mirror of
https://github.com/vcmi/vcmi.git
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b00e935e4d
Warnings fixes * Suppress `missing-braces` for Clang * Fixed many C4275 warnings * Fixed almost all Clang/GCC warnings * Silence most frequent MSVC warning. * Fixed some pessimizing-move warnings * Fixed some unused capture warnings
2626 lines
75 KiB
C++
2626 lines
75 KiB
C++
/*
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* CRmgTemplateZone.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 "CRmgTemplateZone.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapping/CMap.h"
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#include "../VCMI_Lib.h"
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#include "../CTownHandler.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 "../mapObjects/CommonConstructors.h"
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#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
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#include "../mapObjects/CGPandoraBox.h"
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#include "../mapObjects/CRewardableObject.h"
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class CMap;
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class CMapEditManager;
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//class CGObjectInstance;
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using namespace rmg; //TODO: move all to namespace
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void CRmgTemplateZone::addRoadNode(const int3& node)
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{
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roadNodes.insert(node);
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}
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CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
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{
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occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
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}
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float CTileInfo::getNearestObjectDistance() const
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{
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return nearestObjectDistance;
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}
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void CTileInfo::setNearestObjectDistance(float value)
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{
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nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
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}
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bool CTileInfo::shouldBeBlocked() const
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{
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return occupied == ETileType::BLOCKED;
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}
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bool CTileInfo::isBlocked() const
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{
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return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
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}
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bool CTileInfo::isPossible() const
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{
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return occupied == ETileType::POSSIBLE;
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}
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bool CTileInfo::isFree() const
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{
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return occupied == ETileType::FREE;
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}
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bool CTileInfo::isRoad() const
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{
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return roadType != ERoadType::NO_ROAD;
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}
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bool CTileInfo::isUsed() const
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{
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return occupied == ETileType::USED;
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}
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void CTileInfo::setOccupied(ETileType::ETileType value)
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{
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occupied = value;
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}
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ETileType::ETileType CTileInfo::getTileType() const
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{
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return occupied;
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}
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ETerrainType CTileInfo::getTerrainType() const
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{
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return terrain;
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}
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void CTileInfo::setTerrainType(ETerrainType value)
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{
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terrain = value;
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}
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void CTileInfo::setRoadType(ERoadType::ERoadType value)
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{
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roadType = value;
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// setOccupied(ETileType::FREE);
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}
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CRmgTemplateZone::CRmgTemplateZone()
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: ZoneOptions(),
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townType(ETownType::NEUTRAL),
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terrainType (ETerrainType::GRASS),
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minGuardedValue(0),
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questArtZone(),
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gen(nullptr)
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{
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}
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void CRmgTemplateZone::setOptions(const ZoneOptions * options)
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{
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ZoneOptions::operator=(*options);
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}
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void CRmgTemplateZone::setGenPtr(CMapGenerator * Gen)
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{
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gen = Gen;
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}
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void CRmgTemplateZone::setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone)
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{
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questArtZone = otherZone;
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}
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std::set<int3>* CRmgTemplateZone::getFreePaths()
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{
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return &freePaths;
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}
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float3 CRmgTemplateZone::getCenter() const
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{
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return center;
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}
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void CRmgTemplateZone::setCenter(const float3 &f)
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{
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//limit boundaries to (0,1) square
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//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
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center = f;
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center.x = std::fmod(center.x, 1);
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center.y = std::fmod(center.y, 1);
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if (center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
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center.x = 1 - std::abs(center.x);
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if (center.y < 0)
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center.y = 1 - std::abs(center.y);
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}
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bool CRmgTemplateZone::pointIsIn(int x, int y)
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{
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return true;
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}
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int3 CRmgTemplateZone::getPos() const
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{
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return pos;
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}
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void CRmgTemplateZone::setPos(const int3 &Pos)
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{
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pos = Pos;
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}
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void CRmgTemplateZone::addTile (const int3 &pos)
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{
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tileinfo.insert(pos);
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}
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std::set<int3> CRmgTemplateZone::getTileInfo () const
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{
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return tileinfo;
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}
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std::set<int3> CRmgTemplateZone::getPossibleTiles() const
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{
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return possibleTiles;
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}
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void CRmgTemplateZone::discardDistantTiles (float distance)
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{
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//TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
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//for (auto tile : tileinfo)
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//{
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// if (tile.dist2d(this->pos) > distance)
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// {
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// gen->setOccupied(tile, ETileType::USED);
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// //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
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// }
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//}
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vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
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{
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return tile.dist2d(this->pos) > distance;
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});
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}
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void CRmgTemplateZone::clearTiles()
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{
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tileinfo.clear();
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}
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void CRmgTemplateZone::initFreeTiles ()
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{
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vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
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{
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return gen->isPossible(tile);
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});
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if (freePaths.empty())
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{
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gen->setOccupied(pos, ETileType::FREE);
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freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
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}
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}
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void CRmgTemplateZone::createBorder()
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{
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for (auto tile : tileinfo)
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{
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bool edge = false;
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gen->foreach_neighbour(tile, [this, &edge](int3 &pos)
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{
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if (edge)
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return; //optimization - do it only once
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if (gen->getZoneID(pos) != id) //optimization - better than set search
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{
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//we are edge if at least one tile does not belong to zone
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//mark all nearby tiles blocked and we're done
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gen->foreach_neighbour (pos, [this](int3 &nearbyPos)
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{
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if (gen->isPossible(nearbyPos))
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gen->setOccupied(nearbyPos, ETileType::BLOCKED);
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});
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edge = true;
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}
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});
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}
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}
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void CRmgTemplateZone::fractalize()
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{
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for (auto tile : tileinfo)
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{
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if (gen->isFree(tile))
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freePaths.insert(tile);
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}
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std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
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std::set<int3> possibleTiles;
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std::set<int3> tilesToIgnore; //will be erased in this iteration
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//the more treasure density, the greater distance between paths. Scaling is experimental.
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int totalDensity = 0;
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for (auto ti : treasureInfo)
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totalDensity += ti.density;
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const float minDistance = 10 * 10; //squared
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for (auto tile : tileinfo)
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{
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if (gen->isFree(tile))
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clearedTiles.push_back(tile);
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else if (gen->isPossible(tile))
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possibleTiles.insert(tile);
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}
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assert (clearedTiles.size()); //this should come from zone connections
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std::vector<int3> nodes; //connect them with a grid
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if (type != ETemplateZoneType::JUNCTION)
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{
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//junction is not fractalized, has only one straight path
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//everything else remains blocked
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while (possibleTiles.size())
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{
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//link tiles in random order
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std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
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RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
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int3 nodeFound(-1, -1, -1);
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for (auto tileToMakePath : tilesToMakePath)
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{
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//find closest free tile
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float currentDistance = 1e10;
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int3 closestTile(-1, -1, -1);
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for (auto clearTile : clearedTiles)
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{
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float distance = tileToMakePath.dist2dSQ(clearTile);
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if (distance < currentDistance)
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{
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currentDistance = distance;
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closestTile = clearTile;
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}
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if (currentDistance <= minDistance)
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{
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//this tile is close enough. Forget about it and check next one
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tilesToIgnore.insert(tileToMakePath);
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break;
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}
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}
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//if tiles is not close enough, make path to it
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if (currentDistance > minDistance)
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{
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nodeFound = tileToMakePath;
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nodes.push_back(nodeFound);
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clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
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break; //next iteration - use already cleared tiles
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}
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}
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for (auto tileToClear : tilesToIgnore)
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{
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//these tiles are already connected, ignore them
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vstd::erase_if_present(possibleTiles, tileToClear);
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}
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if (!nodeFound.valid()) //nothing else can be done (?)
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break;
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tilesToIgnore.clear();
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}
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}
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//cut straight paths towards the center. A* is too slow for that.
