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vcmi/lib/rmg/CRmgTemplateZone.cpp
2014-06-27 20:28:21 +02:00

1467 lines
37 KiB
C++

/*
* CRmgTemplateZone.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CRmgTemplateZone.h"
#include "../mapping/CMapEditManager.h"
#include "../mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CTownHandler.h"
#include "../CCreatureHandler.h"
#include "../CSpellHandler.h" //for choosing random spells
#include "../mapObjects/CObjectClassesHandler.h"
#include "../mapObjects/CGPandoraBox.h"
#include "../mapObjects/CRewardableObject.h"
class CMap;
class CMapEditManager;
CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
{
}
int CRmgTemplateZone::CTownInfo::getTownCount() const
{
return townCount;
}
void CRmgTemplateZone::CTownInfo::setTownCount(int value)
{
if(value < 0)
throw rmgException("Negative value for town count not allowed.");
townCount = value;
}
int CRmgTemplateZone::CTownInfo::getCastleCount() const
{
return castleCount;
}
void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
{
if(value < 0)
throw rmgException("Negative value for castle count not allowed.");
castleCount = value;
}
int CRmgTemplateZone::CTownInfo::getTownDensity() const
{
return townDensity;
}
void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
{
if(value < 0)
throw rmgException("Negative value for town density not allowed.");
townDensity = value;
}
int CRmgTemplateZone::CTownInfo::getCastleDensity() const
{
return castleDensity;
}
void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
{
if(value < 0)
throw rmgException("Negative value for castle density not allowed.");
castleDensity = value;
}
CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
{
occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
}
int CTileInfo::getNearestObjectDistance() const
{
return nearestObjectDistance;
}
void CTileInfo::setNearestObjectDistance(int value)
{
nearestObjectDistance = std::max(0, value); //never negative (or unitialized)
}
bool CTileInfo::shouldBeBlocked() const
{
return occupied == ETileType::BLOCKED;
}
bool CTileInfo::isBlocked() const
{
return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
}
bool CTileInfo::isPossible() const
{
return occupied == ETileType::POSSIBLE;
}
bool CTileInfo::isFree() const
{
return occupied == ETileType::FREE;
}
void CTileInfo::setOccupied(ETileType::ETileType value)
{
occupied = value;
}
ETerrainType CTileInfo::getTerrainType() const
{
return terrain;
}
void CTileInfo::setTerrainType(ETerrainType value)
{
terrain = value;
}
CRmgTemplateZone::CRmgTemplateZone() :
id(0),
type(ETemplateZoneType::PLAYER_START),
size(1),
townsAreSameType(false),
matchTerrainToTown(true),
townType(0),
terrainType (ETerrainType::GRASS),
zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
totalDensity(0)
{
townTypes = getDefaultTownTypes();
terrainTypes = getDefaultTerrainTypes();
}
TRmgTemplateZoneId CRmgTemplateZone::getId() const
{
return id;
}
void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
{
if(value <= 0)
throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
id = value;
}
ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
{
return type;
}
void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
{
type = value;
}
int CRmgTemplateZone::getSize() const
{
return size;
}
void CRmgTemplateZone::setSize(int value)
{
if(value <= 0)
throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
size = value;
}
boost::optional<int> CRmgTemplateZone::getOwner() const
{
return owner;
}
void CRmgTemplateZone::setOwner(boost::optional<int> value)
{
if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
owner = value;
}
const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
{
return playerTowns;
}
void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
{
playerTowns = value;
}
const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
{
return neutralTowns;
}
void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
{
neutralTowns = value;
}
bool CRmgTemplateZone::getTownsAreSameType() const
{
return townsAreSameType;
}
void CRmgTemplateZone::setTownsAreSameType(bool value)
{
townsAreSameType = value;
}
const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
{
return townTypes;
}
void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
{
