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vcmi/lib/rmg/modificators/TreasurePlacer.cpp

902 lines
26 KiB
C++

/*
* TreasurePlacer.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 "TreasurePlacer.h"
#include "../CMapGenerator.h"
#include "../Functions.h"
#include "ObjectManager.h"
#include "RoadPlacer.h"
#include "ConnectionsPlacer.h"
#include "../RmgMap.h"
#include "../TileInfo.h"
#include "../CZonePlacer.h"
#include "QuestArtifactPlacer.h"
#include "../../ArtifactUtils.h"
#include "../../mapObjectConstructors/AObjectTypeHandler.h"
#include "../../mapObjectConstructors/CObjectClassesHandler.h"
#include "../../mapObjectConstructors/CommonConstructors.h"
#include "../../mapObjects/CGPandoraBox.h"
#include "../../CCreatureHandler.h"
#include "../../spells/CSpellHandler.h" //for choosing random spells
#include "../../mapping/CMap.h"
#include "../../mapping/CMapEditManager.h"
VCMI_LIB_NAMESPACE_BEGIN
void TreasurePlacer::process()
{
addAllPossibleObjects();
auto * m = zone.getModificator<ObjectManager>();
if(m)
createTreasures(*m);
}
void TreasurePlacer::init()
{
DEPENDENCY(ObjectManager);
DEPENDENCY(ConnectionsPlacer);
POSTFUNCTION(RoadPlacer);
}
void TreasurePlacer::addObjectToRandomPool(const ObjectInfo& oi)
{
RecursiveLock lock(externalAccessMutex);
possibleObjects.push_back(oi);
}
void TreasurePlacer::addAllPossibleObjects()
{
ObjectInfo oi;
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)
{
auto rmgInfo = handler->getRMGInfo();
if (rmgInfo.mapLimit || rmgInfo.value > zone.getMaxTreasureValue())
{
//Skip objects with per-map limit here
continue;
}
auto templates = handler->getTemplates(zone.getTerrainType());
if (templates.empty())
continue;
//TODO: Reuse chooseRandomAppearance (eg. WoG treasure chests)
//Assume the template with fewest terrains is the most suitable
auto temp = *boost::min_element(templates, [](std::shared_ptr<const ObjectTemplate> lhs, std::shared_ptr<const ObjectTemplate> rhs) -> bool
{
return lhs->getAllowedTerrains().size() < rhs->getAllowedTerrains().size();
});
oi.generateObject = [temp]() -> CGObjectInstance *
{
return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp);
};
oi.value = rmgInfo.value;
oi.probability = rmgInfo.rarity;
oi.templ = temp;
oi.maxPerZone = rmgInfo.zoneLimit;
addObjectToRandomPool(oi);
}
}
}
if(zone.getType() == ETemplateZoneType::WATER)
return;
//prisons
//levels 1, 5, 10, 20, 30
static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size());
size_t prisonsLeft = getMaxPrisons();
for(int i = prisonsLevels - 1; i >= 0 ;i--)
{
oi.value = generator.getConfig().prisonValues[i];
if (oi.value > zone.getMaxTreasureValue())
{
continue;
}
oi.generateObject = [i, this]() -> CGObjectInstance *
{
auto possibleHeroes = generator.getAllPossibleHeroes();
HeroTypeID hid = *RandomGeneratorUtil::nextItem(possibleHeroes, zone.getRand());
auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
auto * obj = dynamic_cast<CGHeroInstance *>(factory->create());
obj->subID = hid; //will be initialized later
obj->exp = generator.getConfig().prisonExperience[i];
obj->setOwner(PlayerColor::NEUTRAL);
generator.banHero(hid);
obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()).front(); //can't init template with hero subID
return obj;
};
oi.setTemplate(Obj::PRISON, 0, zone.getTerrainType());
oi.value = generator.getConfig().prisonValues[i];
oi.probability = 30;
//Distribute all allowed prisons, starting from the most valuable
oi.maxPerZone = (std::ceil((float)prisonsLeft / (i + 1)));
prisonsLeft -= oi.maxPerZone;
addObjectToRandomPool(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->getFaction() == zone.getTownType())
{
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 : elementalConfluxROE)
vstd::erase_if_present(subObjects, i);
}
for(auto secondaryID : subObjects)
{
const auto * dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
auto creatures = dwellingHandler->getProducedCreatures();
if(creatures.empty())
continue;
const auto * cre = creatures.front();
if(cre->getFaction() == zone.getTownType())
{
auto nativeZonesCount = static_cast<float>(map.getZoneCount(cre->getFaction()));
oi.value = static_cast<ui32>(cre->getAIValue() * cre->getGrowth() * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