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for (auto node : nodes)
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{
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boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
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{
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return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
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}
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);
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std::vector <int3> nearbyNodes;
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if (nodes.size() >= 2)
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{
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nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
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}
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if (nodes.size() >= 3)
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{
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nearbyNodes.push_back(nodes[2]);
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}
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//connect with all the paths
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crunchPath(node, findClosestTile(freePaths, node), true, &freePaths);
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//connect with nearby nodes
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for (auto nearbyNode : nearbyNodes)
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{
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crunchPath(node, nearbyNode, true, &freePaths);
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}
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}
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for (auto node : nodes)
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gen->setOccupied(node, ETileType::FREE); //make sure they are clear
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//now block most distant tiles away from passages
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float blockDistance = minDistance * 0.25f;
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for (auto tile : tileinfo)
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{
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if (!gen->isPossible(tile))
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continue;
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bool closeTileFound = false;
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for (auto clearTile : freePaths)
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{
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float distance = tile.dist2dSQ(clearTile);
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if (distance < blockDistance)
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{
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closeTileFound = true;
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break;
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}
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}
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if (!closeTileFound) //this tile is far enough from passages
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gen->setOccupied(tile, ETileType::BLOCKED);
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}
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#define PRINT_FRACTALIZED_MAP false
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if (PRINT_FRACTALIZED_MAP) //enable to debug
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{
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std::ofstream out(boost::to_string(boost::format("zone %d") % id));
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int levels = gen->map->twoLevel ? 2 : 1;
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int width = gen->map->width;
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int height = gen->map->height;
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for (int k = 0; k < levels; k++)
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{
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for(int j=0; j<height; j++)
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{
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for (int i=0; i<width; i++)
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{
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char t = '?';
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switch (gen->getTile(int3(i, j, k)).getTileType())
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{
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case ETileType::FREE:
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t = ' '; break;
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case ETileType::BLOCKED:
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t = '#'; break;
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case ETileType::POSSIBLE:
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t = '-'; break;
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case ETileType::USED:
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t = 'O'; break;
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}
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out << t;
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}
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out << std::endl;
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}
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out << std::endl;
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}
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out << std::endl;
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}
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}
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void CRmgTemplateZone::connectLater()
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{
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for (const int3 node : tilesToConnectLater)
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{
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if (!connectWithCenter(node, true))
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logGlobal->error("Failed to connect node %s with center of the zone", node.toString());
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}
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}
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bool CRmgTemplateZone::crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
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{
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/*
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make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
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do not leave zone border
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*/
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bool result = false;
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bool end = false;
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int3 currentPos = src;
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float distance = currentPos.dist2dSQ (dst);
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while (!end)
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{
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if (currentPos == dst)
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{
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result = true;
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break;
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}
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auto lastDistance = distance;
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auto processNeighbours = [this, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
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{
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if (!result) //not sure if lambda is worth it...
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{
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if (pos == dst)
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{
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result = true;
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end = true;
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}
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if (pos.dist2dSQ (dst) < distance)
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{
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if (!gen->isBlocked(pos))
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{
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if (gen->getZoneID(pos) == id)
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{
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if (gen->isPossible(pos))
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{
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gen->setOccupied (pos, ETileType::FREE);
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if (clearedTiles)
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clearedTiles->insert(pos);
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currentPos = pos;
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distance = currentPos.dist2dSQ (dst);
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}
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else if (gen->isFree(pos))
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{
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end = true;
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result = true;
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}
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}
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}
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}
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}
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};
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if (onlyStraight)
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gen->foreachDirectNeighbour (currentPos, processNeighbours);
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else
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gen->foreach_neighbour (currentPos,processNeighbours);
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int3 anotherPos(-1, -1, -1);
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if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
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{
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//try any nearby tiles, even if its not closer than current
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float lastDistance = 2 * distance; //start with significantly larger value
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auto processNeighbours2 = [this, ¤tPos, dst, &lastDistance, &anotherPos, clearedTiles](int3 &pos)
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{
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if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
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{
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if (gen->getZoneID(pos) == id)
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{
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if (gen->isPossible(pos))
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{
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if (clearedTiles)
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clearedTiles->insert(pos);
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anotherPos = pos;
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lastDistance = currentPos.dist2dSQ(dst);
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}
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}
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}
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};
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if (onlyStraight)
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gen->foreachDirectNeighbour(currentPos, processNeighbours2);
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else
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gen->foreach_neighbour(currentPos, processNeighbours2);
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if (anotherPos.valid())
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{
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if (clearedTiles)
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clearedTiles->insert(anotherPos);
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gen->setOccupied(anotherPos, ETileType::FREE);
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currentPos = anotherPos;
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}
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}
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if (!(result || distance < lastDistance || anotherPos.valid()))
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{
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//FIXME: seemingly this condition is messed up, tells nothing
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//logGlobal->warn("No tile closer than %s found on path from %s to %s", currentPos, src , dst);
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break;
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}
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}
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return result;
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}
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boost::heap::priority_queue<CRmgTemplateZone::TDistance, boost::heap::compare<CRmgTemplateZone::NodeComparer>> CRmgTemplateZone::createPiorityQueue()
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{
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return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
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}
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bool CRmgTemplateZone::createRoad(const int3& src, const int3& dst)
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{
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//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
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std::set<int3> closed; // The set of nodes already evaluated.
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auto pq = createPiorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
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std::map<int3, int3> cameFrom; // The map of navigated nodes.
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std::map<int3, float> distances;
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gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
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cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
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pq.push(std::make_pair(src, 0.f));
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distances[src] = 0.f;
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// Cost from start along best known path.
|
|
|
|
while (!pq.empty())
|
|
{
|
|
auto node = pq.top();
|
|
pq.pop(); //remove top element
|
|
int3 currentNode = node.first;
|
|
closed.insert (currentNode);
|
|
auto currentTile = &gen->map->getTile(currentNode);
|
|
|
|
if (currentNode == dst || gen->isRoad(currentNode))
|
|
{
|
|
// The goal node was reached. Trace the path using
|
|
// the saved parent information and return path
|
|
int3 backTracking = currentNode;
|
|
while (cameFrom[backTracking].valid())
|
|
{
|
|
// add node to path
|
|
roads.insert (backTracking);
|
|
gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
|
|
//logGlobal->trace("Setting road at tile %s", backTracking);
|
|
// do the same for the predecessor
|
|
backTracking = cameFrom[backTracking];
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
bool directNeighbourFound = false;
|
|
float movementCost = 1;
|
|
|
|
auto foo = [this, &pq, &distances, &closed, &cameFrom, ¤tNode, ¤tTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
|
|
{
|
|
if (vstd::contains(closed, pos)) //we already visited that node
|
|
return;
|
|
float distance = node.second + movementCost;
|
|
float bestDistanceSoFar = std::numeric_limits<float>::max();
|
|
auto it = distances.find(pos);
|
|
if (it != distances.end())
|
|
bestDistanceSoFar = it->second;
|
|
|
|
if (distance < bestDistanceSoFar)
|
|
{
|
|
auto tile = &gen->map->getTile(pos);
|
|
bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
|
|
|
|
if ((gen->isFree(pos) && gen->isFree(currentNode)) //empty path
|
|
|| ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
|
|
|| pos == dst) //we already compledted the path
|
|
{
|
|
if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
|
|
{
|
|
cameFrom[pos] = currentNode;
|
|
distances[pos] = distance;
|
|
pq.push(std::make_pair(pos, distance));
|
|
directNeighbourFound = true;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
|
|
if (!directNeighbourFound)
|
|
{
|
|
movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
|
|
gen->foreachDiagonaltNeighbour(currentNode, foo);
|
|
}
|
|
}
|
|
|
|
}
|
|
logGlobal->warn("Failed to create road from %s to %s", src.toString(), dst.toString());
|
|
return false;
|
|
|
|
}
|
|
|
|
bool CRmgTemplateZone::connectPath(const int3& src, bool onlyStraight)
|
|
///connect current tile to any other free tile within zone
|
|
{
|
|
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
|
|
|
|
std::set<int3> closed; // The set of nodes already evaluated.
|
|
auto open = createPiorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
|
|
std::map<int3, int3> cameFrom; // The map of navigated nodes.
|
|
std::map<int3, float> 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 = distances[currentNode] + 1;
|
|
int bestDistanceSoFar = std::numeric_limits<int>::max();
|
|
auto it = distances.find(pos);
|
|
if (it != distances.end())
|
|
bestDistanceSoFar = 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);
|
|
}
|
|
|
|
}
|
|
for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
|
|
{
|
|
gen->setOccupied (tile, ETileType::BLOCKED);
|
|
vstd::erase_if_present(possibleTiles, tile);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CRmgTemplateZone::connectWithCenter(const int3& src, bool onlyStraight)
|
|
///connect current tile to any other free tile within zone
|
|
{
|
|
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
|
|
|
|
std::set<int3> closed; // The set of nodes already evaluated.
