CRmgTemplateZone.cpp 81 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. owner(boost::none),
  133. size(1),
  134. townsAreSameType(false),
  135. matchTerrainToTown(true),
  136. townType(ETownType::NEUTRAL),
  137. terrainType (ETerrainType::GRASS),
  138. zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
  139. minGuardedValue(0),
  140. questArtZone(nullptr)
  141. {
  142. terrainTypes = getDefaultTerrainTypes();
  143. }
  144. TRmgTemplateZoneId CRmgTemplateZone::getId() const
  145. {
  146. return id;
  147. }
  148. void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
  149. {
  150. if(value <= 0)
  151. throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
  152. id = value;
  153. }
  154. ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
  155. {
  156. return type;
  157. }
  158. void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
  159. {
  160. type = value;
  161. }
  162. int CRmgTemplateZone::getSize() const
  163. {
  164. return size;
  165. }
  166. void CRmgTemplateZone::setSize(int value)
  167. {
  168. if(value <= 0)
  169. throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
  170. size = value;
  171. }
  172. boost::optional<int> CRmgTemplateZone::getOwner() const
  173. {
  174. return owner;
  175. }
  176. void CRmgTemplateZone::setOwner(boost::optional<int> value)
  177. {
  178. if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
  179. throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
  180. owner = value;
  181. }
  182. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
  183. {
  184. return playerTowns;
  185. }
  186. void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
  187. {
  188. playerTowns = value;
  189. }
  190. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
  191. {
  192. return neutralTowns;
  193. }
  194. void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
  195. {
  196. neutralTowns = value;
  197. }
  198. bool CRmgTemplateZone::getTownsAreSameType() const
  199. {
  200. return townsAreSameType;
  201. }
  202. void CRmgTemplateZone::setTownsAreSameType(bool value)
  203. {
  204. townsAreSameType = value;
  205. }
  206. const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
  207. {
  208. return townTypes;
  209. }
  210. void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
  211. {
  212. townTypes = value;
  213. }
  214. void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
  215. {
  216. monsterTypes = value;
  217. }
  218. std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
  219. {
  220. std::set<TFaction> defaultTowns;
  221. auto towns = VLC->townh->getDefaultAllowed();
  222. for(int i = 0; i < towns.size(); ++i)
  223. {
  224. if(towns[i]) defaultTowns.insert(i);
  225. }
  226. return defaultTowns;
  227. }
  228. bool CRmgTemplateZone::getMatchTerrainToTown() const
  229. {
  230. return matchTerrainToTown;
  231. }
  232. void CRmgTemplateZone::setMatchTerrainToTown(bool value)
  233. {
  234. matchTerrainToTown = value;
  235. }
  236. const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
  237. {
  238. return terrainTypes;
  239. }
  240. void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
  241. {
  242. assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
  243. value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
  244. terrainTypes = value;
  245. }
  246. std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
  247. {
  248. std::set<ETerrainType> terTypes;
  249. static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
  250. ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
  251. for (auto & allowedTerType : allowedTerTypes)
  252. terTypes.insert(allowedTerType);
  253. return terTypes;
  254. }
  255. void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
  256. {
  257. mines[res] = amount;
  258. }
  259. std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
  260. {
  261. return mines;
  262. }
  263. void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
  264. {
  265. connections.push_back (otherZone);
  266. }
  267. void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
  268. {
  269. questArtZone = otherZone;
  270. }
  271. std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
  272. {
  273. return connections;
  274. }
  275. void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
  276. {
  277. assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
  278. zoneMonsterStrength = val;
  279. }
  280. void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
  281. {
  282. treasureInfo.push_back(info);
  283. }
  284. std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
  285. {
  286. return treasureInfo;
  287. }
  288. std::set<int3>* CRmgTemplateZone::getFreePaths()
  289. {
  290. return &freePaths;
  291. }
  292. float3 CRmgTemplateZone::getCenter() const
  293. {
  294. return center;
  295. }
  296. void CRmgTemplateZone::setCenter(const float3 &f)
  297. {
  298. //limit boundaries to (0,1) square
  299. //alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
  300. center = f;
  301. center.x = std::fmod(center.x, 1);
  302. center.y = std::fmod(center.y, 1);
  303. if (center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
  304. center.x = 1 - std::abs(center.x);
  305. if (center.y < 0)
  306. center.y = 1 - std::abs(center.y);
  307. }
  308. bool CRmgTemplateZone::pointIsIn(int x, int y)
  309. {
  310. return true;
  311. }
  312. int3 CRmgTemplateZone::getPos() const
  313. {
  314. return pos;
  315. }
  316. void CRmgTemplateZone::setPos(const int3 &Pos)
  317. {
  318. pos = Pos;
  319. }
  320. void CRmgTemplateZone::addTile (const int3 &pos)
  321. {
  322. tileinfo.insert(pos);
  323. }
  324. std::set<int3> CRmgTemplateZone::getTileInfo () const
  325. {
  326. return tileinfo;
  327. }
  328. std::set<int3> CRmgTemplateZone::getPossibleTiles() const
  329. {
  330. return possibleTiles;
  331. }
  332. void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
  333. {
  334. //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
  335. //for (auto tile : tileinfo)
  336. //{
  337. // if (tile.dist2d(this->pos) > distance)
  338. // {
  339. // gen->setOccupied(tile, ETileType::USED);
  340. // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
  341. // }
  342. //}
  343. vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
  344. {
  345. return tile.dist2d(this->pos) > distance;
  346. });
  347. }
  348. void CRmgTemplateZone::clearTiles()
  349. {
  350. tileinfo.clear();
  351. }
  352. void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
  353. {
  354. vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
  355. {
  356. return gen->isPossible(tile);
  357. });
  358. if (freePaths.empty())
  359. {
  360. gen->setOccupied(pos, ETileType::FREE);
  361. freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
  362. }
  363. }
  364. void CRmgTemplateZone::createBorder(CMapGenerator* gen)
  365. {
  366. for (auto tile : tileinfo)
  367. {
  368. bool edge = false;
  369. gen->foreach_neighbour(tile, [this, gen, &edge](int3 &pos)
  370. {
  371. if (edge)
  372. return; //optimization - do it only once
  373. if (gen->getZoneID(pos) != id) //optimization - better than set search
  374. {
  375. //we are edge if at least one tile does not belong to zone
  376. //mark all nearby tiles blocked and we're done
  377. gen->foreach_neighbour (pos, [this, gen](int3 &nearbyPos)
  378. {
  379. if (gen->isPossible(nearbyPos))
  380. gen->setOccupied(nearbyPos, ETileType::BLOCKED);
  381. });
  382. edge = true;
  383. }
  384. });
  385. }
  386. }
  387. void CRmgTemplateZone::fractalize(CMapGenerator* gen)
  388. {
  389. for (auto tile : tileinfo)
  390. {
  391. if (gen->isFree(tile))
  392. freePaths.insert(tile);
  393. }
  394. std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
  395. std::set<int3> possibleTiles;
  396. std::set<int3> tilesToIgnore; //will be erased in this iteration
  397. //the more treasure density, the greater distance between paths. Scaling is experimental.
