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950 lines
28 KiB
C++
950 lines
28 KiB
C++
/*
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* TreasurePlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "TreasurePlacer.h"
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#include "../CMapGenerator.h"
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#include "../Functions.h"
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#include "ObjectManager.h"
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#include "RoadPlacer.h"
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#include "ConnectionsPlacer.h"
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#include "../RmgMap.h"
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#include "../TileInfo.h"
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#include "../CZonePlacer.h"
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#include "QuestArtifactPlacer.h"
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#include "../../ArtifactUtils.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../mapObjectConstructors/DwellingInstanceConstructor.h"
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#include "../../mapObjects/CGHeroInstance.h"
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#include "../../mapObjects/CGPandoraBox.h"
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#include "../../CCreatureHandler.h"
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#include "../../spells/CSpellHandler.h" //for choosing random spells
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#include "../../mapping/CMap.h"
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#include "../../mapping/CMapEditManager.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void TreasurePlacer::process()
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{
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addAllPossibleObjects();
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auto * m = zone.getModificator<ObjectManager>();
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if(m)
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createTreasures(*m);
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}
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void TreasurePlacer::init()
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{
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maxPrisons = 0; //Should be in the constructor, but we use macro for that
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DEPENDENCY(ObjectManager);
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DEPENDENCY(ConnectionsPlacer);
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POSTFUNCTION(RoadPlacer);
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}
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void TreasurePlacer::addObjectToRandomPool(const ObjectInfo& oi)
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{
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RecursiveLock lock(externalAccessMutex);
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possibleObjects.push_back(oi);
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}
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void TreasurePlacer::addAllPossibleObjects()
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{
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ObjectInfo oi;
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for(auto primaryID : VLC->objtypeh->knownObjects())
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{
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for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if(!handler->isStaticObject() && handler->getRMGInfo().value)
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{
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auto rmgInfo = handler->getRMGInfo();
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if (rmgInfo.mapLimit || rmgInfo.value > zone.getMaxTreasureValue())
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{
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//Skip objects with per-map limit here
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continue;
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}
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oi.generateObject = [primaryID, secondaryID]() -> CGObjectInstance *
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{
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return VLC->objtypeh->getHandlerFor(primaryID, secondaryID)->create();
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};
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oi.value = rmgInfo.value;
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oi.probability = rmgInfo.rarity;
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oi.setTemplates(primaryID, secondaryID, zone.getTerrainType());
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oi.maxPerZone = rmgInfo.zoneLimit;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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}
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}
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//Generate Prison on water only if it has a template
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auto prisonTemplates = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType());
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if (!prisonTemplates.empty())
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{
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//prisons
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//levels 1, 5, 10, 20, 30
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static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size());
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size_t prisonsLeft = getMaxPrisons();
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for (int i = prisonsLevels - 1; i >= 0; i--)
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{
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oi.value = generator.getConfig().prisonValues[i];
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if (oi.value > zone.getMaxTreasureValue())
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{
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continue;
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}
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oi.generateObject = [i, this]() -> CGObjectInstance*
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{
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auto possibleHeroes = generator.getAllPossibleHeroes();
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HeroTypeID hid = *RandomGeneratorUtil::nextItem(possibleHeroes, zone.getRand());
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
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auto* obj = dynamic_cast<CGHeroInstance*>(factory->create());
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obj->setHeroType(hid); //will be initialized later
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obj->exp = generator.getConfig().prisonExperience[i];
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obj->setOwner(PlayerColor::NEUTRAL);
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generator.banHero(hid);
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return obj;
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};
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oi.setTemplates(Obj::PRISON, 0, zone.getTerrainType());
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oi.value = generator.getConfig().prisonValues[i];
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oi.probability = 30;
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//Distribute all allowed prisons, starting from the most valuable
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oi.maxPerZone = (std::ceil((float)prisonsLeft / (i + 1)));
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prisonsLeft -= oi.maxPerZone;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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}
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if(zone.getType() == ETemplateZoneType::WATER)
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return;
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//all following objects are unlimited
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oi.maxPerZone = std::numeric_limits<ui32>::max();
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std::vector<CCreature *> creatures; //native creatures for this zone
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for(auto cre : VLC->creh->objects)
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{
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if(!cre->special && cre->getFaction() == zone.getTownType())
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{
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creatures.push_back(cre);
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}
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}
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//dwellings
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auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
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for(auto dwellingType : dwellingTypes)
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{
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auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
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if(dwellingType == Obj::CREATURE_GENERATOR1)
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{
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//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
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static MapObjectSubID elementalConfluxROE[] = {7, 13, 16, 47};
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for(auto const & i : elementalConfluxROE)
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vstd::erase_if_present(subObjects, i);
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}
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for(auto secondaryID : subObjects)
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{
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const auto * dwellingHandler = dynamic_cast<const DwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
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auto creatures = dwellingHandler->getProducedCreatures();
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if(creatures.empty())
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continue;
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const auto * cre = creatures.front();
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if(cre->getFaction() == zone.getTownType())
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{
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auto nativeZonesCount = static_cast<float>(map.getZoneCount(cre->getFaction()));