|
|
auto open = createPiorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
|
|
std::map<int3, int3> cameFrom; // The map of navigated nodes.
|
|
std::map<int3, float> distances;
|
|
|
|
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
|
|
distances[src] = 0;
|
|
open.push(std::make_pair(src, 0.f));
|
|
// Cost from start along best known path.
|
|
|
|
while (!open.empty())
|
|
{
|
|
auto node = open.top();
|
|
open.pop();
|
|
int3 currentNode = node.first;
|
|
|
|
closed.insert(currentNode);
|
|
|
|
if (currentNode == pos) //we reached center of the zone, stop
|
|
{
|
|
// Trace the path using the saved parent information and return path
|
|
int3 backTracking = currentNode;
|
|
while (cameFrom[backTracking].valid())
|
|
{
|
|
gen->setOccupied(backTracking, ETileType::FREE);
|
|
backTracking = cameFrom[backTracking];
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
auto foo = [this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
|
|
{
|
|
if (vstd::contains(closed, pos))
|
|
return;
|
|
|
|
if (gen->getZoneID(pos) != id)
|
|
return;
|
|
|
|
float movementCost = 0;
|
|
if (gen->isFree(pos))
|
|
movementCost = 1;
|
|
else if (gen->isPossible(pos))
|
|
movementCost = 2;
|
|
else
|
|
return;
|
|
|
|
float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
|
|
int bestDistanceSoFar = std::numeric_limits<int>::max(); //FIXME: boost::limits
|
|
auto it = distances.find(pos);
|
|
if (it != distances.end())
|
|
bestDistanceSoFar = it->second;
|
|
|
|
if (distance < bestDistanceSoFar)
|
|
{
|
|
cameFrom[pos] = currentNode;
|
|
open.push(std::make_pair(pos, distance));
|
|
distances[pos] = distance;
|
|
}
|
|
};
|
|
|
|
if (onlyStraight)
|
|
gen->foreachDirectNeighbour(currentNode, foo);
|
|
else
|
|
gen->foreach_neighbour(currentNode, foo);
|
|
}
|
|
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
|
|
{
|
|
requiredObjects.push_back(std::make_pair(obj, strength));
|
|
}
|
|
void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
|
|
{
|
|
closeObjects.push_back(std::make_pair(obj, strength));
|
|
}
|
|
|
|
void CRmgTemplateZone::addToConnectLater(const int3& src)
|
|
{
|
|
tilesToConnectLater.insert(src);
|
|
}
|
|
|
|
bool CRmgTemplateZone::addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
|
|
{
|
|
//precalculate actual (randomized) monster strength based on this post
|
|
//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
|
|
|
|
int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
|
|
int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
|
|
static const int value1[] = {2500, 1500, 1000, 500, 0};
|
|
static const int value2[] = {7500, 7500, 7500, 5000, 5000};
|
|
static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
|
|
static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
|
|
|
|
int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
|
|
int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
|
|
|
|
strength = strength1 + strength2;
|
|
if (strength < 2000)
|
|
return false; //no guard at all
|
|
|
|
CreatureID creId = CreatureID::NONE;
|
|
int amount = 0;
|
|
std::vector<CreatureID> possibleCreatures;
|
|
for (auto cre : VLC->creh->creatures)
|
|
{
|
|
if (cre->special)
|
|
continue;
|
|
if (!cre->AIValue) //bug #2681
|
|
continue;
|
|
if (!vstd::contains(monsterTypes, cre->faction))
|
|
continue;
|
|
if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
|
|
{
|
|
possibleCreatures.push_back(cre->idNumber);
|
|
}
|
|
}
|
|
if (possibleCreatures.size())
|
|
{
|
|
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
|
|
amount = strength / VLC->creh->creatures[creId]->AIValue;
|
|
if (amount >= 4)
|
|
amount *= gen->rand.nextDouble(0.75, 1.25);
|
|
}
|
|
else //just pick any available creature
|
|
{
|
|
creId = CreatureID(132); //Azure Dragon
|
|
amount = strength / VLC->creh->creatures[creId]->AIValue;
|
|
}
|
|
|
|
auto 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<int3, CGObjectInstance *> treasures;
|
|
std::set<int3> boundary;
|
|
int3 guardPos (-1,-1,-1);
|
|
info.nextTreasurePos = pos;
|
|
|
|
int maxValue = treasureInfo.max;
|
|
int minValue = treasureInfo.min;
|
|
|
|
ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
|
|
|
|
int currentValue = 0;
|
|
CGObjectInstance * object = nullptr;
|
|
while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
|
|
{
|
|
treasures[info.nextTreasurePos] = nullptr;
|
|
|
|
for (auto treasurePos : treasures)
|
|
{
|
|
gen->foreach_neighbour(treasurePos.first, [&boundary](int3 pos)
|
|
{
|
|
boundary.insert(pos);
|
|
});
|
|
}
|
|
for (auto treasurePos : treasures)
|
|
{
|
|
//leaving only boundary around objects
|
|
vstd::erase_if_present(boundary, treasurePos.first);
|
|
}
|
|
|
|
for (auto tile : boundary)
|
|
{
|
|
//we can't extend boundary anymore
|
|
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
|
|
break;
|
|
}
|
|
|
|
ObjectInfo oi = getRandomObject(info, desiredValue, maxValue, currentValue);
|
|
if (!oi.value) //0 value indicates no object
|
|
{
|
|
vstd::erase_if_present(treasures, info.nextTreasurePos);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
object = oi.generateObject();
|
|
|
|
//remove from possible objects
|
|
auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
|
|
assert (oiptr != possibleObjects.end());
|
|
oiptr->maxPerZone--;
|
|
if (!oiptr->maxPerZone)
|
|
possibleObjects.erase(oiptr);
|
|
|
|
//update treasure pile area
|
|
int3 visitablePos = info.nextTreasurePos;
|
|
|
|
if (oi.templ.isVisitableFromTop())
|
|
info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
|
|
else
|
|
info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
|
|
|
|
for (auto blockedOffset : oi.templ.getBlockedOffsets())
|
|
{
|
|
int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
|
|
info.occupiedPositions.insert(blockPos);
|
|
info.blockedPositions.insert(blockPos);
|
|
}
|
|
info.occupiedPositions.insert(visitablePos + oi.templ.getVisitableOffset());
|
|
|
|
currentValue += oi.value;
|
|
|
|
treasures[info.nextTreasurePos] = object;
|
|
|
|
//now find place for next object
|
|
int3 placeFound(-1,-1,-1);
|
|
|
|
//randomize next position from among possible ones
|
|
std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
|
|
//RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
|
|
auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
|
|
{
|
|
return lhs.y < rhs.y;
|
|
};
|
|
boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
|
|
|
|
for (auto tile : boundaryCopy)
|
|
{
|
|
if (gen->isPossible(tile)) //we can place new treasure only on possible tile
|
|
{
|
|
bool here = true;
|
|
gen->foreach_neighbour (tile, [this, &here, minDistance](int3 pos)
|
|
{
|
|
if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
|
|
here = false;
|
|
});
|
|
if (here)
|
|
{
|
|
placeFound = tile;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (placeFound.valid())
|
|
info.nextTreasurePos = placeFound;
|
|
else
|
|
break; //no more place to add any objects
|
|
}
|
|
}
|
|
|
|
if (treasures.size())
|
|
{
|
|
//find object closest to free path, then connect it to the middle of the zone
|
|
|
|
int3 closestTile = int3(-1,-1,-1);
|
|
float minTreasureDistance = 1e10;
|
|
|
|
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
|
|
{
|
|
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
|
|
if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
|
|
{
|
|
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
|
|
minTreasureDistance = 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 = closestFreeTile.dist2d(visitablePos);
|
|
}
|
|
}
|
|
assert (closestTile.valid());
|
|
|
|
for (auto tile : info.occupiedPositions)
|
|
{
|
|
if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
|
|
gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
|
|
}
|
|
|
|
if (!connectPath (closestTile, false)) //this place is sealed off, need to find new position
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//update boundary around our objects, including knowledge about objects visitable from bottom
|
|
boundary.clear();
|
|
|
|
for (auto tile : info.visitableFromBottomPositions)
|
|
{
|
|
gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
|
|
{
|
|
if (pos.y >= tile.y) //don't block these objects from above
|
|
boundary.insert(pos);
|
|
});
|
|
}
|
|
for (auto tile : info.visitableFromTopPositions)
|
|
{
|
|
gen->foreach_neighbour(tile, [&boundary](int3 pos)
|
|
{
|
|
boundary.insert(pos);
|
|
});
|
|
}
|
|
|
|
bool isPileGuarded = currentValue >= minGuardedValue;
|
|
|
|
for (auto tile : boundary) //guard must be standing there
|
|
{
|
|
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
|
|
{
|
|
guardPos = tile;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (guardPos.valid())
|
|
{
|
|
for (auto treasure : treasures)
|
|
{
|
|
int3 visitableOffset = treasure.second->getVisitableOffset();
|
|
if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
|
|
visitableOffset.x += 1;
|
|
placeObject(treasure.second, treasure.first + visitableOffset);
|
|
}
|
|
if (addMonster(guardPos, currentValue, false))
|
|
{//block only if the object is guarded
|
|
for (auto tile : boundary)
|
|
{
|
|
if (gen->isPossible(tile))
|
|
gen->setOccupied(tile, ETileType::BLOCKED);
|
|
}
|
|
//do not spawn anything near monster
|
|
gen->foreach_neighbour(guardPos, [this](int3 pos)
|
|
{
|
|
if (gen->isPossible(pos))
|
|
gen->setOccupied(pos, ETileType::FREE);
|
|
});
|
|
}
|
|
else //mo monster in this pile, make some free space (needed?)