oi.probability = 40;
for(const auto & tmplate : dwellingHandler->getTemplates())
{
if(tmplate->canBePlacedAt(zone.getTerrainType()))
{
oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
{
auto * obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
obj->tempOwner = PlayerColor::NEUTRAL;
return obj;
};
oi.templ = tmplate;
addObjectToRandomPool(oi);
}
}
}
}
}
for(int i = 0; i < generator.getConfig().scrollValues.size(); i++)
{
oi.generateObject = [i, this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
auto * obj = dynamic_cast<CGArtifact *>(factory->create());
std::vector<SpellID> out;
for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
{
if(map.isAllowedSpell(spell->id) && spell->level == i + 1)
{
out.push_back(spell->id);
}
}
auto * a = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, zone.getRand()));
obj->storedArtifact = a;
return obj;
};
oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
oi.value = generator.getConfig().scrollValues[i];
oi.probability = 30;
addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
obj->resources[EGameResID::GOLD] = i * 5000;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = i * generator.getConfig().pandoraMultiplierGold;
oi.probability = 5;
addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
obj->gainedExp = i * 5000;
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = i * generator.getConfig().pandoraMultiplierExperience;
oi.probability = 20;
addObjectToRandomPool(oi);
}
//pandora box with creatures
const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
auto creatureToCount = [tierValues](CCreature * creature) -> int
{
if(!creature->getAIValue() || tierValues.empty()) //bug #2681
return 0; //this box won't be generated
//Follow the rules from https://heroes.thelazy.net/index.php/Pandora%27s_Box
int actualTier = creature->getLevel() > tierValues.size() ?
tierValues.size() - 1 :
creature->getLevel() - 1;
float creaturesAmount = std::floor((static_cast<float>(tierValues[actualTier])) / creature->getAIValue());
if (creaturesAmount < 1)
{
return 0;
}
else if(creaturesAmount <= 5)
{
//No change
}
else if(creaturesAmount <= 12)
{
creaturesAmount = std::ceil(creaturesAmount / 2) * 2;
}
else if(creaturesAmount <= 50)
{
creaturesAmount = std::round(creaturesAmount / 5) * 5;
}
else
{
creaturesAmount = std::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 = dynamic_cast<CGPandoraBox *>(factory->create());
auto * stack = new CStackInstance(creature, creaturesAmount);
obj->creatures.putStack(SlotID(0), stack);
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = static_cast<ui32>((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) / 3);
oi.probability = 3;
addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
std::vector <CSpell *> spells;
for(auto spell : VLC->spellh->objects)
{
if(map.isAllowedSpell(spell->id) && spell->level == i)
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
for(int j = 0; j < std::min(12, static_cast<int>(spells.size())); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000
oi.probability = 2;
addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
std::vector <CSpell *> spells;
for(auto spell : VLC->spellh->objects)
{
if(map.isAllowedSpell(spell->id) && spell->school[SpellSchool(i)])
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
for(int j = 0; j < std::min(15, static_cast<int>(spells.size())); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = generator.getConfig().pandoraSpellSchool;
oi.probability = 2;
addObjectToRandomPool(oi);
}
// Pandora box with 60 random spells
oi.generateObject = [this]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
std::vector <CSpell *> spells;
for(auto spell : VLC->spellh->objects)
{
if(map.isAllowedSpell(spell->id))
spells.push_back(spell);
}
RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
for(int j = 0; j < std::min(60, static_cast<int>(spells.size())); j++)
{
obj->spells.push_back(spells[j]->id);
}
return obj;
};
oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
oi.value = generator.getConfig().pandoraSpell60;
oi.probability = 2;
addObjectToRandomPool(oi);
//Seer huts with creatures or generic rewards
if(zone.getConnections().size()) //Unlikely, but...