  398. int totalDensity = 0;
  399. for (auto ti : treasureInfo)
  400. totalDensity += ti.density;
  401. const float minDistance = 10 * 10; //squared
  402. for (auto tile : tileinfo)
  403. {
  404. if (gen->isFree(tile))
  405. clearedTiles.push_back(tile);
  406. else if (gen->isPossible(tile))
  407. possibleTiles.insert(tile);
  408. }
  409. assert (clearedTiles.size()); //this should come from zone connections
  410. std::vector<int3> nodes; //connect them with a grid
  411. if (type != ETemplateZoneType::JUNCTION)
  412. {
  413. //junction is not fractalized, has only one straight path
  414. //everything else remains blocked
  415. while (possibleTiles.size())
  416. {
  417. //link tiles in random order
  418. std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
  419. RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
  420. int3 nodeFound(-1, -1, -1);
  421. for (auto tileToMakePath : tilesToMakePath)
  422. {
  423. //find closest free tile
  424. float currentDistance = 1e10;
  425. int3 closestTile(-1, -1, -1);
  426. for (auto clearTile : clearedTiles)
  427. {
  428. float distance = tileToMakePath.dist2dSQ(clearTile);
  429. if (distance < currentDistance)
  430. {
  431. currentDistance = distance;
  432. closestTile = clearTile;
  433. }
  434. if (currentDistance <= minDistance)
  435. {
  436. //this tile is close enough. Forget about it and check next one
  437. tilesToIgnore.insert(tileToMakePath);
  438. break;
  439. }
  440. }
  441. //if tiles is not close enough, make path to it
  442. if (currentDistance > minDistance)
  443. {
  444. nodeFound = tileToMakePath;
  445. nodes.push_back(nodeFound);
  446. clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
  447. break; //next iteration - use already cleared tiles
  448. }
  449. }
  450. for (auto tileToClear : tilesToIgnore)
  451. {
  452. //these tiles are already connected, ignore them
  453. vstd::erase_if_present(possibleTiles, tileToClear);
  454. }
  455. if (!nodeFound.valid()) //nothing else can be done (?)
  456. break;
  457. tilesToIgnore.clear();
  458. }
  459. }
  460. //cut straight paths towards the center. A* is too slow for that.
  461. for (auto node : nodes)
  462. {
  463. boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
  464. {
  465. return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
  466. }
  467. );
  468. std::vector <int3> nearbyNodes;
  469. if (nodes.size() >= 2)
  470. {
  471. nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
  472. }
  473. if (nodes.size() >= 3)
  474. {
  475. nearbyNodes.push_back(nodes[2]);
  476. }
  477. //connect with all the paths
  478. crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
  479. //connect with nearby nodes
  480. for (auto nearbyNode : nearbyNodes)
  481. {
  482. crunchPath(gen, node, nearbyNode, true, &freePaths);
  483. }
  484. }
  485. for (auto node : nodes)
  486. gen->setOccupied(node, ETileType::FREE); //make sure they are clear
  487. //now block most distant tiles away from passages
  488. float blockDistance = minDistance * 0.25f;
  489. for (auto tile : tileinfo)
  490. {
  491. if (!gen->isPossible(tile))
  492. continue;
  493. bool closeTileFound = false;
  494. for (auto clearTile : freePaths)
  495. {
  496. float distance = tile.dist2dSQ(clearTile);
  497. if (distance < blockDistance)
  498. {
  499. closeTileFound = true;
  500. break;
  501. }
  502. }
  503. if (!closeTileFound) //this tile is far enough from passages
  504. gen->setOccupied(tile, ETileType::BLOCKED);
  505. }
  506. #define PRINT_FRACTALIZED_MAP false
  507. if (PRINT_FRACTALIZED_MAP) //enable to debug
  508. {
  509. std::ofstream out(boost::to_string(boost::format("zone %d") % id));
  510. int levels = gen->map->twoLevel ? 2 : 1;
  511. int width = gen->map->width;
  512. int height = gen->map->height;
  513. for (int k = 0; k < levels; k++)
  514. {
  515. for(int j=0; j<height; j++)
  516. {
  517. for (int i=0; i<width; i++)
  518. {
  519. char t = '?';
  520. switch (gen->getTile(int3(i, j, k)).getTileType())
  521. {
  522. case ETileType::FREE:
  523. t = ' '; break;
  524. case ETileType::BLOCKED:
  525. t = '#'; break;
  526. case ETileType::POSSIBLE:
  527. t = '-'; break;
  528. case ETileType::USED:
  529. t = 'O'; break;
  530. }
  531. out << t;
  532. }
  533. out << std::endl;
  534. }
  535. out << std::endl;
  536. }
  537. out << std::endl;
  538. }
  539. //logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
  540. }
  541. void CRmgTemplateZone::connectLater(CMapGenerator* gen)
  542. {
  543. for (const int3 node : tilesToConnectLater)
  544. {
  545. if (!connectWithCenter(gen, node, true))
  546. logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
  547. }
  548. }
  549. bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
  550. {
  551. /*
  552. make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
  553. do not leave zone border
  554. */
  555. bool result = false;
  556. bool end = false;
  557. int3 currentPos = src;
  558. float distance = currentPos.dist2dSQ (dst);
  559. while (!end)
  560. {
  561. if (currentPos == dst)
  562. {
  563. result = true;
  564. break;
  565. }
  566. auto lastDistance = distance;
  567. auto processNeighbours = [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
  568. {
  569. if (!result) //not sure if lambda is worth it...
  570. {
  571. if (pos == dst)
  572. {
  573. result = true;
  574. end = true;
  575. }
  576. if (pos.dist2dSQ (dst) < distance)
  577. {
  578. if (!gen->isBlocked(pos))
  579. {
  580. if (gen->getZoneID(pos) == id)
  581. {
  582. if (gen->isPossible(pos))
  583. {
  584. gen->setOccupied (pos, ETileType::FREE);
  585. if (clearedTiles)
  586. clearedTiles->insert(pos);
  587. currentPos = pos;
  588. distance = currentPos.dist2dSQ (dst);
  589. }
  590. else if (gen->isFree(pos))
  591. {
  592. end = true;
  593. result = true;
  594. }
  595. }
  596. }
  597. }
  598. }
  599. };
  600. if (onlyStraight)
  601. gen->foreachDirectNeighbour (currentPos, processNeighbours);
  602. else
  603. gen->foreach_neighbour (currentPos,processNeighbours);
  604. int3 anotherPos(-1, -1, -1);
  605. if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
  606. {
  607. //try any nearby tiles, even if its not closer than current
  608. float lastDistance = 2 * distance; //start with significantly larger value
  609. auto processNeighbours2 = [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
  610. {
  611. if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
  612. {
  613. if (gen->getZoneID(pos) == id)
  614. {
  615. if (gen->isPossible(pos))
  616. {
  617. if (clearedTiles)
  618. clearedTiles->insert(pos);
  619. anotherPos = pos;
  620. lastDistance = currentPos.dist2dSQ(dst);
  621. }
  622. }
  623. }
  624. };
  625. if (onlyStraight)
  626. gen->foreachDirectNeighbour(currentPos, processNeighbours2);
  627. else
  628. gen->foreach_neighbour(currentPos, processNeighbours2);
  629. if (anotherPos.valid())
  630. {
  631. if (clearedTiles)
  632. clearedTiles->insert(anotherPos);
  633. gen->setOccupied(anotherPos, ETileType::FREE);
  634. currentPos = anotherPos;
  635. }
  636. }
  637. if (!(result || distance < lastDistance || anotherPos.valid()))
  638. {
  639. //FIXME: seemingly this condition is messed up, tells nothing
  640. //logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
  641. break;
  642. }
  643. }
  644. return result;
  645. }
  646. boost::heap::priority_queue<CRmgTemplateZone::TDistance, boost::heap::compare<CRmgTemplateZone::NodeComparer>> CRmgTemplateZone::createPiorityQueue()
  647. {
  648. return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
  649. }
  650. bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
  651. {
  652. //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
  653. std::set<int3> closed; // The set of nodes already evaluated.