|
|
{
|
|
for (auto tile : boundary)
|
|
if (gen->isPossible(tile))
|
|
gen->setOccupied(tile, ETileType::FREE);
|
|
}
|
|
}
|
|
else if (isPileGuarded)//we couldn't make a connection to this location, block it
|
|
{
|
|
for (auto treasure : treasures)
|
|
{
|
|
if (gen->isPossible(treasure.first))
|
|
gen->setOccupied(treasure.first, ETileType::BLOCKED);
|
|
|
|
delete treasure.second;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else //we did not place eveyrthing successfully
|
|
{
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
|
|
vstd::erase_if_present(possibleTiles, pos);
|
|
return false;
|
|
}
|
|
}
|
|
void CRmgTemplateZone::initTownType ()
|
|
{
|
|
//FIXME: handle case that this player is not present -> towns should be set to neutral
|
|
int totalTowns = 0;
|
|
|
|
//cut a ring around town to ensure crunchPath always hits it.
|
|
auto cutPathAroundTown = [this](const CGTownInstance * town)
|
|
{
|
|
for (auto blockedTile : town->getBlockedPos())
|
|
{
|
|
gen->foreach_neighbour(blockedTile, [this](const int3 & pos)
|
|
{
|
|
if (gen->isPossible(pos))
|
|
gen->setOccupied(pos, ETileType::FREE);
|
|
});
|
|
}
|
|
};
|
|
|
|
auto addNewTowns = [&totalTowns, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
si32 subType = townType;
|
|
|
|
if(totalTowns>0)
|
|
{
|
|
if(!this->townsAreSameType)
|
|
{
|
|
if (townTypes.size())
|
|
subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
|
|
else
|
|
subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
|
|
}
|
|
}
|
|
|
|
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
|
|
auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
|
|
town->ID = Obj::TOWN;
|
|
|
|
town->tempOwner = player;
|
|
if (hasFort)
|
|
town->builtBuildings.insert(BuildingID::FORT);
|
|
town->builtBuildings.insert(BuildingID::DEFAULT);
|
|
|
|
for (auto spell : VLC->spellh->objects) //add all regular spells to town
|
|
{
|
|
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
|
|
town->possibleSpells.push_back(spell->id);
|
|
}
|
|
|
|
if (totalTowns <= 0)
|
|
{
|
|
//register MAIN town of zone
|
|
gen->registerZone(town->subID);
|
|
//first town in zone goes in the middle
|
|
placeObject(town, getPos() + town->getVisitableOffset(), true);
|
|
cutPathAroundTown(town);
|
|
setPos(town->visitablePos()); //roads lead to mian town
|
|
}
|
|
else
|
|
addRequiredObject (town);
|
|
totalTowns++;
|
|
}
|
|
};
|
|
|
|
|
|
if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
|
|
{
|
|
//set zone types to player faction, generate main town
|
|
logGlobal->info("Preparing playing zone");
|
|
int player_id = *owner - 1;
|
|
auto & playerInfo = gen->map->players[player_id];
|
|
PlayerColor player(player_id);
|
|
if (playerInfo.canAnyonePlay())
|
|
{
|
|
player = PlayerColor(player_id);
|
|
townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
|
|
|
|
if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
|
|
randomizeTownType();
|
|
}
|
|
else //no player - randomize town
|
|
{
|
|
player = PlayerColor::NEUTRAL;
|
|
randomizeTownType();
|
|
}
|
|
|
|
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType);
|
|
|
|
CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
|
|
town->tempOwner = player;
|
|
town->builtBuildings.insert(BuildingID::FORT);
|
|
town->builtBuildings.insert(BuildingID::DEFAULT);
|
|
|
|
for (auto spell : VLC->spellh->objects) //add all regular spells to town
|
|
{
|
|
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
|
|
town->possibleSpells.push_back(spell->id);
|
|
}
|
|
//towns are big objects and should be centered around visitable position
|
|
placeObject(town, getPos() + town->getVisitableOffset(), true);
|
|
cutPathAroundTown(town);
|
|
setPos(town->visitablePos()); //roads lead to mian town
|
|
|
|
totalTowns++;
|
|
//register MAIN town of zone only
|
|
gen->registerZone (town->subID);
|
|
|
|
if (playerInfo.canAnyonePlay()) //configure info for owning player
|
|
{
|
|
logGlobal->trace("Fill player info %d", player_id);
|
|
|
|
// Update player info
|
|
playerInfo.allowedFactions.clear();
|
|
playerInfo.allowedFactions.insert(townType);
|
|
playerInfo.hasMainTown = true;
|
|
playerInfo.posOfMainTown = town->pos;
|
|
playerInfo.generateHeroAtMainTown = true;
|
|
|
|
//now create actual towns
|
|
addNewTowns(playerTowns.getCastleCount() - 1, true, player);
|
|
addNewTowns(playerTowns.getTownCount(), false, player);
|
|
}
|
|
else
|
|
{
|
|
addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
|
|
addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
|
|
}
|
|
}
|
|
else //randomize town types for any other zones as well
|
|
{
|
|
randomizeTownType();
|
|
}
|
|
|
|
addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
|
|
addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
|
|
|
|
if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
|
|
{
|
|
//25% chance for neutral
|
|
if (gen->rand.nextInt(1, 100) <= 25)
|
|
{
|
|
townType = ETownType::NEUTRAL;
|
|
}
|
|
else
|
|
{
|
|
if (townTypes.size())
|
|
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
|
|
else if (monsterTypes.size())
|
|
townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
|
|
else //just in any case
|
|
randomizeTownType();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::randomizeTownType ()
|
|
{
|
|
if (townTypes.size())
|
|
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
|
|
else
|
|
townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some
|
|
}
|
|
|
|
void CRmgTemplateZone::initTerrainType ()
|
|
{
|
|
|
|
if (matchTerrainToTown && townType != ETownType::NEUTRAL)
|
|
terrainType = VLC->townh->factions[townType]->nativeTerrain;
|
|
else
|
|
terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
|
|
|
|
//TODO: allow new types of terrain?
