mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
2416 lines
67 KiB
C++
2416 lines
67 KiB
C++
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/*
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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 "../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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CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
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{
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}
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int CRmgTemplateZone::CTownInfo::getTownCount() const
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{
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return townCount;
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}
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void CRmgTemplateZone::CTownInfo::setTownCount(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for town count not allowed.");
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townCount = value;
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}
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int CRmgTemplateZone::CTownInfo::getCastleCount() const
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{
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return castleCount;
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}
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void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for castle count not allowed.");
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castleCount = value;
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}
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int CRmgTemplateZone::CTownInfo::getTownDensity() const
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{
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return townDensity;
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}
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void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for town density not allowed.");
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townDensity = value;
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}
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int CRmgTemplateZone::CTownInfo::getCastleDensity() const
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{
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return castleDensity;
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}
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void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
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{
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if(value < 0)
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throw rmgException("Negative value for castle density not allowed.");
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castleDensity = value;
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}
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CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
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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::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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CRmgTemplateZone::CRmgTemplateZone() :
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id(0),
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type(ETemplateZoneType::PLAYER_START),
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size(1),
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townsAreSameType(false),
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matchTerrainToTown(true),
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townType(ETownType::NEUTRAL),
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terrainType (ETerrainType::GRASS),
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zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
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minGuardedValue(0),
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questArtZone(nullptr)
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{
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terrainTypes = getDefaultTerrainTypes();
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}
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TRmgTemplateZoneId CRmgTemplateZone::getId() const
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{
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return id;
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}
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void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
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{
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if(value <= 0)
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throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
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id = value;
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}
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ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
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{
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return type;
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}
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void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
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{
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type = value;
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}
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int CRmgTemplateZone::getSize() const
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{
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return size;
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}
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void CRmgTemplateZone::setSize(int value)
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{
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if(value <= 0)
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throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
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size = value;
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}
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boost::optional<int> CRmgTemplateZone::getOwner() const
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{
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return owner;
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}
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void CRmgTemplateZone::setOwner(boost::optional<int> value)
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{
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if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
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throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
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owner = value;
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}
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const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
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{
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return playerTowns;
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}
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void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
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{
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playerTowns = value;
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}
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const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
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{
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return neutralTowns;
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}
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void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
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{
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neutralTowns = value;
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}
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bool CRmgTemplateZone::getTownsAreSameType() const
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{
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return townsAreSameType;
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}
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void CRmgTemplateZone::setTownsAreSameType(bool value)
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{
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townsAreSameType = value;
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}
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const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
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{
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return townTypes;
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}
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void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
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{
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townTypes = value;
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}
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void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
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{
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monsterTypes = value;
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}
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std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
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{
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std::set<TFaction> defaultTowns;
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auto towns = VLC->townh->getDefaultAllowed();
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for(int i = 0; i < towns.size(); ++i)
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{
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if(towns[i]) defaultTowns.insert(i);
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}
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return defaultTowns;
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}
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bool CRmgTemplateZone::getMatchTerrainToTown() const
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{
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return matchTerrainToTown;
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}
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void CRmgTemplateZone::setMatchTerrainToTown(bool value)
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{
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matchTerrainToTown = value;
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}
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const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
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{
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return terrainTypes;
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}
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void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
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{
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assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
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value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
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terrainTypes = value;
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}
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std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
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{
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std::set<ETerrainType> terTypes;
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static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
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ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
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for (auto & allowedTerType : allowedTerTypes)
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terTypes.insert(allowedTerType);
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return terTypes;
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}
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void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
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{
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mines[res] = amount;
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}
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std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
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{
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return mines;
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}
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void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
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{
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connections.push_back (otherZone);
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}
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void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
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{
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questArtZone = otherZone;
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}
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std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
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{
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return connections;
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}
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void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
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{
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assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
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zoneMonsterStrength = val;
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}
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void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
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{
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treasureInfo.push_back(info);
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}
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std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
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{
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return treasureInfo;
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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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center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
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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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void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, 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 (CMapGenerator* gen)
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{
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vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](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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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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void CRmgTemplateZone::createBorder(CMapGenerator* gen)
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{
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for (auto tile : tileinfo)
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{
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gen->foreach_neighbour (tile, [this, gen](int3 &pos)
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{
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if (!vstd::contains(this->tileinfo, pos))
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{
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gen->foreach_neighbour (pos, [this, gen](int3 &pos)
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{
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if (gen->isPossible(pos))
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gen->setOccupied (pos, ETileType::BLOCKED);
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});
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}
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});
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}
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}
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void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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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> tilesToClear; //will be set clear
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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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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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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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crunchPath(gen, tileToMakePath, closestTile, id, &tilesToClear);
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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 : tilesToClear)
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{
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//move cleared tiles from one set to another
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clearedTiles.push_back(tileToClear);
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vstd::erase_if_present(possibleTiles, tileToClear);
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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 (tilesToClear.empty()) //nothing else can be done (?)