townTypes = value;
}
std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
{
std::set<TFaction> defaultTowns;
auto towns = VLC->townh->getDefaultAllowed();
for(int i = 0; i < towns.size(); ++i)
{
if(towns[i]) defaultTowns.insert(i);
}
return defaultTowns;
}
bool CRmgTemplateZone::getMatchTerrainToTown() const
{
return matchTerrainToTown;
}
void CRmgTemplateZone::setMatchTerrainToTown(bool value)
{
matchTerrainToTown = value;
}
const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
{
return terrainTypes;
}
void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
{
assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
terrainTypes = value;
}
std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
{
std::set<ETerrainType> terTypes;
static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
for (auto & allowedTerType : allowedTerTypes)
terTypes.insert(allowedTerType);
return terTypes;
}
void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
{
mines[res] = amount;
}
std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
{
return mines;
}
void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
{
connections.push_back (otherZone);
}
std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
{
return connections;
}
void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
{
assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
zoneMonsterStrength = val;
}
void CRmgTemplateZone::setTotalDensity (ui16 val)
{
totalDensity = val;
}
ui16 CRmgTemplateZone::getTotalDensity () const
{
return totalDensity;
}
void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
{
treasureInfo.push_back(info);
}
std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
{
return treasureInfo;
}
std::set<int3>* CRmgTemplateZone::getFreePaths()
{
return &freePaths;
}
float3 CRmgTemplateZone::getCenter() const
{
return center;
}
void CRmgTemplateZone::setCenter(const float3 &f)
{
//limit boundaries to (0,1) square
center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
}
bool CRmgTemplateZone::pointIsIn(int x, int y)
{
return true;
}
int3 CRmgTemplateZone::getPos() const
{
return pos;
}
void CRmgTemplateZone::setPos(const int3 &Pos)
{
pos = Pos;
}
void CRmgTemplateZone::addTile (const int3 &pos)
{
tileinfo.insert(pos);
}
std::set<int3> CRmgTemplateZone::getTileInfo () const
{
return tileinfo;
}
void CRmgTemplateZone::createBorder(CMapGenerator* gen)
{
for (auto tile : tileinfo)
{
gen->foreach_neighbour (tile, [this, gen](int3 &pos)
{
if (!vstd::contains(this->tileinfo, pos))
{
gen->foreach_neighbour (pos, [this, gen](int3 &pos)
{
if (gen->isPossible(pos))
gen->setOccupied (pos, ETileType::BLOCKED);
});
}
});
}
}
void CRmgTemplateZone::fractalize(CMapGenerator* gen)
{
std::vector<int3> clearedTiles;
std::set<int3> possibleTiles;
std::set<int3> tilesToClear; //will be set clear
std::set<int3> tilesToIgnore; //will be erased in this iteration
const float minDistance = std::sqrt(totalDensity);
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
clearedTiles.push_back(tile);
else if (gen->isPossible(tile))
possibleTiles.insert(tile);
}
if (clearedTiles.empty()) //this should come from zone connections
{
clearedTiles.push_back(pos); //zone center should be always clear
}
while (possibleTiles.size())
{
for (auto tileToMakePath : possibleTiles)
{
//find closest free tile
float currentDistance = 1e10;
int3 closestTile (-1,-1,-1);
for (auto clearTile : clearedTiles)
{
float distance = tileToMakePath.dist2d(clearTile);
if (distance < currentDistance)
{
currentDistance = distance;
closestTile = clearTile;
}
if (currentDistance <= minDistance)
{
//this tile is close enough. Forget about it and check next one
tilesToIgnore.insert (tileToMakePath);
break;
}
}
//if tiles is not close enough, make path to it
if (currentDistance > minDistance)
{
crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
break; //next iteration - use already cleared tiles
}
}
for (auto tileToClear : tilesToClear)
{
//move cleared tiles from one set to another
clearedTiles.push_back(tileToClear);
vstd::erase_if_present(possibleTiles, tileToClear);
}
for (auto tileToClear : tilesToIgnore)
{
//these tiles are already connected, ignore them
vstd::erase_if_present(possibleTiles, tileToClear);
}
if (tilesToClear.empty()) //nothing else can be done (?)