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oi.value = static_cast<ui32>(cre->getAIValue() * cre->getGrowth() * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
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oi.probability = 40;
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oi.generateObject = [secondaryID, dwellingType]() -> CGObjectInstance *
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{
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auto * obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create();
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obj->tempOwner = PlayerColor::NEUTRAL;
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return obj;
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};
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oi.setTemplates(dwellingType, secondaryID, zone.getTerrainType());
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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}
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}
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for(int i = 0; i < generator.getConfig().scrollValues.size(); i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
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auto * obj = dynamic_cast<CGArtifact *>(factory->create());
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std::vector<SpellID> out;
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for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
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{
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if(map.isAllowedSpell(spell->id) && spell->getLevel() == i + 1)
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{
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out.push_back(spell->id);
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}
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}
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auto * a = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, zone.getRand()));
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obj->storedArtifact = a;
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return obj;
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};
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oi.setTemplates(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
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oi.value = generator.getConfig().scrollValues[i];
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oi.probability = 30;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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//pandora box with gold
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for(int i = 1; i < 5; i++)
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{
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oi.generateObject = [i]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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Rewardable::VisitInfo reward;
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reward.reward.resources[EGameResID::GOLD] = i * 5000;
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = i * generator.getConfig().pandoraMultiplierGold;
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oi.probability = 5;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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//pandora box with experience
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for(int i = 1; i < 5; i++)
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{
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oi.generateObject = [i]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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Rewardable::VisitInfo reward;
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reward.reward.heroExperience = i * 5000;
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = i * generator.getConfig().pandoraMultiplierExperience;
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oi.probability = 20;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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//pandora box with creatures
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const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
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auto creatureToCount = [tierValues](CCreature * creature) -> int
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{
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if(!creature->getAIValue() || tierValues.empty()) //bug #2681
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return 0; //this box won't be generated
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//Follow the rules from https://heroes.thelazy.net/index.php/Pandora%27s_Box
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int actualTier = creature->getLevel() > tierValues.size() ?
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tierValues.size() - 1 :
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creature->getLevel() - 1;
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float creaturesAmount = std::floor((static_cast<float>(tierValues[actualTier])) / creature->getAIValue());
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if (creaturesAmount < 1)
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{
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return 0;
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}
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else if(creaturesAmount <= 5)
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{
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//No change
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}
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else if(creaturesAmount <= 12)
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{
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creaturesAmount = std::ceil(creaturesAmount / 2) * 2;
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}
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else if(creaturesAmount <= 50)
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{
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creaturesAmount = std::round(creaturesAmount / 5) * 5;
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}
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else
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{
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creaturesAmount = std::round(creaturesAmount / 10) * 10;
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}
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return static_cast<int>(creaturesAmount);
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};
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for(auto * creature : creatures)
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{
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int creaturesAmount = creatureToCount(creature);
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if(!creaturesAmount)
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continue;
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oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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Rewardable::VisitInfo reward;
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reward.reward.creatures.emplace_back(creature, creaturesAmount);
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = static_cast<ui32>((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) / 3);
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oi.probability = 3;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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//Pandora with 12 spells of certain level
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for(int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id) && spell->getLevel() == i)
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
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Rewardable::VisitInfo reward;
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for(int j = 0; j < std::min(12, static_cast<int>(spells.size())); j++)
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{
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reward.reward.spells.push_back(spells[j]->id);
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}
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000
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oi.probability = 2;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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//Pandora with 15 spells of certain school
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for(int i = 0; i < 4; i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id) && spell->school[SpellSchool(i)])
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
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Rewardable::VisitInfo reward;
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for(int j = 0; j < std::min(15, static_cast<int>(spells.size())); j++)
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{
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reward.reward.spells.push_back(spells[j]->id);
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}
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = generator.getConfig().pandoraSpellSchool;
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oi.probability = 2;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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}
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// Pandora box with 60 random spells
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oi.generateObject = [this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id))
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
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Rewardable::VisitInfo reward;
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for(int j = 0; j < std::min(60, static_cast<int>(spells.size())); j++)
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{
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reward.reward.spells.push_back(spells[j]->id);
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}
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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return obj;
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};
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oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = generator.getConfig().pandoraSpell60;
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oi.probability = 2;
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if(!oi.templates.empty())
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addObjectToRandomPool(oi);
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//Seer huts with creatures or generic rewards
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if(zone.getConnectedZoneIds().size()) //Unlikely, but...