  654. auto pq = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
  655. std::map<int3, int3> cameFrom; // The map of navigated nodes.
  656. std::map<int3, float> distances;
  657. 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
  658. cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
  659. pq.push(std::make_pair(src, 0.f));
  660. distances[src] = 0.f;
  661. // Cost from start along best known path.
  662. while (!pq.empty())
  663. {
  664. auto node = pq.top();
  665. pq.pop(); //remove top element
  666. int3 currentNode = node.first;
  667. closed.insert (currentNode);
  668. auto currentTile = &gen->map->getTile(currentNode);
  669. if (currentNode == dst || gen->isRoad(currentNode))
  670. {
  671. // The goal node was reached. Trace the path using
  672. // the saved parent information and return path
  673. int3 backTracking = currentNode;
  674. while (cameFrom[backTracking].valid())
  675. {
  676. // add node to path
  677. roads.insert (backTracking);
  678. gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
  679. //logGlobal->traceStream() << boost::format("Setting road at tile %s") % backTracking;
  680. // do the same for the predecessor
  681. backTracking = cameFrom[backTracking];
  682. }
  683. return true;
  684. }
  685. else
  686. {
  687. bool directNeighbourFound = false;
  688. float movementCost = 1;
  689. auto foo = [gen, this, &pq, &distances, &closed, &cameFrom, &currentNode, &currentTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
  690. {
  691. if (vstd::contains(closed, pos)) //we already visited that node
  692. return;
  693. float distance = node.second + movementCost;
  694. float bestDistanceSoFar = std::numeric_limits<float>::max();
  695. auto it = distances.find(pos);
  696. if (it != distances.end())
  697. bestDistanceSoFar = it->second;
  698. if (distance < bestDistanceSoFar)
  699. {
  700. auto tile = &gen->map->getTile(pos);
  701. auto obj = tile->topVisitableObj();
  702. bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
  703. if (gen->isFree(pos) && gen->isFree(currentNode) //empty path
  704. || ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
  705. || pos == dst) //we already compledted the path
  706. {
  707. if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
  708. {
  709. cameFrom[pos] = currentNode;
  710. distances[pos] = distance;
  711. pq.push(std::make_pair(pos, distance));
  712. directNeighbourFound = true;
  713. }
  714. }
  715. }
  716. };
  717. gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
  718. if (!directNeighbourFound)
  719. {
  720. movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
  721. gen->foreachDiagonaltNeighbour(currentNode, foo);
  722. }
  723. }
  724. }
  725. logGlobal->warnStream() << boost::format("Failed to create road from %s to %s") % src %dst;
  726. return false;
  727. }
  728. bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
  729. ///connect current tile to any other free tile within zone
  730. {
  731. //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
  732. std::set<int3> closed; // The set of nodes already evaluated.
  733. auto open = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
  734. std::map<int3, int3> cameFrom; // The map of navigated nodes.
  735. std::map<int3, float> distances;
  736. //int3 currentNode = src;
  737. cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
  738. distances[src] = 0.f;
  739. open.push(std::make_pair(src, 0.f));
  740. // Cost from start along best known path.
  741. // Estimated total cost from start to goal through y.
  742. while (!open.empty())
  743. {
  744. auto node = open.top();
  745. open.pop();
  746. int3 currentNode = node.first;
  747. closed.insert(currentNode);
  748. if (gen->isFree(currentNode)) //we reached free paths, stop
  749. {
  750. // Trace the path using the saved parent information and return path
  751. int3 backTracking = currentNode;
  752. while (cameFrom[backTracking].valid())
  753. {
  754. gen->setOccupied(backTracking, ETileType::FREE);
  755. backTracking = cameFrom[backTracking];
  756. }
  757. return true;
  758. }
  759. else
  760. {
  761. auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
  762. {
  763. if (vstd::contains(closed, pos))
  764. return;
  765. //no paths through blocked or occupied tiles, stay within zone
  766. if (gen->isBlocked(pos) || gen->getZoneID(pos) != id)
  767. return;
  768. int distance = distances[currentNode] + 1;
  769. int bestDistanceSoFar = std::numeric_limits<int>::max();
  770. auto it = distances.find(pos);
  771. if (it != distances.end())
  772. bestDistanceSoFar = it->second;
  773. if (distance < bestDistanceSoFar)
  774. {
  775. cameFrom[pos] = currentNode;
  776. open.push(std::make_pair(pos, distance));
  777. distances[pos] = distance;
  778. }
  779. };
  780. if (onlyStraight)
  781. gen->foreachDirectNeighbour(currentNode, foo);
  782. else
  783. gen->foreach_neighbour(currentNode, foo);
  784. }
  785. }
  786. for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
  787. {
  788. gen->setOccupied (tile, ETileType::BLOCKED);
  789. vstd::erase_if_present(possibleTiles, tile);
  790. }
  791. return false;
  792. }
  793. bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
  794. ///connect current tile to any other free tile within zone
  795. {
  796. //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
  797. std::set<int3> closed; // The set of nodes already evaluated.
  798. auto open = std::move(createPiorityQueue()); // The set of tentative nodes to be evaluated, initially containing the start node
  799. std::map<int3, int3> cameFrom; // The map of navigated nodes.
  800. std::map<int3, float> distances;
  801. cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
  802. distances[src] = 0;
  803. open.push(std::make_pair(src, 0.f));
  804. // Cost from start along best known path.
