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vcmi/lib/rmg/CRmgTemplateZone.cpp
2022-08-29 08:53:35 +03:00

3388 lines
96 KiB
C++

/*
* CRmgTemplateZone.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CRmgTemplateZone.h"
#include "../mapping/CMapEditManager.h"
#include "../mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CTownHandler.h"
#include "../CCreatureHandler.h"
#include "../spells/CSpellHandler.h" //for choosing random spells
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
#include "../mapObjects/CGPandoraBox.h"
#include "../mapObjects/CRewardableObject.h"
class CMap;
class CMapEditManager;
//class CGObjectInstance;
using namespace rmg; //TODO: move all to namespace
void CRmgTemplateZone::addRoadNode(const int3& node)
{
roadNodes.insert(node);
}
CTileInfo::CTileInfo():nearestObjectDistance(float(INT_MAX)), terrain()
{
occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
}
float CTileInfo::getNearestObjectDistance() const
{
return nearestObjectDistance;
}
void CTileInfo::setNearestObjectDistance(float value)
{
nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
}
bool CTileInfo::shouldBeBlocked() const
{
return occupied == ETileType::BLOCKED;
}
bool CTileInfo::isBlocked() const
{
return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
}
bool CTileInfo::isPossible() const
{
return occupied == ETileType::POSSIBLE;
}
bool CTileInfo::isFree() const
{
return occupied == ETileType::FREE;
}
bool CTileInfo::isRoad() const
{
return roadType != ROAD_NAMES[0];
}
bool CTileInfo::isUsed() const
{
return occupied == ETileType::USED;
}
void CTileInfo::setOccupied(ETileType::ETileType value)
{
occupied = value;
}
ETileType::ETileType CTileInfo::getTileType() const
{
return occupied;
}
Terrain CTileInfo::getTerrainType() const
{
return terrain;
}
void CTileInfo::setTerrainType(Terrain value)
{
terrain = value;
}
void CTileInfo::setRoadType(const std::string & value)
{
roadType = value;
// setOccupied(ETileType::FREE);
}
CRmgTemplateZone::CRmgTemplateZone(CMapGenerator * Gen)
: ZoneOptions(),
townType(ETownType::NEUTRAL),
terrainType (Terrain("grass")),
minGuardedValue(0),
questArtZone(),
gen(Gen)
{
}
bool CRmgTemplateZone::isUnderground() const
{
return getPos().z;
}
void CRmgTemplateZone::setOptions(const ZoneOptions& options)
{
ZoneOptions::operator=(options);
}
void CRmgTemplateZone::setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone)
{
questArtZone = otherZone;
}
std::set<int3>* CRmgTemplateZone::getFreePaths()
{
return &freePaths;
}
void CRmgTemplateZone::addFreePath(const int3 & p)
{
gen->setOccupied(p, ETileType::FREE);
freePaths.insert(p);
}
float3 CRmgTemplateZone::getCenter() const
{
return center;
}
void CRmgTemplateZone::setCenter(const float3 &f)
{
//limit boundaries to (0,1) square
//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
center = f;
center.x = static_cast<float>(std::fmod(center.x, 1));
center.y = static_cast<float>(std::fmod(center.y, 1));
if(center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
center.x = 1 - std::abs(center.x);
if(center.y < 0)
center.y = 1 - std::abs(center.y);
}
bool CRmgTemplateZone::pointIsIn(int x, int y)
{
return true;
}
int3 CRmgTemplateZone::getPos() const
{
return pos;
}
void CRmgTemplateZone::setPos(const int3 &Pos)
{
pos = Pos;
}
void CRmgTemplateZone::addTile (const int3 &Pos)
{
tileinfo.insert(Pos);
}
void CRmgTemplateZone::removeTile(const int3 & Pos)
{
tileinfo.erase(Pos);
possibleTiles.erase(Pos);
}
std::set<int3> CRmgTemplateZone::getTileInfo () const
{
return tileinfo;
}
std::set<int3> CRmgTemplateZone::getPossibleTiles() const
{
return possibleTiles;
}
std::set<int3> CRmgTemplateZone::collectDistantTiles (float distance) const
{
//TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
//for (auto tile : tileinfo)
//{
// if (tile.dist2d(this->pos) > distance)
// {
// gen->setOccupied(tile, ETileType::USED);
// //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
// }
//}
std::set<int3> discardedTiles;
for(auto& tile : tileinfo)
{
if(tile.dist2d(this->pos) > distance)
{
discardedTiles.insert(tile);
}
};
return discardedTiles;
}
void CRmgTemplateZone::clearTiles()
{
tileinfo.clear();
}
void CRmgTemplateZone::initFreeTiles ()
{
vstd::copy_if(tileinfo, vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
{
return gen->isPossible(tile);
});
if(freePaths.empty())
{
addFreePath(pos); //zone must have at least one free tile where other paths go - for instance in the center
}
}
void CRmgTemplateZone::createBorder()
{
for(auto tile : tileinfo)
{
bool edge = false;
gen->foreach_neighbour(tile, [this, &edge](int3 &pos)
{
if (edge)
return; //optimization - do it only once
if (gen->getZoneID(pos) != id) //optimization - better than set search
{
//bugfix with missing pos
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::BLOCKED);
//we are edge if at least one tile does not belong to zone
//mark all nearby tiles blocked and we're done
gen->foreach_neighbour (pos, [this](int3 &nearbyPos)
{
if (gen->isPossible(nearbyPos))
gen->setOccupied(nearbyPos, ETileType::BLOCKED);
});
edge = true;
}
});
}
}
void CRmgTemplateZone::createWater(EWaterContent::EWaterContent waterContent, bool debug)
{
if(waterContent == EWaterContent::NONE || isUnderground())
return; //do nothing
std::set<int3> waterTiles = collectDistantTiles((float)(getSize() + 1));
//add border tiles as water for ISLANDS
if(waterContent == EWaterContent::ISLANDS)
{
for(auto& tile : tileinfo)
{
if(gen->shouldBeBlocked(tile))
{
waterTiles.insert(tile);
}
}
}
std::list<int3> tilesQueue(waterTiles.begin(), waterTiles.end()); //tiles need to be processed
std::set<int3> tilesChecked = waterTiles; //tiles already processed
std::map<int, std::set<int3>> coastTilesMap; //key: distance to water; value: tiles with that distance
std::map<int3, int> tilesDist; //key: tile; value: distance to water
//optimization: prefill distance for all tiles marked for water with 0
for(auto& tile : waterTiles)
{
tilesDist[tile] = 0;
}
//fills the distance-to-water map
while(!tilesQueue.empty())
{
int3 src = tilesQueue.front();
tilesQueue.pop_front();
gen->foreachDirectNeighbour(src, [this, &src, &tilesDist, &tilesChecked, &coastTilesMap, &tilesQueue](const int3 & dst)
{
if(tilesChecked.find(dst) != tilesChecked.end())
return;
if(tileinfo.find(dst) != tileinfo.end())
{
tilesDist[dst] = tilesDist[src] + 1;
coastTilesMap[tilesDist[dst]].insert(dst);
tilesChecked.insert(dst);
tilesQueue.push_back(dst);
}
});
}
//generating some irregularity of coast
int coastIdMax = fmin(sqrt(coastTilesMap.size()), 7.f); //size of coastTilesMap shows the most distant tile from water
assert(coastIdMax > 0);
tilesChecked.clear();
for(int coastId = coastIdMax; coastId >= 1; --coastId)
{
//amount of iterations shall be proportion of coast perimeter
const int coastLength = coastTilesMap[coastId].size() / (coastId + 3);
for(int coastIter = 0; coastIter < coastLength; ++coastIter)
{
int3 tile = *RandomGeneratorUtil::nextItem(coastTilesMap[coastId], gen->rand);
if(tilesChecked.find(tile) != tilesChecked.end())
continue;
if(gen->isUsed(tile) || gen->isFree(tile)) //prevent placing water nearby town
continue;
tilesQueue.push_back(tile);
tilesChecked.insert(tile);
}
}
//if tile is marked as water - connect it with "big" water
while(!tilesQueue.empty())
{
int3 src = tilesQueue.front();
tilesQueue.pop_front();
if(waterTiles.find(src) != waterTiles.end())
continue;
waterTiles.insert(src);
gen->foreach_neighbour(src, [&src, &tilesDist, &tilesChecked, &tilesQueue](const int3 & dst)
{
if(tilesChecked.find(dst) != tilesChecked.end())
return;
if(tilesDist[dst] > 0 && tilesDist[src]-tilesDist[dst] == 1)
{
tilesQueue.push_back(dst);
tilesChecked.insert(dst);
}
});
}
//start filtering of narrow places and coast atrifacts
std::vector<int3> waterAdd;
for(int coastId = 1; coastId <= coastIdMax; ++coastId)
{
for(auto& tile : coastTilesMap[coastId])
{
//collect neighbout water tiles
auto collectionLambda = [&waterTiles, &coastTilesMap](const int3 & t, std::set<int3> & outCollection)
{
if(waterTiles.find(t)!=waterTiles.end())
{
coastTilesMap[0].insert(t);
outCollection.insert(t);
}
};
std::set<int3> waterCoastDirect, waterCoastDiag;
gen->foreachDirectNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDirect)));
gen->foreachDiagonalNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDiag)));
