CRmgTemplateZone.cpp 72 KB

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  1. /*
  2. * CRmgTemplateZone.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CRmgTemplateZone.h"
  12. #include "../mapping/CMapEditManager.h"
  13. #include "../mapping/CMap.h"
  14. #include "../VCMI_Lib.h"
  15. #include "../CTownHandler.h"
  16. #include "../CCreatureHandler.h"
  17. #include "../spells/CSpellHandler.h" //for choosing random spells
  18. #include "../mapObjects/CommonConstructors.h"
  19. #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
  20. #include "../mapObjects/CGPandoraBox.h"
  21. #include "../mapObjects/CRewardableObject.h"
  22. class CMap;
  23. class CMapEditManager;
  24. //class CGObjectInstance;
  25. CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
  26. {
  27. }
  28. void CRmgTemplateZone::addRoadNode(const int3& node)
  29. {
  30. roadNodes.insert(node);
  31. }
  32. int CRmgTemplateZone::CTownInfo::getTownCount() const
  33. {
  34. return townCount;
  35. }
  36. void CRmgTemplateZone::CTownInfo::setTownCount(int value)
  37. {
  38. if(value < 0)
  39. throw rmgException("Negative value for town count not allowed.");
  40. townCount = value;
  41. }
  42. int CRmgTemplateZone::CTownInfo::getCastleCount() const
  43. {
  44. return castleCount;
  45. }
  46. void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
  47. {
  48. if(value < 0)
  49. throw rmgException("Negative value for castle count not allowed.");
  50. castleCount = value;
  51. }
  52. int CRmgTemplateZone::CTownInfo::getTownDensity() const
  53. {
  54. return townDensity;
  55. }
  56. void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
  57. {
  58. if(value < 0)
  59. throw rmgException("Negative value for town density not allowed.");
  60. townDensity = value;
  61. }
  62. int CRmgTemplateZone::CTownInfo::getCastleDensity() const
  63. {
  64. return castleDensity;
  65. }
  66. void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
  67. {
  68. if(value < 0)
  69. throw rmgException("Negative value for castle density not allowed.");
  70. castleDensity = value;
  71. }
  72. CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
  73. {
  74. occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
  75. }
  76. float CTileInfo::getNearestObjectDistance() const
  77. {
  78. return nearestObjectDistance;
  79. }
  80. void CTileInfo::setNearestObjectDistance(float value)
  81. {
  82. nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
  83. }
  84. bool CTileInfo::shouldBeBlocked() const
  85. {
  86. return occupied == ETileType::BLOCKED;
  87. }
  88. bool CTileInfo::isBlocked() const
  89. {
  90. return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
  91. }
  92. bool CTileInfo::isPossible() const
  93. {
  94. return occupied == ETileType::POSSIBLE;
  95. }
  96. bool CTileInfo::isFree() const
  97. {
  98. return occupied == ETileType::FREE;
  99. }
  100. bool CTileInfo::isRoad() const
  101. {
  102. return roadType != ERoadType::NO_ROAD;
  103. }
  104. bool CTileInfo::isUsed() const
  105. {
  106. return occupied == ETileType::USED;
  107. }
  108. void CTileInfo::setOccupied(ETileType::ETileType value)
  109. {
  110. occupied = value;
  111. }
  112. ETileType::ETileType CTileInfo::getTileType() const
  113. {
  114. return occupied;
  115. }
  116. ETerrainType CTileInfo::getTerrainType() const
  117. {
  118. return terrain;
  119. }
  120. void CTileInfo::setTerrainType(ETerrainType value)
  121. {
  122. terrain = value;
  123. }
  124. void CTileInfo::setRoadType(ERoadType::ERoadType value)
  125. {
  126. roadType = value;
  127. // setOccupied(ETileType::FREE);
  128. }
  129. CRmgTemplateZone::CRmgTemplateZone() :
  130. id(0),
  131. type(ETemplateZoneType::PLAYER_START),
  132. size(1),
  133. townsAreSameType(false),
  134. matchTerrainToTown(true),
  135. townType(ETownType::NEUTRAL),
  136. terrainType (ETerrainType::GRASS),
  137. zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
  138. minGuardedValue(0),
  139. questArtZone(nullptr)
  140. {
  141. terrainTypes = getDefaultTerrainTypes();
  142. }
  143. TRmgTemplateZoneId CRmgTemplateZone::getId() const
  144. {
  145. return id;
  146. }
  147. void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
  148. {
  149. if(value <= 0)
  150. throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
  151. id = value;
  152. }
  153. ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
  154. {
  155. return type;
  156. }
  157. void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
  158. {
  159. type = value;
  160. }
  161. int CRmgTemplateZone::getSize() const
  162. {
  163. return size;
  164. }
  165. void CRmgTemplateZone::setSize(int value)
  166. {
  167. if(value <= 0)
  168. throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
  169. size = value;
  170. }
  171. boost::optional<int> CRmgTemplateZone::getOwner() const
  172. {
  173. return owner;
  174. }
  175. void CRmgTemplateZone::setOwner(boost::optional<int> value)
  176. {
  177. if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
  178. throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
  179. owner = value;
  180. }
  181. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
  182. {
  183. return playerTowns;
  184. }
  185. void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
  186. {
  187. playerTowns = value;
  188. }
  189. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
  190. {
  191. return neutralTowns;
  192. }
  193. void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
  194. {
  195. neutralTowns = value;
  196. }
  197. bool CRmgTemplateZone::getTownsAreSameType() const
  198. {
  199. return townsAreSameType;
  200. }
  201. void CRmgTemplateZone::setTownsAreSameType(bool value)
  202. {
  203. townsAreSameType = value;
  204. }
  205. const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
  206. {
  207. return townTypes;
  208. }
  209. void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
  210. {
  211. townTypes = value;
  212. }
  213. void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
  214. {
  215. monsterTypes = value;
  216. }
  217. std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
  218. {
  219. std::set<TFaction> defaultTowns;
  220. auto towns = VLC->townh->getDefaultAllowed();
  221. for(int i = 0; i < towns.size(); ++i)
  222. {
  223. if(towns[i]) defaultTowns.insert(i);
  224. }
  225. return defaultTowns;
  226. }
  227. bool CRmgTemplateZone::getMatchTerrainToTown() const
  228. {
  229. return matchTerrainToTown;
  230. }
  231. void CRmgTemplateZone::setMatchTerrainToTown(bool value)
  232. {
  233. matchTerrainToTown = value;
  234. }
  235. const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
  236. {
  237. return terrainTypes;
  238. }
  239. void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
  240. {
  241. assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
  242. value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
  243. terrainTypes = value;
  244. }
  245. std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
  246. {
  247. std::set<ETerrainType> terTypes;
  248. static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
  249. ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
  250. for (auto & allowedTerType : allowedTerTypes)
  251. terTypes.insert(allowedTerType);
  252. return terTypes;
  253. }
  254. void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
  255. {
  256. mines[res] = amount;
  257. }
  258. std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
  259. {
  260. return mines;
  261. }
  262. void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
  263. {
  264. connections.push_back (otherZone);
  265. }
  266. void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
  267. {
  268. questArtZone = otherZone;
  269. }
  270. std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
  271. {
  272. return connections;
  273. }
  274. void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
  275. {
  276. assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
  277. zoneMonsterStrength = val;
  278. }
  279. void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
  280. {
  281. treasureInfo.push_back(info);
  282. }
  283. std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
  284. {
  285. return treasureInfo;
  286. }
  287. std::set<int3>* CRmgTemplateZone::getFreePaths()
  288. {
  289. return &freePaths;
  290. }
  291. float3 CRmgTemplateZone::getCenter() const
  292. {
  293. return center;
  294. }
  295. void CRmgTemplateZone::setCenter(const float3 &f)
  296. {
  297. //limit boundaries to (0,1) square
  298. center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
  299. }
  300. bool CRmgTemplateZone::pointIsIn(int x, int y)
  301. {
  302. return true;
  303. }
  304. int3 CRmgTemplateZone::getPos() const
  305. {
  306. return pos;
  307. }
  308. void CRmgTemplateZone::setPos(const int3 &Pos)
  309. {
  310. pos = Pos;
  311. }
  312. void CRmgTemplateZone::addTile (const int3 &pos)
  313. {
  314. tileinfo.insert(pos);
  315. }
  316. std::set<int3> CRmgTemplateZone::getTileInfo () const
  317. {
  318. return tileinfo;
  319. }
  320. void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
  321. {
  322. //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
  323. //for (auto tile : tileinfo)
  324. //{
  325. // if (tile.dist2d(this->pos) > distance)
  326. // {
  327. // gen->setOccupied(tile, ETileType::USED);
  328. // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
  329. // }
  330. //}
  331. vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
  332. {
  333. return tile.dist2d(this->pos) > distance;
  334. });
  335. }
  336. void CRmgTemplateZone::clearTiles()
  337. {
  338. tileinfo.clear();
  339. }
  340. void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
  341. {
  342. vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
  343. {
  344. return gen->isPossible(tile);
  345. });
  346. if (freePaths.empty())
  347. freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
  348. }
  349. void CRmgTemplateZone::createBorder(CMapGenerator* gen)
  350. {
  351. for (auto tile : tileinfo)
  352. {
  353. gen->foreach_neighbour (tile, [this, gen](int3 &pos)
  354. {
  355. if (!vstd::contains(this->tileinfo, pos))
  356. {
  357. gen->foreach_neighbour (pos, [this, gen](int3 &pos)
  358. {
  359. if (gen->isPossible(pos))
  360. gen->setOccupied (pos, ETileType::BLOCKED);
  361. });
  362. }
  363. });
  364. }
  365. }
  366. void CRmgTemplateZone::fractalize(CMapGenerator* gen)
  367. {
  368. for (auto tile : tileinfo)
  369. {
  370. if (gen->isFree(tile))
  371. freePaths.insert(tile);
  372. }
  373. std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
  374. std::set<int3> possibleTiles;
  375. std::set<int3> tilesToIgnore; //will be erased in this iteration
  376. //the more treasure density, the greater distance between paths. Scaling is experimental.
