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f3f1fb8033
Improve treasure placement logic (#775)
823 lines
25 KiB
C++
823 lines
25 KiB
C++
/*
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* TreasurePlacer.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "TreasurePlacer.h"
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#include "CMapGenerator.h"
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#include "Functions.h"
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#include "ObjectManager.h"
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#include "RoadPlacer.h"
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#include "ConnectionsPlacer.h"
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#include "RmgMap.h"
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#include "TileInfo.h"
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#include "../mapObjects/CommonConstructors.h"
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#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
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#include "../CCreatureHandler.h"
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#include "../spells/CSpellHandler.h" //for choosing random spells
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#include "../mapping/CMap.h"
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#include "../mapping/CMapEditManager.h"
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void TreasurePlacer::process()
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{
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addAllPossibleObjects();
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auto * m = zone.getModificator<ObjectManager>();
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if(m)
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createTreasures(*m);
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}
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void TreasurePlacer::init()
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{
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DEPENDENCY(ObjectManager);
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DEPENDENCY(ConnectionsPlacer);
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POSTFUNCTION(RoadPlacer);
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}
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void TreasurePlacer::setQuestArtZone(Zone * otherZone)
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{
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questArtZone = otherZone;
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}
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void TreasurePlacer::addAllPossibleObjects()
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{
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ObjectInfo oi;
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int numZones = static_cast<int>(map.getZones().size());
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for(auto primaryID : VLC->objtypeh->knownObjects())
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{
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for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if(!handler->isStaticObject() && handler->getRMGInfo().value)
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{
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for(auto temp : handler->getTemplates())
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{
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if(temp.canBePlacedAt(zone.getTerrainType()))
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{
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oi.generateObject = [temp]() -> CGObjectInstance *
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{
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return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
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};
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auto rmgInfo = handler->getRMGInfo();
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oi.value = rmgInfo.value;
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oi.probability = rmgInfo.rarity;
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oi.templ = temp;
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oi.maxPerZone = rmgInfo.zoneLimit;
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vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
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possibleObjects.push_back(oi);
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}
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}
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}
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}
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}
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if(zone.getType() == ETemplateZoneType::WATER)
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return;
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//prisons
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//levels 1, 5, 10, 20, 30
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static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size());
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for(int i = 0; i < prisonsLevels; i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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std::vector<ui32> possibleHeroes;
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for(int j = 0; j < map.map().allowedHeroes.size(); j++)
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{
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if(map.map().allowedHeroes[j])
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possibleHeroes.push_back(j);
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}
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auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, generator.rand);
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
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auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
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obj->subID = hid; //will be initialized later
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obj->exp = generator.getConfig().prisonExperience[i];
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obj->setOwner(PlayerColor::NEUTRAL);
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map.map().allowedHeroes[hid] = false; //ban this hero
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generator.decreasePrisonsRemaining();
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obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()).front(); //can't init template with hero subID
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return obj;
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};
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oi.setTemplate(Obj::PRISON, 0, zone.getTerrainType());
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oi.value = generator.getConfig().prisonValues[i];
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oi.probability = 30;
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oi.maxPerZone = generator.getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
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possibleObjects.push_back(oi);
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}
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//all following objects are unlimited
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oi.maxPerZone = std::numeric_limits<ui32>().max();
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std::vector<CCreature *> creatures; //native creatures for this zone
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for(auto cre : VLC->creh->objects)
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{
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if(!cre->special && cre->faction == zone.getTownType())
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{
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creatures.push_back(cre);
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}
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}
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//dwellings
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auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
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for(auto dwellingType : dwellingTypes)
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{
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auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
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if(dwellingType == Obj::CREATURE_GENERATOR1)
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{
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//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
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static int elementalConfluxROE[] = {7, 13, 16, 47};
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for(int i = 0; i < 4; i++)
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vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
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}
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for(auto secondaryID : subObjects)
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{
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auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
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auto creatures = dwellingHandler->getProducedCreatures();
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if(creatures.empty())
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continue;
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auto cre = creatures.front();
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if(cre->faction == zone.getTownType())
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{
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float nativeZonesCount = static_cast<float>(map.getZoneCount(cre->faction));
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oi.value = static_cast<ui32>(cre->AIValue * cre->growth * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
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oi.probability = 40;