  805. while (!open.empty())
  806. {
  807. auto node = open.top();
  808. open.pop();
  809. int3 currentNode = node.first;
  810. closed.insert(currentNode);
  811. if (currentNode == pos) //we reached center of the zone, stop
  812. {
  813. // Trace the path using the saved parent information and return path
  814. int3 backTracking = currentNode;
  815. while (cameFrom[backTracking].valid())
  816. {
  817. gen->setOccupied(backTracking, ETileType::FREE);
  818. backTracking = cameFrom[backTracking];
  819. }
  820. return true;
  821. }
  822. else
  823. {
  824. auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances](int3& pos) -> void
  825. {
  826. if (vstd::contains(closed, pos))
  827. return;
  828. if (gen->getZoneID(pos) != id)
  829. return;
  830. float movementCost = 0;
  831. if (gen->isFree(pos))
  832. movementCost = 1;
  833. else if (gen->isPossible(pos))
  834. movementCost = 2;
  835. else
  836. return;
  837. float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
  838. int bestDistanceSoFar = std::numeric_limits<int>::max(); //FIXME: boost::limits
  839. auto it = distances.find(pos);
  840. if (it != distances.end())
  841. bestDistanceSoFar = it->second;
  842. if (distance < bestDistanceSoFar)
  843. {
  844. cameFrom[pos] = currentNode;
  845. open.push(std::make_pair(pos, distance));
  846. distances[pos] = distance;
  847. }
  848. };
  849. if (onlyStraight)
  850. gen->foreachDirectNeighbour(currentNode, foo);
  851. else
  852. gen->foreach_neighbour(currentNode, foo);
  853. }
  854. }
  855. return false;
  856. }
  857. void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
  858. {
  859. requiredObjects.push_back(std::make_pair(obj, strength));
  860. }
  861. void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
  862. {
  863. closeObjects.push_back(std::make_pair(obj, strength));
  864. }
  865. void CRmgTemplateZone::addToConnectLater(const int3& src)
  866. {
  867. tilesToConnectLater.insert(src);
  868. }
  869. bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
  870. {
  871. //precalculate actual (randomized) monster strength based on this post
  872. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  873. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  874. int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  875. static const int value1[] = {2500, 1500, 1000, 500, 0};
  876. static const int value2[] = {7500, 7500, 7500, 5000, 5000};
  877. static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
  878. static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
  879. int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
  880. int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
  881. strength = strength1 + strength2;
  882. if (strength < 2000)
  883. return false; //no guard at all
  884. CreatureID creId = CreatureID::NONE;
  885. int amount = 0;
  886. std::vector<CreatureID> possibleCreatures;
  887. for (auto cre : VLC->creh->creatures)
  888. {
  889. if (cre->special)
  890. continue;
  891. if (!vstd::contains(monsterTypes, cre->faction))
  892. continue;
  893. 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
  894. {
  895. possibleCreatures.push_back(cre->idNumber);
  896. }
  897. }
  898. if (possibleCreatures.size())
  899. {
  900. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
  901. amount = strength / VLC->creh->creatures[creId]->AIValue;
  902. if (amount >= 4)
  903. amount *= gen->rand.nextDouble(0.75, 1.25);
  904. }
  905. else //just pick any available creature
  906. {
  907. creId = CreatureID(132); //Azure Dragon
  908. amount = strength / VLC->creh->creatures[creId]->AIValue;
  909. }
  910. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  911. auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
  912. guard->character = CGCreature::HOSTILE;
  913. auto hlp = new CStackInstance(creId, amount);
  914. //will be set during initialization
  915. guard->putStack(SlotID(0), hlp);
  916. //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
  917. // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
  918. placeObject(gen, guard, pos);
  919. if (clearSurroundingTiles)
  920. {
  921. //do not spawn anything near monster
  922. gen->foreach_neighbour (pos, [gen](int3 pos)
  923. {
  924. if (gen->isPossible(pos))
  925. gen->setOccupied(pos, ETileType::FREE);
  926. });
  927. }
  928. return true;
  929. }
  930. bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
  931. {
  932. CTreasurePileInfo info;
  933. std::map<int3, CGObjectInstance *> treasures;
  934. std::set<int3> boundary;
  935. int3 guardPos (-1,-1,-1);
  936. info.nextTreasurePos = pos;
  937. int maxValue = treasureInfo.max;
  938. int minValue = treasureInfo.min;
  939. ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
  940. int currentValue = 0;
  941. CGObjectInstance * object = nullptr;
  942. while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
  943. {
  944. treasures[info.nextTreasurePos] = nullptr;
  945. for (auto treasurePos : treasures)
  946. {
  947. gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
  948. {
  949. boundary.insert(pos);
  950. });
  951. }
  952. for (auto treasurePos : treasures)
  953. {
  954. //leaving only boundary around objects
  955. vstd::erase_if_present(boundary, treasurePos.first);
  956. }
  957. for (auto tile : boundary)
  958. {
  959. //we can't extend boundary anymore
  960. if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
  961. break;
  962. }
  963. ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
  964. if (!oi.value) //0 value indicates no object
  965. {
  966. vstd::erase_if_present(treasures, info.nextTreasurePos);
  967. break;
  968. }
  969. else
  970. {
  971. object = oi.generateObject();
  972. //remove from possible objects
  973. auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
  974. assert (oiptr != possibleObjects.end());
  975. oiptr->maxPerZone--;
  976. if (!oiptr->maxPerZone)
  977. possibleObjects.erase(oiptr);
  978. //update treasure pile area
  979. int3 visitablePos = info.nextTreasurePos;
  980. if (oi.templ.isVisitableFromTop())
  981. info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
  982. else
  983. info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
  984. for (auto blockedOffset : oi.templ.getBlockedOffsets())
  985. {
  986. int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
  987. info.occupiedPositions.insert(blockPos);
  988. info.blockedPositions.insert(blockPos);
  989. }
  990. info.occupiedPositions.insert(visitablePos + oi.templ.getVisitableOffset());
  991. currentValue += oi.value;
  992. treasures[info.nextTreasurePos] = object;
  993. //now find place for next object
  994. int3 placeFound(-1,-1,-1);
  995. //randomize next position from among possible ones
  996. std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
  997. //RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
  998. auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
  999. {
  1000. return lhs.y < rhs.y;
  1001. };
  1002. boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
  1003. for (auto tile : boundaryCopy)
  1004. {
  1005. if (gen->isPossible(tile)) //we can place new treasure only on possible tile
  1006. {
  1007. bool here = true;
  1008. gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
  1009. {
  1010. if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
  1011. here = false;
  1012. });
  1013. if (here)
  1014. {
  1015. placeFound = tile;
  1016. break;
  1017. }
  1018. }
  1019. }
  1020. if (placeFound.valid())
  1021. info.nextTreasurePos = placeFound;
  1022. else
  1023. break; //no more place to add any objects
  1024. }
  1025. }
  1026. if (treasures.size())
  1027. {
  1028. //find object closest to free path, then connect it to the middle of the zone
  1029. int3 closestTile = int3(-1,-1,-1);
  1030. float minDistance = 1e10;
  1031. for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
  1032. {
  1033. int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
  1034. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  1035. {
  1036. closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
  1037. minDistance = closestFreeTile.dist2d(visitablePos);
  1038. }
  1039. }
  1040. for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
  1041. {
  1042. int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
  1043. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  1044. {
  1045. closestTile = visitablePos;