  377. int totalDensity = 0;
  378. for (auto ti : treasureInfo)
  379. totalDensity += ti.density;
  380. const float minDistance = 10 * 10; //squared
  381. for (auto tile : tileinfo)
  382. {
  383. if (gen->isFree(tile))
  384. clearedTiles.push_back(tile);
  385. else if (gen->isPossible(tile))
  386. possibleTiles.insert(tile);
  387. }
  388. assert (clearedTiles.size()); //this should come from zone connections
  389. std::vector<int3> nodes; //connect them with a grid
  390. if (type != ETemplateZoneType::JUNCTION)
  391. {
  392. //junction is not fractalized, has only one straight path
  393. //everything else remains blocked
  394. while (possibleTiles.size())
  395. {
  396. //link tiles in random order
  397. std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
  398. RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
  399. int3 nodeFound(-1, -1, -1);
  400. for (auto tileToMakePath : tilesToMakePath)
  401. {
  402. //find closest free tile
  403. float currentDistance = 1e10;
  404. int3 closestTile(-1, -1, -1);
  405. for (auto clearTile : clearedTiles)
  406. {
  407. float distance = tileToMakePath.dist2dSQ(clearTile);
  408. if (distance < currentDistance)
  409. {
  410. currentDistance = distance;
  411. closestTile = clearTile;
  412. }
  413. if (currentDistance <= minDistance)
  414. {
  415. //this tile is close enough. Forget about it and check next one
  416. tilesToIgnore.insert(tileToMakePath);
  417. break;
  418. }
  419. }
  420. //if tiles is not close enough, make path to it
  421. if (currentDistance > minDistance)
  422. {
  423. nodeFound = tileToMakePath;
  424. nodes.push_back(nodeFound);
  425. clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
  426. break; //next iteration - use already cleared tiles
  427. }
  428. }
  429. for (auto tileToClear : tilesToIgnore)
  430. {
  431. //these tiles are already connected, ignore them
  432. vstd::erase_if_present(possibleTiles, tileToClear);
  433. }
  434. if (!nodeFound.valid()) //nothing else can be done (?)
  435. break;
  436. tilesToIgnore.clear();
  437. }
  438. }
  439. for (auto node : nodes)
  440. {
  441. boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
  442. {
  443. return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
  444. }
  445. );
  446. std::vector <int3> nearbyNodes;
  447. if (nodes.size() >= 2)
  448. {
  449. nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
  450. }
  451. if (nodes.size() >= 3)
  452. {
  453. nearbyNodes.push_back(nodes[2]);
  454. }
  455. //connect with all the paths
  456. crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
  457. //connect with nearby nodes
  458. for (auto nearbyNode : nearbyNodes)
  459. {
  460. crunchPath(gen, node, nearbyNode, &freePaths);
  461. }
  462. }
  463. for (auto node : nodes)
  464. gen->setOccupied(node, ETileType::FREE); //make sure they are clear
  465. //now block most distant tiles away from passages
  466. float blockDistance = minDistance * 0.25f;
  467. for (auto tile : tileinfo)
  468. {
  469. if (!gen->isPossible(tile))
  470. continue;
  471. bool closeTileFound = false;
  472. for (auto clearTile : freePaths)
  473. {
  474. float distance = tile.dist2dSQ(clearTile);
  475. if (distance < blockDistance)
  476. {
  477. closeTileFound = true;
  478. break;
  479. }
  480. }
  481. if (!closeTileFound) //this tile is far enough from passages
  482. gen->setOccupied(tile, ETileType::BLOCKED);
  483. }
  484. #define PRINT_FRACTALIZED_MAP false
  485. if (PRINT_FRACTALIZED_MAP) //enable to debug
  486. {
  487. std::ofstream out(boost::to_string(boost::format("zone %d") % id));
  488. int levels = gen->map->twoLevel ? 2 : 1;
  489. int width = gen->map->width;
  490. int height = gen->map->height;
  491. for (int k = 0; k < levels; k++)
  492. {
  493. for(int j=0; j<height; j++)
  494. {
  495. for (int i=0; i<width; i++)
  496. {
  497. char t = '?';
  498. switch (gen->getTile(int3(i, j, k)).getTileType())
  499. {
  500. case ETileType::FREE:
  501. t = ' '; break;
  502. case ETileType::BLOCKED:
  503. t = '#'; break;
  504. case ETileType::POSSIBLE:
  505. t = '-'; break;
  506. case ETileType::USED:
  507. t = 'O'; break;
  508. }
  509. out << t;
  510. }
  511. out << std::endl;
  512. }
  513. out << std::endl;
  514. }
  515. out << std::endl;
  516. }
  517. //logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
  518. }
  519. bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
  520. {
  521. /*
  522. make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
  523. do not leave zone border
  524. */
  525. bool result = false;
  526. bool end = false;
  527. int3 currentPos = src;
  528. float distance = currentPos.dist2dSQ (dst);
  529. while (!end)
  530. {
  531. if (currentPos == dst)
  532. {
  533. result = true;
  534. break;
  535. }
  536. auto lastDistance = distance;
  537. auto processNeighbours = [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
  538. {
  539. if (!result) //not sure if lambda is worth it...
  540. {
  541. if (pos == dst)
  542. {
  543. result = true;
  544. end = true;
  545. }
  546. if (pos.dist2dSQ (dst) < distance)
  547. {
  548. if (!gen->isBlocked(pos))
  549. {
  550. if (vstd::contains (tileinfo, pos))
  551. {
  552. if (gen->isPossible(pos))
  553. {
  554. gen->setOccupied (pos, ETileType::FREE);
  555. if (clearedTiles)
  556. clearedTiles->insert(pos);
  557. currentPos = pos;
  558. distance = currentPos.dist2dSQ (dst);
  559. }
  560. else if (gen->isFree(pos))
  561. {
  562. end = true;
  563. result = true;
  564. }
  565. }
  566. }
  567. }
  568. }
  569. };
  570. gen->foreach_neighbour (currentPos,processNeighbours);
  571. int3 anotherPos(-1, -1, -1);
  572. if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
  573. {
  574. //try any nearby tiles, even if its not closer than current
  575. float lastDistance = 2 * distance; //start with significantly larger value
  576. auto processNeighbours2 = [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
  577. {
  578. if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
  579. {
  580. if (vstd::contains(tileinfo, pos))
  581. {
  582. if (gen->isPossible(pos))
  583. {
  584. if (clearedTiles)
  585. clearedTiles->insert(pos);
  586. anotherPos = pos;
  587. lastDistance = currentPos.dist2dSQ(dst);
  588. }
  589. }
  590. }
  591. };
  592. gen->foreach_neighbour (currentPos,processNeighbours2);
  593. if (anotherPos.valid())
  594. {
  595. if (clearedTiles)
  596. clearedTiles->insert(anotherPos);
  597. gen->setOccupied(anotherPos, ETileType::FREE);
  598. currentPos = anotherPos;
  599. }
  600. }
  601. if (!(result || distance < lastDistance || anotherPos.valid()))
  602. {
  603. //FIXME: seemingly this condition is messed up, tells nothing
  604. //logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
  605. break;
  606. }
  607. }
  608. return result;
  609. }
  610. bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
  611. {
  612. //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
  613. std::set<int3> closed; // The set of nodes already evaluated.