break;
tilesToClear.clear(); //empty this container
tilesToIgnore.clear();
}
logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
}
bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
{
/*
make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
do not leave zone border
*/
bool result = false;
bool end = false;
int3 currentPos = src;
float distance = currentPos.dist2dSQ (dst);
while (!end)
{
if (currentPos == dst)
{
result = true;
break;
}
auto lastDistance = distance;
gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
{
if (!result) //not sure if lambda is worth it...
{
if (pos == dst)
{
result = true;
end = true;
}
if (pos.dist2dSQ (dst) < distance)
{
if (!gen->isBlocked(pos))
{
if (vstd::contains (tileinfo, pos))
{
if (gen->isPossible(pos))
{
gen->setOccupied (pos, ETileType::FREE);
if (clearedTiles)
clearedTiles->insert(pos);
currentPos = pos;
distance = currentPos.dist2dSQ (dst);
}
else if (gen->isFree(pos))
{
end = true;
result = true;
}
else
throw rmgException(boost::to_string(boost::format("Tile %s of uknown type found on path") % pos()));
}
}
}
}
});
if (!(result || distance < lastDistance)) //we do not advance, use more avdnaced pathfinding algorithm?
{
logGlobal->warnStream() << boost::format ("No tile closer than %s found on path from %s to %s") %currentPos %src %dst;
break;
}
}
return result;
}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(std::make_pair(obj, strength));
}
bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
{
//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 = 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 * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between minimum size of given stack and 100
{
possibleCreatures.push_back(cre->idNumber);
}
}
if (possibleCreatures.size())
{
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
amount = strength / VLC->creh->creatures[creId]->AIValue;
if (amount >= 4)
amount *= gen->rand.nextDouble(0.75, 1.25);
}
else //just pick any available creature
{
creId = CreatureID(132); //Azure Dragon
amount = strength / VLC->creh->creatures[creId]->AIValue;
}
auto guard = new CGCreature();
guard->ID = Obj::MONSTER;
guard->subID = creId;
auto hlp = new CStackInstance(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
placeObject(gen, guard, pos);
return true;
}
bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
{
std::map<int3, CGObjectInstance *> treasures;
std::set<int3> boundary;
int3 guardPos (-1,-1,-1);
int3 nextTreasurePos = pos;
//default values
int maxValue = 5000;
int minValue = 1500;
if (treasureInfo.size())
{
//roulette wheel
int r = gen->rand.nextInt (1, totalDensity);
for (auto t : treasureInfo)
{
if (r <= t.threshold)
{
maxValue = t.max;
minValue = t.min;
break;
}
}
}
int currentValue = 0;
CGObjectInstance * object = nullptr;
while (currentValue < minValue)
{
//TODO: this works only for 1-tile objects
//make sure our shape is consistent
treasures[nextTreasurePos] = nullptr;
for (auto treasurePos : treasures)
{
gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
{
boundary.insert(pos);
});
}
for (auto treasurePos : treasures)
{
//leaving only boundary around objects
vstd::erase_if_present (boundary, treasurePos.first);
}
for (auto tile : boundary)
{
//we can't extend boundary anymore
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
break;
}
int remaining = maxValue - currentValue;
auto oi = getRandomObject(gen, remaining);
object = oi.generateObject();
if (!object)
break;
currentValue += oi.value;
treasures[nextTreasurePos] = object;
//now find place for next object
int3 placeFound(-1,-1,-1);
//FIXME: find out why teh following code causes crashes
//std::vector<int3> boundaryVec(boundary.begin(), boundary.end());
//RandomGeneratorUtil::randomShuffle(boundaryVec, gen->rand);
//for (auto tile : boundaryVec)
for (auto tile : boundary)
{
if (gen->isPossible(tile)) //we can place new treasure only on possible tile
{
bool here = true;
gen->foreach_neighbour (tile, [gen, &here](int3 pos)
{
if (!(gen->isBlocked(pos) || gen->isPossible(pos)))
here = false;
});
if (here)
{
placeFound = tile;
break;
}
}
}
if (placeFound.valid())
nextTreasurePos = placeFound;
}
if (treasures.size())
{
//find object closest to zone center, then con nect it to the middle of the zone
int3 zoneCenter = getPos();
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
for (auto treasure : treasures)
{
if (zoneCenter.dist2d(treasure.first) < minDistance)
{
closestTile = treasure.first;