  1046. minDistance = closestFreeTile.dist2d(visitablePos);
  1047. }
  1048. }
  1049. assert (closestTile.valid());
  1050. for (auto tile : info.occupiedPositions)
  1051. {
  1052. if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
  1053. gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
  1054. }
  1055. if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
  1056. {
  1057. return false;
  1058. }
  1059. //update boundary around our objects, including knowledge about objects visitable from bottom
  1060. boundary.clear();
  1061. for (auto tile : info.visitableFromBottomPositions)
  1062. {
  1063. gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
  1064. {
  1065. if (pos.y >= tile.y) //don't block these objects from above
  1066. boundary.insert(pos);
  1067. });
  1068. }
  1069. for (auto tile : info.visitableFromTopPositions)
  1070. {
  1071. gen->foreach_neighbour(tile, [&boundary](int3 pos)
  1072. {
  1073. boundary.insert(pos);
  1074. });
  1075. }
  1076. bool isPileGuarded = currentValue >= minGuardedValue;
  1077. for (auto tile : boundary) //guard must be standing there
  1078. {
  1079. if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
  1080. {
  1081. guardPos = tile;
  1082. break;
  1083. }
  1084. }
  1085. if (guardPos.valid())
  1086. {
  1087. for (auto treasure : treasures)
  1088. {
  1089. int3 visitableOffset = treasure.second->getVisitableOffset();
  1090. if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
  1091. visitableOffset.x += 1;
  1092. placeObject(gen, treasure.second, treasure.first + visitableOffset);
  1093. }
  1094. if (addMonster(gen, guardPos, currentValue, false))
  1095. {//block only if the object is guarded
  1096. for (auto tile : boundary)
  1097. {
  1098. if (gen->isPossible(tile))
  1099. gen->setOccupied(tile, ETileType::BLOCKED);
  1100. }
  1101. //do not spawn anything near monster
  1102. gen->foreach_neighbour(guardPos, [gen](int3 pos)
  1103. {
  1104. if (gen->isPossible(pos))
  1105. gen->setOccupied(pos, ETileType::FREE);
  1106. });
  1107. }
  1108. else //mo monster in this pile, make some free space (needed?)
  1109. {
  1110. for (auto tile : boundary)
  1111. if (gen->isPossible(tile))
  1112. gen->setOccupied(tile, ETileType::FREE);
  1113. }
  1114. }
  1115. else if (isPileGuarded)//we couldn't make a connection to this location, block it
  1116. {
  1117. for (auto treasure : treasures)
  1118. {
  1119. if (gen->isPossible(treasure.first))
  1120. gen->setOccupied(treasure.first, ETileType::BLOCKED);
  1121. delete treasure.second;
  1122. }
  1123. }
  1124. return true;
  1125. }
  1126. else //we did not place eveyrthing successfully
  1127. {
  1128. gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
  1129. vstd::erase_if_present(possibleTiles, pos);
  1130. return false;
  1131. }
  1132. }
  1133. void CRmgTemplateZone::initTownType (CMapGenerator* gen)
  1134. {
  1135. //FIXME: handle case that this player is not present -> towns should be set to neutral
  1136. int totalTowns = 0;
  1137. //cut a ring around town to ensure crunchPath always hits it.
  1138. auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
  1139. {
  1140. for (auto blockedTile : town->getBlockedPos())
  1141. {
  1142. gen->foreach_neighbour(blockedTile, [gen, town](const int3& pos)
  1143. {
  1144. if (gen->isPossible(pos))
  1145. gen->setOccupied(pos, ETileType::FREE);
  1146. });
  1147. }
  1148. };
  1149. auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
  1150. {
  1151. for (int i = 0; i < count; i++)
  1152. {
  1153. si32 subType = townType;
  1154. if(totalTowns>0)
  1155. {
  1156. if(!this->townsAreSameType)
  1157. {
  1158. if (townTypes.size())
  1159. subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1160. else
  1161. subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  1162. }
  1163. }
  1164. auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
  1165. auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
  1166. town->ID = Obj::TOWN;
  1167. town->tempOwner = player;
  1168. if (hasFort)
  1169. town->builtBuildings.insert(BuildingID::FORT);
  1170. town->builtBuildings.insert(BuildingID::DEFAULT);
  1171. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  1172. {
  1173. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1174. town->possibleSpells.push_back(spell->id);
  1175. }
  1176. if (totalTowns <= 0)
  1177. {
  1178. //register MAIN town of zone
  1179. gen->registerZone(town->subID);
  1180. //first town in zone goes in the middle
  1181. placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
  1182. cutPathAroundTown(town);
  1183. setPos(town->visitablePos()); //roads lead to mian town
  1184. }
  1185. else
  1186. addRequiredObject (town);
  1187. totalTowns++;
  1188. }
  1189. };
  1190. if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
  1191. {
  1192. //set zone types to player faction, generate main town
  1193. logGlobal->infoStream() << "Preparing playing zone";
  1194. int player_id = *owner - 1;
  1195. auto & playerInfo = gen->map->players[player_id];
  1196. PlayerColor player(player_id);
  1197. if (playerInfo.canAnyonePlay())
  1198. {
  1199. player = PlayerColor(player_id);
  1200. townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
  1201. if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  1202. randomizeTownType(gen);
  1203. }
  1204. else //no player - randomize town
  1205. {
  1206. player = PlayerColor::NEUTRAL;
  1207. randomizeTownType(gen);
  1208. }
  1209. auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType);
  1210. CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
  1211. town->tempOwner = player;
  1212. town->builtBuildings.insert(BuildingID::FORT);
  1213. town->builtBuildings.insert(BuildingID::DEFAULT);
  1214. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  1215. {
  1216. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1217. town->possibleSpells.push_back(spell->id);
  1218. }
  1219. //towns are big objects and should be centered around visitable position
  1220. placeObject(gen, town, getPos() + town->getVisitableOffset(), true);
  1221. cutPathAroundTown(town);
  1222. setPos(town->visitablePos()); //roads lead to mian town
  1223. totalTowns++;
  1224. //register MAIN town of zone only
  1225. gen->registerZone (town->subID);
  1226. if (playerInfo.canAnyonePlay()) //configure info for owning player
  1227. {
  1228. logGlobal->traceStream() << "Fill player info " << player_id;
  1229. // Update player info
  1230. playerInfo.allowedFactions.clear();
  1231. playerInfo.allowedFactions.insert(townType);
  1232. playerInfo.hasMainTown = true;
  1233. playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
  1234. playerInfo.generateHeroAtMainTown = true;
  1235. //now create actual towns
  1236. addNewTowns(playerTowns.getCastleCount() - 1, true, player);
  1237. addNewTowns(playerTowns.getTownCount(), false, player);
  1238. }
  1239. else
  1240. {
  1241. addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
  1242. addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  1243. }
  1244. }
  1245. else //randomize town types for any other zones as well
  1246. {
  1247. randomizeTownType(gen);
  1248. }
  1249. addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
  1250. addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  1251. if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
  1252. {
  1253. //25% chance for neutral
  1254. if (gen->rand.nextInt(1, 100) <= 25)
  1255. {
  1256. townType = ETownType::NEUTRAL;
  1257. }
  1258. else
  1259. {
  1260. if (townTypes.size())
  1261. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1262. else if (monsterTypes.size())
  1263. townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
  1264. else //just in any case
  1265. randomizeTownType(gen);
  1266. }
  1267. }
  1268. }
  1269. void CRmgTemplateZone::randomizeTownType (CMapGenerator* gen)
  1270. {
  1271. if (townTypes.size())
  1272. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1273. else
  1274. townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some
  1275. }
  1276. void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
  1277. {
  1278. if (matchTerrainToTown && townType != ETownType::NEUTRAL)
  1279. terrainType = VLC->townh->factions[townType]->nativeTerrain;
  1280. else
  1281. terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
  1282. //TODO: allow new types of terrain?