  614. std::set<int3> open{src}; // The set of tentative nodes to be evaluated, initially containing the start node
  615. std::map<int3, int3> cameFrom; // The map of navigated nodes.
  616. std::map<int3, float> distances;
  617. int3 currentNode = src;
  618. gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
  619. cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
  620. distances[src] = 0;
  621. // Cost from start along best known path.
  622. // Estimated total cost from start to goal through y.
  623. while (open.size())
  624. {
  625. int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
  626. {
  627. return distances[pos1] < distances[pos2];
  628. });
  629. vstd::erase_if_present (open, currentNode);
  630. closed.insert (currentNode);
  631. if (currentNode == dst || gen->isRoad(currentNode))
  632. {
  633. // The goal node was reached. Trace the path using
  634. // the saved parent information and return path
  635. int3 backTracking = currentNode;
  636. while (cameFrom[backTracking].valid())
  637. {
  638. // add node to path
  639. roads.insert (backTracking);
  640. gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
  641. //logGlobal->traceStream() << boost::format("Setting road at tile %s") % backTracking;
  642. // do the same for the predecessor
  643. backTracking = cameFrom[backTracking];
  644. }
  645. return true;
  646. }
  647. else
  648. {
  649. bool directNeighbourFound = false;
  650. float movementCost = 1;
  651. auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
  652. {
  653. int distance = distances[currentNode] + movementCost;
  654. int bestDistanceSoFar = 1e6; //FIXME: boost::limits
  655. auto it = distances.find(pos);
  656. if (it != distances.end())
  657. bestDistanceSoFar = it->second;
  658. if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
  659. {
  660. auto obj = gen->map->getTile(pos).topVisitableObj();
  661. //if (gen->map->checkForVisitableDir(currentNode, &gen->map->getTile(pos), pos)) //TODO: why it has no effect?
  662. if (gen->isFree(pos) || pos == dst || (obj && obj->ID == Obj::MONSTER))
  663. {
  664. if (vstd::contains(this->tileinfo, pos) || pos == dst) //otherwise guard position may appear already connected to other zone.
  665. {
  666. cameFrom[pos] = currentNode;
  667. open.insert(pos);
  668. distances[pos] = distance;
  669. directNeighbourFound = true;
  670. //logGlobal->traceStream() << boost::format("Found connection between node %s and %s, current distance %d") % currentNode % pos % distance;
  671. }
  672. }
  673. }
  674. };
  675. gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
  676. if (!directNeighbourFound)
  677. {
  678. movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
  679. gen->foreach_neighbour(currentNode, foo);
  680. }
  681. }
  682. }
  683. logGlobal->warnStream() << boost::format("Failed to create road from %s to %s") % src %dst;
  684. return false;
  685. }
  686. void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
  687. {
  688. requiredObjects.push_back(std::make_pair(obj, strength));
  689. }
  690. void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
  691. {
  692. closeObjects.push_back(std::make_pair(obj, strength));
  693. }
  694. bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
  695. {
  696. //precalculate actual (randomized) monster strength based on this post
  697. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  698. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  699. int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  700. static const int value1[] = {2500, 1500, 1000, 500, 0};
  701. static const int value2[] = {7500, 7500, 7500, 5000, 5000};
  702. static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
  703. static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
  704. int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
  705. int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
  706. strength = strength1 + strength2;
  707. if (strength < 2000)
  708. return false; //no guard at all
  709. CreatureID creId = CreatureID::NONE;
  710. int amount = 0;
  711. std::vector<CreatureID> possibleCreatures;
  712. for (auto cre : VLC->creh->creatures)
  713. {
  714. if (cre->special)
  715. continue;
  716. if (!vstd::contains(monsterTypes, cre->faction))
  717. continue;
  718. if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
  719. {
  720. possibleCreatures.push_back(cre->idNumber);
  721. }
  722. }
  723. if (possibleCreatures.size())
  724. {
  725. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
  726. amount = strength / VLC->creh->creatures[creId]->AIValue;
  727. if (amount >= 4)
  728. amount *= gen->rand.nextDouble(0.75, 1.25);
  729. }
  730. else //just pick any available creature
  731. {
  732. creId = CreatureID(132); //Azure Dragon
  733. amount = strength / VLC->creh->creatures[creId]->AIValue;
  734. }
  735. auto guard = new CGCreature();
  736. guard->ID = Obj::MONSTER;
  737. guard->subID = creId;
  738. guard->character = CGCreature::HOSTILE;
  739. auto hlp = new CStackInstance(creId, amount);
  740. //will be set during initialization
  741. guard->putStack(SlotID(0), hlp);
  742. //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
  743. // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
  744. placeObject(gen, guard, pos);
  745. if (clearSurroundingTiles)
  746. {
  747. //do not spawn anything near monster
  748. gen->foreach_neighbour (pos, [gen](int3 pos)
  749. {
  750. if (gen->isPossible(pos))
  751. gen->setOccupied(pos, ETileType::FREE);
  752. });
  753. }
  754. return true;
  755. }
  756. bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
  757. {
  758. CTreasurePileInfo info;
  759. std::map<int3, CGObjectInstance *> treasures;
  760. std::set<int3> boundary;
  761. int3 guardPos (-1,-1,-1);
  762. info.nextTreasurePos = pos;
  763. int maxValue = treasureInfo.max;
  764. int minValue = treasureInfo.min;
  765. ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
  766. int currentValue = 0;
  767. CGObjectInstance * object = nullptr;
  768. while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
  769. {
  770. treasures[info.nextTreasurePos] = nullptr;
  771. for (auto treasurePos : treasures)
  772. {
  773. gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
  774. {
  775. boundary.insert(pos);
  776. });
  777. }
  778. for (auto treasurePos : treasures)
  779. {
  780. //leaving only boundary around objects
  781. vstd::erase_if_present(boundary, treasurePos.first);
  782. }
  783. for (auto tile : boundary)
  784. {
  785. //we can't extend boundary anymore
  786. if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
  787. break;
  788. }
  789. ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
  790. if (!oi.value) //0 value indicates no object
  791. {
  792. vstd::erase_if_present(treasures, info.nextTreasurePos);
  793. break;
  794. }
  795. else
  796. {
  797. object = oi.generateObject();
  798. //remove from possible objects
  799. auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
  800. assert (oiptr != possibleObjects.end());
  801. oiptr->maxPerZone--;
  802. if (!oiptr->maxPerZone)
  803. possibleObjects.erase(oiptr);
  804. //update treasure pile area
  805. int3 visitablePos = info.nextTreasurePos;
  806. if (oi.templ.isVisitableFromTop())
  807. info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
  808. else
  809. info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
  810. for (auto blockedOffset : oi.templ.getBlockedOffsets())
  811. {
  812. int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
  813. info.occupiedPositions.insert(blockPos);
  814. info.blockedPositions.insert(blockPos);
  815. }
  816. info.occupiedPositions.insert(visitablePos);
  817. currentValue += oi.value;
  818. treasures[info.nextTreasurePos] = object;
  819. //now find place for next object
  820. int3 placeFound(-1,-1,-1);
  821. //randomize next position from among possible ones
  822. std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
  823. //RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
  824. auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
  825. {
  826. return lhs.y < rhs.y;
  827. };
  828. boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
  829. for (auto tile : boundaryCopy)
  830. {
  831. if (gen->isPossible(tile)) //we can place new treasure only on possible tile
  832. {
  833. bool here = true;
  834. gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
  835. {
  836. if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
  837. here = false;
  838. });
  839. if (here)
  840. {
  841. placeFound = tile;
  842. break;
  843. }
  844. }
  845. }
  846. if (placeFound.valid())
  847. info.nextTreasurePos = placeFound;
  848. else
  849. break; //no more place to add any objects
  850. }
  851. }
  852. if (treasures.size())
  853. {
  854. //find object closest to zone center, then connect it to the middle of the zone
  855. int3 closestFreeTile (-1,-1,-1);
  856. if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
  857. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
  858. else
  859. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
  860. int3 closestTile = int3(-1,-1,-1);
  861. float minDistance = 1e10;
  862. for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
  863. {
  864. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  865. {
  866. closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
  867. minDistance = closestFreeTile.dist2d(visitablePos);
  868. }
  869. }
  870. if (!closestTile.valid())
  871. {
  872. for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
  873. {
  874. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  875. {
  876. closestTile = visitablePos;
  877. minDistance = closestFreeTile.dist2d(visitablePos);
  878. }
  879. }
  880. }
  881. assert (closestTile.valid());
  882. for (auto tile : info.occupiedPositions)
  883. {
  884. if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
  885. gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
  886. }
  887. if (!crunchPath (gen, closestTile, closestFreeTile))
  888. {
  889. //we can't connect this pile, just block it off and start over
  890. for (auto treasure : treasures)
  891. {
  892. if (gen->isPossible(treasure.first))
  893. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  894. }
  895. return true;
  896. }
  897. //update boundary around our objects, including knowledge about objects visitable from bottom
  898. boundary.clear();
  899. for (auto tile : info.visitableFromBottomPositions)
  900. {
  901. gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
  902. {
  903. if (pos.y >= tile.y) //don't block these objects from above
  904. boundary.insert(pos);
  905. });
  906. }
  907. for (auto tile : info.visitableFromTopPositions)
  908. {
  909. gen->foreach_neighbour(tile, [&boundary](int3 pos)
  910. {
  911. boundary.insert(pos);
  912. });
  913. }
  914. bool isPileGuarded = currentValue >= minGuardedValue;
  915. for (auto tile : boundary) //guard must be standing there
  916. {
  917. if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
  918. {
  919. guardPos = tile;
  920. break;
  921. }
  922. }
  923. if (guardPos.valid())
  924. {
  925. for (auto treasure : treasures)
  926. {
  927. int3 visitableOffset = treasure.second->getVisitableOffset();
  928. placeObject(gen, treasure.second, treasure.first + visitableOffset);
  929. }
  930. if (addMonster(gen, guardPos, currentValue, false))
  931. {//block only if the object is guarded
  932. for (auto tile : boundary)
  933. {
  934. if (gen->isPossible(tile))
  935. gen->setOccupied(tile, ETileType::BLOCKED);
  936. }
  937. //do not spawn anything near monster
  938. gen->foreach_neighbour(guardPos, [gen](int3 pos)
  939. {
  940. if (gen->isPossible(pos))
  941. gen->setOccupied(pos, ETileType::FREE);
  942. });
  943. }
  944. else //mo monster in this pile, make some free space (needed?)