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break;
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tilesToClear.clear(); //empty this container
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tilesToIgnore.clear();
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}
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}
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for (auto tile : clearedTiles)
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{
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freePaths.insert(tile);
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}
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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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}
|
|
out << std::endl;
|
|
}
|
|
|
|
//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, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
|
|
{
|
|
if (!result) //not sure if lambda is worth it...
|
|
{
|
|
if (pos == dst)
|
|
{
|
|
result = true;
|
|
end = true;
|
|
}
|
|
if (pos.dist2dSQ (dst) < distance)
|
|
{
|
|
if (!gen->isBlocked(pos))
|
|
{
|
|
if (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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
int3 anotherPos(-1, -1, -1);
|
|
|
|
if (!(result || distance < lastDistance)) //we do not advance, use more advaced pathfinding algorithm?
|
|
{
|
|
//try any nearby tiles, even if its not closer than current
|
|
float lastDistance = 2 * distance; //start with significantly larger value
|
|
gen->foreach_neighbour(currentPos, [this, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
|
|
{
|
|
if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
|
|
{
|
|
if (vstd::contains(tileinfo, pos))
|
|
{
|
|
if (gen->isPossible(pos))
|
|
{
|
|
if (clearedTiles)
|
|
clearedTiles->insert(pos);
|
|
anotherPos = pos;
|
|
lastDistance = currentPos.dist2dSQ(dst);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
if (anotherPos.valid())
|
|
{
|
|
if (clearedTiles)
|
|
clearedTiles->insert(anotherPos);
|
|
gen->setOccupied(anotherPos, ETileType::FREE);
|
|
currentPos = anotherPos;
|
|
}
|
|
}
|
|
if (!(result || distance < lastDistance || anotherPos.valid()))
|
|
{
|
|
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));
|
|
}
|
|
void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
|
|
{
|
|
closeObjects.push_back(std::make_pair(obj, strength));
|
|
}
|
|
|
|
bool CRmgTemplateZone::addMonster(CMapGenerator* gen, 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 (!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 guard = new CGCreature();
|
|
guard->ID = Obj::MONSTER;
|
|
guard->subID = creId;
|
|
guard->character = CGCreature::HOSTILE;
|
|
auto hlp = new CStackInstance(creId, amount);
|
|
//will be set during initialization
|
|
guard->putStack(SlotID(0), hlp);
|
|
|
|
//logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
|
|
// % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
|
|
|
|
placeObject(gen, guard, pos);
|
|
|
|
if (clearSurroundingTiles)
|
|
{
|
|
//do not spawn anything near monster
|
|
gen->foreach_neighbour (pos, [gen](int3 pos)
|
|
{
|
|
if (gen->isPossible(pos))
|
|
gen->setOccupied(pos, ETileType::FREE);
|
|
});
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, 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, [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;
|
|
}
|
|
|
|
ObjectInfo oi = getRandomObject(gen, 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);
|
|
//TODO
|
|
|
|
//update treasure pile area
|
|
int3 visitablePos = info.nextTreasurePos;
|
|
|
|
//TODO: actually we need to check is object is either !blockVisit or removable after visit - this means object below can be accessed
|
|
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);
|
|
|
|
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, [gen, &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 zone center, then connect it to the middle of the zone
|
|
int3 closestFreeTile (-1,-1,-1);
|
|
if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
|
|
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
|
|
else
|
|
closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
|
|
|
|
int3 closestTile = int3(-1,-1,-1);
|
|
float minDistance = 1e10;
|
|
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
|
|
{
|
|
if (closestFreeTile.dist2d(visitablePos) < minDistance)
|
|
{
|
|
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
|
|
minDistance = closestFreeTile.dist2d(visitablePos);
|
|
}
|
|
}
|
|
if (!closestTile.valid())
|
|
{
|
|
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
|
|
{
|
|
if (closestFreeTile.dist2d(visitablePos) < minDistance)
|
|
{
|
|
closestTile = visitablePos;
|
|
minDistance = 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 (!crunchPath (gen, closestTile, closestFreeTile, id))
|
|
{
|
|
//we can't connect this pile, just block it off and start over
|
|
for (auto treasure : treasures)
|