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for(auto tmplate : dwellingHandler->getTemplates())
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{
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if(tmplate.canBePlacedAt(zone.getTerrainType()))
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{
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oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
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{
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auto obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
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obj->tempOwner = PlayerColor::NEUTRAL;
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return obj;
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};
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oi.templ = tmplate;
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possibleObjects.push_back(oi);
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}
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}
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}
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}
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}
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for(int i = 0; i < generator.getConfig().scrollValues.size(); i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
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auto obj = (CGArtifact *) factory->create(ObjectTemplate());
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std::vector<SpellID> out;
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for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
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{
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if(map.isAllowedSpell(spell->id) && spell->level == i + 1)
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{
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out.push_back(spell->id);
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}
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}
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auto a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, generator.rand));
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obj->storedArtifact = a;
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return obj;
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};
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oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
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oi.value = generator.getConfig().scrollValues[i];
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oi.probability = 30;
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possibleObjects.push_back(oi);
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}
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//pandora box with gold
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for(int i = 1; i < 5; i++)
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{
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oi.generateObject = [i]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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obj->resources[Res::GOLD] = i * 5000;
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = i * generator.getConfig().pandoraMultiplierGold;
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oi.probability = 5;
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possibleObjects.push_back(oi);
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}
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//pandora box with experience
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for(int i = 1; i < 5; i++)
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{
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oi.generateObject = [i]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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obj->gainedExp = i * 5000;
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = i * generator.getConfig().pandoraMultiplierExperience;
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oi.probability = 20;
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possibleObjects.push_back(oi);
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}
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//pandora box with creatures
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const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
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auto creatureToCount = [tierValues](CCreature * creature) -> int
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{
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if(!creature->AIValue || tierValues.empty()) //bug #2681
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return 0; //this box won't be generated
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int actualTier = creature->level > tierValues.size() ?
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tierValues.size() - 1 :
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creature->level - 1;
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float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
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if(creaturesAmount <= 5)
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{
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creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
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if(creaturesAmount < 1)
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return 0;
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}
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else if(creaturesAmount <= 12)
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{
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(creaturesAmount /= 2) *= 2;
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}
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else if(creaturesAmount <= 50)
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{
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creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
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}
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else
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{
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creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
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}
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return static_cast<int>(creaturesAmount);
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};
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for(auto creature : creatures)
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{
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int creaturesAmount = creatureToCount(creature);
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if(!creaturesAmount)
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continue;
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oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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auto stack = new CStackInstance(creature, creaturesAmount);
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obj->creatures.putStack(SlotID(0), stack);
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = static_cast<ui32>((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) / 3);
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oi.probability = 3;
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possibleObjects.push_back(oi);
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}
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//Pandora with 12 spells of certain level
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for(int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id) && spell->level == i)
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, generator.rand);
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for(int j = 0; j < std::min(12, (int)spells.size()); j++)
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{
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obj->spells.push_back(spells[j]->id);
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}
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000
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oi.probability = 2;
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possibleObjects.push_back(oi);
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}
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//Pandora with 15 spells of certain school
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for(int i = 0; i < 4; i++)
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{
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oi.generateObject = [i, this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, generator.rand);
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for(int j = 0; j < std::min(15, (int)spells.size()); j++)
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{
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obj->spells.push_back(spells[j]->id);
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}
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = generator.getConfig().pandoraSpellSchool;
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oi.probability = 2;
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possibleObjects.push_back(oi);
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}
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// Pandora box with 60 random spells
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oi.generateObject = [this]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
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auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
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std::vector <CSpell *> spells;
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for(auto spell : VLC->spellh->objects)
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{
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if(map.isAllowedSpell(spell->id))
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, generator.rand);
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for(int j = 0; j < std::min(60, (int)spells.size()); j++)