  945. {
  946. for (auto tile : boundary)
  947. if (gen->isPossible(tile))
  948. gen->setOccupied(tile, ETileType::FREE);
  949. }
  950. }
  951. else if (isPileGuarded)//we couldn't make a connection to this location, block it
  952. {
  953. for (auto treasure : treasures)
  954. {
  955. if (gen->isPossible(treasure.first))
  956. gen->setOccupied(treasure.first, ETileType::BLOCKED);
  957. delete treasure.second;
  958. }
  959. }
  960. return true;
  961. }
  962. else //we did not place eveyrthing successfully
  963. return false;
  964. }
  965. void CRmgTemplateZone::initTownType (CMapGenerator* gen)
  966. {
  967. //FIXME: handle case that this player is not present -> towns should be set to neutral
  968. int totalTowns = 0;
  969. auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
  970. {
  971. //cut contour around town in case it was placed in a middle of path. TODO: find better solution
  972. for (auto tile : town->getBlockedPos())
  973. {
  974. gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
  975. {
  976. if (gen->isPossible(pos))
  977. {
  978. gen->setOccupied(pos, ETileType::FREE);
  979. }
  980. });
  981. }
  982. };
  983. auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
  984. {
  985. for (int i = 0; i < count; i++)
  986. {
  987. auto town = new CGTownInstance();
  988. town->ID = Obj::TOWN;
  989. if (this->townsAreSameType)
  990. town->subID = townType;
  991. else
  992. {
  993. if (townTypes.size())
  994. town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  995. else
  996. town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  997. }
  998. town->tempOwner = player;
  999. if (hasFort)
  1000. town->builtBuildings.insert(BuildingID::FORT);
  1001. town->builtBuildings.insert(BuildingID::DEFAULT);
  1002. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  1003. {
  1004. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1005. town->possibleSpells.push_back(spell->id);
  1006. }
  1007. if (!totalTowns)
  1008. {
  1009. //first town in zone sets the facton of entire zone
  1010. town->subID = townType;
  1011. //register MAIN town of zone
  1012. gen->registerZone(town->subID);
  1013. //first town in zone goes in the middle
  1014. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
  1015. cutPathAroundTown(town);
  1016. }
  1017. else
  1018. addRequiredObject (town);
  1019. totalTowns++;
  1020. }
  1021. };
  1022. if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
  1023. {
  1024. //set zone types to player faction, generate main town
  1025. logGlobal->infoStream() << "Preparing playing zone";
  1026. int player_id = *owner - 1;
  1027. auto & playerInfo = gen->map->players[player_id];
  1028. PlayerColor player(player_id);
  1029. if (playerInfo.canAnyonePlay())
  1030. {
  1031. player = PlayerColor(player_id);
  1032. townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
  1033. if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  1034. randomizeTownType(gen);
  1035. }
  1036. else //no player - randomize town
  1037. {
  1038. player = PlayerColor::NEUTRAL;
  1039. randomizeTownType(gen);
  1040. }
  1041. auto town = new CGTownInstance();
  1042. town->ID = Obj::TOWN;
  1043. town->subID = townType;
  1044. town->tempOwner = player;
  1045. town->builtBuildings.insert(BuildingID::FORT);
  1046. town->builtBuildings.insert(BuildingID::DEFAULT);
  1047. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  1048. {
  1049. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1050. town->possibleSpells.push_back(spell->id);
  1051. }
  1052. //towns are big objects and should be centered around visitable position
  1053. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
  1054. cutPathAroundTown(town);
  1055. totalTowns++;
  1056. //register MAIN town of zone only
  1057. gen->registerZone (town->subID);
  1058. if (playerInfo.canAnyonePlay()) //configure info for owning player
  1059. {
  1060. logGlobal->traceStream() << "Fill player info " << player_id;
  1061. // Update player info
  1062. playerInfo.allowedFactions.clear();
  1063. playerInfo.allowedFactions.insert(townType);
  1064. playerInfo.hasMainTown = true;
  1065. playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
  1066. playerInfo.generateHeroAtMainTown = true;
  1067. //now create actual towns
  1068. addNewTowns(playerTowns.getCastleCount() - 1, true, player);
  1069. addNewTowns(playerTowns.getTownCount(), false, player);
  1070. }
  1071. else
  1072. {
  1073. addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
  1074. addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  1075. }
  1076. }
  1077. else //randomize town types for any other zones as well
  1078. {
  1079. randomizeTownType(gen);
  1080. }
  1081. addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
  1082. addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  1083. if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
  1084. {
  1085. //25% chance for neutral
  1086. if (gen->rand.nextInt(1, 100) <= 25)
  1087. {
  1088. townType = ETownType::NEUTRAL;
  1089. }
  1090. else
  1091. {
  1092. if (townTypes.size())
  1093. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1094. else if (monsterTypes.size())
  1095. townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
  1096. else //just in any case
  1097. randomizeTownType(gen);
  1098. }
  1099. }
  1100. }
  1101. void CRmgTemplateZone::randomizeTownType (CMapGenerator* gen)
  1102. {
  1103. if (townTypes.size())
  1104. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1105. else
  1106. townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some
  1107. }
  1108. void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
  1109. {
  1110. if (matchTerrainToTown && townType != ETownType::NEUTRAL)
  1111. terrainType = VLC->townh->factions[townType]->nativeTerrain;
  1112. else
  1113. terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
  1114. //TODO: allow new types of terrain?
  1115. if (pos.z)
  1116. {
  1117. if (terrainType != ETerrainType::LAVA)
  1118. terrainType = ETerrainType::SUBTERRANEAN;
  1119. }
  1120. else
  1121. {
  1122. if (terrainType == ETerrainType::SUBTERRANEAN)
  1123. terrainType = ETerrainType::DIRT;
  1124. }
  1125. paintZoneTerrain (gen, terrainType);
  1126. }
  1127. void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
  1128. {
  1129. std::vector<int3> tiles;
  1130. for (auto tile : tileinfo)
  1131. {
  1132. tiles.push_back (tile);
  1133. }
  1134. gen->editManager->getTerrainSelection().setSelection(tiles);
  1135. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1136. }
  1137. bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
  1138. {
  1139. std::vector<Res::ERes> required_mines;
  1140. required_mines.push_back(Res::ERes::WOOD);
  1141. required_mines.push_back(Res::ERes::ORE);
  1142. static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
  1143. static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
  1144. for (const auto & res : woodOre)
  1145. {
  1146. for (int i = 0; i < mines[res]; i++)
  1147. {
  1148. auto mine = new CGMine();
  1149. mine->ID = Obj::MINE;
  1150. mine->subID = static_cast<si32>(res);
  1151. mine->producedResource = res;
  1152. mine->producedQuantity = mine->defaultResProduction();
  1153. addCloseObject(mine, 1500);
  1154. }
  1155. }
  1156. for (const auto & res : preciousResources)
  1157. {
  1158. for (int i = 0; i < mines[res]; i++)
  1159. {
  1160. auto mine = new CGMine();
  1161. mine->ID = Obj::MINE;
  1162. mine->subID = static_cast<si32>(res);
  1163. mine->producedResource = res;
  1164. mine->producedQuantity = mine->defaultResProduction();
  1165. addRequiredObject(mine, 3500);
  1166. }
  1167. }
  1168. for (int i = 0; i < mines[Res::GOLD]; i++)
  1169. {
  1170. auto mine = new CGMine();
  1171. mine->ID = Obj::MINE;
  1172. mine->subID = static_cast<si32>(Res::GOLD);
  1173. mine->producedResource = Res::GOLD;
  1174. mine->producedQuantity = mine->defaultResProduction();
  1175. addRequiredObject(mine, 7000);
  1176. }
  1177. return true;
  1178. }
  1179. bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
  1180. {
  1181. logGlobal->traceStream() << "Creating required objects";
  1182. for(const auto &obj : requiredObjects)
  1183. {
  1184. int3 pos;
  1185. if ( ! findPlaceForObject(gen, obj.first, 3, pos))
  1186. {
  1187. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
  1188. //TODO CLEANUP!