|
{
|
|
if (gen->isPossible(treasure.first))
|
|
gen->setOccupied (treasure.first, ETileType::BLOCKED);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//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();
|
|
placeObject(gen, treasure.second, treasure.first + visitableOffset);
|
|
}
|
|
if (addMonster(gen, 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, [gen](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
|
|
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;
|
|
|
|
auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
|
|
{
|
|
//cut contour around town in case it was placed in a middle of path. TODO: find better solution
|
|
for (auto tile : town->getBlockedPos())
|
|
{
|
|
gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
|
|
{
|
|
if (gen->isPossible(pos))
|
|
{
|
|
gen->setOccupied(pos, ETileType::FREE);
|
|
}
|
|
});
|
|
}
|
|
};
|
|
|
|
auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
|
|
{
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
auto town = new CGTownInstance();
|
|
town->ID = Obj::TOWN;
|
|
|
|
if (this->townsAreSameType)
|
|
town->subID = townType;
|
|
else
|
|
{
|
|
if (townTypes.size())
|
|
town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
|
|
else
|
|
town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
|
|
}
|
|
|
|
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)
|
|
{
|
|
//first town in zone sets the facton of entire zone
|
|
town->subID = townType;
|
|
//register MAIN town of zone
|
|
gen->registerZone(town->subID);
|
|
//first town in zone goes in the middle
|
|
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
|
|
cutPathAroundTown(town);
|
|
}
|
|
else
|
|
addRequiredObject (town);
|
|
totalTowns++;
|
|
}
|
|
};
|
|
|
|
|
|
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)
|
|
{
|
|
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
|
|
}
|
|
|
|
auto town = new CGTownInstance();
|
|
town->ID = Obj::TOWN;
|
|
|
|
town->subID = townType;
|
|
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
|
|
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
|
|
cutPathAroundTown(town);
|
|
|
|
totalTowns++;
|
|
//register MAIN town of zone only
|
|
gen->registerZone (town->subID);
|
|
|
|
logGlobal->traceStream() << "Fill player info " << player_id;
|
|
|
|
// Update player info
|
|
playerInfo.allowedFactions.clear();
|
|
playerInfo.allowedFactions.insert (townType);
|
|
playerInfo.hasMainTown = true;
|
|
playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
|
|
playerInfo.generateHeroAtMainTown = true;
|
|
|
|
//now create actual towns
|
|
addNewTowns (playerTowns.getCastleCount() - 1, true, player);
|
|
addNewTowns (playerTowns.getTownCount(), false, player);
|
|
|
|
//requiredObjects.push_back(town);
|
|
}
|
|
else
|
|
{
|
|
type = ETemplateZoneType::TREASURE;
|
|
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
|
|
}
|
|
}
|
|
else //no player
|
|
{
|
|
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
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
|
|
{
|
|
|
|
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 (gen, terrainType);
|
|
}
|
|
|
|
void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
|
|
{
|
|
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};
|
|
|
|
for (const auto & res : woodOre)
|
|
{
|
|
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();
|
|
addCloseObject(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->traceStream() << "Creating required objects";
|
|
for(const auto &obj : requiredObjects)
|
|
{
|
|
int3 pos;
|
|
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;
|
|
}
|
|
|
|
placeObject (gen, obj.first, pos);
|
|
guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
|
|
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
|
|
}
|
|
|
|
for (const auto &obj : closeObjects)
|
|
{
|
|
std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed
|
|
|
|
// smallest distance to zone center, greatest distance to nearest object
|
|
auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
|
|
{
|
|
return (this->pos.dist2dSQ(lhs) * 0.5f - gen->getNearestObjectDistance(lhs)) < (this->pos.dist2dSQ(rhs) * 0.5f - gen->getNearestObjectDistance(rhs));
|
|
};
|
|
|
|
boost::sort (tiles, isCloser);
|
|
|
|
setTemplateForObject(gen, obj.first);
|
|
auto tilesBlockedByObject = obj.first->getBlockedOffsets();
|
|
bool result = false;
|
|
|
|
for (auto tile : tiles)
|
|
{
|
|
//object must be accessible from at least one surounding tile
|
|
if (!isAccessibleFromAnywhere(gen, obj.first->appearance, tile, tilesBlockedByObject))
|
|
continue;
|
|
|
|
//avoid borders
|
|
if (gen->isPossible(tile))
|
|
{
|
|
if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
|
|
{
|
|
placeObject(gen, obj.first, tile);
|
|
guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
|
|
result = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (!result)
|
|
{
|
|
logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
|
|
//TODO CLEANUP!