|
|
if (pos.z)
|
|
{
|
|
if (terrainType != ETerrainType::LAVA)
|
|
terrainType = ETerrainType::SUBTERRANEAN;
|
|
}
|
|
else
|
|
{
|
|
if (terrainType == ETerrainType::SUBTERRANEAN)
|
|
terrainType = ETerrainType::DIRT;
|
|
}
|
|
|
|
paintZoneTerrain (terrainType);
|
|
}
|
|
|
|
void CRmgTemplateZone::paintZoneTerrain (ETerrainType terrainType)
|
|
{
|
|
std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
|
|
gen->editManager->getTerrainSelection().setSelection(tiles);
|
|
gen->editManager->drawTerrain(terrainType, &gen->rand);
|
|
}
|
|
|
|
bool CRmgTemplateZone::placeMines ()
|
|
{
|
|
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
|
|
static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
|
|
|
|
std::array<TObjectTypeHandler, 7> factory =
|
|
{
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 0),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 1),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 2),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 3),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 4),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 5),
|
|
VLC->objtypeh->getHandlerFor(Obj::MINE, 6)
|
|
};
|
|
|
|
for (const auto & res : woodOre)
|
|
{
|
|
for (int i = 0; i < mines[res]; i++)
|
|
{
|
|
auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
|
|
mine->producedResource = res;
|
|
mine->tempOwner = PlayerColor::NEUTRAL;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
if (!i)
|
|
addCloseObject(mine, 1500); //only firts one is close
|
|
else
|
|
addRequiredObject(mine, 1500);
|
|
}
|
|
}
|
|
for (const auto & res : preciousResources)
|
|
{
|
|
for (int i = 0; i < mines[res]; i++)
|
|
{
|
|
auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
|
|
mine->producedResource = res;
|
|
mine->tempOwner = PlayerColor::NEUTRAL;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
addRequiredObject(mine, 3500);
|
|
}
|
|
}
|
|
for (int i = 0; i < mines[Res::GOLD]; i++)
|
|
{
|
|
auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate());
|
|
mine->producedResource = Res::GOLD;
|
|
mine->tempOwner = PlayerColor::NEUTRAL;
|
|
mine->producedQuantity = mine->defaultResProduction();
|
|
addRequiredObject(mine, 7000);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CGObjectInstance *obj, int3 &pos)
|
|
{
|
|
//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
|
|
obj->pos = pos;
|
|
gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED);
|
|
for (auto tile : obj->getBlockedPos())
|
|
{
|
|
if (gen->map->isInTheMap(tile))
|
|
gen->setOccupied(tile, ETileType::BLOCKED);
|
|
}
|
|
int3 accessibleOffset = getAccessibleOffset(obj->appearance, pos);
|
|
if (!accessibleOffset.valid())
|
|
{
|
|
logGlobal->warn("Cannot access required object at position %s, retrying", pos.toString());
|
|
return EObjectPlacingResult::CANNOT_FIT;
|
|
}
|
|
if (!connectPath(accessibleOffset, true))
|
|
{
|
|
logGlobal->trace("Failed to create path to required object at position %s, retrying", pos.toString());
|
|
return EObjectPlacingResult::SEALED_OFF;
|
|
}
|
|
else
|
|
return EObjectPlacingResult::SUCCESS;
|
|
}
|
|
|
|
bool CRmgTemplateZone::createRequiredObjects()
|
|
{
|
|
logGlobal->trace("Creating required objects");
|
|
|
|
for(const auto &object : requiredObjects)
|
|
{
|
|
auto obj = object.first;
|
|
int3 pos;
|
|
while (true)
|
|
{
|
|
if (!findPlaceForObject(obj, 3, pos))
|
|
{
|
|
logGlobal->error("Failed to fill zone %d due to lack of space", id);
|
|
return false;
|
|
}
|
|
if (tryToPlaceObjectAndConnectToPath(obj, pos) == EObjectPlacingResult::SUCCESS)
|
|
{
|
|
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
|
|
placeObject(obj, pos);
|
|
guardObject(obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const auto &obj : closeObjects)
|
|
{
|
|
setTemplateForObject(obj.first);
|
|
auto tilesBlockedByObject = obj.first->getBlockedOffsets();
|
|
|
|
bool finished = false;
|
|
while (!finished)
|
|
{
|
|
std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end());
|
|
//new tiles vector after each object has been placed, OR misplaced area has been sealed off
|
|
|
|
boost::remove_if(tiles, [obj, this](int3 &tile)-> bool
|
|
{
|
|
//object must be accessible from at least one surounding tile
|
|
return !this->isAccessibleFromAnywhere(obj.first->appearance, tile);
|
|
});
|
|
|
|
// smallest distance to zone center, greatest distance to nearest object
|
|
auto isCloser = [this](const int3 & lhs, const int3 & rhs) -> bool
|
|
{
|
|
float lDist = this->pos.dist2d(lhs);
|
|
float rDist = this->pos.dist2d(rhs);
|
|
lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
|
|
rDist *= (rDist > 12) ? 10 : 1;
|
|
|
|
return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
|
|
};
|
|
|
|
boost::sort(tiles, isCloser);
|
|
|
|
if (tiles.empty())
|
|
{
|
|
logGlobal->error("Failed to fill zone %d due to lack of space", id);
|
|
return false;
|
|
}
|
|
for (auto tile : tiles)
|
|
{
|
|
//code partially adapted from findPlaceForObject()
|
|
|
|
if (areAllTilesAvailable(obj.first, tile, tilesBlockedByObject))
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //why?
|
|
else
|
|
continue;
|
|
|
|
EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(obj.first, tile);
|
|
if (result == EObjectPlacingResult::SUCCESS)
|
|
{
|
|
placeObject(obj.first, tile);
|
|
guardObject(obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
|
|
finished = true;
|
|
break;
|
|
}
|
|
else if (result == EObjectPlacingResult::CANNOT_FIT)
|
|
continue; // next tile
|
|
else if (result == EObjectPlacingResult::SEALED_OFF)
|
|
{
|
|
break; //tiles expired, pick new ones
|
|
}
|
|
else
|
|
throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()"));
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CRmgTemplateZone::createTreasures()
|
|
{
|
|
int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
|
|
int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
|
|
|
|
static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
|
|
minGuardedValue = minGuardedValues[monsterStrength];
|
|
|
|
auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
|
|
{
|
|
return lhs.max > rhs.max;
|
|
};
|
|
|
|
//place biggest treasures first at large distance, place smaller ones inbetween
|
|
boost::sort(treasureInfo, valueComparator);
|
|
|
|
//sort treasures by ascending value so we can stop checking treasures with too high value
|
|
boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
|
|
{
|
|
return oi1.value < oi2.value;
|
|
});
|
|
|
|
int totalDensity = 0;
|
|
for (auto t : treasureInfo)
|
|
{
|
|
//discard objects with too high value to be ever placed
|
|
vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
|
|
{
|
|
return oi.value > t.max;
|
|
});
|
|
|
|
totalDensity += t.density;
|
|
|
|
//treasure density is inversely proportional to zone size but must be scaled back to map size
|
|
//also, normalize it to zone count - higher count means relatively smaller zones
|
|
|
|
//this is squared distance for optimization purposes
|
|
const double minDistance = std::max<float>((125.f / totalDensity), 2);
|
|
//distance lower than 2 causes objects to overlap and crash
|
|
|
|
bool stop = false;
|
|
do {
|
|
//optimization - don't check tiles which are not allowed
|
|
vstd::erase_if(possibleTiles, [this](const int3 &tile) -> bool
|
|
{
|
|
return !gen->isPossible(tile);
|
|
});
|
|
|
|
|
|
int3 treasureTilePos;
|
|
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
|
|
do
|
|
{
|
|
if (!findPlaceForTreasurePile(minDistance, treasureTilePos, t.min))
|
|
{
|
|
stop = true;
|
|
break;
|
|
}
|
|
}
|
|
while (!createTreasurePile(treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
|
|
|
|
} while (!stop);
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::createObstacles1()
|
|
{
|
|
if (pos.z) //underground
|
|
{
|
|
//now make sure all accessible tiles have no additional rock on them
|
|
|
|
std::vector<int3> accessibleTiles;
|
|
for (auto tile : tileinfo)
|
|
{
|
|
if (gen->isFree(tile) || gen->isUsed(tile))
|
|
{
|
|
accessibleTiles.push_back(tile);
|
|
}
|
|
}
|
|
gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
|
|
gen->editManager->drawTerrain(terrainType, &gen->rand);
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::createObstacles2()
|
|
{
|
|
|
|
typedef std::vector<ObjectTemplate> obstacleVector;
|
|
//obstacleVector possibleObstacles;
|
|
|
|
std::map <ui8, obstacleVector> obstaclesBySize;
|
|
typedef std::pair <ui8, obstacleVector> obstaclePair;
|
|
std::vector<obstaclePair> possibleObstacles;
|
|
|
|
//get all possible obstacles for this terrain
|
|
for (auto primaryID : VLC->objtypeh->knownObjects())
|
|
{
|
|