  1189. return false;
  1190. }
  1191. placeObject (gen, obj.first, pos);
  1192. guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  1193. //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
  1194. }
  1195. for (const auto &obj : closeObjects)
  1196. {
  1197. std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed
  1198. // smallest distance to zone center, greatest distance to nearest object
  1199. auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
  1200. {
  1201. return (this->pos.dist2dSQ(lhs) * 0.5f - gen->getNearestObjectDistance(lhs)) < (this->pos.dist2dSQ(rhs) * 0.5f - gen->getNearestObjectDistance(rhs));
  1202. };
  1203. boost::sort (tiles, isCloser);
  1204. setTemplateForObject(gen, obj.first);
  1205. auto tilesBlockedByObject = obj.first->getBlockedOffsets();
  1206. bool result = false;
  1207. for (auto tile : tiles)
  1208. {
  1209. //object must be accessible from at least one surounding tile
  1210. if (!isAccessibleFromAnywhere(gen, obj.first->appearance, tile, tilesBlockedByObject))
  1211. continue;
  1212. //avoid borders
  1213. if (gen->isPossible(tile))
  1214. {
  1215. if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
  1216. {
  1217. placeObject(gen, obj.first, tile);
  1218. guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  1219. result = true;
  1220. break;
  1221. }
  1222. }
  1223. }
  1224. if (!result)
  1225. {
  1226. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
  1227. //TODO CLEANUP!
  1228. return false;
  1229. }
  1230. }
  1231. return true;
  1232. }
  1233. void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
  1234. {
  1235. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  1236. int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
  1237. static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
  1238. minGuardedValue = minGuardedValues[monsterStrength];
  1239. auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
  1240. {
  1241. return lhs.max > rhs.max;
  1242. };
  1243. //place biggest treasures first at large distance, place smaller ones inbetween
  1244. boost::sort(treasureInfo, valueComparator);
  1245. int totalDensity = 0;
  1246. for (auto t : treasureInfo)
  1247. {
  1248. //discard objects with too high value to be ever placed
  1249. vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
  1250. {
  1251. return oi.value > t.max;
  1252. });
  1253. totalDensity += t.density;
  1254. //treasure density is inversely proportional to zone size but must be scaled back to map size
  1255. //also, normalize it to zone count - higher count means relatively smaller zones
  1256. //this is squared distance for optimization purposes
  1257. const double minDistance = std::max<float>((125.f / totalDensity), 2);
  1258. //distance lower than 2 causes objects to overlap and crash
  1259. do {
  1260. //optimization - don't check tiles which are not allowed
  1261. vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
  1262. {
  1263. return !gen->isPossible(tile);
  1264. });
  1265. int3 pos;
  1266. //If we are able to place at least one object with value lower than minGuardedValue, it's ok
  1267. if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
  1268. {
  1269. break;
  1270. }
  1271. createTreasurePile(gen, pos, minDistance, t);
  1272. } while (true);
  1273. }
  1274. }
  1275. void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
  1276. {
  1277. if (pos.z) //underground
  1278. {
  1279. //now make sure all accessible tiles have no additional rock on them
  1280. std::vector<int3> accessibleTiles;
  1281. for (auto tile : tileinfo)
  1282. {
  1283. if (gen->isFree(tile) || gen->isUsed(tile))
  1284. {
  1285. accessibleTiles.push_back(tile);
  1286. }
  1287. }
  1288. gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
  1289. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1290. }
  1291. }
  1292. void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
  1293. {
  1294. typedef std::vector<ObjectTemplate> obstacleVector;
  1295. //obstacleVector possibleObstacles;
  1296. std::map <ui8, obstacleVector> obstaclesBySize;
  1297. typedef std::pair <ui8, obstacleVector> obstaclePair;
  1298. std::vector<obstaclePair> possibleObstacles;
  1299. //get all possible obstacles for this terrain
  1300. for (auto primaryID : VLC->objtypeh->knownObjects())
  1301. {
  1302. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1303. {
  1304. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1305. if (handler->isStaticObject())
  1306. {
  1307. for (auto temp : handler->getTemplates())
  1308. {
  1309. if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
  1310. obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
  1311. }
  1312. }
  1313. }
  1314. }
  1315. for (auto o : obstaclesBySize)
  1316. {
  1317. possibleObstacles.push_back (std::make_pair(o.first, o.second));
  1318. }
  1319. boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
  1320. {
  1321. return p1.first > p2.first; //bigger obstacles first
  1322. });
  1323. auto sel = gen->editManager->getTerrainSelection();
  1324. sel.clearSelection();
  1325. auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
  1326. {
  1327. auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
  1328. int3 obstaclePos = tile + temp.getBlockMapOffset();
  1329. if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
  1330. {
  1331. auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1332. placeObject(gen, obj, obstaclePos, false);
  1333. return true;
  1334. }
  1335. return false;
  1336. };
  1337. //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
  1338. for (auto tile : boost::adaptors::reverse(tileinfo))
  1339. {
  1340. //fill tiles that should be blocked with obstacles or are just possible (with some probability)
  1341. if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
  1342. {
  1343. //start from biggets obstacles
  1344. for (int i = 0; i < possibleObstacles.size(); i++)
  1345. {
  1346. if (tryToPlaceObstacleHere(tile, i))
  1347. break;
  1348. }
  1349. }
  1350. }
  1351. }
  1352. void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
  1353. {
  1354. logGlobal->debug("Started building roads");
  1355. std::set<int3> roadNodesCopy(roadNodes);
  1356. std::set<int3> processed;
  1357. while(!roadNodesCopy.empty())
  1358. {
  1359. int3 node = *roadNodesCopy.begin();
  1360. roadNodesCopy.erase(node);
  1361. int3 cross(-1, -1, -1);
  1362. auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
  1363. if (processed.size()) //connect with already existing network
  1364. {
  1365. cross = *boost::range::min_element(processed, comparator); //find another remaining node
  1366. }
  1367. else if (roadNodesCopy.size()) //connect with any other unconnected node
  1368. {
  1369. cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
  1370. }
  1371. else //no other nodes left, for example single road node in this zone
  1372. break;
  1373. logGlobal->debugStream() << "Building road from " << node << " to " << cross;
  1374. if (createRoad(gen, node, cross))
  1375. {
  1376. processed.insert(cross); //don't draw road starting at end point which is already connected
  1377. vstd::erase_if_present(roadNodesCopy, cross);
  1378. }
  1379. processed.insert(node);
  1380. }
  1381. drawRoads(gen);
  1382. logGlobal->debug("Finished building roads");
  1383. }
  1384. void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
  1385. {
  1386. std::vector<int3> tiles;
  1387. for (auto tile : roads)
  1388. {
  1389. if(gen->map->isInTheMap(tile))
  1390. tiles.push_back (tile);
  1391. }
  1392. for (auto tile : roadNodes)
  1393. {
  1394. if (vstd::contains(tileinfo, tile)) //mark roads for our nodes, but not for zone guards in other zones
  1395. tiles.push_back(tile);
  1396. }
  1397. gen->editManager->getTerrainSelection().setSelection(tiles);
  1398. gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
  1399. }
  1400. bool CRmgTemplateZone::fill(CMapGenerator* gen)
  1401. {
  1402. initTerrainType(gen);
  1403. freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
  1404. addAllPossibleObjects (gen);
  1405. fractalize(gen);
  1406. placeMines(gen);
  1407. createRequiredObjects(gen);
  1408. createTreasures(gen);
  1409. logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
  1410. return true;
  1411. }
  1412. bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
  1413. {
  1414. float best_distance = 0;
  1415. bool result = false;
  1416. bool needsGuard = value > minGuardedValue;
  1417. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1418. for(auto tile : possibleTiles)
  1419. {
  1420. auto dist = gen->getNearestObjectDistance(tile);