int waterCoastDirectNum = waterCoastDirect.size();
int waterCoastDiagNum = waterCoastDiag.size();
//remove tiles which are mostly covered by water
if(waterCoastDirectNum >= 3)
{
waterAdd.push_back(tile);
continue;
}
if(waterCoastDiagNum == 4 && waterCoastDirectNum == 2)
{
waterAdd.push_back(tile);
continue;
}
if(waterCoastDirectNum == 2 && waterCoastDiagNum >= 2)
{
int3 diagSum, dirSum;
for(auto & i : waterCoastDiag)
diagSum += i - tile;
for(auto & i : waterCoastDirect)
dirSum += i - tile;
if(diagSum == int3() || dirSum == int3())
{
waterAdd.push_back(tile);
continue;
}
if(waterCoastDiagNum == 3 && diagSum != dirSum)
{
waterAdd.push_back(tile);
continue;
}
}
}
}
for(auto & i : waterAdd)
waterTiles.insert(i);
//filtering tiny "lakes"
for(auto& tile : coastTilesMap[0]) //now it's only coast-water tiles
{
if(waterTiles.find(tile) == waterTiles.end()) //for ground tiles
continue;
std::vector<int3> groundCoast;
gen->foreachDirectNeighbour(tile, [this, &waterTiles, &groundCoast](const int3 & t)
{
if(waterTiles.find(t) == waterTiles.end() && tileinfo.find(t) != tileinfo.end()) //for ground tiles of same zone
{
groundCoast.push_back(t);
}
});
if(groundCoast.size() >= 3)
{
waterTiles.erase(tile);
}
else
{
if(groundCoast.size() == 2)
{
if(groundCoast[0] + groundCoast[1] == int3())
{
waterTiles.erase(tile);
}
}
else
{
if(!groundCoast.empty())
{
coastTiles.insert(tile);
}
}
}
}
//do not set water on tiles belong to other zones
vstd::erase_if(coastTiles, [&waterTiles](const int3 & tile)
{
return waterTiles.find(tile) == waterTiles.end();
});
//transforming waterTiles to actual water
for(auto& tile : waterTiles)
{
gen->getZoneWater().second->addTile(tile);
gen->setZoneID(tile, gen->getZoneWater().first);
gen->setOccupied(tile, ETileType::POSSIBLE);
tileinfo.erase(tile);
possibleTiles.erase(tile);
}
}
void CRmgTemplateZone::waterInitFreeTiles()
{
std::set<int3> tilesAll(tileinfo.begin(), tileinfo.end()); //water tiles
std::list<int3> tilesQueue; //tiles need to be processed
std::set<int3> tilesChecked;
//lambda for increasing distance of negihbour tiles
auto lakeSearch = [this, &tilesAll, &tilesQueue](const int3 & dst)
{
if(tilesAll.find(dst) == tilesAll.end())
{
if(lakes.back().tiles.find(dst)==lakes.back().tiles.end())
{
//we reach land! let's store this information
assert(gen->getZoneID(dst) != gen->getZoneWater().first);
lakes.back().connectedZones.insert(gen->getZoneID(dst));
lakes.back().coast.insert(dst);
lakes.back().distance[dst] = 0;
return;
}
}
else
{
if(lakes.back().tiles.insert(dst).second)
{
tilesQueue.push_back(dst);
}
}
};
while(!tilesAll.empty())
{
//add some random tile as initial
tilesQueue.push_back(*tilesAll.begin());
setPos(tilesQueue.front());
addFreePath(tilesQueue.front());
lakes.emplace_back();
lakes.back().tiles.insert(tilesQueue.front());
//find lake
while(!tilesQueue.empty())
{
int3 tile = tilesQueue.front();
tilesQueue.pop_front();
gen->foreachDirectNeighbour(tile, lakeSearch);
}
//fill distance map
tilesQueue.assign(lakes.back().coast.begin(), lakes.back().coast.end());
while(!tilesQueue.empty())
{
int3 src = tilesQueue.front();
tilesQueue.pop_front();
gen->foreachDirectNeighbour(src, [this, &src, &tilesChecked, &tilesQueue](const int3 & dst)
{
if(tilesChecked.find(dst) != tilesChecked.end())
return;
if(lakes.back().tiles.find(dst) != lakes.back().tiles.end())
{
lakes.back().distance[dst] = lakes.back().distance[src] + 1;
tilesChecked.insert(dst);
tilesQueue.push_back(dst);
}
});
}
//cleanup
int lakeIdx = lakes.size();
for(auto& t : lakes.back().tiles)
{
assert(lakeMap.find(t) == lakeMap.end());
lakeMap[t] = lakeIdx;
tilesAll.erase(t);
}
}
#ifdef _BETA
{
std::ofstream out1("lakes_id.txt");
std::ofstream out2("lakes_map.txt");
std::ofstream out3("lakes_dist.txt");
int levels = gen->map->twoLevel ? 2 : 1;
int width = gen->map->width;
int height = gen->map->height;
for (int k = 0; k < levels; k++)
{
for(int j=0; j<height; j++)
{
for (int i=0; i<width; i++)
{
int3 tile{i,j,k};
if(lakeMap[tile]>9)
out1 << '#';
else
out1 << lakeMap[tile];
bool found = false;
for(auto& lake : lakes)
{
if(lake.coast.count(tile))
{
out2 << '@';
out3 << lake.distance[tile];
found = true;
}
else if(lake.tiles.count(tile))
{
out2 << '~';
out3 << lake.distance[tile];
found = true;
}
}
if(!found)
{
out2 << ' ';
out3 << ' ';
}
}
out1 << std::endl;
out2 << std::endl;
out3 << std::endl;
}
out1 << std::endl;
out2 << std::endl;
out3 << std::endl;
}
out1 << std::endl;
out2 << std::endl;
out3 << std::endl;
}
#endif
}
bool CRmgTemplateZone::waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB)
{
for(auto & lake : lakes)
{
if(lake.connectedZones.count(zoneA) && lake.connectedZones.count(zoneB))
{
lake.keepConnections.insert(zoneA);
lake.keepConnections.insert(zoneB);
return true;
}
}
return false;
}
void CRmgTemplateZone::waterConnection(CRmgTemplateZone& dst)
{
if(isUnderground() || dst.getCoastTiles().empty())
return;
//block zones are not connected by template
for(auto& lake : lakes)
{
if(lake.connectedZones.count(dst.getId()))
{
if(!lake.keepConnections.count(dst.getId()))
{
for(auto & ct : lake.coast)
{
if(gen->getZoneID(ct) == dst.getId() && gen->isPossible(ct))
gen->setOccupied(ct, ETileType::BLOCKED);
}
continue;
}
int3 coastTile(-1, -1, -1);
int zoneTowns = dst.playerTowns.getTownCount() + dst.playerTowns.getCastleCount() +
dst.neutralTowns.getTownCount() + dst.neutralTowns.getCastleCount();
if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
{
coastTile = dst.createShipyard(lake.tiles, gen->getConfig().shipyardGuard);
if(!coastTile.valid())
{
coastTile = makeBoat(dst.getId(), lake.tiles);
}
}
else
{
coastTile = makeBoat(dst.getId(), lake.tiles);
}
if(coastTile.valid())
{
if(connectPath(coastTile, true))
{
addFreePath(coastTile);
}
else
logGlobal->error("Cannot build water route for zone %d", dst.getId());
}
else
logGlobal->error("No entry from water to zone %d", dst.getId());
}
}
}
const std::set<int3>& CRmgTemplateZone::getCoastTiles() const
{
return coastTiles;
}
bool CRmgTemplateZone::isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const
{
int lakeId = gen->getZoneWater().second->lakeMap.at(tile);
if(lakeId == 0)
return false;
return gen->getZoneWater().second->lakes.at(lakeId - 1).connectedZones.count(zone) &&
gen->getZoneWater().second->lakes.at(lakeId - 1).keepConnections.count(zone);
}
void CRmgTemplateZone::fractalize()
{
for (auto tile : tileinfo)
{
if (gen->isFree(tile))
freePaths.insert(tile);
}
std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
std::set<int3> possibleTiles;
std::set<int3> tilesToIgnore; //will be erased in this iteration
//the more treasure density, the greater distance between paths. Scaling is experimental.
int totalDensity = 0;
for(auto ti : treasureInfo)
totalDensity += ti.density;
const float minDistance = 10 * 10; //squared
for(auto tile : tileinfo)
{
if(gen->isPossible(tile))
possibleTiles.insert(tile);
}
assert (clearedTiles.size()); //this should come from zone connections
std::vector<int3> nodes; //connect them with a grid
if(type != ETemplateZoneType::JUNCTION)
{
//junction is not fractalized, has only one straight path
//everything else remains blocked
while(!possibleTiles.empty())
{
//link tiles in random order
std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
int3 nodeFound(-1, -1, -1);
for(auto tileToMakePath : tilesToMakePath)
{
//find closest free tile
float currentDistance = 1e10;
int3 closestTile(-1, -1, -1);
for(auto clearTile : clearedTiles)
{
float distance = static_cast<float>(tileToMakePath.dist2dSQ(clearTile));
if(distance < currentDistance)
{
currentDistance = distance;
closestTile = clearTile;
}
if(currentDistance <= minDistance)
{
//this tile is close enough. Forget about it and check next one
tilesToIgnore.insert(tileToMakePath);
break;
}
}
//if tiles is not close enough, make path to it
if (currentDistance > minDistance)
{
nodeFound = tileToMakePath;
nodes.push_back(nodeFound);
clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
break; //next iteration - use already cleared tiles
}
}
for(auto tileToClear : tilesToIgnore)
{
//these tiles are already connected, ignore them
vstd::erase_if_present(possibleTiles, tileToClear);
}
if(!nodeFound.valid()) //nothing else can be done (?)
break;
tilesToIgnore.clear();
}
}
//cut straight paths towards the center. A* is too slow for that.