minDistance = zoneCenter.dist2d(treasure.first);
}
}
assert (closestTile.valid());
if (!crunchPath (gen, closestTile, getPos(), id)) //make sure pile is connected to the middle of zone
{
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied (treasure.first, ETileType::BLOCKED);
}
return true;
}
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)
{
placeObject(gen, treasure.second, treasure.first - treasure.second->getVisitableOffset());
}
if (addMonster(gen, guardPos, currentValue))
{//block only if the object is guarded
for (auto tile : boundary)
{
if (gen->isPossible(tile))
gen->setOccupied (tile, ETileType::BLOCKED);
}
}
}
else //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);
}
}
return true;
}
else //we did not place eveyrthing successfully
return false;
}
void CRmgTemplateZone::initTownType (CMapGenerator* gen)
{
//FIXME: handle case that this player is not present -> towns should be set to neutral
int totalTowns = 0;
if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
{
//set zone types to player faction, generate main town
logGlobal->infoStream() << "Preparing playing zone";
int player_id = *owner - 1;
auto & playerInfo = gen->map->players[player_id];
if (playerInfo.canAnyonePlay())
{
PlayerColor player(player_id);
townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
if(townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); // all possible towns, skip neutral
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
town->subID = townType;
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
placeObject(gen, town, getPos() + town->getVisitableOffset()); //towns are big objects and should be centered around visitable position
totalTowns++;
logGlobal->traceStream() << "Fill player info " << player_id;
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert (townType);
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
playerInfo.generateHeroAtMainTown = true;
//now create actual towns
for (int i = 1; i < playerTowns.getCastleCount(); i++)
{
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
if (townsAreSameType)
town->subID = townType;
else
town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
addRequiredObject (town);
totalTowns++;
}
for (int i = 0; i < playerTowns.getTownCount(); i++)
{
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
if (townsAreSameType)
town->subID = townType;
else
town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::DEFAULT);
addRequiredObject (town);
totalTowns++;
}
//requiredObjects.push_back(town);
}
else
{
type = ETemplateZoneType::TREASURE;
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
logGlobal->infoStream() << "Skipping this zone cause no player";
}
}
else //no player
{
townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
}
for (int i = 0; i < neutralTowns.getCastleCount(); i++)
{
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
if (townsAreSameType || totalTowns == 0) //first town must match zone type
town->subID = townType;
else
town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
town->tempOwner = PlayerColor::NEUTRAL;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
if (!totalTowns) //first town in zone goes in the middle
placeObject(gen, town, getPos() + town->getVisitableOffset());
else
addRequiredObject (town);
totalTowns++;
}
for (int i = 0; i < neutralTowns.getTownCount(); i++)
{
auto town = new CGTownInstance();
town->ID = Obj::TOWN;
if (townsAreSameType || totalTowns == 0)
town->subID = townType;
else
town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
town->tempOwner = PlayerColor::NEUTRAL;
town->builtBuildings.insert(BuildingID::DEFAULT);
if (!totalTowns)
placeObject(gen, town, getPos() + town->getVisitableOffset());
else
addRequiredObject (town);
totalTowns++;
}
}
void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
{
if (matchTerrainToTown)
terrainType = VLC->townh->factions[townType]->nativeTerrain;
else
terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
//paint zone with matching terrain
std::vector<int3> tiles;
for (auto tile : tileinfo)
{
tiles.push_back (tile);
}
gen->editManager->getTerrainSelection().setSelection(tiles);
gen->editManager->drawTerrain(terrainType, &gen->rand);
}
bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
{
std::vector<Res::ERes> required_mines;
required_mines.push_back(Res::ERes::WOOD);
required_mines.push_back(Res::ERes::ORE);
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
//TODO: factory / copy constructor?