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
|
|
if (handler->isStaticObject())
|
|
{
|
|
for (auto temp : handler->getTemplates())
|
|
{
|
|
if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
|
|
obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto o : obstaclesBySize)
|
|
{
|
|
possibleObstacles.push_back (std::make_pair(o.first, o.second));
|
|
}
|
|
boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
|
|
{
|
|
return p1.first > p2.first; //bigger obstacles first
|
|
});
|
|
|
|
auto sel = gen->editManager->getTerrainSelection();
|
|
sel.clearSelection();
|
|
|
|
auto tryToPlaceObstacleHere = [this, &possibleObstacles](int3& tile, int index)-> bool
|
|
{
|
|
auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
|
|
int3 obstaclePos = tile + temp.getBlockMapOffset();
|
|
if (canObstacleBePlacedHere(temp, obstaclePos)) //can be placed here
|
|
{
|
|
auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
|
|
placeObject(obj, obstaclePos, false);
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
|
|
for (auto tile : boost::adaptors::reverse(tileinfo))
|
|
{
|
|
//fill tiles that should be blocked with obstacles or are just possible (with some probability)
|
|
if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
|
|
{
|
|
//start from biggets obstacles
|
|
for (int i = 0; i < possibleObstacles.size(); i++)
|
|
{
|
|
if (tryToPlaceObstacleHere(tile, i))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//cleanup - remove unused possible tiles to make space for roads
|
|
for (auto tile : tileinfo)
|
|
{
|
|
if (gen->isPossible(tile))
|
|
{
|
|
gen->setOccupied (tile, ETileType::FREE);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::connectRoads()
|
|
{
|
|
logGlobal->debug("Started building roads");
|
|
|
|
std::set<int3> roadNodesCopy(roadNodes);
|
|
std::set<int3> 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<int3> tiles;
|
|
for (auto tile : roads)
|
|
{
|
|
if(gen->map->isInTheMap(tile))
|
|
tiles.push_back (tile);
|
|
}
|
|
for (auto tile : roadNodes)
|
|
{
|
|
if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones
|
|
tiles.push_back(tile);
|
|
}
|
|
|
|
gen->editManager->getTerrainSelection().setSelection(tiles);
|
|
gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
|
|
}
|
|
|
|
|
|
bool CRmgTemplateZone::fill()
|
|
{
|
|
initTerrainType();
|
|
|
|
//zone center should be always clear to allow other tiles to connect
|
|
gen->setOccupied(pos, ETileType::FREE);
|
|
freePaths.insert(pos);
|
|
|
|
addAllPossibleObjects ();
|
|
|
|
connectLater(); //ideally this should work after fractalize, but fails
|
|
fractalize();
|
|
placeMines();
|
|
createRequiredObjects();
|
|
createTreasures();
|
|
|
|
logGlobal->info("Zone %d filled successfully", id);
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::findPlaceForTreasurePile(float min_dist, int3 &pos, int value)
|
|
{
|
|
float best_distance = 0;
|
|
bool result = false;
|
|
|
|
bool needsGuard = value > minGuardedValue;
|
|
|
|
//logGlobal->info("Min dist for density %f is %d", density, min_dist);
|
|
for(auto tile : possibleTiles)
|
|
{
|
|
auto dist = gen->getNearestObjectDistance(tile);
|
|
|
|
if ((dist >= min_dist) && (dist > best_distance))
|
|
{
|
|
bool allTilesAvailable = true;
|
|
gen->foreach_neighbour (tile, [this, &allTilesAvailable, needsGuard](int3 neighbour)
|
|
{
|
|
if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
|
|
{
|
|
allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
|
|
}
|
|
});
|
|
if (allTilesAvailable)
|
|
{
|
|
best_distance = dist;
|
|
pos = tile;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (result)
|
|
{
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool CRmgTemplateZone::canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos)
|
|
{
|
|
if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
|
|
return false;
|
|
|
|
auto tilesBlockedByObject = temp.getBlockedOffsets();
|
|
|
|
for (auto blockingTile : tilesBlockedByObject)
|
|
{
|
|
int3 t = pos + blockingTile;
|
|
if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
|
|
{
|
|
return false; //if at least one tile is not possible, object can't be placed here
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::isAccessibleFromAnywhere (ObjectTemplate &appearance, int3 &tile) const
|
|
{
|
|
return getAccessibleOffset(appearance, tile).valid();
|
|
}
|
|
|
|
int3 CRmgTemplateZone::getAccessibleOffset(ObjectTemplate &appearance, int3 &tile) const
|
|
{
|
|
auto tilesBlockedByObject = appearance.getBlockedOffsets();
|
|
|
|
int3 ret(-1, -1, -1);
|
|
for (int x = -1; x < 2; x++)
|
|
{
|
|
for (int y = -1; y <2; y++)
|
|
{
|
|
if (x && y) //check only if object is visitable from another tile
|
|
{
|
|
int3 offset = int3(x, y, 0) - appearance.getVisitableOffset();
|
|
if (!vstd::contains(tilesBlockedByObject, offset))
|
|
{
|
|
int3 nearbyPos = tile + offset;
|
|
if (gen->map->isInTheMap(nearbyPos))
|
|
{
|
|
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
|
|
ret = nearbyPos;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CRmgTemplateZone::setTemplateForObject(CGObjectInstance* obj)
|
|
{
|
|
if (obj->appearance.id == Obj::NO_OBJ)
|
|
{
|
|
auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
|
|
if (templates.empty())
|
|
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID % obj->subID % pos.toString()));
|
|
|
|
obj->appearance = templates.front();
|
|
}
|
|
}
|
|
|
|
bool CRmgTemplateZone::areAllTilesAvailable(CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
|
|
{
|
|
for (auto blockingTile : tilesBlockedByObject)
|
|
{
|
|
int3 t = tile + blockingTile;
|
|
if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
|
|
{
|
|
//if at least one tile is not possible, object can't be placed here
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos)
|
|
{
|
|
//we need object apperance to deduce free tile
|
|
setTemplateForObject(obj);
|
|
|
|
int best_distance = 0;
|
|
bool result = false;
|
|
|
|
auto tilesBlockedByObject = obj->getBlockedOffsets();
|
|
|
|
for (auto tile : tileinfo)
|
|
{
|
|
//object must be accessible from at least one surounding tile
|
|
if (!isAccessibleFromAnywhere(obj->appearance, tile))
|
|
continue;
|
|
|
|
auto ti = gen->getTile(tile);
|
|
auto dist = ti.getNearestObjectDistance();
|
|
//avoid borders
|
|
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
|
|
{
|
|
if (areAllTilesAvailable(obj, tile, tilesBlockedByObject))
|
|
{
|
|
best_distance = dist;
|
|
pos = tile;
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
if (result)
|
|
{
|
|
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
|
|
}
|
|
return result;
|
|
}
|
|
|
|
void CRmgTemplateZone::checkAndPlaceObject(CGObjectInstance* object, const int3 &pos)
|
|
{
|
|
if (!gen->map->isInTheMap(pos))
|
|
throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos.toString()));
|
|
object->pos = pos;
|
|
|
|
if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
|
|
throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos().toString() % object->id % object->pos.toString()));
|
|
for (auto tile : object->getBlockedPos())
|
|
{
|
|
if (!gen->map->isInTheMap(tile))
|
|
throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile.toString() % object->id % object->pos.toString()));
|
|
}
|
|
|
|
if (object->appearance.id == Obj::NO_OBJ)
|
|
{
|
|
auto terrainType = gen->map->getTile(pos).terType;
|
|
auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
|
|
if (templates.empty())
|
|
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") % object->ID % object->subID % pos.toString() % terrainType));
|
|
|
|
object->appearance = templates.front();
|
|
}
|
|
|
|
gen->editManager->insertObject(object);
|
|
}
|
|
|
|
void CRmgTemplateZone::placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance)
|
|
{
|
|
checkAndPlaceObject (object, pos);
|
|
|
|
auto points = object->getBlockedPos();
|
|
if (object->isVisitable())
|
|
points.insert(pos + object->getVisitableOffset());
|
|
points.insert(pos);
|
|
for(auto p : points)
|
|
{
|
|
if (gen->map->isInTheMap(p))
|
|
{
|
|
gen->setOccupied(p, ETileType::USED);
|
|
}
|
|
}
|
|
if (updateDistance)
|
|
updateDistances(pos);
|
|
|
|
switch (object->ID)
|
|
{
|
|
case Obj::TOWN:
|
|
case Obj::RANDOM_TOWN:
|
|
case Obj::MONOLITH_TWO_WAY:
|
|
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
|
|
case Obj::MONOLITH_ONE_WAY_EXIT:
|
|
case Obj::SUBTERRANEAN_GATE:
|
|
{
|
|
addRoadNode(object->visitablePos());
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::updateDistances(const int3 & pos)
|
|
{
|
|
for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles
|
|
{
|
|
ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