  1421. if ((dist >= min_dist) && (dist > best_distance))
  1422. {
  1423. bool allTilesAvailable = true;
  1424. gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
  1425. {
  1426. if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
  1427. {
  1428. allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
  1429. }
  1430. });
  1431. if (allTilesAvailable)
  1432. {
  1433. best_distance = dist;
  1434. pos = tile;
  1435. result = true;
  1436. }
  1437. }
  1438. }
  1439. if (result)
  1440. {
  1441. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
  1442. }
  1443. return result;
  1444. }
  1445. bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
  1446. {
  1447. if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
  1448. return false;
  1449. auto tilesBlockedByObject = temp.getBlockedOffsets();
  1450. for (auto blockingTile : tilesBlockedByObject)
  1451. {
  1452. int3 t = pos + blockingTile;
  1453. if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
  1454. {
  1455. return false; //if at least one tile is not possible, object can't be placed here
  1456. }
  1457. }
  1458. return true;
  1459. }
  1460. bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
  1461. {
  1462. bool accessible = false;
  1463. for (int x = -1; x < 2; x++)
  1464. {
  1465. for (int y = -1; y <2; y++)
  1466. {
  1467. if (x && y) //check only if object is visitable from another tile
  1468. {
  1469. int3 offset = appearance.getVisitableOffset() + int3(x, y, 0);
  1470. if (!vstd::contains(tilesBlockedByObject, offset))
  1471. {
  1472. int3 nearbyPos = tile + offset;
  1473. if (gen->map->isInTheMap(nearbyPos))
  1474. {
  1475. if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
  1476. accessible = true;
  1477. }
  1478. }
  1479. }
  1480. };
  1481. }
  1482. return accessible;
  1483. }
  1484. void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
  1485. {
  1486. if (obj->appearance.id == Obj::NO_OBJ)
  1487. {
  1488. auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
  1489. if (templates.empty())
  1490. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID %obj->subID %pos));
  1491. obj->appearance = templates.front();
  1492. }
  1493. }
  1494. bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
  1495. {
  1496. for (auto blockingTile : tilesBlockedByObject)
  1497. {
  1498. int3 t = tile + blockingTile;
  1499. if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
  1500. {
  1501. //if at least one tile is not possible, object can't be placed here
  1502. return false;
  1503. }
  1504. }
  1505. return true;
  1506. }
  1507. bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
  1508. {
  1509. //we need object apperance to deduce free tile
  1510. setTemplateForObject(gen, obj);
  1511. //si32 min_dist = sqrt(tileinfo.size()/density);
  1512. int best_distance = 0;
  1513. bool result = false;
  1514. //si32 w = gen->map->width;
  1515. //si32 h = gen->map->height;
  1516. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1517. auto tilesBlockedByObject = obj->getBlockedOffsets();
  1518. for (auto tile : tileinfo)
  1519. {
  1520. //object must be accessible from at least one surounding tile
  1521. if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
  1522. continue;
  1523. auto ti = gen->getTile(tile);
  1524. auto dist = ti.getNearestObjectDistance();
  1525. //avoid borders
  1526. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1527. {
  1528. if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
  1529. {
  1530. best_distance = dist;
  1531. pos = tile;
  1532. result = true;
  1533. }
  1534. }
  1535. }
  1536. if (result)
  1537. {
  1538. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1539. }
  1540. return result;
  1541. }
  1542. void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1543. {
  1544. if (!gen->map->isInTheMap(pos))
  1545. throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
  1546. object->pos = pos;
  1547. if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
  1548. throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
  1549. for (auto tile : object->getBlockedPos())
  1550. {
  1551. if (!gen->map->isInTheMap(tile))
  1552. throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
  1553. }
  1554. if (object->appearance.id == Obj::NO_OBJ)
  1555. {
  1556. auto terrainType = gen->map->getTile(pos).terType;
  1557. auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
  1558. if (templates.empty())
  1559. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") %object->ID %object->subID %pos %terrainType));
  1560. object->appearance = templates.front();
  1561. }
  1562. gen->editManager->insertObject(object, pos);
  1563. //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
  1564. }
  1565. void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
  1566. {
  1567. //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
  1568. checkAndPlaceObject (gen, object, pos);
  1569. auto points = object->getBlockedPos();
  1570. if (object->isVisitable())
  1571. points.insert(pos + object->getVisitableOffset());
  1572. points.insert(pos);
  1573. for(auto p : points)
  1574. {
  1575. if (gen->map->isInTheMap(p))
  1576. {
  1577. gen->setOccupied(p, ETileType::USED);
  1578. }
  1579. }
  1580. if (updateDistance)
  1581. {
  1582. for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
  1583. {
  1584. si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  1585. gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
  1586. }
  1587. }
  1588. if (object->ID == Obj::SEER_HUT) //debug
  1589. {
  1590. CGSeerHut * sh = dynamic_cast<CGSeerHut *>(object);
  1591. auto artid = sh->quest->m5arts.front();
  1592. logGlobal->warnStream() << boost::format("Placed Seer Hut at %s, quest artifact %d is %s") % object->pos % artid % VLC->arth->artifacts[artid]->Name();
  1593. }
  1594. switch (object->ID)
  1595. {
  1596. case Obj::TOWN:
  1597. case Obj::RANDOM_TOWN:
  1598. case Obj::MONOLITH_TWO_WAY:
  1599. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  1600. case Obj::MONOLITH_ONE_WAY_EXIT:
  1601. case Obj::SUBTERRANEAN_GATE:
  1602. {
  1603. addRoadNode(object->visitablePos());
  1604. }
  1605. break;
  1606. default:
  1607. break;
  1608. }
  1609. }
  1610. void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
  1611. {
  1612. placeObject(gen, object, pos);
  1613. guardObject(gen, object, str, zoneGuard);
  1614. }
  1615. std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
  1616. {
  1617. //get all tiles from which this object can be accessed
  1618. int3 visitable = object->visitablePos();
  1619. std::vector<int3> tiles;
  1620. auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
  1621. gen->foreach_neighbour(visitable, [&](int3& pos)
  1622. {
  1623. if (gen->isPossible(pos))
  1624. {
  1625. if (!vstd::contains(tilesBlockedByObject, pos))
  1626. {
  1627. if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
  1628. {
  1629. tiles.push_back(pos);
  1630. }
  1631. }
  1632. };
  1633. });
  1634. return tiles;
  1635. }
  1636. bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
  1637. {
  1638. logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
  1639. std::vector<int3> tiles = getAccessibleOffsets (gen, object);
  1640. int3 guardTile(-1,-1,-1);
  1641. for (auto tile : tiles)
  1642. {
  1643. //crunching path may fail if center of the zone is directly over wide object
  1644. //make sure object is accessible before surrounding it with blocked tiles
  1645. if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
  1646. {
  1647. guardTile = tile;
  1648. break;
  1649. }
  1650. }
  1651. if (!guardTile.valid())
  1652. {
  1653. logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
  1654. return false;
  1655. }
  1656. if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
  1657. {
  1658. for (auto pos : tiles)
  1659. {
  1660. if (!gen->isFree(pos))
  1661. gen->setOccupied(pos, ETileType::BLOCKED);
  1662. }
  1663. gen->foreach_neighbour (guardTile, [&](int3& pos)
  1664. {
  1665. if (gen->isPossible(pos))
  1666. gen->setOccupied (pos, ETileType::FREE);
  1667. });
  1668. gen->setOccupied (guardTile, ETileType::USED);
  1669. }
  1670. else //allow no guard or other object in front of this object
  1671. {
  1672. for (auto tile : tiles)
  1673. if (gen->isPossible(tile))
  1674. gen->setOccupied (tile, ETileType::FREE);
  1675. }
  1676. return true;
  1677. }
  1678. ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
  1679. {
  1680. //int objectsVisitableFromBottom = 0; //for debug
  1681. std::vector<std::pair<ui32, ObjectInfo>> tresholds;
  1682. ui32 total = 0;
  1683. //calculate actual treasure value range based on remaining value