{
auto * qap = zone.getModificator<QuestArtifactPlacer>();
if(!qap)
{
return; //TODO: throw?
}
const int questArtsRemaining = qap->getMaxQuestArtifactCount();
if (!questArtsRemaining)
{
return;
}
//Generate Seer Hut one by one. Duplicated oi possible and should work fine.
oi.maxPerZone = 1;
std::vector<ObjectInfo> possibleSeerHuts;
//14 creatures per town + 4 for each of gold / exp reward
possibleSeerHuts.reserve(14 + 4 + 4);
RandomGeneratorUtil::randomShuffle(creatures, zone.getRand());
for(int i = 0; i < static_cast<int>(creatures.size()); i++)
{
auto * creature = creatures[i];
int creaturesAmount = creatureToCount(creature);
if(!creaturesAmount)
continue;
int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
oi.generateObject = [creature, creaturesAmount, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
obj->rewardType = CGSeerHut::CREATURE;
obj->rID = creature->getId();
obj->rVal = creaturesAmount;
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
generator.banQuestArt(artid);
zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
return obj;
};
oi.probability = 3;
oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
oi.value = static_cast<ui32>(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3);
if (oi.value > zone.getMaxTreasureValue())
{
continue;
}
else
{
possibleSeerHuts.push_back(oi);
}
}
static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size());
for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
{
int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
oi.value = generator.getConfig().questValues[i];
if (oi.value > zone.getMaxTreasureValue())
{
//Both variants have same value
continue;
}
oi.probability = 10;
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
obj->rewardType = CGSeerHut::EXPERIENCE;
obj->rID = 0; //unitialized?
obj->rVal = generator.getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
generator.banQuestArt(artid);
zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
return obj;
};
possibleSeerHuts.push_back(oi);
oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
{
auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
obj->rewardType = CGSeerHut::RESOURCES;
obj->rID = GameResID(EGameResID::GOLD);
obj->rVal = generator.getConfig().questRewardValues[i];
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = qap->drawRandomArtifact();
obj->quest->addArtifactID(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
generator.banQuestArt(artid);
zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
return obj;
};
possibleSeerHuts.push_back(oi);
}
if (possibleSeerHuts.empty())
{
return;
}
for (size_t i = 0; i < questArtsRemaining; i++)
{
addObjectToRandomPool(*RandomGeneratorUtil::nextItem(possibleSeerHuts, zone.getRand()));
}
}
}
size_t TreasurePlacer::getPossibleObjectsSize() const
{
RecursiveLock lock(externalAccessMutex);
return possibleObjects.size();
}
void TreasurePlacer::setMaxPrisons(size_t count)
{
RecursiveLock lock(externalAccessMutex);
maxPrisons = count;
}
size_t TreasurePlacer::getMaxPrisons() const
{
RecursiveLock lock(externalAccessMutex);
return maxPrisons;
}
bool TreasurePlacer::isGuardNeededForTreasure(int value)
{// no guard in a zone with "monsters: none" and for small treasures; water zones cen get monster strength ZONE_NONE elsewhere if needed
return zone.monsterStrength != EMonsterStrength::ZONE_NONE && value > minGuardedValue;
}
std::vector<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo& treasureInfo)
{
std::vector<ObjectInfo*> objectInfos;
int maxValue = treasureInfo.max;
int minValue = treasureInfo.min;
const ui32 desiredValue =zone.getRand().nextInt(minValue, maxValue);
int currentValue = 0;
bool hasLargeObject = false;
while(currentValue <= static_cast<int>(desiredValue) - 100) //no objects with value below 100 are available
{
auto * oi = getRandomObject(desiredValue, currentValue, !hasLargeObject);
if(!oi) //fail
break;
