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- /*
- * TreasurePlacer.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "TreasurePlacer.h"
- #include "CMapGenerator.h"
- #include "Functions.h"
- #include "ObjectManager.h"
- #include "RoadPlacer.h"
- #include "ConnectionsPlacer.h"
- #include "RmgMap.h"
- #include "TileInfo.h"
- #include "../mapObjects/CommonConstructors.h"
- #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
- #include "../CCreatureHandler.h"
- #include "../spells/CSpellHandler.h" //for choosing random spells
- #include "../mapping/CMap.h"
- #include "../mapping/CMapEditManager.h"
- VCMI_LIB_NAMESPACE_BEGIN
- void TreasurePlacer::process()
- {
- addAllPossibleObjects();
- auto * m = zone.getModificator<ObjectManager>();
- if(m)
- createTreasures(*m);
- }
- void TreasurePlacer::init()
- {
- DEPENDENCY(ObjectManager);
- DEPENDENCY(ConnectionsPlacer);
- POSTFUNCTION(RoadPlacer);
- }
- void TreasurePlacer::setQuestArtZone(Zone * otherZone)
- {
- questArtZone = otherZone;
- }
- void TreasurePlacer::addAllPossibleObjects()
- {
- ObjectInfo oi;
-
- int numZones = static_cast<int>(map.getZones().size());
-
- for(auto primaryID : VLC->objtypeh->knownObjects())
- {
- for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
- {
- auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
- if(!handler->isStaticObject() && handler->getRMGInfo().value)
- {
- for(const auto & temp : handler->getTemplates())
- {
- if(temp->canBePlacedAt(zone.getTerrainType()))
- {
- oi.generateObject = [temp]() -> CGObjectInstance *
- {
- return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp);
- };
- auto rmgInfo = handler->getRMGInfo();
- oi.value = rmgInfo.value;
- oi.probability = rmgInfo.rarity;
- oi.templ = temp;
- oi.maxPerZone = rmgInfo.zoneLimit;
- vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- }
-
- if(zone.getType() == ETemplateZoneType::WATER)
- return;
-
- //prisons
- //levels 1, 5, 10, 20, 30
- static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size());
- for(int i = 0; i < prisonsLevels; i++)
- {
- oi.generateObject = [i, this]() -> CGObjectInstance *
- {
- std::vector<ui32> possibleHeroes;
- for(int j = 0; j < map.map().allowedHeroes.size(); j++)
- {
- if(map.map().allowedHeroes[j])
- possibleHeroes.push_back(j);
- }
-
- auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, generator.rand);
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
- auto * obj = dynamic_cast<CGHeroInstance *>(factory->create());
- obj->subID = hid; //will be initialized later
- obj->exp = generator.getConfig().prisonExperience[i];
- obj->setOwner(PlayerColor::NEUTRAL);
- map.map().allowedHeroes[hid] = false; //ban this hero
- generator.decreasePrisonsRemaining();
- obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()).front(); //can't init template with hero subID
-
- return obj;
- };
- oi.setTemplate(Obj::PRISON, 0, zone.getTerrainType());
- oi.value = generator.getConfig().prisonValues[i];
- oi.probability = 30;
- oi.maxPerZone = generator.getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
- possibleObjects.push_back(oi);
- }
-
- //all following objects are unlimited
- oi.maxPerZone = std::numeric_limits<ui32>::max();
- std::vector<CCreature *> creatures; //native creatures for this zone
- for(auto cre : VLC->creh->objects)
- {
- if(!cre->special && cre->faction == zone.getTownType())
- {
- creatures.push_back(cre);
- }
- }
-
- //dwellings
- auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
-
- for(auto dwellingType : dwellingTypes)
- {
- auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
-
- if(dwellingType == Obj::CREATURE_GENERATOR1)
- {
- //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
- static int elementalConfluxROE[] = {7, 13, 16, 47};
- for(int & i : elementalConfluxROE)
- vstd::erase_if_present(subObjects, i);
- }
-
- for(auto secondaryID : subObjects)
- {
- const auto * dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
- auto creatures = dwellingHandler->getProducedCreatures();
- if(creatures.empty())
- continue;
- const auto * cre = creatures.front();
- if(cre->faction == zone.getTownType())
- {
- auto nativeZonesCount = static_cast<float>(map.getZoneCount(cre->faction));
- oi.value = static_cast<ui32>(cre->AIValue * cre->growth * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
- oi.probability = 40;
- for(const auto & tmplate : dwellingHandler->getTemplates())
- {
- if(tmplate->canBePlacedAt(zone.getTerrainType()))
- {
- oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
- {
- auto * obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
- obj->tempOwner = PlayerColor::NEUTRAL;
- return obj;
- };
- oi.templ = tmplate;
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- }
-
- for(int i = 0; i < generator.getConfig().scrollValues.size(); i++)
- {
- oi.generateObject = [i, this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
- auto * obj = dynamic_cast<CGArtifact *>(factory->create());
- std::vector<SpellID> out;
-