|
|
gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
|
|
{
|
|
placeObject(object, pos);
|
|
guardObject(object, str, zoneGuard);
|
|
}
|
|
|
|
void CRmgTemplateZone::placeSubterraneanGate(int3 pos, si32 guardStrength)
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
|
|
auto gate = factory->create(ObjectTemplate());
|
|
placeObject (gate, pos, true);
|
|
addToConnectLater (getAccessibleOffset (gate->appearance, pos)); //guard will be placed on accessibleOffset
|
|
guardObject (gate, guardStrength, true);
|
|
}
|
|
|
|
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (const CGObjectInstance* object)
|
|
{
|
|
//get all tiles from which this object can be accessed
|
|
int3 visitable = object->visitablePos();
|
|
std::vector<int3> tiles;
|
|
|
|
auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
|
|
|
|
gen->foreach_neighbour(visitable, [&](int3& pos)
|
|
{
|
|
if (gen->isPossible(pos) || gen->isFree(pos))
|
|
{
|
|
if (!vstd::contains(tilesBlockedByObject, pos))
|
|
{
|
|
if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
|
|
{
|
|
tiles.push_back(pos);
|
|
}
|
|
}
|
|
|
|
};
|
|
});
|
|
|
|
return tiles;
|
|
}
|
|
|
|
bool CRmgTemplateZone::guardObject(CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
|
|
{
|
|
std::vector<int3> tiles = getAccessibleOffsets(object);
|
|
|
|
int3 guardTile(-1, -1, -1);
|
|
|
|
if (tiles.size())
|
|
{
|
|
//guardTile = tiles.front();
|
|
guardTile = getAccessibleOffset(object->appearance, object->pos);
|
|
logGlobal->trace("Guard object at %s", object->pos.toString());
|
|
}
|
|
else
|
|
{
|
|
logGlobal->error("Failed to guard object at %s", object->pos.toString());
|
|
return false;
|
|
}
|
|
|
|
if (addMonster (guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
|
|
{
|
|
for (auto pos : tiles)
|
|
{
|
|
if (!gen->isFree(pos))
|
|
gen->setOccupied(pos, ETileType::BLOCKED);
|
|
}
|
|
gen->foreach_neighbour (guardTile, [&](int3& pos)
|
|
{
|
|
if (gen->isPossible(pos))
|
|
gen->setOccupied (pos, ETileType::FREE);
|
|
});
|
|
|
|
gen->setOccupied (guardTile, ETileType::USED);
|
|
}
|
|
else //allow no guard or other object in front of this object
|
|
{
|
|
for (auto tile : tiles)
|
|
if (gen->isPossible(tile))
|
|
gen->setOccupied (tile, ETileType::FREE);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
ObjectInfo CRmgTemplateZone::getRandomObject(CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
|
|
{
|
|
//int objectsVisitableFromBottom = 0; //for debug
|
|
|
|
std::vector<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 = 0.25f * (desiredValue - currentValue);
|
|
|
|
//roulette wheel
|
|
for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
|
|
{
|
|
if (oi.value > maxVal)
|
|
break; //this assumes values are sorted in ascending order
|
|
if (oi.value >= minValue && oi.maxPerZone > 0)
|
|
{
|
|
int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
|
|
int3 newVisitablePos = info.nextTreasurePos;
|
|
|
|
if (!oi.templ.isVisitableFromTop())
|
|
{
|
|
//objectsVisitableFromBottom++;
|
|
//there must be free tiles under object
|
|
auto blockedOffsets = oi.templ.getBlockedOffsets();
|
|
if (!isAccessibleFromAnywhere(oi.templ, newVisitablePos))
|
|
continue;
|
|
}
|
|
|
|
//NOTE: y coordinate grows downwards
|
|
if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
|
|
{
|
|
bool fitsHere = false;
|
|
|
|
if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
|
|
{
|
|
for (auto tile : info.visitableFromTopPositions)
|
|
{
|
|
int3 actualTile = tile + newVisitableOffset;
|
|
if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
|
|
{
|
|
fitsHere = true;
|
|
break;
|
|
}
|
|
}
|
|
for (auto tile : info.visitableFromBottomPositions)
|
|
{
|
|
int3 actualTile = tile + newVisitableOffset;
|
|
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
|
|
{
|
|
fitsHere = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else //if new object is not visitable from top, it must be accessible from below or side
|
|
{
|
|
for (auto tile : info.visitableFromTopPositions)
|
|
{
|
|
int3 actualTile = tile + newVisitableOffset;
|
|
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
|
|
{
|
|
fitsHere = true;
|
|
break;
|
|
}
|
|
}
|
|
for (auto tile : info.visitableFromBottomPositions)
|
|
{
|
|
int3 actualTile = tile + newVisitableOffset;
|
|
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
|
|
{
|
|
fitsHere = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!fitsHere)
|
|
continue;
|
|
}
|
|
|
|
//now check blockmap, including our already reserved pile area
|
|
|
|
bool fitsBlockmap = true;
|
|
|
|
std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
|
|
blockedOffsets.insert (newVisitableOffset);
|
|
for (auto blockingTile : blockedOffsets)
|
|
{
|
|
int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
|
|
if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
|
|
{
|
|
fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
|
|
break;
|
|
}
|
|
if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
|
|
{
|
|
fitsBlockmap = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!fitsBlockmap)
|
|
continue;
|
|
|
|
total += oi.probability;
|
|
|
|
thresholds.push_back (std::make_pair (total, &oi));
|
|
}
|
|
}
|
|
|
|
if (thresholds.empty())
|
|
{
|
|
ObjectInfo oi;
|
|
//Generate pandora Box with gold if the value is extremely high
|
|
if (minValue > 20000) //we don't have object valuable enough
|
|
{
|
|
oi.generateObject = [minValue]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
|
|
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
|
|
obj->resources[Res::GOLD] = minValue;
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = minValue;
|
|
oi.probability = 0;
|
|
}
|
|
else //generate empty object with 0 value if the value if we can't spawn anything
|
|
{
|
|
oi.generateObject = []() -> CGObjectInstance *
|
|
{
|
|
return nullptr;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
|
|
oi.value = 0; // this field is checked to determine no object
|
|
oi.probability = 0;
|
|
}
|
|
return oi;
|
|
}
|
|
else
|
|
{
|
|
int r = gen->rand.nextInt (1, total);
|
|
|
|
//binary search = fastest
|
|
auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
|
|
[](const std::pair<ui32, ObjectInfo*> &rhs, const int lhs)->bool
|
|
{
|
|
return rhs.first < lhs;
|
|
});
|
|
return *(it->second);
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::addAllPossibleObjects()
|
|
{
|
|
ObjectInfo oi;
|
|
|
|
int numZones = gen->getZones().size();
|
|
|
|
std::vector<CCreature *> creatures; //native creatures for this zone
|
|
for (auto cre : VLC->creh->creatures)
|
|
{
|
|
if (!cre->special && cre->faction == townType)
|
|
{
|
|
creatures.push_back(cre);
|
|
}
|
|
}
|
|
|
|
for (auto primaryID : VLC->objtypeh->knownObjects())
|
|
{
|
|
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
|
|
if (!handler->isStaticObject() && handler->getRMGInfo().value)
|
|
{
|
|
for (auto temp : handler->getTemplates())
|
|
{
|
|
if (temp.canBePlacedAt(terrainType))
|
|
{
|
|
oi.generateObject = [temp]() -> CGObjectInstance *
|
|
{
|
|
return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
|
|
};
|
|
auto rmgInfo = handler->getRMGInfo();
|
|
oi.value = rmgInfo.value;
|
|
oi.probability = rmgInfo.rarity;
|
|
oi.templ = temp;
|
|
oi.maxPerZone = rmgInfo.zoneLimit;
|
|
vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//prisons
|
|
//levels 1, 5, 10, 20, 30
|
|
static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
|
|
static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
oi.generateObject = [i, this]() -> CGObjectInstance *
|
|
{
|
|
std::vector<ui32> possibleHeroes;
|
|
for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
|
|
{
|
|
if (gen->map->allowedHeroes[j])
|
|
possibleHeroes.push_back(j);
|
|
}
|
|
|
|
auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
|
|
auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
|
|
|
|
|
|
obj->subID = hid; //will be initialized later
|
|
obj->exp = prisonExp[i];
|
|
obj->setOwner(PlayerColor::NEUTRAL);
|
|
gen->map->allowedHeroes[hid] = false; //ban this hero
|
|
gen->decreasePrisonsRemaining();
|
|
obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
|
|
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PRISON, 0, terrainType);
|
|
oi.value = prisonValues[i];
|
|
oi.probability = 30;
|
|
oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
//all following objects are unlimited
|
|
oi.maxPerZone = std::numeric_limits<ui32>().max();
|
|
|
|
//dwellings
|
|
|
|
auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
|
|
|
|
//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
|
|
static int elementalConfluxROE[] = { 7, 13, 16, 47 };