if(oi->templ->isVisitableFromTop())
{
objectInfos.push_back(oi);
}
else
{
objectInfos.insert(objectInfos.begin(), oi); //large object shall at first place
hasLargeObject = true;
}
//remove from possible objects
assert(oi->maxPerZone);
oi->maxPerZone--;
currentValue += oi->value;
}
return objectInfos;
}
rmg::Object TreasurePlacer::constructTreasurePile(const std::vector<ObjectInfo*> & treasureInfos, bool densePlacement)
{
rmg::Object rmgObject;
for(const auto & oi : treasureInfos)
{
auto blockedArea = rmgObject.getArea();
auto accessibleArea = rmgObject.getAccessibleArea();
if(rmgObject.instances().empty())
accessibleArea.add(int3());
auto * object = oi->generateObject();
object->appearance = oi->templ;
auto & instance = rmgObject.addInstance(*object);
do
{
if(accessibleArea.empty())
{
//fail - fallback
rmgObject.clear();
return rmgObject;
}
std::vector<int3> bestPositions;
if(densePlacement)
{
int bestPositionsWeight = std::numeric_limits<int>::max();
for(const auto & t : accessibleArea.getTilesVector())
{
instance.setPosition(t);
int w = rmgObject.getAccessibleArea().getTilesVector().size();
if(w < bestPositionsWeight)
{
bestPositions.clear();
bestPositions.push_back(t);
bestPositionsWeight = w;
}
else if(w == bestPositionsWeight)
{
bestPositions.push_back(t);
}
}
}
else
{
bestPositions = accessibleArea.getTilesVector();
}
int3 nextPos = *RandomGeneratorUtil::nextItem(bestPositions, zone.getRand());
instance.setPosition(nextPos - rmgObject.getPosition());
auto instanceAccessibleArea = instance.getAccessibleArea();
if(instance.getBlockedArea().getTilesVector().size() == 1)
{
if(instance.object().appearance->isVisitableFromTop() && instance.object().ID != Obj::CORPSE)
instanceAccessibleArea.add(instance.getVisitablePosition());
}
//first object is good
if(rmgObject.instances().size() == 1)
break;
//condition for good position
if(!blockedArea.overlap(instance.getBlockedArea()) && accessibleArea.overlap(instanceAccessibleArea))
break;
//fail - new position
accessibleArea.erase(nextPos);
} while(true);
}
return rmgObject;
}
ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects)
{
std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
ui32 total = 0;
//calculate actual treasure value range based on remaining value
ui32 maxVal = desiredValue - currentValue;
ui32 minValue = static_cast<ui32>(0.25f * (desiredValue - currentValue));
for(ObjectInfo & oi : possibleObjects) //copy constructor turned out to be costly
{
if(oi.value > maxVal)
break; //this assumes values are sorted in ascending order
if(!oi.templ->isVisitableFromTop() && !allowLargeObjects)
continue;
if(oi.value >= minValue && oi.maxPerZone > 0)
{
total += oi.probability;
thresholds.emplace_back(total, &oi);
}
}
if(thresholds.empty())
{
return nullptr;
}
else
{
int r = zone.getRand().nextInt(1, total);
auto sorter = [](const std::pair<ui32, ObjectInfo *> & rhs, const ui32 lhs) -> bool
{
return static_cast<int>(rhs.first) < lhs;
};
//binary search = fastest
auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r, sorter);
return it->second;
}
}
void TreasurePlacer::createTreasures(ObjectManager& manager)
{
const int maxAttempts = 2;
int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
int monsterStrength = (zone.monsterStrength == EMonsterStrength::ZONE_NONE ? 0 : zone.monsterStrength + mapMonsterStrength - 1); //array index from 0 to 4; pick any correct value for ZONE_NONE, minGuardedValue won't be used in this case anyway
static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
minGuardedValue = minGuardedValues[monsterStrength];
auto valueComparator = [](const CTreasureInfo& lhs, const CTreasureInfo& rhs) -> bool
{
return lhs.max > rhs.max;
};
auto restoreZoneLimits = [](const std::vector<ObjectInfo*>& treasurePile)
{
for (auto* oi : treasurePile)
{
oi->maxPerZone++;
}
};
//place biggest treasures first at large distance, place smaller ones inbetween
auto treasureInfo = zone.getTreasureInfo();