for (const auto & res : woodOre)
{
//TODO: these 2 should be close to town (within 12 tiles radius)
for (int i = 0; i < mines[res]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(res);
mine->producedResource = res;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 1500);
}
}
for (const auto & res : preciousResources)
{
for (int i = 0; i < mines[res]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(res);
mine->producedResource = res;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 3500);
}
}
for (int i = 0; i < mines[Res::GOLD]; i++)
{
auto mine = new CGMine();
mine->ID = Obj::MINE;
mine->subID = static_cast<si32>(Res::GOLD);
mine->producedResource = Res::GOLD;
mine->producedQuantity = mine->defaultResProduction();
addRequiredObject(mine, 7000);
}
return true;
}
bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
{
logGlobal->infoStream() << "Creating required objects";
for(const auto &obj : requiredObjects)
{
int3 pos;
logGlobal->traceStream() << "Looking for place";
if ( ! findPlaceForObject(gen, obj.first, 3, pos))
{
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
//TODO CLEANUP!
return false;
}
logGlobal->traceStream() << "Place found";
placeObject(gen, obj.first, pos);
guardObject (gen, obj.first, obj.second);
}
return true;
}
void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
{
const double minDistance = 3;
do {
int3 pos;
if ( ! findPlaceForTreasurePile(gen, minDistance, pos))
{
break;
}
createTreasurePile (gen, pos);
} while(true);
}
void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
{
auto sel = gen->editManager->getTerrainSelection();
sel.clearSelection();
for (auto tile : tileinfo)
{
//test code - block all the map to show paths clearly
//if (gen->isPossible(tile))
// gen->setOccupied(tile, ETileType::BLOCKED);
if (gen->shouldBeBlocked(tile)) //fill tiles that should be blocked with obstacles
{
auto obj = new CGObjectInstance();
obj->ID = static_cast<Obj>(57);
obj->subID = 0;
placeObject(gen, obj, tile);
}
}
}
bool CRmgTemplateZone::fill(CMapGenerator* gen)
{
addAllPossibleObjects (gen);
initTownType(gen);
initTerrainType(gen);
placeMines(gen);
createRequiredObjects(gen);
fractalize(gen); //after required objects are created and linked with their own paths
createTreasures(gen);
createObstacles(gen);
logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
return true;
}
bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos)
{
//si32 min_dist = sqrt(tileinfo.size()/density);
int best_distance = 0;
bool result = false;
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
for(auto tile : tileinfo)
{
auto dist = gen->getTile(tile).getNearestObjectDistance();
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
{
if (!(gen->isPossible(neighbour) || gen->isBlocked(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
}
return result;
}
bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
{
//we need object apperance to deduce free tiles
if (obj->appearance.id == Obj::NO_OBJ)
{
auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %obj->ID %obj->subID %pos));
obj->appearance = templates.front();
}
//si32 min_dist = sqrt(tileinfo.size()/density);
int best_distance = 0;
bool result = false;
//si32 w = gen->map->width;
//si32 h = gen->map->height;
//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
auto tilesBlockedByObject = obj->getBlockedOffsets();
for (auto tile : tileinfo)
{
//object must be accessible from at least one surounding tile
bool accessible = false;
for (int x = -1; x < 2; x++)
for (int y = -1; y <2; y++)
{
if (x && y) //check only if object is visitable from another tile
{
int3 offset = obj->getVisitableOffset() + int3(x, y, 0);
if (!vstd::contains(tilesBlockedByObject, offset))
{
int3 nearbyPos = tile + offset;
if (gen->map->isInTheMap(nearbyPos))
{
if (obj->appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
accessible = true;
}
}
}
};
if (!accessible)
continue;
auto ti = gen->getTile(tile);
auto dist = ti.getNearestObjectDistance();