|
|
for (int i = 0; i < 4; i++)
|
|
vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
|
|
|
|
for (auto secondaryID : subObjects)
|
|
{
|
|
auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
|
|
auto creatures = dwellingHandler->getProducedCreatures();
|
|
if (creatures.empty())
|
|
continue;
|
|
|
|
auto cre = creatures.front();
|
|
if (cre->faction == townType)
|
|
{
|
|
float nativeZonesCount = gen->getZoneCount(cre->faction);
|
|
oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
|
|
oi.probability = 40;
|
|
|
|
for (auto temp : dwellingHandler->getTemplates())
|
|
{
|
|
if (temp.canBePlacedAt(terrainType))
|
|
{
|
|
oi.generateObject = [temp, secondaryID]() -> CGObjectInstance *
|
|
{
|
|
auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
|
|
obj->tempOwner = PlayerColor::NEUTRAL;
|
|
return obj;
|
|
};
|
|
|
|
oi.templ = temp;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
oi.generateObject = [i, this]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
|
|
auto obj = (CGArtifact *) factory->create(ObjectTemplate());
|
|
std::vector<SpellID> out;
|
|
|
|
for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
|
|
{
|
|
if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
|
|
{
|
|
out.push_back(spell->id);
|
|
}
|
|
}
|
|
auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
|
|
obj->storedArtifact = a;
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
|
|
oi.value = scrollValues[i];
|
|
oi.probability = 30;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
//pandora box with gold
|
|
for (int i = 1; i < 5; i++)
|
|
{
|
|
oi.generateObject = [i]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
|
|
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
|
|
obj->resources[Res::GOLD] = i * 5000;
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = i * 5000;
|
|
oi.probability = 5;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
//pandora box with experience
|
|
for (int i = 1; i < 5; i++)
|
|
{
|
|
oi.generateObject = [i]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
|
|
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
|
|
obj->gainedExp = i * 5000;
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = i * 6000;
|
|
oi.probability = 20;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
//pandora box with creatures
|
|
static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
|
|
|
|
auto creatureToCount = [](CCreature * creature) -> int
|
|
{
|
|
if (!creature->AIValue) //bug #2681
|
|
return 0; //this box won't be generated
|
|
|
|
int actualTier = creature->level > 7 ? 6 : creature->level - 1;
|
|
float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
|
|
if (creaturesAmount <= 5)
|
|
{
|
|
creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
|
|
if (creaturesAmount < 1)
|
|
return 0;
|
|
}
|
|
else if (creaturesAmount <= 12)
|
|
{
|
|
(creaturesAmount /= 2) *= 2;
|
|
}
|
|
else if (creaturesAmount <= 50)
|
|
{
|
|
creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
|
|
}
|
|
else
|
|
{
|
|
creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
|
|
}
|
|
return 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 = (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 <CSpell *> 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<int>(12, spells.size()); j++)
|
|
{
|
|
obj->spells.push_back(spells[j]->id);
|
|
}
|
|
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = (i + 1) * 2500; //5000 - 15000
|
|
oi.probability = 2;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
//Pandora with 15 spells of certain school
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
oi.generateObject = [i, this]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
|
|
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
|
|
|
|
std::vector <CSpell *> 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<int>(15, spells.size()); j++)
|
|
{
|
|
obj->spells.push_back(spells[j]->id);
|
|
}
|
|
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = 15000;
|
|
oi.probability = 2;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
// Pandora box with 60 random spells
|
|
|
|
oi.generateObject = [this]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
|
|
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
|
|
|
|
std::vector <CSpell *> 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<int>(60, spells.size()); j++)
|
|
{
|
|
obj->spells.push_back(spells[j]->id);
|
|
}
|
|
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
|
|
oi.value = 30000;
|
|
oi.probability = 2;
|
|
possibleObjects.push_back(oi);
|
|
|
|
//seer huts with creatures or generic rewards
|
|
|
|
if(questArtZone.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 = gen->getQuestArtsRemaning().size();
|
|
|
|
//general issue is that not many artifact types are available for quests
|
|
|
|
if (questArtsRemaining >= genericSeerHuts + creatures.size())
|
|
{
|
|
seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
|
|
}
|
|
else if (questArtsRemaining >= genericSeerHuts)
|
|
{
|
|
seerHutsPerType = 1;
|
|
}
|
|
oi.maxPerZone = seerHutsPerType;
|
|
|
|
RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
|
|
|
|
auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
|
|
{
|
|
ObjectInfo artInfo;
|
|
artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
|
|
artInfo.maxPerZone = 1;
|
|
artInfo.value = 2000; //treasure art
|
|
artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
|
|
artInfo.generateObject = [id]() -> CGObjectInstance *
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
|
|
return handler->create(handler->getTemplates().front());
|
|
};
|
|
return artInfo;
|
|
};
|
|
|
|
for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
|
|
{
|
|
auto creature = creatures[i];
|
|
int creaturesAmount = creatureToCount(creature);
|
|
|
|
if (!creaturesAmount)
|
|
continue;
|
|
|
|
int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
|
|
|
|
oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
|
|
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
|
|
obj->rewardType = CGSeerHut::CREATURE;
|
|
obj->rID = creature->idNumber;
|
|
obj->rVal = creaturesAmount;
|
|
|
|
obj->quest->missionType = CQuest::MISSION_ART;
|
|
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
|
|
obj->quest->m5arts.push_back(artid);
|
|
obj->quest->lastDay = -1;
|
|
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
|
|
|
|
gen->banQuestArt(artid);
|
|
|
|
this->questArtZone.lock()->possibleObjects.push_back (generateArtInfo(artid));
|
|
|
|
return obj;
|
|
};
|
|
oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
|
|
oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
|
|
oi.probability = 3;
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
|
|
static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
|
|
static int seerValues[] = { 2000, 5333, 8666, 12000 };
|
|
|
|
for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
|
|
{
|
|
int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
|
|
|
|
oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
|
|
oi.value = seerValues[i];
|
|
oi.probability = 10;
|
|
|
|
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
|
|
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
|
|
|
|
obj->rewardType = CGSeerHut::EXPERIENCE;
|
|
obj->rID = 0; //unitialized?
|
|
obj->rVal = seerExpGold[i];
|
|
|
|
obj->quest->missionType = CQuest::MISSION_ART;
|
|
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
|
|
obj->quest->m5arts.push_back(artid);
|
|
obj->quest->lastDay = -1;
|
|
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
|
|
|
|
gen->banQuestArt(artid);
|
|
|
|
this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
|
|
|
|
return obj;
|
|
};
|
|
|
|
possibleObjects.push_back(oi);
|
|
|
|
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
|
|
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
|
|
obj->rewardType = CGSeerHut::RESOURCES;
|
|
obj->rID = Res::GOLD;
|
|
obj->rVal = seerExpGold[i];
|
|
|
|
obj->quest->missionType = CQuest::MISSION_ART;
|
|
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
|
|
obj->quest->m5arts.push_back(artid);
|
|
obj->quest->lastDay = -1;
|
|
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
|
|
|
|
gen->banQuestArt(artid);
|
|
|
|
this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
|
|
|
|
return obj;
|
|
};
|
|
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
}
|
|
}
|
|
|
|
ObjectInfo::ObjectInfo()
|
|
: templ(), value(0), probability(0), maxPerZone(1)
|
|
{
|
|
|
|
}
|
|
|
|
void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
|
|
{
|
|
templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
|
|
}
|