for (auto node : nodes)
{
auto subnodes = nodes;
boost::sort(subnodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
{
return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
});
std::vector <int3> nearbyNodes;
if (subnodes.size() >= 2)
{
nearbyNodes.push_back(subnodes[1]); //node[0] is our node we want to connect
}
if (subnodes.size() >= 3)
{
nearbyNodes.push_back(subnodes[2]);
}
//connect with all the paths
crunchPath(node, findClosestTile(freePaths, node), true, &freePaths);
//connect with nearby nodes
for (auto nearbyNode : nearbyNodes)
{
crunchPath(node, nearbyNode, true, &freePaths); //do not allow to make another path network
}
}
for (auto node : nodes)
gen->setOccupied(node, ETileType::FREE); //make sure they are clear
//now block most distant tiles away from passages
float blockDistance = minDistance * 0.25f;
for (auto tile : tileinfo)
{
if(!gen->isPossible(tile))
continue;
if(freePaths.count(tile))
continue;
bool closeTileFound = false;
for(auto clearTile : freePaths)
{
float distance = static_cast<float>(tile.dist2dSQ(clearTile));
if(distance < blockDistance)
{
closeTileFound = true;
break;
}
}
if (!closeTileFound) //this tile is far enough from passages
gen->setOccupied(tile, ETileType::BLOCKED);
}
#define PRINT_FRACTALIZED_MAP false
if (PRINT_FRACTALIZED_MAP) //enable to debug
{
std::ofstream out(boost::to_string(boost::format("zone_%d.txt") % id));
int levels = gen->map->twoLevel ? 2 : 1;
int width = gen->map->width;
int height = gen->map->height;
for (int k = 0; k < levels; k++)
{
for(int j=0; j<height; j++)
{
for (int i=0; i<width; i++)
{
char t = '?';
switch (gen->getTile(int3(i, j, k)).getTileType())
{
case ETileType::FREE:
t = ' '; break;
case ETileType::BLOCKED:
t = '#'; break;
case ETileType::POSSIBLE:
t = '-'; break;
case ETileType::USED:
t = 'O'; break;
}
out << t;
}
out << std::endl;
}
out << std::endl;
}
out << std::endl;
}
}
void CRmgTemplateZone::connectLater()
{
for (const int3 & node : tilesToConnectLater)
{
if (!connectWithCenter(node, true))
logGlobal->error("Failed to connect node %s with center of the zone", node.toString());
}
}
bool CRmgTemplateZone::crunchPath(const int3 &src, const int3 &dst, bool onlyStraight, std::set<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 = static_cast<float>(currentPos.dist2dSQ (dst));
while (!end)
{
if (currentPos == dst)
{
result = true;
break;
}
auto lastDistance = distance;
auto processNeighbours = [this, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
{
if (!result) //not sure if lambda is worth it...
{
if (pos == dst)
{
result = true;
end = true;
}
if (pos.dist2dSQ (dst) < distance)
{
if (!gen->isBlocked(pos))
{
if (gen->getZoneID(pos) == id)
{
if (gen->isPossible(pos))
{
gen->setOccupied (pos, ETileType::FREE);
if (clearedTiles)
clearedTiles->insert(pos);
currentPos = pos;
distance = static_cast<float>(currentPos.dist2dSQ (dst));
}
else if (gen->isFree(pos))
{
end = true;
result = true;
}
}
}
}
}
};
if (onlyStraight)
gen->foreachDirectNeighbour (currentPos, processNeighbours);
else
gen->foreach_neighbour (currentPos,processNeighbours);
int3 anotherPos(-1, -1, -1);
if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
{
//try any nearby tiles, even if its not closer than current
float lastDistance = 2 * distance; //start with significantly larger value
auto processNeighbours2 = [this, &currentPos, dst, &lastDistance, &anotherPos, clearedTiles](int3 &pos)
{
if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
{
if (gen->getZoneID(pos) == id)
{
if (gen->isPossible(pos))
{
if (clearedTiles)
clearedTiles->insert(pos);
anotherPos = pos;
lastDistance = static_cast<float>(currentPos.dist2dSQ(dst));
}
}
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentPos, processNeighbours2);
else
gen->foreach_neighbour(currentPos, processNeighbours2);
if (anotherPos.valid())
{
if (clearedTiles)
clearedTiles->insert(anotherPos);
gen->setOccupied(anotherPos, ETileType::FREE);
currentPos = anotherPos;
}
}
if (!(result || distance < lastDistance || anotherPos.valid()))
{
//FIXME: seemingly this condition is messed up, tells nothing
//logGlobal->warn("No tile closer than %s found on path from %s to %s", currentPos, src , dst);
break;
}
}
return result;
}
boost::heap::priority_queue<CRmgTemplateZone::TDistance, boost::heap::compare<CRmgTemplateZone::NodeComparer>> CRmgTemplateZone::createPriorityQueue()
{
return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
}
bool CRmgTemplateZone::createRoad(const int3& src, const int3& dst)
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto pq = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
gen->setRoad (src, ROAD_NAMES[0]); //just in case zone guard already has road under it. Road under nodes will be added at very end
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
pq.push(std::make_pair(src, 0.f));
distances[src] = 0.f;
// Cost from start along best known path.
while (!pq.empty())
{
auto node = pq.top();
pq.pop(); //remove top element
int3 currentNode = node.first;
closed.insert (currentNode);
auto currentTile = &gen->map->getTile(currentNode);
if (currentNode == dst || gen->isRoad(currentNode))
{
// The goal node was reached. Trace the path using
// the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
// add node to path
roads.insert(backTracking);
gen->setRoad(backTracking, gen->getConfig().defaultRoadType);
//logGlobal->trace("Setting road at tile %s", backTracking);
// do the same for the predecessor
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
bool directNeighbourFound = false;
float movementCost = 1;
auto foo = [this, &pq, &distances, &closed, &cameFrom, &currentNode, &currentTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
{
if (vstd::contains(closed, pos)) //we already visited that node
return;
float distance = node.second + movementCost;
float bestDistanceSoFar = std::numeric_limits<float>::max();
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = it->second;
if (distance < bestDistanceSoFar)
{
auto tile = &gen->map->getTile(pos);
bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
if ((gen->isFree(pos) && gen->isFree(currentNode)) //empty path
|| ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
|| pos == dst) //we already compledted the path
{
if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
{
cameFrom[pos] = currentNode;
distances[pos] = distance;
pq.push(std::make_pair(pos, distance));
directNeighbourFound = true;
}
}
}
};
gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
if (!directNeighbourFound)
{
movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
gen->foreachDiagonalNeighbour(currentNode, foo);
}
}
}
logGlobal->warn("Failed to create road from %s to %s", src.toString(), dst.toString());
return false;
}
bool CRmgTemplateZone::connectPath(const int3& src, bool onlyStraight)
///connect current tile to any other free tile within zone
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto open = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
//int3 currentNode = src;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0.f;
open.push(std::make_pair(src, 0.f));
// Cost from start along best known path.
// Estimated total cost from start to goal through y.
while (!open.empty())
{
auto node = open.top();
open.pop();
int3 currentNode = node.first;
closed.insert(currentNode);
if (gen->isFree(currentNode)) //we reached free paths, stop
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
gen->setOccupied(backTracking, ETileType::FREE);
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
auto foo = [this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
{
if (vstd::contains(closed, pos))
return;
//no paths through blocked or occupied tiles, stay within zone
if (gen->isBlocked(pos) || gen->getZoneID(pos) != id)
return;
int distance = static_cast<int>(distances[currentNode]) + 1;
int bestDistanceSoFar = std::numeric_limits<int>::max();
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = static_cast<int>(it->second);
if (distance < bestDistanceSoFar)
{
cameFrom[pos] = currentNode;
open.push(std::make_pair(pos, (float)distance));
distances[pos] = static_cast<float>(distance);
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentNode, foo);
else
gen->foreach_neighbour(currentNode, foo);
}
}
for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
{
if(gen->isPossible(tile))
gen->setOccupied (tile, ETileType::BLOCKED);
vstd::erase_if_present(possibleTiles, tile);
}
return false;
}
bool CRmgTemplateZone::connectWithCenter(const int3& src, bool onlyStraight, bool passThroughBlocked)
///connect current tile to any other free tile within zone
{
//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
std::set<int3> closed; // The set of nodes already evaluated.
auto open = createPriorityQueue(); // The set of tentative nodes to be evaluated, initially containing the start node
std::map<int3, int3> cameFrom; // The map of navigated nodes.
std::map<int3, float> distances;
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
distances[src] = 0;
open.push(std::make_pair(src, 0.f));
// Cost from start along best known path.