//avoid borders
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = tile + blockingTile;
if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
{
allTilesAvailable = false; //if at least one tile is not possible, object can't be placed here
break;
}
}
if (allTilesAvailable)
{
best_distance = dist;
pos = tile;
result = true;
}
}
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
}
return result;
}
void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
{
if (!gen->map->isInTheMap(pos))
throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % object->pos()));
object->pos = pos;
if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
for (auto tile : object->getBlockedPos())
{
if (!gen->map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
}
if (object->appearance.id == Obj::NO_OBJ)
{
auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(gen->map->getTile(pos).terType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %object->ID %object->subID %pos));
object->appearance = templates.front();
}
gen->map->addBlockVisTiles(object);
gen->editManager->insertObject(object, pos);
//logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
}
void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
{
//logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
checkAndPlaceObject (gen, object, pos);
auto points = object->getBlockedPos();
if (object->isVisitable())
points.insert(pos + object->getVisitableOffset());
points.insert(pos);
for(auto p : points)
{
if (gen->map->isInTheMap(p))
{
gen->setOccupied(p, ETileType::USED);
}
}
for(auto tile : tileinfo)
{
si32 d = pos.dist2d(tile);
gen->setNearestObjectDistance(tile, std::min(d, gen->getNearestObjectDistance(tile)));
}
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, 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))
{
if (!vstd::contains(tilesBlockedByObject, pos))
{
if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
{
tiles.push_back(pos);
}
}
};
});
return tiles;
}
bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str)
{
logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
std::vector<int3> tiles = getAccessibleOffsets (gen, object);
int3 guardTile(-1,-1,-1);
for (auto tile : tiles)
{
//crunching path may fail if center of teh zone is dirrectly over wide object
if (crunchPath (gen, tile, getPos(), id)) //make sure object is accessible before surrounding it with blocked tiles
{
guardTile = tile;
break;
}
}
if (!guardTile.valid())
{
logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
return false;
}
if (addMonster (gen, guardTile, str)) //do not place obstacles around unguarded object
{
for (auto pos : tiles)
{
if (!gen->isFree(pos))
gen->setOccupied(pos, ETileType::BLOCKED);
}
gen->setOccupied (guardTile, ETileType::USED);
}
else
gen->setOccupied (guardTile, ETileType::FREE);
return true;
}
ObjectInfo CRmgTemplateZone::getRandomObject (CMapGenerator* gen, ui32 value)
{
std::vector<std::pair<ui32, ObjectInfo>> tresholds;
ui32 total = 0;
ui32 minValue = 0.25f * value;
//roulette wheel
for (auto oi : possibleObjects)
{
if (oi.value >= minValue && oi.value <= value)
{
//TODO: check place for non-removable object
//problem: we need at least template for the object that does not yet exist
total += oi.probability;
tresholds.push_back (std::make_pair (total, oi));
}
}
//TODO: generate pandora box with gold if the value is very high
if (tresholds.empty())
{
ObjectInfo oi;
if (minValue > 20000) //we don't have object valuable enough
{
oi.generateObject = [minValue]() -> CGObjectInstance *
{
auto obj = new CGPandoraBox();
obj->ID = Obj::PANDORAS_BOX;
obj->subID = 0;
obj->resources[Res::GOLD] = minValue;
return obj;
};
oi.value = minValue;
oi.probability = 0;
}
else
{
oi.generateObject = [gen]() -> CGObjectInstance *
{
return nullptr;
};
oi.value = 0;
oi.probability = 0;
}
return oi;
}
int r = gen->rand.nextInt (1, total);
for (auto t : tresholds)
{
if (r <= t.first)
return t.second;
}
//FIXME: control reaches end of non-void function. Missing return?