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{
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obj->spells.push_back(spells[j]->id);
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}
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return obj;
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};
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oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
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oi.value = generator.getConfig().pandoraSpell60;
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oi.probability = 2;
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possibleObjects.push_back(oi);
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//seer huts with creatures or generic rewards
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if(questArtZone) //we won't be placing seer huts if there is no zone left to place arties
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{
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static const int genericSeerHuts = 8;
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int seerHutsPerType = 0;
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const int questArtsRemaining = static_cast<int>(generator.getQuestArtsRemaning().size());
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//general issue is that not many artifact types are available for quests
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if(questArtsRemaining >= genericSeerHuts + (int)creatures.size())
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{
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seerHutsPerType = questArtsRemaining / (genericSeerHuts + (int)creatures.size());
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}
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else if(questArtsRemaining >= genericSeerHuts)
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{
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seerHutsPerType = 1;
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}
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oi.maxPerZone = seerHutsPerType;
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RandomGeneratorUtil::randomShuffle(creatures, generator.rand);
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auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
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{
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ObjectInfo artInfo;
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artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
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artInfo.maxPerZone = 1;
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artInfo.value = 2000; //treasure art
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artInfo.setTemplate(Obj::ARTIFACT, id, this->zone.getTerrainType());
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artInfo.generateObject = [id]() -> CGObjectInstance *
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{
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auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
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return handler->create(handler->getTemplates().front());
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};
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return artInfo;
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};
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for(int i = 0; i < std::min((int)creatures.size(), questArtsRemaining - genericSeerHuts); i++)
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{
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auto creature = creatures[i];
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int creaturesAmount = creatureToCount(creature);
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if(!creaturesAmount)
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continue;
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int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
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oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
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obj->rewardType = CGSeerHut::CREATURE;
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obj->rID = creature->idNumber;
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obj->rVal = creaturesAmount;
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obj->quest->missionType = CQuest::MISSION_ART;
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ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
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obj->quest->m5arts.push_back(artid);
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obj->quest->lastDay = -1;
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obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
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generator.banQuestArt(artid);
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this->questArtZone->getModificator<TreasurePlacer>()->possibleObjects.push_back(generateArtInfo(artid));
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return obj;
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};
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oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
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oi.value = static_cast<ui32>(((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) - 4000) / 3);
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oi.probability = 3;
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possibleObjects.push_back(oi);
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}
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static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size());
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for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
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{
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int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
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oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
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oi.value = generator.getConfig().questValues[i];
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oi.probability = 10;
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oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
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obj->rewardType = CGSeerHut::EXPERIENCE;
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obj->rID = 0; //unitialized?
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obj->rVal = generator.getConfig().questRewardValues[i];
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obj->quest->missionType = CQuest::MISSION_ART;
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ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
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obj->quest->m5arts.push_back(artid);
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obj->quest->lastDay = -1;
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obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
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generator.banQuestArt(artid);
|
|
|
|
this->questArtZone->getModificator<TreasurePlacer>()->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 = generator.getConfig().questRewardValues[i];
|
|
|
|
obj->quest->missionType = CQuest::MISSION_ART;
|
|
ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
|
|
obj->quest->m5arts.push_back(artid);
|
|
obj->quest->lastDay = -1;
|
|
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
|
|
|
|
generator.banQuestArt(artid);
|
|
|
|
this->questArtZone->getModificator<TreasurePlacer>()->possibleObjects.push_back(generateArtInfo(artid));
|
|
|
|
return obj;
|
|
};
|
|
|
|
possibleObjects.push_back(oi);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool TreasurePlacer::isGuardNeededForTreasure(int value)
|
|
{
|
|
return zone.getType() != ETemplateZoneType::WATER && 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 = generator.rand.nextInt(minValue, maxValue);
|
|
|
|
int currentValue = 0;
|
|
bool hasLargeObject = false;
|
|
while(currentValue <= (int)desiredValue - 100) //no objects with value below 100 are available
|
|
{
|
|
auto * oi = getRandomObject(desiredValue, currentValue, maxValue, !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(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(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, generator.rand);
|
|
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, ui32 maxValue, 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 = maxValue - 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.push_back(std::make_pair(total, &oi));
|
|
}
|
|
}
|
|
|
|
if(thresholds.empty())
|
|
{
|
|
return nullptr;
|
|
}
|
|
else
|
|
{
|
|
int r = generator.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 TreasurePlacer::createTreasures(ObjectManager & manager)
|
|
{
|
|
const int maxAttempts = 2;
|
|
|
|
int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
|
|
int monsterStrength = zone.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;
|
|
};
|
|
|
|
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;
|
|
});
|
|
|
|
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
|
|
|
|
for(int attempt = 0; attempt <= maxAttempts;)
|
|
{
|
|
auto treasurePileInfos = prepareTreasurePile(t);
|
|
if(treasurePileInfos.empty())
|
|
break;
|
|
|
|
int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo * oi){return v + oi->value;});
|
|
|
|
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);
|
|
|
|
int3 pos;
|
|
auto possibleArea = zone.areaPossible();
|
|
|
|
auto path = rmg::Path::invalid();
|
|
if(guarded)
|
|
{
|
|
path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3 & tile)
|
|
{
|
|
auto ti = map.getTile(tile);
|
|
if(ti.getNearestObjectDistance() < minDistance)
|
|
return -1.f;
|
|
|
|
for(auto & t : rmgObject.getArea().getTilesVector())
|
|
{
|
|
if(map.getTile(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);
|
|
attempt = 0;
|
|
}
|
|
else
|
|
{
|
|
restoreZoneLimits(treasurePileInfos);
|
|
rmgObject.clear();
|
|
++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);
|
|
}
|
|
|
|
|
|
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();
|
|
}
|