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{
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auto * qap = zone.getModificator<QuestArtifactPlacer>();
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if(!qap)
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{
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return; //TODO: throw?
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}
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const int questArtsRemaining = qap->getMaxQuestArtifactCount();
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if (!questArtsRemaining)
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{
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return;
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}
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//Generate Seer Hut one by one. Duplicated oi possible and should work fine.
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oi.maxPerZone = 1;
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std::vector<ObjectInfo> possibleSeerHuts;
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//14 creatures per town + 4 for each of gold / exp reward
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possibleSeerHuts.reserve(14 + 4 + 4);
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RandomGeneratorUtil::randomShuffle(creatures, zone.getRand());
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for(int i = 0; i < static_cast<int>(creatures.size()); i++)
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{
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auto * creature = creatures[i];
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int creaturesAmount = creatureToCount(creature);
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if(!creaturesAmount)
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continue;
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int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
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oi.generateObject = [creature, creaturesAmount, randomAppearance, this, qap]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
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Rewardable::VisitInfo reward;
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reward.reward.creatures.emplace_back(creature->getId(), creaturesAmount);
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reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
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obj->configuration.info.push_back(reward);
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ArtifactID artid = qap->drawRandomArtifact();
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obj->quest->mission.artifacts.push_back(artid);
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generator.banQuestArt(artid);
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zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
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return obj;
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};
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oi.probability = 3;
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oi.setTemplates(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
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oi.value = static_cast<ui32>(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3);
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if (oi.value > zone.getMaxTreasureValue())
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{
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continue;
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}
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else
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{
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if(!oi.templates.empty())
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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.setTemplates(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.maxPerZone = 1;
|
|
|
|
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
|
|
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
|
|
|
|
Rewardable::VisitInfo reward;
|
|
reward.reward.heroExperience = generator.getConfig().questRewardValues[i];
|
|
reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
|
|
obj->configuration.info.push_back(reward);
|
|
|
|
ArtifactID artid = qap->drawRandomArtifact();
|
|
obj->quest->mission.artifacts.push_back(artid);
|
|
|
|
generator.banQuestArt(artid);
|
|
zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
|
|
|
|
return obj;
|
|
};
|
|
|
|
if(!oi.templates.empty())
|
|
possibleSeerHuts.push_back(oi);
|
|
|
|
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
|
|