boost::sort(treasureInfo, valueComparator);
//sort treasures by ascending value so we can stop checking treasures with too high value
boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
{
return oi1.value < oi2.value;
});
size_t size = 0;
{
Zone::Lock lock(zone.areaMutex);
size = zone.getArea().getTiles().size();
}
int totalDensity = 0;
for (auto t = treasureInfo.begin(); t != treasureInfo.end(); t++)
{
std::vector<rmg::Object> treasures;
//discard objects with too high value to be ever placed
vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
{
return oi.value > t->max;
});
totalDensity += t->density;
size_t count = size * t->density / 500;
//Assure space for lesser treasures, if there are any left
if (t != (treasureInfo.end() - 1))
{
const int averageValue = (t->min + t->max) / 2;
if (averageValue > 10000)
{
//Will surely be guarded => larger piles => less space inbetween
vstd::amin(count, size * (10.f / 500) / (std::sqrt((float)averageValue / 10000)));
}
}
//this is squared distance for optimization purposes
const float minDistance = std::max<float>((125.f / totalDensity), 1.0f);
size_t emergencyLoopFinish = 0;
while(treasures.size() < count && emergencyLoopFinish < count)
{
auto treasurePileInfos = prepareTreasurePile(*t);
if (treasurePileInfos.empty())
{
emergencyLoopFinish++; //Exit potentially infinite loop for bad settings
continue;
}
int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo* oi) {return v + oi->value; });
for (ui32 attempt = 0; attempt <= 2; attempt++)
{
auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts);
if (rmgObject.instances().empty()) //handle incorrect placement
{
restoreZoneLimits(treasurePileInfos);
continue;
}
//guard treasure pile
bool guarded = isGuardNeededForTreasure(value);
if (guarded)
guarded = manager.addGuard(rmgObject, value);
treasures.push_back(rmgObject);
break;
}
}
for (auto& rmgObject : treasures)
{
const bool guarded = rmgObject.isGuarded();
for (int attempt = 0; attempt <= maxAttempts;)
{
auto path = rmg::Path::invalid();
Zone::Lock lock(zone.areaMutex); //We are going to subtract this area
auto possibleArea = zone.areaPossible();
if (guarded)
{
path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3& tile)
{
auto ti = map.getTileInfo(tile);
if (ti.getNearestObjectDistance() < minDistance)
return -1.f;
for (const auto& t : rmgObject.getArea().getTilesVector())
{
if (map.getTileInfo(t).getNearestObjectDistance() < minDistance)
return -1.f;
}
auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
auto areaToBlock = rmgObject.getAccessibleArea(true);
areaToBlock.subtract(guardedArea);
if (areaToBlock.overlap(zone.freePaths()) || areaToBlock.overlap(manager.getVisitableArea()))
return -1.f;
return ti.getNearestObjectDistance();
}, guarded, false, ObjectManager::OptimizeType::DISTANCE);
}
else
{
path = manager.placeAndConnectObject(possibleArea, rmgObject, minDistance, guarded, false, ObjectManager::OptimizeType::DISTANCE);
}
if (path.valid())
{
//debug purposes
treasureArea.unite(rmgObject.getArea());
if (guarded)
{
guards.unite(rmgObject.instances().back()->getBlockedArea());
auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
auto areaToBlock = rmgObject.getAccessibleArea(true);
areaToBlock.subtract(guardedArea);
treasureBlockArea.unite(areaToBlock);
}
zone.connectPath(path);
manager.placeObject(rmgObject, guarded, true);
break;
}
else
{
++attempt;
}
}
}
}
}
char TreasurePlacer::dump(const int3 & t)
{
if(guards.contains(t))
return '!';
if(treasureArea.contains(t))
return '$';
if(treasureBlockArea.contains(t))
return '*';
return Modificator::dump(t);
}
void ObjectInfo::setTemplate(si32 type, si32 subtype, TerrainId terrainType)
{
auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
if(!templHandler)
return;
auto templates = templHandler->getTemplates(terrainType);
if(templates.empty())
return;
templ = templates.front();
}
VCMI_LIB_NAMESPACE_END