible(objectTile) || gen->getZoneID(objectTile)!=id) { allClear = false; break; } } if(!allClear) //cannot place shipyard anyway continue; //prepare temporary map for(auto& blockedPos : tilesBlockedAbsolute) gen->setOccupied(blockedPos, ETileType::USED); //check if boarding position is accessible gen->foreach_neighbour(position, [this, &shipAccessCandidates](const int3 & v) { if(!gen->isBlocked(v) && gen->getZoneID(v)==id) { //make sure that it's possible to create path to boarding position if(connectWithCenter(v, false, false)) shipAccessCandidates.insert(v); } }); //check if we can connect shipyard entrance with path if(!connectWithCenter(candidateTile + shipyard->getVisitableOffset(), false)) shipAccessCandidates.clear(); //rollback temporary map for(auto& blockedPos : tilesBlockedAbsolute) gen->setOccupied(blockedPos, ETileType::POSSIBLE); if(!shipAccessCandidates.empty() && isAccessibleFromSomewhere(shipyard->appearance, candidateTile)) { targetTile = candidateTile; break; //no need to check other offsets as we already found position } shipAccessCandidates.clear(); //invalidate positions } if(!targetTile.valid()) { delete shipyard; return false; } if(tryToPlaceObjectAndConnectToPath(shipyard, targetTile)==EObjectPlacingResult::SUCCESS) { placeObject(shipyard, targetTile); guardObject(shipyard, guardStrength, false, true); for(auto& accessPosition : shipAccessCandidates) { if(connectPath(accessPosition, false)) { gen->setOccupied(accessPosition, ETileType::FREE); return true; } } } logGlobal->warn("Cannot find path to shipyard boarding position"); delete shipyard; return false; } void CRmgTemplateZone::createTreasures() { int mapMonsterStrength = gen->getMapGenOptions().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 { //for water area we sholdn't place treasures close to coast for(auto & lake : lakes) if(vstd::contains(lake.distance, tile) && lake.distance[tile] < 2) return true; return !gen->isPossible(tile) || gen->getZoneID(tile)!=getId(); }); 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->getEditManager()->getTerrainSelection().setSelection(accessibleTiles); gen->getEditManager()->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->getEditManager()->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 if (gen->shouldBeBlocked(tile)) { //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->getEditManager()->getTerrainSelection().setSelection(tiles); gen->getEditManager()->drawRoad(gen->getConfig().defaultRoadType, &gen->rand); } bool CRmgTemplateZone::fill() { initTerrainType(); addAllPossibleObjects(); //zone center should be always clear to allow other tiles to connect initFreeTiles(); 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 = isGuardNeededForTreasure(value); //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) || gen->getZoneID(neighbour)==getId() || (!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)) || !temp.canBePlacedAt(gen->map->getTile(t).terType)) { return false; //if at least one tile is not possible, object can't be placed here } } return true; } bool CRmgTemplateZone::isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const { return getAccessibleOffset(appearance, tile).valid(); } int3 CRmgTemplateZone::getAccessibleOffset(ObjectTemplate & appearance, const 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) && tileinfo.find(nearbyPos) != tileinfo.end()) 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, const std::set& tilesBlockedByObject) const { for (auto blockingTile : tilesBlockedByObject) { int3 t = tile + blockingTile; if (!gen->map->isInTheMap(t) || !gen->isPossible(t) || gen->getZoneID(t)!=getId()) { //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 (!isAccessibleFromSomewhere(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 h = VLC->objtypeh->getHandlerFor(object->ID, object->subID); auto templates = h->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->getEditManager()->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: case Obj::SHIPYARD: { 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::isGuardNeededForTreasure(int value) { return getType() != ETemplateZoneType::WATER && value > minGuardedValue; } 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->isPossible(pos) && gen->getZoneID(pos) == id) gen->setOccupied(pos, ETileType::BLOCKED); } gen->foreach_neighbour (guardTile, [&](int3& pos) { if (gen->isPossible(pos) && gen->getZoneID(pos) == id) 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 (!isAccessibleFromSomewhere(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 > gen->getConfig().treasureValueLimit) //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()); 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); } } } } } if(type == ETemplateZoneType::WATER) return; //prisons //levels 1, 5, 10, 20, 30 static int prisonsLevels = std::min(gen->getConfig().prisonExperience.size(), gen->getConfig().prisonValues.size()); for(int i = 0; i < prisonsLevels; 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 = gen->getConfig().prisonExperience[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 = gen->getConfig().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(); std::vector creatures; //native creatures for this zone for (auto cre : VLC->creh->objects) { if (!cre->special && cre->faction == townType) { 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 = 0; i < 4; i++) vstd::erase_if_present(subObjects, elementalConfluxROE[i]); } for(auto secondaryID : subObjects) { auto dwellingHandler = dynamic_cast(VLC->objtypeh->getHandlerFor(dwellingType, 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 tmplate : dwellingHandler->getTemplates()) { if(tmplate.canBePlacedAt(terrainType)) { oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance * { auto obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate); obj->tempOwner = PlayerColor::NEUTRAL; return obj; }; oi.templ = tmplate; possibleObjects.push_back(oi); } } } } } for(int i = 0; i < gen->getConfig().scrollValues.size(); 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)); obj->storedArtifact = a; return obj; }; oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType); oi.value = gen->getConfig().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 * gen->getConfig().pandoraMultiplierGold; 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 * gen->getConfig().pandoraMultiplierExperience; oi.probability = 20; possibleObjects.push_back(oi); } //pandora box with creatures const std::vector & tierValues = gen->getConfig().pandoraCreatureValues; auto creatureToCount = [&tierValues](CCreature * creature) -> int { if (!creature->AIValue) //bug #2681 return 0; //this box won't be generated int actualTier = creature->level > tierValues.size() ? tierValues.size() - 1 : 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) * gen->getConfig().pandoraMultiplierSpells; //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 = gen->getConfig().pandoraSpellSchool; 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 = gen->getConfig().pandoraSpell60; 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 = chooseRandomAppearance(Obj::SEER_HUT); 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 seerLevels = std::min(gen->getConfig().questValues.size(), gen->getConfig().questRewardValues.size()); for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar { int randomAppearance = chooseRandomAppearance(Obj::SEER_HUT); oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType); oi.value = gen->getConfig().questValues[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 = gen->getConfig().questRewardValues[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 = gen->getConfig().questRewardValues[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, Terrain terrainType) { auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype); if(!templHandler) return; auto templates = templHandler->getTemplates(terrainType); if(templates.empty()) return; templ = templates.front(); }