- for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
- {
- if(map.isAllowedSpell(spell->id) && spell->level == i + 1)
- {
- out.push_back(spell->id);
- }
- }
- auto * a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, generator.rand));
- obj->storedArtifact = a;
- return obj;
- };
- oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
- oi.value = generator.getConfig().scrollValues[i];
- oi.probability = 30;
- possibleObjects.push_back(oi);
- }
-
- //pandora box with gold
- for(int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- obj->resources[Res::GOLD] = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = i * generator.getConfig().pandoraMultiplierGold;
- oi.probability = 5;
- possibleObjects.push_back(oi);
- }
-
- //pandora box with experience
- for(int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- obj->gainedExp = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = i * generator.getConfig().pandoraMultiplierExperience;
- oi.probability = 20;
- possibleObjects.push_back(oi);
- }
-
- //pandora box with creatures
- const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
-
- auto creatureToCount = [tierValues](CCreature * creature) -> int
- {
- if(!creature->AIValue || tierValues.empty()) //bug #2681
- return 0; //this box won't be generated
-
- int actualTier = creature->level > tierValues.size() ?
- tierValues.size() - 1 :
- creature->level - 1;
- float creaturesAmount = (static_cast<float>(tierValues[actualTier])) / creature->AIValue;
- if(creaturesAmount <= 5)
- {
- creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
- if(creaturesAmount < 1)
- return 0;
- }
- else if(creaturesAmount <= 12)
- {
- (creaturesAmount /= 2) *= 2;
- }
- else if(creaturesAmount <= 50)
- {
- creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
- }
- else
- {
- creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
- }
- return static_cast<int>(creaturesAmount);
- };
- for(auto * creature : creatures)
- {
- int creaturesAmount = creatureToCount(creature);
- if(!creaturesAmount)
- continue;
-
- oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- auto * stack = new CStackInstance(creature, creaturesAmount);
- obj->creatures.putStack(SlotID(0), stack);
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = static_cast<ui32>((2 * (creature->AIValue) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) / 3);
- oi.probability = 3;
- possibleObjects.push_back(oi);
- }
-
- //Pandora with 12 spells of certain level
- for(int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
- {
- oi.generateObject = [i, this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- std::vector <CSpell *> spells;
- for(auto spell : VLC->spellh->objects)
- {
- if(map.isAllowedSpell(spell->id) && spell->level == i)
- spells.push_back(spell);
- }
-
- RandomGeneratorUtil::randomShuffle(spells, generator.rand);
- for(int j = 0; j < std::min(12, static_cast<int>(spells.size())); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
-
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
-
- //Pandora with 15 spells of certain school
- for(int i = 0; i < 4; i++)
- {
- oi.generateObject = [i, this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- std::vector <CSpell *> spells;
- for(auto spell : VLC->spellh->objects)
- {
- if(map.isAllowedSpell(spell->id) && spell->school[static_cast<ESpellSchool>(i)])
- spells.push_back(spell);
- }
-
- RandomGeneratorUtil::randomShuffle(spells, generator.rand);
- for(int j = 0; j < std::min(15, static_cast<int>(spells.size())); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
-
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = generator.getConfig().pandoraSpellSchool;
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
-
- // Pandora box with 60 random spells
-
- oi.generateObject = [this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto * obj = dynamic_cast<CGPandoraBox *>(factory->create());
- std::vector <CSpell *> spells;
- for(auto spell : VLC->spellh->objects)
- {
- if(map.isAllowedSpell(spell->id))
- spells.push_back(spell);
- }
-
- RandomGeneratorUtil::randomShuffle(spells, generator.rand);
- for(int j = 0; j < std::min(60, static_cast<int>(spells.size())); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
-
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
- oi.value = generator.getConfig().pandoraSpell60;
- oi.probability = 2;
- possibleObjects.push_back(oi);
-
- //seer huts with creatures or generic rewards
-
- if(questArtZone) //we won't be placing seer huts if there is no zone left to place arties
- {
- static const int genericSeerHuts = 8;
- int seerHutsPerType = 0;
- const int questArtsRemaining = static_cast<int>(generator.getQuestArtsRemaning().size());
-
- //general issue is that not many artifact types are available for quests
- if(questArtsRemaining >= genericSeerHuts + static_cast<int>(creatures.size()))
- {
- seerHutsPerType = questArtsRemaining / (genericSeerHuts + static_cast<int>(creatures.size()));
- }
- else if(questArtsRemaining >= genericSeerHuts)