while (!open.empty())
{
auto node = open.top();
open.pop();
int3 currentNode = node.first;
closed.insert(currentNode);
if (currentNode == pos) //we reached center of the zone, stop
{
// Trace the path using the saved parent information and return path
int3 backTracking = currentNode;
while (cameFrom[backTracking].valid())
{
gen->setOccupied(backTracking, ETileType::FREE);
backTracking = cameFrom[backTracking];
}
return true;
}
else
{
auto foo = [this, &open, &closed, &cameFrom, &currentNode, &distances, passThroughBlocked](int3& pos) -> void
{
if (vstd::contains(closed, pos))
return;
if (gen->getZoneID(pos) != id)
return;
float movementCost = 0;
if (gen->isFree(pos))
movementCost = 1;
else if (gen->isPossible(pos))
movementCost = 2;
else if(passThroughBlocked && gen->shouldBeBlocked(pos))
movementCost = 3;
else
return;
float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
int bestDistanceSoFar = std::numeric_limits<int>::max(); //FIXME: boost::limits
auto it = distances.find(pos);
if (it != distances.end())
bestDistanceSoFar = static_cast<int>(it->second);
if (distance < bestDistanceSoFar)
{
cameFrom[pos] = currentNode;
open.push(std::make_pair(pos, distance));
distances[pos] = distance;
}
};
if (onlyStraight)
gen->foreachDirectNeighbour(currentNode, foo);
else
gen->foreach_neighbour(currentNode, foo);
}
}
return false;
}
void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
{
closeObjects.push_back(std::make_pair(obj, strength));
}
void CRmgTemplateZone::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
{
nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));
}
void CRmgTemplateZone::addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 strength)
{
//TODO: use strength
instantObjects.push_back(std::make_pair(obj, position));
}
void CRmgTemplateZone::addToConnectLater(const int3& src)
{
tilesToConnectLater.insert(src);
}
int CRmgTemplateZone::chooseRandomAppearance(si32 ObjID) const
{
auto factories = VLC->objtypeh->knownSubObjects(ObjID);
vstd::erase_if(factories, [this, ObjID](si32 f)
{
return VLC->objtypeh->getHandlerFor(ObjID, f)->getTemplates(terrainType).empty();
});
return *RandomGeneratorUtil::nextItem(factories, gen->rand);
}
bool CRmgTemplateZone::addMonster(int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
{
//precalculate actual (randomized) monster strength based on this post
//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
int mapMonsterStrength = gen->getMapGenOptions().getMonsterStrength();
int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
static const int value1[] = {2500, 1500, 1000, 500, 0};
static const int value2[] = {7500, 7500, 7500, 5000, 5000};
static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
int strength1 = static_cast<int>(std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]));
int strength2 = static_cast<int>(std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]));
strength = strength1 + strength2;
if (strength < gen->getConfig().minGuardStrength)
return false; //no guard at all
CreatureID creId = CreatureID::NONE;
int amount = 0;
std::vector<CreatureID> possibleCreatures;
for (auto cre : VLC->creh->objects)
{
if (cre->special)
continue;
if (!cre->AIValue) //bug #2681
continue;
if (!vstd::contains(monsterTypes, cre->faction))
continue;
if (((si32)(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < (si32)cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
{
possibleCreatures.push_back(cre->idNumber);
}
}
if (possibleCreatures.size())
{
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
amount = strength / VLC->creh->objects[creId]->AIValue;
if (amount >= 4)
amount = static_cast<int>(amount * gen->rand.nextDouble(0.75, 1.25));
}
else //just pick any available creature
{
creId = CreatureID(132); //Azure Dragon
amount = strength / VLC->creh->objects[creId]->AIValue;
}
auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
guard->character = CGCreature::HOSTILE;
auto hlp = new CStackInstance(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
placeObject(guard, pos);
if (clearSurroundingTiles)
{
//do not spawn anything near monster
gen->foreach_neighbour (pos, [this](int3 pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
});
}
return true;
}
bool CRmgTemplateZone::createTreasurePile(int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
{
CTreasurePileInfo info;
std::map<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 <= (int)desiredValue - 100) //no objects with value below 100 are available
{
treasures[info.nextTreasurePos] = nullptr;
for (auto treasurePos : treasures)
{
gen->foreach_neighbour(treasurePos.first, [&boundary](int3 pos)
{
boundary.insert(pos);
});
}
for (auto treasurePos : treasures)
{
//leaving only boundary around objects
vstd::erase_if_present(boundary, treasurePos.first);
}
for (auto tile : boundary)
{
//we can't extend boundary anymore
if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
break;
}
ObjectInfo oi = getRandomObject(info, desiredValue, maxValue, currentValue);
if (!oi.value) //0 value indicates no object
{
vstd::erase_if_present(treasures, info.nextTreasurePos);
break;
}
else
{
object = oi.generateObject();
object->appearance = oi.templ;
//remove from possible objects
auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
assert (oiptr != possibleObjects.end());
oiptr->maxPerZone--;
if (!oiptr->maxPerZone)
possibleObjects.erase(oiptr);
//update treasure pile area
int3 visitablePos = info.nextTreasurePos;
if (oi.templ.isVisitableFromTop())
info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
else
info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
for (auto blockedOffset : oi.templ.getBlockedOffsets())
{
int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
info.occupiedPositions.insert(blockPos);
info.blockedPositions.insert(blockPos);
}
info.occupiedPositions.insert(visitablePos + oi.templ.getVisitableOffset());
currentValue += oi.value;
treasures[info.nextTreasurePos] = object;
//now find place for next object
int3 placeFound(-1,-1,-1);
//randomize next position from among possible ones
std::vector<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) && gen->getZoneID(tile) == getId()) //we can place new treasure only on possible tile
{
bool here = true;
gen->foreach_neighbour (tile, [this, &here, minDistance](int3 pos)
{
if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getZoneID(pos) != getId() || gen->getNearestObjectDistance(pos) < minDistance)
here = false;
});
if (here)
{
placeFound = tile;
break;
}
}
}
if (placeFound.valid())
info.nextTreasurePos = placeFound;
else
break; //no more place to add any objects
}
}
if (treasures.size())
{
//find object closest to free path, then connect it to the middle of the zone
int3 closestTile = int3(-1,-1,-1);
float minTreasureDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
minTreasureDistance = static_cast<float>(closestFreeTile.dist2d(visitablePos));
}
}
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
{
closestTile = visitablePos;
minTreasureDistance = static_cast<float>(closestFreeTile.dist2d(visitablePos));
}
}
assert (closestTile.valid());
for (auto tile : info.occupiedPositions)
{
if (gen->map->isInTheMap(tile) && gen->isPossible(tile) && gen->getZoneID(tile)==id) //pile boundary may reach map border
gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
}
if (!connectPath (closestTile, false)) //this place is sealed off, need to find new position
{
return false;
}
//update boundary around our objects, including knowledge about objects visitable from bottom
boundary.clear();
for (auto tile : info.visitableFromBottomPositions)
{
gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
{
if (pos.y >= tile.y) //don't block these objects from above
boundary.insert(pos);
});
}
for (auto tile : info.visitableFromTopPositions)
{
gen->foreach_neighbour(tile, [&boundary](int3 pos)
{
boundary.insert(pos);
});
}
bool isPileGuarded = isGuardNeededForTreasure(currentValue);
for (auto tile : boundary) //guard must be standing there
{
if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
{
guardPos = tile;
break;
}
}
if (guardPos.valid())
{
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
placeObject(treasure.second, treasure.first + visitableOffset);
}
if (isPileGuarded && addMonster(guardPos, currentValue, false))
{//block only if the object is guarded
for (auto tile : boundary)
{
if (gen->isPossible(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
//do not spawn anything near monster
gen->foreach_neighbour(guardPos, [this](int3 pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
});
}
}
else if (isPileGuarded)//we couldn't make a connection to this location, block it
{
for (auto treasure : treasures)
{
if (gen->isPossible(treasure.first))
gen->setOccupied(treasure.first, ETileType::BLOCKED);
delete treasure.second;
}
}
return true;
}
else //we did not place eveyrthing successfully
{
if(gen->isPossible(pos))
gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
vstd::erase_if_present(possibleTiles, pos);
return false;
}
}
void CRmgTemplateZone::initTownType ()
{
//FIXME: handle case that this player is not present -> towns should be set to neutral
int totalTowns = 0;
//cut a ring around town to ensure crunchPath always hits it.
auto cutPathAroundTown = [this](const CGTownInstance * town)
{
auto clearPos = [this](const int3 & pos)
{
if (gen->isPossible(pos))
gen->setOccupied(pos, ETileType::FREE);
};
for (auto blockedTile : town->getBlockedPos())
{
gen->foreach_neighbour(blockedTile, clearPos);
}
//clear town entry
gen->foreach_neighbour(town->visitablePos()+int3{0,1,0}, clearPos);
};
auto addNewTowns = [&totalTowns, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
{
for (int i = 0; i < count; i++)
{
si32 subType = townType;
if(totalTowns>0)
{
if(!this->townsAreSameType)
{
if (townTypes.size())
subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else
subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
}
}
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
town->ID = Obj::TOWN;
town->tempOwner = player;
if (hasFort)
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for(auto spell : VLC->spellh->objects) //add all regular spells to town
{
if(!spell->isSpecial() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
if (totalTowns <= 0)
{
//FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
//register MAIN town of zone
gen->registerZone(town->subID);
//first town in zone goes in the middle
placeObject(town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
setPos(town->visitablePos()); //roads lead to mian town
}
else
addRequiredObject (town);
totalTowns++;
}
};
if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
{
//set zone types to player faction, generate main town
logGlobal->info("Preparing playing zone");
int player_id = *owner - 1;
auto & playerInfo = gen->map->players[player_id];
PlayerColor player(player_id);
if (playerInfo.canAnyonePlay())
{
player = PlayerColor(player_id);
townType = gen->getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown();
if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
randomizeTownType(true);
}
else //no player - randomize town
{
player = PlayerColor::NEUTRAL;
randomizeTownType();
}
auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType);
CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
town->tempOwner = player;
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(BuildingID::DEFAULT);
for(auto spell : VLC->spellh->objects) //add all regular spells to town
{
if(!spell->isSpecial() && !spell->isCreatureAbility())
town->possibleSpells.push_back(spell->id);
}
//towns are big objects and should be centered around visitable position
placeObject(town, getPos() + town->getVisitableOffset(), true);
cutPathAroundTown(town);
setPos(town->visitablePos()); //roads lead to mian town
totalTowns++;
//register MAIN town of zone only
gen->registerZone (town->subID);
if (playerInfo.canAnyonePlay()) //configure info for owning player
{
logGlobal->trace("Fill player info %d", player_id);
// Update player info
playerInfo.allowedFactions.clear();
playerInfo.allowedFactions.insert(townType);
playerInfo.hasMainTown = true;
playerInfo.posOfMainTown = town->pos;
playerInfo.generateHeroAtMainTown = true;
//now create actual towns
addNewTowns(playerTowns.getCastleCount() - 1, true, player);
addNewTowns(playerTowns.getTownCount(), false, player);
}
else
{
addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
}
}
else //randomize town types for any other zones as well
{
randomizeTownType();
}
addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
{
//25% chance for neutral
if (gen->rand.nextInt(1, 100) <= 25)
{
townType = ETownType::NEUTRAL;
}
else
{
if (townTypes.size())
townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
else if (monsterTypes.size())
townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
else //just in any case
randomizeTownType();
}
}
}
void CRmgTemplateZone::randomizeTownType(bool matchUndergroundType)
{
auto townTypesAllowed = (townTypes.size() ? townTypes : getDefaultTownTypes());
if(matchUndergroundType && gen->getMapGenOptions().getHasTwoLevels())
{
std::set<TFaction> townTypesVerify;
for(TFaction factionIdx : townTypesAllowed)
{
bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
if(isUnderground() ? preferUnderground : !preferUnderground)
{
townTypesVerify.insert(factionIdx);
}
}
if(!townTypesVerify.empty())
townTypesAllowed = townTypesVerify;
}
townType = *RandomGeneratorUtil::nextItem(townTypesAllowed, gen->rand);
}
void CRmgTemplateZone::initTerrainType ()
{
if (type==ETemplateZoneType::WATER)
{
//collect all water terrain types
std::vector<Terrain> waterTerrains;
for(auto & terrain : Terrain::Manager::terrains())
if(terrain.isWater())
waterTerrains.push_back(terrain);
terrainType = *RandomGeneratorUtil::nextItem(waterTerrains, gen->rand);
}
else
{
if (matchTerrainToTown && townType != ETownType::NEUTRAL)
{
terrainType = (*VLC->townh)[townType]->nativeTerrain;
}
else
{
terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
}
//TODO: allow new types of terrain?