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
|
|
|
|
Rewardable::VisitInfo reward;
|
|
reward.reward.resources[EGameResID::GOLD] = generator.getConfig().questRewardValues[i];
|
|
reward.visitType = Rewardable::EEventType::EVENT_FIRST_VISIT;
|
|
obj->configuration.info.push_back(reward);
|
|
|
|
ArtifactID artid = qap->drawRandomArtifact();
|
|
obj->quest->mission.artifacts.push_back(artid);
|
|
|
|
generator.banQuestArt(artid);
|
|
zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
|
|
|
|
return obj;
|
|
};
|
|
|
|
if(!oi.templates.empty())
|
|
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<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo& treasureInfo)
|
|
{
|
|
std::vector<ObjectInfo*> 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<int>(desiredValue) - 100) //no objects with value below 100 are available
|
|
{
|
|
auto * oi = getRandomObject(desiredValue, currentValue, !hasLargeObject);
|
|
if(!oi) //fail
|
|
break;
|
|
|
|
bool visitableFromTop = true;
|
|
for(auto & t : oi->templates)
|
|
if(!t->isVisitableFromTop())
|
|
visitableFromTop = false;
|
|
|
|
if(visitableFromTop)
|
|
{
|
|
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<ObjectInfo*> & treasureInfos, bool densePlacement)
|
|
{
|
|
rmg::Object rmgObject;
|
|
for(const auto & oi : treasureInfos)
|
|
{
|
|
auto blockedArea = rmgObject.getArea();
|
|
auto entrableArea = rmgObject.getEntrableArea();
|
|
|
|
if(rmgObject.instances().empty())
|
|
entrableArea.add(int3());
|
|
|
|
auto * object = oi->generateObject();
|
|
if(oi->templates.empty())
|
|
continue;
|
|
|
|
object->appearance = *RandomGeneratorUtil::nextItem(oi->templates, zone.getRand());
|
|
|
|
auto blockingIssue = object->isBlockedVisitable() && !object->isRemovable();
|
|
if (blockingIssue)
|
|
{
|
|
// Do not place next to another such object (Corpse issue)
|
|
// Calculate this before instance is added to rmgObject
|
|
auto blockVisitProximity = rmgObject.getBlockVisitableArea().getBorderOutside();
|
|
entrableArea.subtract(blockVisitProximity);
|
|
}
|
|
|
|
auto & instance = rmgObject.addInstance(*object);
|
|
|
|
do
|
|
{
|
|
if(entrableArea.empty())
|
|
{
|
|
//fail - fallback
|
|
rmgObject.clear();
|
|
return rmgObject;
|
|
}
|
|
|
|
std::vector<int3> bestPositions;
|
|
if(densePlacement)
|
|
{
|
|
int bestPositionsWeight = std::numeric_limits<int>::max();
|
|
for(const auto & t : entrableArea.getTilesVector())
|
|
{
|
|
instance.setPosition(t);
|
|
int w = rmgObject.getEntrableArea().getTilesVector().size();
|
|
|
|
if(w && w < bestPositionsWeight)
|
|
{
|
|
// Minimum 1 position must be entrable
|
|
bestPositions.clear();
|
|
bestPositions.push_back(t);
|
|
bestPositionsWeight = w;
|
|
}
|
|
else if(w == bestPositionsWeight)
|
|
{
|
|
bestPositions.push_back(t);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (bestPositions.empty())
|
|
{
|
|
bestPositions = entrableArea.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().isBlockedVisitable())
|
|
instanceAccessibleArea.add(instance.getVisitablePosition());
|
|
}
|
|
|
|
//first object is good
|
|
if(rmgObject.instances().size() == 1)
|
|
break;
|
|
|
|
if(!blockedArea.overlap(instance.getBlockedArea()) && entrableArea.overlap(instanceAccessibleArea))
|
|
break;
|
|
|
|
//fail - new position
|
|
entrableArea.erase(nextPos);
|
|
} while(true);
|
|
}
|
|
return rmgObject;
|
|
}
|
|
|
|
ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects)
|
|
{
|
|
std::vector<std::pair<ui32, ObjectInfo*>> 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<ui32>(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
|
|
|
|
bool visitableFromTop = true;
|
|
for(auto & t : oi.templates)
|
|
if(!t->isVisitableFromTop())
|
|
visitableFromTop = false;
|
|
|
|
if(!visitableFromTop && !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<ui32, ObjectInfo *> & rhs, const ui32 lhs) -> bool
|
|
{
|
|
return static_cast<int>(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<ObjectInfo*>& 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<rmg::Object> 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<float>((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; });
|
|
|
|
const ui32 maxPileGenerationAttemps = 2;
|
|
for (ui32 attempt = 0; attempt <= maxPileGenerationAttemps; attempt++)
|
|
{
|
|
auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts);
|
|
|
|
if (rmgObject.instances().empty())
|
|
{
|
|
// Restore once if all attemps failed
|
|
if (attempt == (maxPileGenerationAttemps - 1))
|
|
{
|
|
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::setTemplates(MapObjectID type, MapObjectSubID subtype, TerrainId terrainType)
|
|
{
|
|
auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
|
|
if(!templHandler)
|
|
return;
|
|
|
|
templates = templHandler->getTemplates(terrainType);
|
|
}
|
|
|
|
VCMI_LIB_NAMESPACE_END
|