- {
- seerHutsPerType = 1;
- }
- oi.maxPerZone = seerHutsPerType;
-
- RandomGeneratorUtil::randomShuffle(creatures, generator.rand);
- auto generateArtInfo = [this](const ArtifactID & id) -> ObjectInfo
- {
- ObjectInfo artInfo;
- artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
- artInfo.maxPerZone = 1;
- artInfo.value = 2000; //treasure art
- artInfo.setTemplate(Obj::ARTIFACT, id, this->zone.getTerrainType());
- artInfo.generateObject = [id]() -> CGObjectInstance *
- {
- auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
- return handler->create(handler->getTemplates().front());
- };
- return artInfo;
- };
- for(int i = 0; i < std::min(static_cast<int>(creatures.size()), questArtsRemaining - genericSeerHuts); i++)
- {
- auto * creature = creatures[i];
- int creaturesAmount = creatureToCount(creature);
-
- if(!creaturesAmount)
- continue;
-
- int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
-
- oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
- auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
- obj->rewardType = CGSeerHut::CREATURE;
- obj->rID = creature->idNumber;
- obj->rVal = creaturesAmount;
-
- obj->quest->missionType = CQuest::MISSION_ART;
- ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
- obj->quest->addArtifactID(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;
- };
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
- oi.value = static_cast<ui32>(((2 * (creature->AIValue) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) - 4000) / 3);
- oi.probability = 3;
- possibleObjects.push_back(oi);
- }
-
- static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size());
- for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
- {
- int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
-
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
- oi.value = generator.getConfig().questValues[i];
- oi.probability = 10;
-
- oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
- auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
- obj->rewardType = CGSeerHut::EXPERIENCE;
- obj->rID = 0; //unitialized?
- obj->rVal = generator.getConfig().questRewardValues[i];
-
- obj->quest->missionType = CQuest::MISSION_ART;
- ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
- obj->quest->addArtifactID(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);
-
- oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
- auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
- 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->addArtifactID(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 <= static_cast<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(const auto & oi : treasureInfos)
- {
- auto blockedArea = rmgObject.getArea();
- auto accessibleArea = rmgObject.getAccessibleArea();
- if(rmgObject.instances().empty())
- accessibleArea.add(int3());
-
- auto * object = oi->generateObject();
- object->appearance = oi->templ;
- auto & instance = rmgObject.addInstance(*object);
- do
- {
- if(accessibleArea.empty())
- {
- //fail - fallback
- rmgObject.clear();
- return rmgObject;
- }
-
- std::vector<int3> bestPositions;
- if(densePlacement)
- {
- int bestPositionsWeight = std::numeric_limits<int>::max();
- for(const auto & t : accessibleArea.getTilesVector())
- {
- instance.setPosition(t);
- int w = rmgObject.getAccessibleArea().getTilesVector().size();
- if(w < bestPositionsWeight)
- {
- bestPositions.clear();
- bestPositions.push_back(t);
- bestPositionsWeight = w;
- }
- else if(w == bestPositionsWeight)
- {
- bestPositions.push_back(t);
- }
- }
- }
- else
- {
- bestPositions = accessibleArea.getTilesVector();
- }
-
- int3 nextPos = *RandomGeneratorUtil::nextItem(bestPositions, 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.emplace_back(total, &oi);
- }
- }
-
- if(thresholds.empty())
- {
- return nullptr;
- }
- else
- {
- int r = generator.rand.nextInt(1, total);
- auto sorter = [](const std::pair<ui32, ObjectInfo *> & rhs, const ui32 lhs) -> bool
- {
- return static_cast<int>(rhs.first) < lhs;
- };
- //binary search = fastest
- auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r, sorter);
- return it->second;
- }
- }
- void TreasurePlacer::createTreasures(ObjectManager & manager)
- {
- const int maxAttempts = 2;
-
- int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
- int monsterStrength = zone.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())
- {
- ++attempt;
- continue;
- }
-
- 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);
-
- 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(const 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);
- }
- void ObjectInfo::setTemplate(si32 type, si32 subtype, TerrainId terrainType)
- {
- auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
- if(!templHandler)
- return;
-
- auto templates = templHandler->getTemplates(terrainType);
- if(templates.empty())
- return;
-
- templ = templates.front();
- }
- VCMI_LIB_NAMESPACE_END
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