  1283. if (pos.z)
  1284. {
  1285. if (terrainType != ETerrainType::LAVA)
  1286. terrainType = ETerrainType::SUBTERRANEAN;
  1287. }
  1288. else
  1289. {
  1290. if (terrainType == ETerrainType::SUBTERRANEAN)
  1291. terrainType = ETerrainType::DIRT;
  1292. }
  1293. paintZoneTerrain (gen, terrainType);
  1294. }
  1295. void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
  1296. {
  1297. std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
  1298. gen->editManager->getTerrainSelection().setSelection(tiles);
  1299. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1300. }
  1301. bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
  1302. {
  1303. static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
  1304. static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
  1305. std::array<TObjectTypeHandler, 7> factory =
  1306. {
  1307. VLC->objtypeh->getHandlerFor(Obj::MINE, 0),
  1308. VLC->objtypeh->getHandlerFor(Obj::MINE, 1),
  1309. VLC->objtypeh->getHandlerFor(Obj::MINE, 2),
  1310. VLC->objtypeh->getHandlerFor(Obj::MINE, 3),
  1311. VLC->objtypeh->getHandlerFor(Obj::MINE, 4),
  1312. VLC->objtypeh->getHandlerFor(Obj::MINE, 5),
  1313. VLC->objtypeh->getHandlerFor(Obj::MINE, 6)
  1314. };
  1315. for (const auto & res : woodOre)
  1316. {
  1317. for (int i = 0; i < mines[res]; i++)
  1318. {
  1319. auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
  1320. mine->producedResource = res;
  1321. mine->tempOwner = PlayerColor::NEUTRAL;
  1322. mine->producedQuantity = mine->defaultResProduction();
  1323. if (!i)
  1324. addCloseObject(mine, 1500); //only firts one is close
  1325. else
  1326. addRequiredObject(mine, 1500);
  1327. }
  1328. }
  1329. for (const auto & res : preciousResources)
  1330. {
  1331. for (int i = 0; i < mines[res]; i++)
  1332. {
  1333. auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
  1334. mine->producedResource = res;
  1335. mine->tempOwner = PlayerColor::NEUTRAL;
  1336. mine->producedQuantity = mine->defaultResProduction();
  1337. addRequiredObject(mine, 3500);
  1338. }
  1339. }
  1340. for (int i = 0; i < mines[Res::GOLD]; i++)
  1341. {
  1342. auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate());
  1343. mine->producedResource = Res::GOLD;
  1344. mine->tempOwner = PlayerColor::NEUTRAL;
  1345. mine->producedQuantity = mine->defaultResProduction();
  1346. addRequiredObject(mine, 7000);
  1347. }
  1348. return true;
  1349. }
  1350. EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CMapGenerator* gen, CGObjectInstance *obj, int3 &pos)
  1351. {
  1352. //check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
  1353. obj->pos = pos;
  1354. gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED);
  1355. for (auto tile : obj->getBlockedPos())
  1356. {
  1357. if (gen->map->isInTheMap(tile))
  1358. gen->setOccupied(tile, ETileType::BLOCKED);
  1359. }
  1360. int3 accessibleOffset = getAccessibleOffset(gen, obj->appearance, pos);
  1361. if (!accessibleOffset.valid())
  1362. {
  1363. logGlobal->warnStream() << boost::format("Cannot access required object at position %s, retrying") % pos;
  1364. return EObjectPlacingResult::CANNOT_FIT;
  1365. }
  1366. if (!connectPath(gen, accessibleOffset, true))
  1367. {
  1368. logGlobal->traceStream() << boost::format("Failed to create path to required object at position %s, retrying") % pos;
  1369. return EObjectPlacingResult::SEALED_OFF;
  1370. }
  1371. else
  1372. return EObjectPlacingResult::SUCCESS;
  1373. }
  1374. bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
  1375. {
  1376. logGlobal->traceStream() << "Creating required objects";
  1377. for(const auto &object : requiredObjects)
  1378. {
  1379. auto obj = object.first;
  1380. int3 pos;
  1381. while (true)
  1382. {
  1383. if (!findPlaceForObject(gen, obj, 3, pos))
  1384. {
  1385. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
  1386. return false;
  1387. }
  1388. if (tryToPlaceObjectAndConnectToPath(gen, obj, pos) == EObjectPlacingResult::SUCCESS)
  1389. {
  1390. //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
  1391. placeObject(gen, obj, pos);
  1392. guardObject(gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
  1393. break;
  1394. }
  1395. }
  1396. }
  1397. for (const auto &obj : closeObjects)
  1398. {
  1399. setTemplateForObject(gen, obj.first);
  1400. auto tilesBlockedByObject = obj.first->getBlockedOffsets();
  1401. bool finished = false;
  1402. while (!finished)
  1403. {
  1404. std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end());
  1405. //new tiles vector after each object has been placed, OR misplaced area has been sealed off
  1406. boost::remove_if(tiles, [gen, obj, this](int3 &tile)-> bool
  1407. {
  1408. //object must be accessible from at least one surounding tile
  1409. return !this->isAccessibleFromAnywhere(gen, obj.first->appearance, tile);
  1410. });
  1411. // smallest distance to zone center, greatest distance to nearest object
  1412. auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
  1413. {
  1414. float lDist = this->pos.dist2d(lhs);
  1415. float rDist = this->pos.dist2d(rhs);
  1416. lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
  1417. rDist *= (rDist > 12) ? 10 : 1;
  1418. return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
  1419. };
  1420. boost::sort(tiles, isCloser);
  1421. if (tiles.empty())
  1422. {
  1423. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
  1424. return false;
  1425. }
  1426. for (auto tile : tiles)
  1427. {
  1428. //code partially adapted from findPlaceForObject()
  1429. if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
  1430. gen->setOccupied(pos, ETileType::BLOCKED); //why?