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
|
|
{
|
|
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);
|
|
|
|
int totalDensity = 0;
|
|
for (auto t : treasureInfo)
|
|
{
|
|
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
|
|
|
|
do {
|
|
//optimization - don't check tiles which are not allowed
|
|
vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
|
|
{
|
|
return !gen->isPossible(tile);
|
|
});
|
|
|
|
int3 pos;
|
|
|
|
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
|
|
if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
|
|
{
|
|
break;
|
|
}
|
|
createTreasurePile(gen, pos, minDistance, t);
|
|
|
|
} while (true);
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
|
|
{
|
|
//tighten obstacles to improve visuals
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
int blockedTiles = 0;
|
|
int freeTiles = 0;
|
|
|
|
for (auto tile : tileinfo)
|
|
{
|
|
if (!gen->isPossible(tile)) //only possible tiles can change
|
|
continue;
|
|
|
|
int blockedNeighbours = 0;
|
|
int freeNeighbours = 0;
|
|
gen->foreach_neighbour(tile, [gen, &blockedNeighbours, &freeNeighbours](int3 &pos)
|
|
{
|
|
if (gen->isBlocked(pos))
|
|
blockedNeighbours++;
|
|
if (gen->isFree(pos))
|
|
freeNeighbours++;
|
|
});
|
|
if (blockedNeighbours > 4)
|
|
{
|
|
gen->setOccupied(tile, ETileType::BLOCKED);
|
|
blockedTiles++;
|
|
}
|
|
else if (freeNeighbours > 4)
|
|
{
|
|
gen->setOccupied(tile, ETileType::FREE);
|
|
freeTiles++;
|
|
}
|
|
}
|
|
logGlobal->traceStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
|
|
}
|
|
|
|
#define MAKE_COOL_UNDERGROUND_TUNNELS false
|
|
if (pos.z && MAKE_COOL_UNDERGROUND_TUNNELS) //underground
|
|
{
|
|
std::vector<int3> rockTiles;
|
|
|
|
for (auto tile : tileinfo)
|
|
{
|
|
if (gen->shouldBeBlocked(tile))
|
|
{
|
|
bool placeRock = true;
|
|
gen->foreach_neighbour (tile, [gen, &placeRock](int3 &pos)
|
|
{
|
|
if (!(gen->shouldBeBlocked(pos) || gen->isPossible(pos)))
|
|
placeRock = false;
|
|
});
|
|
if (placeRock)
|
|
{
|
|
rockTiles.push_back(tile);
|
|
}
|
|
}
|
|
}
|
|
gen->editManager->getTerrainSelection().setSelection(rockTiles);
|
|
gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->rand);
|
|
for (auto tile : rockTiles)
|
|
{
|
|
gen->setOccupied (tile, ETileType::USED); //don't place obstacles in a rock
|
|
//gen->foreach_neighbour (tile, [gen](int3 &pos)
|
|
//{
|
|
// if (!gen->isUsed(pos))
|
|
// gen->setOccupied (pos, ETileType::BLOCKED);
|
|
//});
|
|
}
|
|
}
|
|
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, gen, &possibleObstacles](int3& tile, int index)-> bool
|
|
{
|
|
auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
|
|
int3 obstaclePos = tile - temp.getBlockMapOffset();
|
|
if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
|
|
{
|
|
auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
|
|
placeObject(gen, 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CRmgTemplateZone::fill(CMapGenerator* gen)
|
|
{
|
|
initTerrainType(gen);
|
|
|
|
freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
|
|
|
|
addAllPossibleObjects (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, float min_dist, int3 &pos, int value)
|
|
{
|
|
float best_distance = 0;
|
|
bool result = false;
|
|
|
|
bool needsGuard = value > minGuardedValue;
|
|
|
|
//logGlobal->infoStream() << boost::format("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, [&gen, &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(CMapGenerator* gen, 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 (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
|
|
{
|
|
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 = appearance.getVisitableOffset() + int3(x, y, 0);
|
|
if (!vstd::contains(tilesBlockedByObject, offset))
|
|
{
|
|
int3 nearbyPos = tile + offset;
|
|
if (gen->map->isInTheMap(nearbyPos))
|
|
{
|
|
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
|
|
accessible = true;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
}
|
|
return accessible;
|
|
}
|
|
|
|
void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, 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));
|
|
|
|
obj->appearance = templates.front();
|
|
}
|
|
}
|
|
|
|
bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, 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(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
|
|
{
|
|
//we need object apperance to deduce free tile
|
|
setTemplateForObject(gen, obj);
|
|
|
|
//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
|
|
if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
|
|
continue;
|
|
|
|
auto ti = gen->getTile(tile);
|
|
auto dist = ti.getNearestObjectDistance();
|
|
//avoid borders
|
|
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
|
|
{
|
|
if (areAllTilesAvailable(gen, 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(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 % 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 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 %terrainType));
|
|
|
|
object->appearance = templates.front();
|
|
}
|
|
|
|
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, bool updateDistance)
|
|
{
|
|
//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);
|
|
}
|
|
}
|
|
if (updateDistance)
|
|
{
|
|
for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
|
|
{
|
|
si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
|
|
gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
|
|
}
|
|
}
|
|
}
|
|
|
|
void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
|
|
{
|
|
placeObject(gen, object, pos);
|
|
guardObject(gen, object, str, zoneGuard);
|
|
}
|
|
|
|
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, bool zoneGuard, bool addToFreePaths)
|
|
{
|
|
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 the zone is directly over wide object
|
|
//make sure object is accessible before surrounding it with blocked tiles
|
|
if (crunchPath (gen, tile, findClosestTile(freePaths, tile), id, addToFreePaths ? &freePaths : nullptr))
|
|
{
|
|
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, 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(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
|
|
{
|
|
//int objectsVisitableFromBottom = 0; //for debug
|
|
|
|
std::vector<std::pair<ui32, ObjectInfo>> tresholds;
|
|
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 >= minValue && oi.value <= maxVal && 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(gen, oi.templ, newVisitablePos, blockedOffsets))
|
|
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;
|
|
//assert (oi.value > 0);
|
|
tresholds.push_back (std::make_pair (total, oi));
|
|
}
|
|
}
|
|
|
|
//logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
|
|
|
|
if (tresholds.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 obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
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 = [gen]() -> 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);
|
|
|
|
for (auto t : tresholds)
|
|
{
|
|
if (r <= t.first)
|
|
return t.second;
|
|
}
|
|
assert (0); //we should never be here
|
|
}
|
|
//FIXME: control reaches end of non-void function. Missing return?
|
|
}
|
|
|
|
void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
|
|
{
|
|
ObjectInfo oi;
|
|
oi.maxPerMap = std::numeric_limits<ui32>().max();
|
|
|
|
int numZones = gen->getZones().size();
|
|
|
|
for (auto primaryID : VLC->objtypeh->knownObjects())
|
|
{
|
|
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
|
|
{
|
|
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
|
|
if (!handler->isStaticObject() && handler->getRMGInfo().value)
|
|
{
|
|
for (auto temp : handler->getTemplates())
|
|
{
|
|
if (temp.canBePlacedAt(terrainType))
|
|
{
|
|
oi.generateObject = [gen, 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, gen, this]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGHeroInstance;
|
|
obj->ID = Obj::PRISON;
|
|
|
|
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);
|
|
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 = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
|
|
{
|
|
auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
|
|
//dwellingHandler->configureObject(obj, gen->rand);
|
|
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, 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 spellid = 0; spellid < gen->map->allowedSpell.size(); spellid++) //spellh size appears to be greater (?)