{
if(isUnderground())
{
if(!vstd::contains(gen->getConfig().terrainUndergroundAllowed, terrainType))
{
//collect all underground terrain types
std::vector<Terrain> undegroundTerrains;
for(auto & terrain : Terrain::Manager::terrains())
if(terrain.isUnderground())
undegroundTerrains.push_back(terrain);
terrainType = *RandomGeneratorUtil::nextItem(undegroundTerrains, gen->rand);
}
}
else
{
if(vstd::contains(gen->getConfig().terrainGroundProhibit, terrainType) || terrainType.isUnderground())
terrainType = Terrain("dirt");
}
}
}
paintZoneTerrain (terrainType);
}
void CRmgTemplateZone::paintZoneTerrain (Terrain terrainType)
{
std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
gen->getEditManager()->getTerrainSelection().setSelection(tiles);
gen->getEditManager()->drawTerrain(terrainType, &gen->rand);
}
bool CRmgTemplateZone::placeMines ()
{
using namespace Res;
std::vector<CGMine*> createdMines;
for(const auto & mineInfo : mines)
{
ERes res = (ERes)mineInfo.first;
for(int i = 0; i < mineInfo.second; ++i)
{
auto mine = (CGMine*) VLC->objtypeh->getHandlerFor(Obj::MINE, res)->create(ObjectTemplate());
mine->producedResource = res;
mine->tempOwner = PlayerColor::NEUTRAL;
mine->producedQuantity = mine->defaultResProduction();
createdMines.push_back(mine);
if(!i && (res == ERes::WOOD || res == ERes::ORE))
addCloseObject(mine, gen->getConfig().mineValues.at(res)); //only first wood&ore mines are close
else
addRequiredObject(mine, gen->getConfig().mineValues.at(res));
}
}
//create extra resources
if(int extraRes = gen->getConfig().mineExtraResources)
{
for(auto * mine : createdMines)
{
for(int rc = gen->rand.nextInt(1, extraRes); rc > 0; --rc)
{
auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate());
resourse->amount = CGResource::RANDOM_AMOUNT;
addNearbyObject(resourse, mine);
}
}
}
return true;
}
EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const int3 & pos)
{
//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
obj->pos = pos;
gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED);
for (auto tile : obj->getBlockedPos())
{
if (gen->map->isInTheMap(tile))
gen->setOccupied(tile, ETileType::BLOCKED);
}
int3 accessibleOffset = getAccessibleOffset(obj->appearance, pos);
if (!accessibleOffset.valid())
{
logGlobal->warn("Cannot access required object at position %s, retrying", pos.toString());
return EObjectPlacingResult::CANNOT_FIT;
}
if (!connectPath(accessibleOffset, true))
{
logGlobal->trace("Failed to create path to required object at position %s, retrying", pos.toString());
return EObjectPlacingResult::SEALED_OFF;
}
else
return EObjectPlacingResult::SUCCESS;
}
bool CRmgTemplateZone::createRequiredObjects()
{
logGlobal->trace("Creating required objects");
for(const auto &object : requiredObjects)
{
auto obj = object.first;
if (!obj->appearance.canBePlacedAt(terrainType))
continue;
int3 pos;
while (true)
{
if (!findPlaceForObject(obj, 3, pos))
{
logGlobal->error("Failed to fill zone %d due to lack of space", id);
return false;
}
if (tryToPlaceObjectAndConnectToPath(obj, pos) == EObjectPlacingResult::SUCCESS)
{
//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
placeObject(obj, pos);
guardObject(obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
break;
}
}
}
for (const auto &obj : closeObjects)
{
setTemplateForObject(obj.first);
if (!obj.first->appearance.canBePlacedAt(terrainType))
continue;
auto tilesBlockedByObject = obj.first->getBlockedOffsets();
bool finished = false;
bool attempt = true;
while (!finished && attempt)
{
attempt = false;
std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end());
//new tiles vector after each object has been placed, OR misplaced area has been sealed off
boost::remove_if(tiles, [obj, this](int3 &tile)-> bool
{
//object must be accessible from at least one surounding tile
return !this->isAccessibleFromSomewhere(obj.first->appearance, tile);
});
auto targetPosition = requestedPositions.find(obj.first)!=requestedPositions.end() ? requestedPositions[obj.first] : pos;
// smallest distance to zone center, greatest distance to nearest object
auto isCloser = [this, &targetPosition, &tilesBlockedByObject](const int3 & lhs, const int3 & rhs) -> bool
{
float lDist = std::numeric_limits<float>::max();
float rDist = std::numeric_limits<float>::max();
for(int3 t : tilesBlockedByObject)
{
t += targetPosition;
lDist = fmin(lDist, static_cast<float>(t.dist2d(lhs)));
rDist = fmin(rDist, static_cast<float>(t.dist2d(rhs)));
}
lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
rDist *= (rDist > 12) ? 10 : 1;
return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
};
boost::sort(tiles, isCloser);
if (tiles.empty())
{
logGlobal->error("Failed to fill zone %d due to lack of space", id);
return false;
}
for (auto tile : tiles)
{
//code partially adapted from findPlaceForObject()
if(!areAllTilesAvailable(obj.first, tile, tilesBlockedByObject))
continue;
attempt = true;
EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(obj.first, tile);
if (result == EObjectPlacingResult::SUCCESS)
{
placeObject(obj.first, tile);
guardObject(obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
finished = true;
break;
}
else if (result == EObjectPlacingResult::CANNOT_FIT)
continue; // next tile
else if (result == EObjectPlacingResult::SEALED_OFF)
{
break; //tiles expired, pick new ones
}
else
throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()"));
}
}
}
//create nearby objects (e.g. extra resources close to mines)
for(const auto & object : nearbyObjects)
{
auto obj = object.first;
std::set<int3> possiblePositions;
for (auto blockedTile : object.second->getBlockedPos())
{
gen->foreachDirectNeighbour(blockedTile, [this, &possiblePositions](int3 pos)
{
if (!gen->isBlocked(pos) && tileinfo.count(pos))
{
//some resources still could be unaccessible, at least one free cell shall be
gen->foreach_neighbour(pos, [this, &possiblePositions, &pos](int3 p)
{
if(gen->isFree(p))
possiblePositions.insert(pos);
});
}
});
}
if(possiblePositions.empty())
{
delete obj; //is it correct way to prevent leak?
}
else
{
auto pos = *RandomGeneratorUtil::nextItem(possiblePositions, gen->rand);
placeObject(obj, pos);
}
}
//create object on specific positions
//TODO: implement guards
for (const auto &obj : instantObjects)
{
if(tryToPlaceObjectAndConnectToPath(obj.first, obj.second)==EObjectPlacingResult::SUCCESS)
{
placeObject(obj.first, obj.second);
//TODO: guardObject(...)