  1684. ui32 maxVal = desiredValue - currentValue;
  1685. ui32 minValue = 0.25f * (desiredValue - currentValue);
  1686. //roulette wheel
  1687. for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
  1688. {
  1689. if (oi.value >= minValue && oi.value <= maxVal && oi.maxPerZone > 0)
  1690. {
  1691. int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
  1692. int3 newVisitablePos = info.nextTreasurePos;
  1693. if (!oi.templ.isVisitableFromTop())
  1694. {
  1695. //objectsVisitableFromBottom++;
  1696. //there must be free tiles under object
  1697. auto blockedOffsets = oi.templ.getBlockedOffsets();
  1698. if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos, blockedOffsets))
  1699. continue;
  1700. }
  1701. //NOTE: y coordinate grows downwards
  1702. if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
  1703. {
  1704. bool fitsHere = false;
  1705. if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
  1706. {
  1707. for (auto tile : info.visitableFromTopPositions)
  1708. {
  1709. int3 actualTile = tile + newVisitableOffset;
  1710. if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
  1711. {
  1712. fitsHere = true;
  1713. break;
  1714. }
  1715. }
  1716. for (auto tile : info.visitableFromBottomPositions)
  1717. {
  1718. int3 actualTile = tile + newVisitableOffset;
  1719. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
  1720. {
  1721. fitsHere = true;
  1722. break;
  1723. }
  1724. }
  1725. }
  1726. else //if new object is not visitable from top, it must be accessible from below or side
  1727. {
  1728. for (auto tile : info.visitableFromTopPositions)
  1729. {
  1730. int3 actualTile = tile + newVisitableOffset;
  1731. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
  1732. {
  1733. fitsHere = true;
  1734. break;
  1735. }
  1736. }
  1737. for (auto tile : info.visitableFromBottomPositions)
  1738. {
  1739. int3 actualTile = tile + newVisitableOffset;
  1740. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
  1741. {
  1742. fitsHere = true;
  1743. break;
  1744. }
  1745. }
  1746. }
  1747. if (!fitsHere)
  1748. continue;
  1749. }
  1750. //now check blockmap, including our already reserved pile area
  1751. bool fitsBlockmap = true;
  1752. std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
  1753. blockedOffsets.insert (newVisitableOffset);
  1754. for (auto blockingTile : blockedOffsets)
  1755. {
  1756. int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
  1757. if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
  1758. {
  1759. fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
  1760. break;
  1761. }
  1762. if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
  1763. {
  1764. fitsBlockmap = false;
  1765. break;
  1766. }
  1767. }
  1768. if (!fitsBlockmap)
  1769. continue;
  1770. total += oi.probability;
  1771. //assert (oi.value > 0);
  1772. tresholds.push_back (std::make_pair (total, oi));
  1773. }
  1774. }
  1775. //logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
  1776. if (tresholds.empty())
  1777. {
  1778. ObjectInfo oi;
  1779. //Generate pandora Box with gold if the value is extremely high
  1780. if (minValue > 20000) //we don't have object valuable enough
  1781. {
  1782. oi.generateObject = [minValue]() -> CGObjectInstance *
  1783. {
  1784. auto obj = new CGPandoraBox();
  1785. obj->ID = Obj::PANDORAS_BOX;
  1786. obj->subID = 0;
  1787. obj->resources[Res::GOLD] = minValue;
  1788. return obj;
  1789. };
  1790. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1791. oi.value = minValue;
  1792. oi.probability = 0;
  1793. }
  1794. else //generate empty object with 0 value if the value if we can't spawn anything
  1795. {
  1796. oi.generateObject = [gen]() -> CGObjectInstance *
  1797. {
  1798. return nullptr;
  1799. };
  1800. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
  1801. oi.value = 0; // this field is checked to determine no object
  1802. oi.probability = 0;
  1803. }
  1804. return oi;
  1805. }
  1806. else
  1807. {
  1808. int r = gen->rand.nextInt (1, total);
  1809. for (auto t : tresholds)
  1810. {
  1811. if (r <= t.first)
  1812. return t.second;
  1813. }
  1814. assert (0); //we should never be here
  1815. }
  1816. //FIXME: control reaches end of non-void function. Missing return?
  1817. }
  1818. void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
  1819. {
  1820. ObjectInfo oi;
  1821. oi.maxPerMap = std::numeric_limits<ui32>().max();
  1822. int numZones = gen->getZones().size();
  1823. std::vector<CCreature *> creatures; //native creatures for this zone
  1824. for (auto cre : VLC->creh->creatures)
  1825. {
  1826. if (!cre->special && cre->faction == townType)
  1827. {
  1828. creatures.push_back(cre);
  1829. }
  1830. }
  1831. for (auto primaryID : VLC->objtypeh->knownObjects())
  1832. {
  1833. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1834. {
  1835. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1836. if (!handler->isStaticObject() && handler->getRMGInfo().value)
  1837. {
  1838. for (auto temp : handler->getTemplates())
  1839. {
  1840. if (temp.canBePlacedAt(terrainType))
  1841. {
  1842. oi.generateObject = [gen, temp]() -> CGObjectInstance *
  1843. {
  1844. return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1845. };
  1846. auto rmgInfo = handler->getRMGInfo();
  1847. oi.value = rmgInfo.value;
  1848. oi.probability = rmgInfo.rarity;
  1849. oi.templ = temp;
  1850. oi.maxPerZone = rmgInfo.zoneLimit;
  1851. vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
  1852. possibleObjects.push_back(oi);
  1853. }
  1854. }
  1855. }
  1856. }
  1857. }
  1858. //prisons
  1859. //levels 1, 5, 10, 20, 30
  1860. static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
  1861. static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
  1862. for (int i = 0; i < 5; i++)
  1863. {
  1864. oi.generateObject = [i, gen, this]() -> CGObjectInstance *
  1865. {
  1866. auto obj = new CGHeroInstance;
  1867. obj->ID = Obj::PRISON;
  1868. std::vector<ui32> possibleHeroes;
  1869. for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
  1870. {
  1871. if (gen->map->allowedHeroes[j])
  1872. possibleHeroes.push_back(j);
  1873. }
  1874. auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
  1875. obj->subID = hid; //will be initialized later
  1876. obj->exp = prisonExp[i];
  1877. obj->setOwner(PlayerColor::NEUTRAL);
  1878. gen->map->allowedHeroes[hid] = false; //ban this hero
  1879. gen->decreasePrisonsRemaining();
  1880. obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
  1881. return obj;
  1882. };
  1883. oi.setTemplate(Obj::PRISON, 0, terrainType);
  1884. oi.value = prisonValues[i];
  1885. oi.probability = 30;
  1886. oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
  1887. possibleObjects.push_back(oi);
  1888. }
  1889. //all following objects are unlimited
  1890. oi.maxPerZone = std::numeric_limits<ui32>().max();
  1891. //dwellings
  1892. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
  1893. //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
  1894. static int elementalConfluxROE[] = { 7, 13, 16, 47 };
  1895. for (int i = 0; i < 4; i++)
  1896. vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
  1897. for (auto secondaryID : subObjects)
  1898. {
  1899. auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
  1900. auto creatures = dwellingHandler->getProducedCreatures();
  1901. if (creatures.empty())
  1902. continue;
  1903. auto cre = creatures.front();
  1904. if (cre->faction == townType)
  1905. {
  1906. float nativeZonesCount = gen->getZoneCount(cre->faction);
  1907. oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
  1908. oi.probability = 40;
  1909. for (auto temp : dwellingHandler->getTemplates())
  1910. {
  1911. if (temp.canBePlacedAt(terrainType))
  1912. {
  1913. oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
  1914. {
  1915. auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
  1916. //dwellingHandler->configureObject(obj, gen->rand);
  1917. obj->tempOwner = PlayerColor::NEUTRAL;
  1918. return obj;
  1919. };
  1920. oi.templ = temp;
  1921. possibleObjects.push_back(oi);
  1922. }
  1923. }
  1924. }
  1925. }
  1926. static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
  1927. for (int i = 0; i < 5; i++)
  1928. {
  1929. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1930. {
  1931. auto obj = new CGArtifact();
  1932. obj->ID = Obj::SPELL_SCROLL;
  1933. obj->subID = 0;
  1934. std::vector<SpellID> out;
  1935. //TODO: unify with cb->getAllowedSpells?
  1936. for (ui32 spellid = 0; spellid < gen->map->allowedSpell.size(); spellid++) //spellh size appears to be greater (?)