  1431. else
  1432. continue;
  1433. EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(gen, obj.first, tile);
  1434. if (result == EObjectPlacingResult::SUCCESS)
  1435. {
  1436. placeObject(gen, obj.first, tile);
  1437. guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  1438. finished = true;
  1439. break;
  1440. }
  1441. else if (result == EObjectPlacingResult::CANNOT_FIT)
  1442. continue; // next tile
  1443. else if (result == EObjectPlacingResult::SEALED_OFF)
  1444. {
  1445. break; //tiles expired, pick new ones
  1446. }
  1447. else
  1448. throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()"));
  1449. }
  1450. }
  1451. }
  1452. return true;
  1453. }
  1454. void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
  1455. {
  1456. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  1457. int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
  1458. static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
  1459. minGuardedValue = minGuardedValues[monsterStrength];
  1460. auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
  1461. {
  1462. return lhs.max > rhs.max;
  1463. };
  1464. //place biggest treasures first at large distance, place smaller ones inbetween
  1465. boost::sort(treasureInfo, valueComparator);
  1466. //sort treasures by ascending value so we can stop checking treasures with too high value
  1467. boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
  1468. {
  1469. return oi1.value < oi2.value;
  1470. });
  1471. int totalDensity = 0;
  1472. for (auto t : treasureInfo)
  1473. {
  1474. //discard objects with too high value to be ever placed
  1475. vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
  1476. {
  1477. return oi.value > t.max;
  1478. });
  1479. totalDensity += t.density;
  1480. //treasure density is inversely proportional to zone size but must be scaled back to map size
  1481. //also, normalize it to zone count - higher count means relatively smaller zones
  1482. //this is squared distance for optimization purposes
  1483. const double minDistance = std::max<float>((125.f / totalDensity), 2);
  1484. //distance lower than 2 causes objects to overlap and crash
  1485. bool stop = false;
  1486. do {
  1487. //optimization - don't check tiles which are not allowed
  1488. vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
  1489. {
  1490. return !gen->isPossible(tile);
  1491. });
  1492. int3 treasureTilePos;
  1493. //If we are able to place at least one object with value lower than minGuardedValue, it's ok
  1494. do
  1495. {
  1496. if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
  1497. {
  1498. stop = true;
  1499. break;
  1500. }
  1501. }
  1502. while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
  1503. } while (!stop);
  1504. }
  1505. }
  1506. void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
  1507. {
  1508. if (pos.z) //underground
  1509. {
  1510. //now make sure all accessible tiles have no additional rock on them
  1511. std::vector<int3> accessibleTiles;
  1512. for (auto tile : tileinfo)
  1513. {
  1514. if (gen->isFree(tile) || gen->isUsed(tile))
  1515. {
  1516. accessibleTiles.push_back(tile);
  1517. }
  1518. }
  1519. gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
  1520. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1521. }
  1522. }
  1523. void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
  1524. {
  1525. typedef std::vector<ObjectTemplate> obstacleVector;
  1526. //obstacleVector possibleObstacles;
  1527. std::map <ui8, obstacleVector> obstaclesBySize;
  1528. typedef std::pair <ui8, obstacleVector> obstaclePair;
  1529. std::vector<obstaclePair> possibleObstacles;
  1530. //get all possible obstacles for this terrain
  1531. for (auto primaryID : VLC->objtypeh->knownObjects())
  1532. {
  1533. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1534. {
  1535. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1536. if (handler->isStaticObject())
  1537. {
  1538. for (auto temp : handler->getTemplates())
  1539. {
  1540. if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
  1541. obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
  1542. }
  1543. }
  1544. }
  1545. }
  1546. for (auto o : obstaclesBySize)
  1547. {
  1548. possibleObstacles.push_back (std::make_pair(o.first, o.second));
  1549. }
  1550. boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
  1551. {
  1552. return p1.first > p2.first; //bigger obstacles first
  1553. });
  1554. auto sel = gen->editManager->getTerrainSelection();
  1555. sel.clearSelection();
  1556. auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
  1557. {
  1558. auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
  1559. int3 obstaclePos = tile + temp.getBlockMapOffset();
  1560. if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
  1561. {
  1562. auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1563. placeObject(gen, obj, obstaclePos, false);
  1564. return true;
  1565. }
  1566. return false;
  1567. };
  1568. //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
  1569. for (auto tile : boost::adaptors::reverse(tileinfo))
  1570. {
  1571. //fill tiles that should be blocked with obstacles or are just possible (with some probability)
  1572. if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
  1573. {
  1574. //start from biggets obstacles
  1575. for (int i = 0; i < possibleObstacles.size(); i++)
  1576. {
  1577. if (tryToPlaceObstacleHere(tile, i))
  1578. break;
  1579. }
  1580. }
  1581. }
  1582. //cleanup - remove unused possible tiles to make space for roads
  1583. for (auto tile : tileinfo)
  1584. {
  1585. if (gen->isPossible(tile))
  1586. {
  1587. gen->setOccupied (tile, ETileType::FREE);
  1588. }
  1589. }
  1590. }
  1591. void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
  1592. {
  1593. logGlobal->debug("Started building roads");
  1594. std::set<int3> roadNodesCopy(roadNodes);
  1595. std::set<int3> processed;
  1596. while(!roadNodesCopy.empty())
  1597. {
  1598. int3 node = *roadNodesCopy.begin();
  1599. roadNodesCopy.erase(node);
  1600. int3 cross(-1, -1, -1);
  1601. auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
  1602. if (processed.size()) //connect with already existing network
  1603. {
  1604. cross = *boost::range::min_element(processed, comparator); //find another remaining node
  1605. }
  1606. else if (roadNodesCopy.size()) //connect with any other unconnected node
  1607. {
  1608. cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
  1609. }
  1610. else //no other nodes left, for example single road node in this zone
  1611. break;
  1612. logGlobal->debugStream() << "Building road from " << node << " to " << cross;
  1613. if (createRoad(gen, node, cross))
  1614. {
  1615. processed.insert(cross); //don't draw road starting at end point which is already connected
  1616. vstd::erase_if_present(roadNodesCopy, cross);
  1617. }
  1618. processed.insert(node);
  1619. }
  1620. drawRoads(gen);
  1621. logGlobal->debug("Finished building roads");
  1622. }
  1623. void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
  1624. {
  1625. std::vector<int3> tiles;
  1626. for (auto tile : roads)
  1627. {
  1628. if(gen->map->isInTheMap(tile))
  1629. tiles.push_back (tile);
  1630. }
  1631. for (auto tile : roadNodes)
  1632. {
  1633. if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones
  1634. tiles.push_back(tile);
  1635. }
  1636. gen->editManager->getTerrainSelection().setSelection(tiles);
  1637. gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
  1638. }
  1639. bool CRmgTemplateZone::fill(CMapGenerator* gen)
  1640. {
  1641. initTerrainType(gen);
  1642. //zone center should be always clear to allow other tiles to connect
  1643. gen->setOccupied(pos, ETileType::FREE);
  1644. freePaths.insert(pos);
  1645. addAllPossibleObjects (gen);
  1646. connectLater(gen); //ideally this should work after fractalize, but fails