}
}
requiredObjects.clear();
closeObjects.clear();
nearbyObjects.clear();
instantObjects.clear();
return true;
}
int3 CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const std::set<int3> & lake)
{
std::set<int3> lakeCoast;
std::set_intersection(gen->getZones()[land]->getCoastTiles().begin(), gen->getZones()[land]->getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin()));
if(lakeCoast.empty())
return int3(-1, -1, -1);
for(int randomAttempts = 0; randomAttempts<5; ++randomAttempts)
{
auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand);
if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile))
return coastTile;
}
//if no success on random selection, use brute force
for(const auto& coastTile : lakeCoast)
{
if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile))
return coastTile;
}
return int3(-1,-1,-1);
}
bool CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const int3 & coast)
{
//verify coast
if(gen->getZoneWater().first != id)
throw rmgException("Cannot make a ship: not a water zone");
if(gen->getZoneID(coast) != id)
throw rmgException("Cannot make a ship: coast tile doesn't belong to water");
//find zone for ship boarding
std::vector<int3> landTiles;
gen->foreach_neighbour(coast, [this, &landTiles, land](const int3 & t)
{
if(land == gen->getZoneID(t) && gen->isPossible(t))
{
landTiles.push_back(t);
}
});
if(landTiles.empty())
return false;
int3 landTile = {-1, -1, -1};
for(auto& lt : landTiles)
{
if(gen->getZones()[land]->connectPath(lt, false))
{
landTile = lt;
gen->setOccupied(landTile, ETileType::FREE);
break;
}
}
if(!landTile.valid())
return false;
auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
auto* boat = (CGBoat*)VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, gen->rand))->create(ObjectTemplate());
auto targetPos = boat->getVisitableOffset() + coast + int3{1, 0, 0}; //+1 offset for boat - bug?
if (gen->map->isInTheMap(targetPos) && gen->isPossible(targetPos) && gen->getZoneID(targetPos) == getId())
{
//don't connect to path because it's not initialized
addObjectAtPosition(boat, targetPos);
gen->setOccupied(targetPos, ETileType::USED);
return true;
}
return false;
}
int3 CRmgTemplateZone::createShipyard(const std::set<int3> & lake, si32 guardStrength)
{
std::set<int3> lakeCoast;
std::set_intersection(getCoastTiles().begin(), getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin()));
for(int randomAttempts = 0; randomAttempts < 5; ++randomAttempts)
{
auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand);
if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength))
return coastTile;
}
//if no success on random selection, use brute force
for(const auto& coastTile : lakeCoast)
{
if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength))
return coastTile;
}
return int3(-1,-1,-1);
}
bool CRmgTemplateZone::createShipyard(const int3 & position, si32 guardStrength)
{
int subtype = chooseRandomAppearance(Obj::SHIPYARD);
auto shipyard = (CGShipyard*) VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(ObjectTemplate());
shipyard->tempOwner = PlayerColor::NEUTRAL;
setTemplateForObject(shipyard);
std::vector<int3> outOffsets;
auto tilesBlockedByObject = shipyard->getBlockedOffsets();
tilesBlockedByObject.insert(shipyard->getVisitableOffset());
shipyard->getOutOffsets(outOffsets);
int3 targetTile(-1, -1, -1);
std::set<int3> shipAccessCandidates;
for(const auto & outOffset : outOffsets)
{
auto candidateTile = position - outOffset;
std::set<int3> tilesBlockedAbsolute;
//check space under object
bool allClear = true;
for(const auto & objectTileOffset : tilesBlockedByObject)
{
auto objectTile = candidateTile + objectTileOffset;
tilesBlockedAbsolute.insert(objectTile);
if(!gen->map->isInTheMap(objectTile) || !gen->isPossible(objectTile) || gen->getZoneID(objectTile)!=id)
{
allClear = false;
break;
}
}
if(!allClear) //cannot place shipyard anyway
continue;
//prepare temporary map
for(auto& blockedPos : tilesBlockedAbsolute)
gen->setOccupied(blockedPos, ETileType::USED);
//check if boarding position is accessible
gen->foreach_neighbour(position, [this, &shipAccessCandidates](const int3 & v)
{
if(!gen->isBlocked(v) && gen->getZoneID(v)==id)
{
//make sure that it's possible to create path to boarding position
if(connectWithCenter(v, false, false))
shipAccessCandidates.insert(v);
}
});
//check if we can connect shipyard entrance with path
if(!connectWithCenter(candidateTile + shipyard->getVisitableOffset(), false))
shipAccessCandidates.clear();
//rollback temporary map
for(auto& blockedPos : tilesBlockedAbsolute)
gen->setOccupied(blockedPos, ETileType::POSSIBLE);
if(!shipAccessCandidates.empty() && isAccessibleFromSomewhere(shipyard->appearance, candidateTile))
{
targetTile = candidateTile;
break; //no need to check other offsets as we already found position
}
shipAccessCandidates.clear(); //invalidate positions
}
if(!targetTile.valid())
{
delete shipyard;
return false;
}
if(tryToPlaceObjectAndConnectToPath(shipyard, targetTile)==EObjectPlacingResult::SUCCESS)
{
placeObject(shipyard, targetTile);
guardObject(shipyard, guardStrength, false, true);
for(auto& accessPosition : shipAccessCandidates)
{
if(connectPath(accessPosition, false))
{
gen->setOccupied(accessPosition, ETileType::FREE);
return true;
}
}
}
logGlobal->warn("Cannot find path to shipyard boarding position");
delete shipyard;
return false;
}
void CRmgTemplateZone::createTreasures()
{
int mapMonsterStrength = gen->getMapGenOptions().getMonsterStrength();
int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
minGuardedValue = minGuardedValues[monsterStrength];
auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
{
return lhs.max > rhs.max;
};
//place biggest treasures first at large distance, place smaller ones inbetween
boost::sort(treasureInfo, valueComparator);
//sort treasures by ascending value so we can stop checking treasures with too high value
boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
{
return oi1.value < oi2.value;
});
int totalDensity = 0;
for (auto t : treasureInfo)
{
//discard objects with too high value to be ever placed
vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
{
return oi.value > t.max;
});
totalDensity += t.density;
//treasure density is inversely proportional to zone size but must be scaled back to map size
//also, normalize it to zone count - higher count means relatively smaller zones
//this is squared distance for optimization purposes
const float minDistance = std::max<float>((125.f / totalDensity), 2.0f);
//distance lower than 2 causes objects to overlap and crash
bool stop = false;
do {
//optimization - don't check tiles which are not allowed
vstd::erase_if(possibleTiles, [this](const int3 &tile) -> bool
{
//for water area we sholdn't place treasures close to coast
for(auto & lake : lakes)
if(vstd::contains(lake.distance, tile) && lake.distance[tile] < 2)
return true;
return !gen->isPossible(tile) || gen->getZoneID(tile)!=getId();
});
int3 treasureTilePos;
//If we are able to place at least one object with value lower than minGuardedValue, it's ok
do
{
if (!findPlaceForTreasurePile(minDistance, treasureTilePos, t.min))
{
stop = true;
break;
}
}
while (!createTreasurePile(treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
} while (!stop);
}
}
void CRmgTemplateZone::createObstacles1()
{
if (pos.z) //underground
{
//now make sure all accessible tiles have no additional rock on them
std::vector<int3> accessibleTiles;
for (auto tile : tileinfo)
{
if (gen->isFree(tile) || gen->isUsed(tile))
{
accessibleTiles.push_back(tile);
}
}
gen->getEditManager()->getTerrainSelection().setSelection(accessibleTiles);
gen->getEditManager()->drawTerrain(terrainType, &gen->rand);
}
}
void CRmgTemplateZone::createObstacles2()
{
typedef std::vector<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[(ui8)temp.getBlockedOffsets().size()].push_back(temp);
}
}
}
}
for (auto o : obstaclesBySize)
{
possibleObstacles.push_back (std::make_pair(o.first, o.second));
}
boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
{
return p1.first > p2.first; //bigger obstacles first
});
auto sel = gen->getEditManager()->getTerrainSelection();
sel.clearSelection();
auto tryToPlaceObstacleHere = [this, &possibleObstacles](int3& tile, int index)-> bool
{
auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
int3 obstaclePos = tile + temp.getBlockMapOffset();
if (canObstacleBePlacedHere(temp, obstaclePos)) //can be placed here
{
auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
placeObject(obj, obstaclePos, false);
return true;
}
return false;
};
//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
for (auto tile : boost::adaptors::reverse(tileinfo))
{
//fill tiles that should be blocked with obstacles
if (gen->shouldBeBlocked(tile))
{
//start from biggets obstacles
for (int i = 0; i < possibleObstacles.size(); i++)
{
if (tryToPlaceObstacleHere(tile, i))
break;
}
}
}
//cleanup - remove unused possible tiles to make space for roads
for (auto tile : tileinfo)
{
if (gen->isPossible(tile))
{
gen->setOccupied (tile, ETileType::FREE);
}
}
}
void CRmgTemplateZone::connectRoads()
{
logGlobal->debug("Started building roads");
std::set<int3> roadNodesCopy(roadNodes);
std::set<int3> processed;
while(!roadNodesCopy.empty())
{
int3 node = *roadNodesCopy.begin();
roadNodesCopy.erase(node);
int3 cross(-1, -1, -1);
auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
if (processed.size()) //connect with already existing network
{
cross = *boost::range::min_element(processed, comparator); //find another remaining node
}
else if (roadNodesCopy.size()) //connect with any other unconnected node
{
cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
}
else //no other nodes left, for example single road node in this zone
break;
logGlobal->debug("Building road from %s to %s", node.toString(), cross.toString());
if (createRoad(node, cross))
{
processed.insert(cross); //don't draw road starting at end point which is already connected
vstd::erase_if_present(roadNodesCopy, cross);
}
processed.insert(node);
}
drawRoads();
logGlobal->debug("Finished building roads");
}
void CRmgTemplateZone::drawRoads()
{
std::vector<int3> tiles;
for (auto tile : roads)
{
if(gen->map->isInTheMap(tile))
tiles.push_back (tile);
}
for (auto tile : roadNodes)
{
if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones
tiles.push_back(tile);
}
gen->getEditManager()->getTerrainSelection().setSelection(tiles);
gen->getEditManager()->drawRoad(gen->getConfig().defaultRoadType, &gen->rand);
}
bool CRmgTemplateZone::fill()
{
initTerrainType();
addAllPossibleObjects();
//zone center should be always clear to allow other tiles to connect