|
|
{
|
|
const CSpell *spell = SpellID(spellid).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.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 obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
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 obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
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
|
|
{
|
|
int actualTier = creature->level > 7 ? 6 : creature->level - 1;
|
|
float creaturesAmount = 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 : VLC->creh->creatures)
|
|
{
|
|
if (!creature->special && creature->faction == townType)
|
|
{
|
|
int creaturesAmount = creatureToCount(creature);
|
|
if (!creaturesAmount)
|
|
continue;
|
|
|
|
oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
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, gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
|
|
std::vector <CSpell *> spells;
|
|
for (auto spell : VLC->spellh->objects)
|
|
{
|
|
if (!spell->isSpecialSpell() && 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 = 1; i <= 4; i++)
|
|
{
|
|
oi.generateObject = [i, gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
|
|
std::vector <CSpell *> spells;
|
|
for (auto spell : VLC->spellh->objects)
|
|
{
|
|
if (!spell->isSpecialSpell())
|
|
{
|
|
bool school = false; //TODO: we could have better interface for iterating schools
|
|
switch (i)
|
|
{
|
|
case 1:
|
|
school = spell->air;
|
|
break;
|
|
case 2:
|
|
school = spell->earth;
|
|
break;
|
|
case 3:
|
|
school = spell->fire;
|
|
break;
|
|
case 4:
|
|
school = spell->water;
|
|
break;
|
|
}
|
|
if (school)
|
|
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 = [gen]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGPandoraBox();
|
|
obj->ID = Obj::PANDORAS_BOX;
|
|
obj->subID = 0;
|
|
|
|
std::vector <CSpell *> spells;
|
|
for (auto spell : VLC->spellh->objects)
|
|
{
|
|
if (!spell->isSpecialSpell())
|
|
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 = 3000;
|
|
oi.probability = 2;
|
|
possibleObjects.push_back(oi);
|
|
|
|
//seer huts with creatures or generic rewards
|
|
|
|
if (questArtZone) //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();
|
|
|
|
std::vector<CCreature *> creatures;
|
|
|
|
for (auto cre : VLC->creh->creatures)
|
|
{
|
|
if (cre->faction == townType)
|
|
{
|
|
creatures.push_back(cre);
|
|
}
|
|
}
|
|
|
|
//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 = [](ArtifactID id) -> ObjectInfo
|
|
{
|
|
ObjectInfo artInfo;
|
|
artInfo.probability = 1e6; //99,9% to spawn that art in first treasure pile
|
|
artInfo.maxPerZone = 1;
|
|
artInfo.value = 2000; //treasure art
|
|
artInfo.generateObject = [id]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGArtifact;
|
|
obj->ID = Obj::ARTIFACT;
|
|
obj->subID = id;
|
|
|
|
return obj;
|
|
//TODO: place required artifact in next zone
|
|
};
|
|
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, gen, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGSeerHut();
|
|
obj->ID = Obj::SEER_HUT;
|
|
obj->subID = randomAppearance;
|
|
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);
|
|
gen->banQuestArt(artid);
|
|
gen->map->addQuest(obj);
|
|
|
|
this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
|
|
|
|
return obj;
|
|
//TODO: place required artifact in next zone
|
|
};
|
|
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, gen, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGSeerHut();
|
|
obj->ID = Obj::SEER_HUT;
|
|
obj->subID = randomAppearance;
|
|
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);
|
|
gen->banQuestArt(artid);
|
|
gen->map->addQuest(obj);
|
|
|
|
this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
|
|
|
|
return obj;
|
|
//TODO: place required artifact in next zone
|
|
};
|
|
|
|
possibleObjects.push_back(oi);
|
|
|
|
oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
|
|
{
|
|
auto obj = new CGSeerHut();
|
|
obj->ID = Obj::SEER_HUT;
|
|
obj->subID = randomAppearance;
|
|
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);
|
|
gen->banQuestArt(artid);
|
|
gen->map->addQuest(obj);
|
|
|
|
this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
|
|
|
|
return obj;
|
|
//TODO: place required artifact in next zone
|
|
};
|
|
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
|
|
{
|
|
templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
|
|
}
|