  1937. {
  1938. const CSpell *spell = SpellID(spellid).toSpell();
  1939. if (gen->map->allowedSpell[spell->id] && spell->level == i + 1)
  1940. {
  1941. out.push_back(spell->id);
  1942. }
  1943. }
  1944. auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
  1945. gen->map->addNewArtifactInstance(a);
  1946. obj->storedArtifact = a;
  1947. return obj;
  1948. };
  1949. oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
  1950. oi.value = scrollValues[i];
  1951. oi.probability = 30;
  1952. possibleObjects.push_back(oi);
  1953. }
  1954. //pandora box with gold
  1955. for (int i = 1; i < 5; i++)
  1956. {
  1957. oi.generateObject = [i]() -> CGObjectInstance *
  1958. {
  1959. auto obj = new CGPandoraBox();
  1960. obj->ID = Obj::PANDORAS_BOX;
  1961. obj->subID = 0;
  1962. obj->resources[Res::GOLD] = i * 5000;
  1963. return obj;
  1964. };
  1965. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1966. oi.value = i * 5000;;
  1967. oi.probability = 5;
  1968. possibleObjects.push_back(oi);
  1969. }
  1970. //pandora box with experience
  1971. for (int i = 1; i < 5; i++)
  1972. {
  1973. oi.generateObject = [i]() -> CGObjectInstance *
  1974. {
  1975. auto obj = new CGPandoraBox();
  1976. obj->ID = Obj::PANDORAS_BOX;
  1977. obj->subID = 0;
  1978. obj->gainedExp = i * 5000;
  1979. return obj;
  1980. };
  1981. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1982. oi.value = i * 6000;;
  1983. oi.probability = 20;
  1984. possibleObjects.push_back(oi);
  1985. }
  1986. //pandora box with creatures
  1987. static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
  1988. auto creatureToCount = [](CCreature * creature) -> int
  1989. {
  1990. int actualTier = creature->level > 7 ? 6 : creature->level - 1;
  1991. float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
  1992. if (creaturesAmount <= 5)
  1993. {
  1994. creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
  1995. if (creaturesAmount < 1)
  1996. return 0;
  1997. }
  1998. else if (creaturesAmount <= 12)
  1999. {
  2000. (creaturesAmount /= 2) *= 2;
  2001. }
  2002. else if (creaturesAmount <= 50)
  2003. {
  2004. creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
  2005. }
  2006. else
  2007. {
  2008. creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
  2009. }
  2010. return creaturesAmount;
  2011. };
  2012. for (auto creature : creatures)
  2013. {
  2014. int creaturesAmount = creatureToCount(creature);
  2015. if (!creaturesAmount)
  2016. continue;
  2017. oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
  2018. {
  2019. auto obj = new CGPandoraBox();
  2020. obj->ID = Obj::PANDORAS_BOX;
  2021. obj->subID = 0;
  2022. auto stack = new CStackInstance(creature, creaturesAmount);
  2023. obj->creatures.putStack(SlotID(0), stack);
  2024. return obj;
  2025. };
  2026. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2027. oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3;
  2028. oi.probability = 3;
  2029. possibleObjects.push_back(oi);
  2030. }
  2031. //Pandora with 12 spells of certain level
  2032. for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
  2033. {
  2034. oi.generateObject = [i, gen]() -> CGObjectInstance *
  2035. {
  2036. auto obj = new CGPandoraBox();
  2037. obj->ID = Obj::PANDORAS_BOX;
  2038. obj->subID = 0;
  2039. std::vector <CSpell *> spells;
  2040. for (auto spell : VLC->spellh->objects)
  2041. {
  2042. if (!spell->isSpecialSpell() && spell->level == i)
  2043. spells.push_back(spell);
  2044. }
  2045. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2046. for (int j = 0; j < std::min<int>(12, spells.size()); j++)
  2047. {
  2048. obj->spells.push_back(spells[j]->id);
  2049. }
  2050. return obj;
  2051. };
  2052. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2053. oi.value = (i + 1) * 2500; //5000 - 15000
  2054. oi.probability = 2;
  2055. possibleObjects.push_back(oi);
  2056. }
  2057. //Pandora with 15 spells of certain school
  2058. for (int i = 0; i < 4; i++)
  2059. {
  2060. oi.generateObject = [i,gen]() -> CGObjectInstance *
  2061. {
  2062. auto obj = new CGPandoraBox();
  2063. obj->ID = Obj::PANDORAS_BOX;
  2064. obj->subID = 0;
  2065. std::vector <CSpell *> spells;
  2066. for (auto spell : VLC->spellh->objects)
  2067. {
  2068. if (!spell->isSpecialSpell() && spell->school[(ESpellSchool)i])
  2069. spells.push_back(spell);
  2070. }
  2071. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2072. for (int j = 0; j < std::min<int>(15, spells.size()); j++)
  2073. {
  2074. obj->spells.push_back(spells[j]->id);
  2075. }
  2076. return obj;
  2077. };
  2078. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2079. oi.value = 15000;
  2080. oi.probability = 2;
  2081. possibleObjects.push_back(oi);
  2082. }
  2083. // Pandora box with 60 random spells
  2084. oi.generateObject = [gen]() -> CGObjectInstance *
  2085. {
  2086. auto obj = new CGPandoraBox();
  2087. obj->ID = Obj::PANDORAS_BOX;
  2088. obj->subID = 0;
  2089. std::vector <CSpell *> spells;
  2090. for (auto spell : VLC->spellh->objects)
  2091. {
  2092. if (!spell->isSpecialSpell())
  2093. spells.push_back(spell);
  2094. }
  2095. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2096. for (int j = 0; j < std::min<int>(60, spells.size()); j++)
  2097. {
  2098. obj->spells.push_back(spells[j]->id);
  2099. }
  2100. return obj;
  2101. };
  2102. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2103. oi.value = 30000;
  2104. oi.probability = 2;
  2105. possibleObjects.push_back(oi);
  2106. //seer huts with creatures or generic rewards
  2107. //if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
  2108. if (false) //FIXME: Seer Huts are bugged
  2109. {
  2110. static const int genericSeerHuts = 8;
  2111. int seerHutsPerType = 0;
  2112. const int questArtsRemaining = gen->getQuestArtsRemaning().size();
  2113. //general issue is that not many artifact types are available for quests
  2114. if (questArtsRemaining >= genericSeerHuts + creatures.size())
  2115. {
  2116. seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
  2117. }
  2118. else if (questArtsRemaining >= genericSeerHuts)
  2119. {
  2120. seerHutsPerType = 1;
  2121. }
  2122. oi.maxPerZone = seerHutsPerType;
  2123. RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
  2124. auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
  2125. {
  2126. ObjectInfo artInfo;
  2127. artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
  2128. artInfo.maxPerZone = 1;
  2129. artInfo.value = 2000; //treasure art
  2130. artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
  2131. artInfo.generateObject = [id]() -> CGObjectInstance *
  2132. {
  2133. auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
  2134. return handler->create(handler->getTemplates().front());
  2135. };
  2136. return artInfo;
  2137. };
  2138. for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
  2139. {
  2140. auto creature = creatures[i];
  2141. int creaturesAmount = creatureToCount(creature);
  2142. if (!creaturesAmount)
  2143. continue;
  2144. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2145. oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2146. {
  2147. auto obj = new CGSeerHut();
  2148. obj->ID = Obj::SEER_HUT;
  2149. obj->subID = randomAppearance;
  2150. obj->rewardType = CGSeerHut::CREATURE;
  2151. obj->rID = creature->idNumber;
  2152. obj->rVal = creaturesAmount;
  2153. obj->quest->missionType = CQuest::MISSION_ART;
  2154. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2155. obj->quest->m5arts.push_back(artid);
  2156. gen->banQuestArt(artid);
  2157. gen->map->addQuest(obj);
  2158. this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
  2159. return obj;
  2160. };
  2161. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2162. oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
  2163. oi.probability = 3;
  2164. possibleObjects.push_back(oi);
  2165. }
  2166. static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
  2167. static int seerValues[] = { 2000, 5333, 8666, 12000 };
  2168. for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
  2169. {
  2170. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2171. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2172. oi.value = seerValues[i];
  2173. oi.probability = 10;
  2174. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2175. {
  2176. auto obj = new CGSeerHut();
  2177. obj->ID = Obj::SEER_HUT;
  2178. obj->subID = randomAppearance;
  2179. obj->rewardType = CGSeerHut::EXPERIENCE;
  2180. obj->rID = 0; //unitialized?
  2181. obj->rVal = seerExpGold[i];
  2182. obj->quest->missionType = CQuest::MISSION_ART;
  2183. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2184. obj->quest->m5arts.push_back(artid);
  2185. gen->banQuestArt(artid);
  2186. gen->map->addQuest(obj);
  2187. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2188. return obj;
  2189. };
  2190. possibleObjects.push_back(oi);
  2191. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2192. {
  2193. auto obj = new CGSeerHut();
  2194. obj->ID = Obj::SEER_HUT;
  2195. obj->subID = randomAppearance;
  2196. obj->rewardType = CGSeerHut::RESOURCES;
  2197. obj->rID = Res::GOLD;
  2198. obj->rVal = seerExpGold[i];
  2199. obj->quest->missionType = CQuest::MISSION_ART;
  2200. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2201. obj->quest->m5arts.push_back(artid);
  2202. gen->banQuestArt(artid);
  2203. gen->map->addQuest(obj);
  2204. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2205. return obj;
  2206. };
  2207. possibleObjects.push_back(oi);
  2208. }
  2209. }
  2210. }
  2211. void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
  2212. {
  2213. templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
  2214. }