initFreeTiles();
connectLater(); //ideally this should work after fractalize, but fails
fractalize();
placeMines();
createRequiredObjects();
createTreasures();
logGlobal->info("Zone %d filled successfully", id);
return true;
}
bool CRmgTemplateZone::findPlaceForTreasurePile(float min_dist, int3 &pos, int value)
{
float best_distance = 0;
bool result = false;
bool needsGuard = isGuardNeededForTreasure(value);
//logGlobal->info("Min dist for density %f is %d", density, min_dist);
for(auto tile : possibleTiles)
{
auto dist = gen->getNearestObjectDistance(tile);
if ((dist >= min_dist) && (dist > best_distance))
{
bool allTilesAvailable = true;
gen->foreach_neighbour (tile, [this, &allTilesAvailable, needsGuard](int3 neighbour)
{
if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || gen->getZoneID(neighbour)==getId() || (!needsGuard && gen->isFree(neighbour))))
{
allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
}
});
if (allTilesAvailable)
{
best_distance = dist;
pos = tile;
result = true;
}
}
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
}
return result;
}
bool CRmgTemplateZone::canObstacleBePlacedHere(ObjectTemplate &temp, int3 &pos)
{
if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
return false;
auto tilesBlockedByObject = temp.getBlockedOffsets();
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = pos + blockingTile;
if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)) || !temp.canBePlacedAt(gen->map->getTile(t).terType))
{
return false; //if at least one tile is not possible, object can't be placed here
}
}
return true;
}
bool CRmgTemplateZone::isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const
{
return getAccessibleOffset(appearance, tile).valid();
}
int3 CRmgTemplateZone::getAccessibleOffset(ObjectTemplate & appearance, const int3 & tile) const
{
auto tilesBlockedByObject = appearance.getBlockedOffsets();
int3 ret(-1, -1, -1);
for (int x = -1; x < 2; x++)
{
for (int y = -1; y <2; y++)
{
if (x && y) //check only if object is visitable from another tile
{
int3 offset = int3(x, y, 0) - appearance.getVisitableOffset();
if (!vstd::contains(tilesBlockedByObject, offset))
{
int3 nearbyPos = tile + offset;
if (gen->map->isInTheMap(nearbyPos))
{
if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos) && tileinfo.find(nearbyPos) != tileinfo.end())
ret = nearbyPos;
}
}
}
}
}
return ret;
}
void CRmgTemplateZone::setTemplateForObject(CGObjectInstance* obj)
{
if (obj->appearance.id == Obj::NO_OBJ)
{
auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID % obj->subID % pos.toString()));
obj->appearance = templates.front();
}
}
bool CRmgTemplateZone::areAllTilesAvailable(CGObjectInstance* obj, int3& tile, const std::set<int3>& tilesBlockedByObject) const
{
for (auto blockingTile : tilesBlockedByObject)
{
int3 t = tile + blockingTile;
if (!gen->map->isInTheMap(t) || !gen->isPossible(t) || gen->getZoneID(t)!=getId())
{
//if at least one tile is not possible, object can't be placed here
return false;
}
}
return true;
}
bool CRmgTemplateZone::findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos)
{
//we need object apperance to deduce free tile
setTemplateForObject(obj);
int best_distance = 0;
bool result = false;
auto tilesBlockedByObject = obj->getBlockedOffsets();
for (auto tile : tileinfo)
{
//object must be accessible from at least one surounding tile
if (!isAccessibleFromSomewhere(obj->appearance, tile))
continue;
auto ti = gen->getTile(tile);
auto dist = ti.getNearestObjectDistance();
//avoid borders
if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
{
if (areAllTilesAvailable(obj, tile, tilesBlockedByObject))
{
best_distance = static_cast<int>(dist);
pos = tile;
result = true;
}
}
}
if (result)
{
gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
}
return result;
}
void CRmgTemplateZone::checkAndPlaceObject(CGObjectInstance* object, const int3 &pos)
{
if (!gen->map->isInTheMap(pos))
throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos.toString()));
object->pos = pos;
if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos().toString() % object->id % object->pos.toString()));
for (auto tile : object->getBlockedPos())
{
if (!gen->map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile.toString() % object->id % object->pos.toString()));
}
if (object->appearance.id == Obj::NO_OBJ)
{
auto terrainType = gen->map->getTile(pos).terType;
auto h = VLC->objtypeh->getHandlerFor(object->ID, object->subID);
auto templates = h->getTemplates(terrainType);
if (templates.empty())
throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") % object->ID % object->subID % pos.toString() % terrainType));
object->appearance = templates.front();
}
gen->getEditManager()->insertObject(object);
}
void CRmgTemplateZone::placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance)
{
checkAndPlaceObject (object, pos);
auto points = object->getBlockedPos();
if (object->isVisitable())
points.insert(pos + object->getVisitableOffset());
points.insert(pos);
for(auto p : points)
{
if (gen->map->isInTheMap(p))
{
gen->setOccupied(p, ETileType::USED);
}
}
if (updateDistance)
updateDistances(pos);
switch (object->ID)
{
case Obj::TOWN:
case Obj::RANDOM_TOWN:
case Obj::MONOLITH_TWO_WAY:
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::SUBTERRANEAN_GATE:
case Obj::SHIPYARD:
{
addRoadNode(object->visitablePos());
}
break;
default:
break;
}
}
void CRmgTemplateZone::updateDistances(const int3 & pos)
{
for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles
{
ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
gen->setNearestObjectDistance(tile, std::min((float)d, gen->getNearestObjectDistance(tile)));
}
}
void CRmgTemplateZone::placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
{
placeObject(object, pos);
guardObject(object, str, zoneGuard);
}
void CRmgTemplateZone::placeSubterraneanGate(int3 pos, si32 guardStrength)
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
auto gate = factory->create(ObjectTemplate());
placeObject (gate, pos, true);
addToConnectLater (getAccessibleOffset (gate->appearance, pos)); //guard will be placed on accessibleOffset
guardObject (gate, guardStrength, true);
}
std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (const CGObjectInstance* object)
{
//get all tiles from which this object can be accessed
int3 visitable = object->visitablePos();
std::vector<int3> tiles;
auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
gen->foreach_neighbour(visitable, [&](int3& pos)
{
if (gen->isPossible(pos) || gen->isFree(pos))
{
if (!vstd::contains(tilesBlockedByObject, pos))
{
if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
{
tiles.push_back(pos);
}
}
};
});
return tiles;
}
bool CRmgTemplateZone::isGuardNeededForTreasure(int value)
{
return getType() != ETemplateZoneType::WATER && value > minGuardedValue;
}
bool CRmgTemplateZone::guardObject(CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
{
std::vector<int3> tiles = getAccessibleOffsets(object);
int3 guardTile(-1, -1, -1);
if (tiles.size())
{
//guardTile = tiles.front();
guardTile = getAccessibleOffset(object->appearance, object->pos);
logGlobal->trace("Guard object at %s", object->pos.toString());
}
else
{
logGlobal->error("Failed to guard object at %s", object->pos.toString());
return false;
}
if (addMonster (guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
{
for (auto pos : tiles)
{
if (gen->isPossible(pos) && gen->getZoneID(pos) == id)
gen->setOccupied(pos, ETileType::BLOCKED);
}
gen->foreach_neighbour (guardTile, [&](int3& pos)
{
if (gen->isPossible(pos) && gen->getZoneID(pos) == id)
gen->setOccupied(pos, ETileType::FREE);
});
gen->setOccupied (guardTile, ETileType::USED);
}
else //allow no guard or other object in front of this object
{
for (auto tile : tiles)
if (gen->isPossible(tile))
gen->setOccupied(tile, ETileType::FREE);
}
return true;
}
ObjectInfo CRmgTemplateZone::getRandomObject(CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
{
//int objectsVisitableFromBottom = 0; //for debug
std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
ui32 total = 0;
//calculate actual treasure value range based on remaining value
ui32 maxVal = desiredValue - currentValue;
ui32 minValue = static_cast<ui32>(0.25f * (desiredValue - currentValue));
//roulette wheel
for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
{
if (oi.value > maxVal)
break; //this assumes values are sorted in ascending order
if (oi.value >= minValue && oi.maxPerZone > 0)
{
int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
int3 newVisitablePos = info.nextTreasurePos;
if (!oi.templ.isVisitableFromTop())
{
//objectsVisitableFromBottom++;
//there must be free tiles under object
auto blockedOffsets = oi.templ.getBlockedOffsets();
if (!isAccessibleFromSomewhere(oi.templ, newVisitablePos))
continue;
}
//NOTE: y coordinate grows downwards
if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
{
bool fitsHere = false;
if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
{
for (auto tile : info.visitableFromTopPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
{
fitsHere = true;
break;
}
}
for (auto tile : info.visitableFromBottomPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
{
fitsHere = true;
break;
}
}
}
else //if new object is not visitable from top, it must be accessible from below or side
{
for (auto tile : info.visitableFromTopPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
{
fitsHere = true;
break;
}
}
for (auto tile : info.visitableFromBottomPositions)
{
int3 actualTile = tile + newVisitableOffset;
if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
{
fitsHere = true;
break;
}
}
}
if (!fitsHere)
continue;
}
//now check blockmap, including our already reserved pile area
bool fitsBlockmap = true;
std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
blockedOffsets.insert (newVisitableOffset);
for (auto blockingTile : blockedOffsets)
{
int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
{
fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
break;
}
if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
{
fitsBlockmap = false;
break;
}
}
if (!fitsBlockmap)
continue;
total += oi.probability;
thresholds.push_back (std::make_pair (total, &oi));
}
}
if(thresholds.empty())
{
ObjectInfo oi;
//Generate pandora Box with gold if the value is extremely high
if(minValue > gen->getConfig().treasureValueLimit) //we don't have object valuable enough
{
oi.generateObject = [minValue]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
obj->resources[Res::GOLD] = minValue;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = minValue;