}
void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
{
//TODO: move typical objects to config
ObjectInfo oi;
static const Res::ERes preciousRes[] = {Res::ERes::CRYSTAL, Res::ERes::GEMS, Res::ERes::MERCURY, Res::ERes::SULFUR};
for (int i = 0; i < 4; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGResource();
obj->ID = Obj::RESOURCE;
obj->subID = static_cast<si32>(preciousRes[i]);
obj->amount = 0;
return obj;
};
oi.value = 1400;
oi.probability = 300;
possibleObjects.push_back (oi);
}
static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
for (int i = 0; i < 2; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGResource();
obj->ID = Obj::RESOURCE;
obj->subID = static_cast<si32>(woodOre[i]);
obj->amount = 0;
return obj;
};
oi.value = 1400;
oi.probability = 300;
possibleObjects.push_back (oi);
}
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGResource();
obj->ID = Obj::RESOURCE;
obj->subID = static_cast<si32>(Res::ERes::GOLD);
obj->amount = 0;
return obj;
};
oi.value = 750;
oi.probability = 300;
possibleObjects.push_back (oi);
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGPickable();
obj->ID = Obj::TREASURE_CHEST;
obj->subID = 0;
return obj;
};
oi.value = 1500;
oi.probability = 1000;
possibleObjects.push_back (oi);
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::RANDOM_TREASURE_ART;
obj->subID = 0;
auto a = new CArtifactInstance();
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.value = 2000;
oi.probability = 150;
possibleObjects.push_back (oi);
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::RANDOM_MINOR_ART;
obj->subID = 0;
auto a = new CArtifactInstance();
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.value = 5000;
oi.probability = 150;
possibleObjects.push_back (oi);
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::RANDOM_MAJOR_ART;
obj->subID = 0;
auto a = new CArtifactInstance();
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.value = 10000;
oi.probability = 150;
possibleObjects.push_back (oi);
oi.generateObject = [gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::RANDOM_RELIC_ART;
obj->subID = 0;
auto a = new CArtifactInstance();
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.value = 20000;
oi.probability = 150;
possibleObjects.push_back (oi);
static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
for (int i = 0; i < 5; i++)
{
oi.generateObject = [i, gen]() -> CGObjectInstance *
{
auto obj = new CGArtifact();
obj->ID = Obj::SPELL_SCROLL;
obj->subID = 0;
std::vector<SpellID> out;
//TODO: unify with cb->getAllowedSpells?
for (ui32 i = 0; i < gen->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
{
const CSpell *spell = SpellID(i).toSpell();
if (gen->map->allowedSpell[spell->id] && spell->level == i+1)
{
out.push_back(spell->id);
}
}
auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
gen->map->addNewArtifactInstance(a);
obj->storedArtifact = a;
return obj;
};
oi.value = scrollValues[i];
oi.probability = 30;
possibleObjects.push_back (oi);
}
//non-removable object for test
//oi.generateObject = [gen]() -> CGObjectInstance *
//{
// auto obj = new CGMagicWell();
// obj->ID = Obj::MAGIC_WELL;
// obj->subID = 0;
// return obj;
//};
//oi.value = 250;
//oi.probability = 100;
//possibleObjects.push_back (oi);
//oi.generateObject = [gen]() -> CGObjectInstance *
//{
// auto obj = new CGObelisk();
// obj->ID = Obj::OBELISK;
// obj->subID = 0;
// return obj;
//};
//oi.value = 3500;
//oi.probability = 200;
//possibleObjects.push_back (oi);
//oi.generateObject = [gen]() -> CGObjectInstance *
//{
// auto obj = new CBank();
// obj->ID = Obj::CREATURE_BANK;
// obj->subID = 5; //naga bank
// return obj;
//};
//oi.value = 3000;
//oi.probability = 100;
//possibleObjects.push_back (oi);
}