oi.probability = 0;
}
else //generate empty object with 0 value if the value if we can't spawn anything
{
oi.generateObject = []() -> CGObjectInstance *
{
return nullptr;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
oi.value = 0; // this field is checked to determine no object
oi.probability = 0;
}
return oi;
}
else
{
int r = gen->rand.nextInt (1, total);
//binary search = fastest
auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
[](const std::pair<ui32, ObjectInfo*> &rhs, const int lhs)->bool
{
return (int)rhs.first < lhs;
});
return *(it->second);
}
}
void CRmgTemplateZone::addAllPossibleObjects()
{
ObjectInfo oi;
int numZones = static_cast<int>(gen->getZones().size());
for (auto primaryID : VLC->objtypeh->knownObjects())
{
for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if (!handler->isStaticObject() && handler->getRMGInfo().value)
{
for (auto temp : handler->getTemplates())
{
if (temp.canBePlacedAt(terrainType))
{
oi.generateObject = [temp]() -> CGObjectInstance *
{
return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
};
auto rmgInfo = handler->getRMGInfo();
oi.value = rmgInfo.value;
oi.probability = rmgInfo.rarity;
oi.templ = temp;
oi.maxPerZone = rmgInfo.zoneLimit;
vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
possibleObjects.push_back(oi);
}
}
}
}
}
if(type == ETemplateZoneType::WATER)
return;
//prisons
//levels 1, 5, 10, 20, 30
static int prisonsLevels = std::min(gen->getConfig().prisonExperience.size(), gen->getConfig().prisonValues.size());
for(int i = 0; i < prisonsLevels; i++)
{
oi.generateObject = [i, this]() -> CGObjectInstance *
{
std::vector<ui32> possibleHeroes;
for(int j = 0; j < gen->map->allowedHeroes.size(); j++)
{
if(gen->map->allowedHeroes[j])
possibleHeroes.push_back(j);
}
auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
obj->subID = hid; //will be initialized later
obj->exp = gen->getConfig().prisonExperience[i];
obj->setOwner(PlayerColor::NEUTRAL);
gen->map->allowedHeroes[hid] = false; //ban this hero
gen->decreasePrisonsRemaining();
obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
return obj;
};
oi.setTemplate(Obj::PRISON, 0, terrainType);
oi.value = gen->getConfig().prisonValues[i];
oi.probability = 30;
oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
possibleObjects.push_back(oi);
}
//all following objects are unlimited
oi.maxPerZone = std::numeric_limits<ui32>().max();
std::vector<CCreature *> creatures; //native creatures for this zone
for (auto cre : VLC->creh->objects)
{
if (!cre->special && cre->faction == townType)
{
creatures.push_back(cre);
}
}
//dwellings
auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
for(auto dwellingType : dwellingTypes)
{
auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
if(dwellingType == Obj::CREATURE_GENERATOR1)
{
//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
static int elementalConfluxROE[] = {7, 13, 16, 47};
for(int i = 0; i < 4; i++)
vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
}
for(auto secondaryID : subObjects)
{
auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
auto creatures = dwellingHandler->getProducedCreatures();
if(creatures.empty())
continue;
auto cre = creatures.front();
if(cre->faction == townType)
{
float nativeZonesCount = static_cast<float>(gen->getZoneCount(cre->faction));
oi.value = static_cast<ui32>(cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2)));
oi.probability = 40;
for(auto tmplate : dwellingHandler->getTemplates())
{
if(tmplate.canBePlacedAt(terrainType))
{
oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
{
auto obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
obj->tempOwner = PlayerColor::NEUTRAL;
return obj;
};
oi.templ = tmplate;
possibleObjects.push_back(oi);
}
}
}
}
}
for(int i = 0; i < gen->getConfig().scrollValues.size(); i++)
{
oi.generateObject = [i, this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
auto obj = (CGArtifact *) factory->create(ObjectTemplate());
std::vector<SpellID> out;
for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
{
if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
{
out.push_back(spell->id);
}
}
auto a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, gen->rand));
obj->storedArtifact = a;
return obj;
};
oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
oi.value = gen->getConfig().scrollValues[i];
oi.probability = 30;
possibleObjects.push_back(oi);
}
//pandora box with gold
for(int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
obj->resources[Res::GOLD] = i * 5000;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = i * gen->getConfig().pandoraMultiplierGold;
oi.probability = 5;
possibleObjects.push_back(oi);
}
//pandora box with experience
for (int i = 1; i < 5; i++)
{
oi.generateObject = [i]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
obj->gainedExp = i * 5000;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = i * gen->getConfig().pandoraMultiplierExperience;
oi.probability = 20;
possibleObjects.push_back(oi);
}
//pandora box with creatures
const std::vector<int> & tierValues = gen->getConfig().pandoraCreatureValues;
auto creatureToCount = [&tierValues](CCreature * creature) -> int
{
if (!creature->AIValue) //bug #2681
return 0; //this box won't be generated
int actualTier = creature->level > tierValues.size() ?
tierValues.size() - 1 :
creature->level - 1;
float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
if (creaturesAmount <= 5)
{
creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
if (creaturesAmount < 1)
return 0;
}
else if (creaturesAmount <= 12)
{
(creaturesAmount /= 2) *= 2;
}
else if (creaturesAmount <= 50)
{
creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
}
else
{
creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
}
return static_cast<int>(creaturesAmount);
};
for (auto creature : creatures)
{
int creaturesAmount = creatureToCount(creature);
if (!creaturesAmount)
continue;
oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
auto stack = new CStackInstance(creature, creaturesAmount);
obj->creatures.putStack(SlotID(0), stack);
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = static_cast<ui32>((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3);
oi.probability = 3;
possibleObjects.push_back(oi);
}
//Pandora with 12 spells of certain level
for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
{
oi.generateObject = [i, this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (gen->isAllowedSpell(spell->id) && spell->level == i)
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min(12, (int)spells.size()); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = (i + 1) * gen->getConfig().pandoraMultiplierSpells; //5000 - 15000
oi.probability = 2;
possibleObjects.push_back(oi);
}
//Pandora with 15 spells of certain school
for (int i = 0; i < 4; i++)
{
oi.generateObject = [i, this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min(15, (int)spells.size()); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = gen->getConfig().pandoraSpellSchool;
oi.probability = 2;
possibleObjects.push_back(oi);
}
// Pandora box with 60 random spells
oi.generateObject = [this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
std::vector <CSpell *> spells;
for (auto spell : VLC->spellh->objects)
{
if (gen->isAllowedSpell(spell->id))
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, gen->rand);
for (int j = 0; j < std::min(60, (int)spells.size()); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
oi.value = gen->getConfig().pandoraSpell60;
oi.probability = 2;
possibleObjects.push_back(oi);
//seer huts with creatures or generic rewards
if(questArtZone.lock()) //we won't be placing seer huts if there is no zone left to place arties
{
static const int genericSeerHuts = 8;
int seerHutsPerType = 0;
const int questArtsRemaining = static_cast<int>(gen->getQuestArtsRemaning().size());
//general issue is that not many artifact types are available for quests
if (questArtsRemaining >= genericSeerHuts + (int)creatures.size())
{
seerHutsPerType = questArtsRemaining / (genericSeerHuts + (int)creatures.size());
}
else if (questArtsRemaining >= genericSeerHuts)
{
seerHutsPerType = 1;
}
oi.maxPerZone = seerHutsPerType;
RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
{
ObjectInfo artInfo;
artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
artInfo.maxPerZone = 1;
artInfo.value = 2000; //treasure art
artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
artInfo.generateObject = [id]() -> CGObjectInstance *
{
auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
return handler->create(handler->getTemplates().front());
};
return artInfo;
};
for(int i = 0; i < std::min((int)creatures.size(), questArtsRemaining - genericSeerHuts); i++)
{
auto creature = creatures[i];
int creaturesAmount = creatureToCount(creature);
if (!creaturesAmount)
continue;
int randomAppearance = chooseRandomAppearance(Obj::SEER_HUT);
oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
obj->rewardType = CGSeerHut::CREATURE;
obj->rID = creature->idNumber;
obj->rVal = creaturesAmount;
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
this->questArtZone.lock()->possibleObjects.push_back (generateArtInfo(artid));
return obj;
};
oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
oi.value = static_cast<ui32>(((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3);
oi.probability = 3;
possibleObjects.push_back(oi);
}
static int seerLevels = std::min(gen->getConfig().questValues.size(), gen->getConfig().questRewardValues.size());
for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
{
int randomAppearance = chooseRandomAppearance(Obj::SEER_HUT);
oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
oi.value = gen->getConfig().questValues[i];
oi.probability = 10;
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
obj->rewardType = CGSeerHut::EXPERIENCE;
obj->rID = 0; //unitialized?
obj->rVal = gen->getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
return obj;
};
possibleObjects.push_back(oi);
oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
obj->rewardType = CGSeerHut::RESOURCES;
obj->rID = Res::GOLD;
obj->rVal = gen->getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
return obj;
};
possibleObjects.push_back(oi);
}
}
}
ObjectInfo::ObjectInfo()
: templ(), value(0), probability(0), maxPerZone(1)
{
}
void ObjectInfo::setTemplate (si32 type, si32 subtype, Terrain terrainType)
{
auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
if(!templHandler)
return;
auto templates = templHandler->getTemplates(terrainType);
if(templates.empty())
return;
templ = templates.front();
}