  1647. fractalize(gen);
  1648. placeMines(gen);
  1649. createRequiredObjects(gen);
  1650. createTreasures(gen);
  1651. logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
  1652. return true;
  1653. }
  1654. bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
  1655. {
  1656. float best_distance = 0;
  1657. bool result = false;
  1658. bool needsGuard = value > minGuardedValue;
  1659. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1660. for(auto tile : possibleTiles)
  1661. {
  1662. auto dist = gen->getNearestObjectDistance(tile);
  1663. if ((dist >= min_dist) && (dist > best_distance))
  1664. {
  1665. bool allTilesAvailable = true;
  1666. gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
  1667. {
  1668. if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
  1669. {
  1670. allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
  1671. }
  1672. });
  1673. if (allTilesAvailable)
  1674. {
  1675. best_distance = dist;
  1676. pos = tile;
  1677. result = true;
  1678. }
  1679. }
  1680. }
  1681. if (result)
  1682. {
  1683. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
  1684. }
  1685. return result;
  1686. }
  1687. bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
  1688. {
  1689. if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
  1690. return false;
  1691. auto tilesBlockedByObject = temp.getBlockedOffsets();
  1692. for (auto blockingTile : tilesBlockedByObject)
  1693. {
  1694. int3 t = pos + blockingTile;
  1695. if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
  1696. {
  1697. return false; //if at least one tile is not possible, object can't be placed here
  1698. }
  1699. }
  1700. return true;
  1701. }
  1702. bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
  1703. {
  1704. return getAccessibleOffset(gen, appearance, tile).valid();
  1705. }
  1706. int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
  1707. {
  1708. auto tilesBlockedByObject = appearance.getBlockedOffsets();
  1709. int3 ret(-1, -1, -1);
  1710. for (int x = -1; x < 2; x++)
  1711. {
  1712. for (int y = -1; y <2; y++)
  1713. {
  1714. if (x && y) //check only if object is visitable from another tile
  1715. {
  1716. int3 offset = int3(x, y, 0) - appearance.getVisitableOffset();
  1717. if (!vstd::contains(tilesBlockedByObject, offset))
  1718. {
  1719. int3 nearbyPos = tile + offset;
  1720. if (gen->map->isInTheMap(nearbyPos))
  1721. {
  1722. if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
  1723. ret = nearbyPos;
  1724. }
  1725. }
  1726. }
  1727. };
  1728. }
  1729. return ret;
  1730. }
  1731. void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
  1732. {
  1733. if (obj->appearance.id == Obj::NO_OBJ)
  1734. {
  1735. auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
  1736. if (templates.empty())
  1737. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID %obj->subID %pos));
  1738. obj->appearance = templates.front();
  1739. }
  1740. }
  1741. bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
  1742. {
  1743. for (auto blockingTile : tilesBlockedByObject)
  1744. {
  1745. int3 t = tile + blockingTile;
  1746. if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
  1747. {
  1748. //if at least one tile is not possible, object can't be placed here
  1749. return false;
  1750. }
  1751. }
  1752. return true;
  1753. }
  1754. bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
  1755. {
  1756. //we need object apperance to deduce free tile
  1757. setTemplateForObject(gen, obj);
  1758. int best_distance = 0;
  1759. bool result = false;
  1760. auto tilesBlockedByObject = obj->getBlockedOffsets();
  1761. for (auto tile : tileinfo)
  1762. {
  1763. //object must be accessible from at least one surounding tile
  1764. if (!isAccessibleFromAnywhere(gen, obj->appearance, tile))
  1765. continue;
  1766. auto ti = gen->getTile(tile);
  1767. auto dist = ti.getNearestObjectDistance();
  1768. //avoid borders
  1769. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1770. {
  1771. if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
  1772. {
  1773. best_distance = dist;
  1774. pos = tile;
  1775. result = true;
  1776. }
  1777. }
  1778. }
  1779. if (result)
  1780. {
  1781. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1782. }
  1783. return result;
  1784. }
  1785. void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1786. {
  1787. if (!gen->map->isInTheMap(pos))
  1788. throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
  1789. object->pos = pos;
  1790. if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
  1791. 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()));
  1792. for (auto tile : object->getBlockedPos())
  1793. {
  1794. if (!gen->map->isInTheMap(tile))
  1795. throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
  1796. }
  1797. if (object->appearance.id == Obj::NO_OBJ)
  1798. {
  1799. auto terrainType = gen->map->getTile(pos).terType;
  1800. auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
  1801. if (templates.empty())
  1802. 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));
  1803. object->appearance = templates.front();
  1804. }
  1805. gen->editManager->insertObject(object, pos);
  1806. //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
  1807. }
  1808. void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
  1809. {
  1810. //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
  1811. checkAndPlaceObject (gen, object, pos);
  1812. auto points = object->getBlockedPos();
  1813. if (object->isVisitable())
  1814. points.insert(pos + object->getVisitableOffset());
  1815. points.insert(pos);
  1816. for(auto p : points)
  1817. {
  1818. if (gen->map->isInTheMap(p))
  1819. {
  1820. gen->setOccupied(p, ETileType::USED);
  1821. }
  1822. }
  1823. if (updateDistance)
  1824. updateDistances(gen, pos);
  1825. switch (object->ID)
  1826. {
  1827. case Obj::TOWN:
  1828. case Obj::RANDOM_TOWN:
  1829. case Obj::MONOLITH_TWO_WAY:
  1830. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  1831. case Obj::MONOLITH_ONE_WAY_EXIT:
  1832. case Obj::SUBTERRANEAN_GATE:
  1833. {
  1834. addRoadNode(object->visitablePos());
  1835. }
  1836. break;
  1837. default:
  1838. break;
  1839. }
  1840. }
  1841. void CRmgTemplateZone::updateDistances(CMapGenerator* gen, const int3 & pos)
  1842. {
  1843. for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles
  1844. {
  1845. ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  1846. gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
  1847. }
  1848. }
  1849. void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
  1850. {
  1851. placeObject(gen, object, pos);
  1852. guardObject(gen, object, str, zoneGuard);
  1853. }
  1854. void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
  1855. {
  1856. auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
  1857. auto gate = factory->create(ObjectTemplate());
  1858. placeObject (gen, gate, pos, true);
  1859. addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
  1860. guardObject (gen, gate, guardStrength, true);
  1861. }
  1862. std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, const CGObjectInstance* object)
  1863. {
  1864. //get all tiles from which this object can be accessed
  1865. int3 visitable = object->visitablePos();
  1866. std::vector<int3> tiles;
  1867. auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
  1868. gen->foreach_neighbour(visitable, [&](int3& pos)
  1869. {
  1870. if (gen->isPossible(pos) || gen->isFree(pos))
  1871. {
  1872. if (!vstd::contains(tilesBlockedByObject, pos))
  1873. {
  1874. if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
  1875. {
  1876. tiles.push_back(pos);
  1877. }
  1878. }
  1879. };
  1880. });
  1881. return tiles;
  1882. }
  1883. bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
  1884. {
  1885. std::vector<int3> tiles = getAccessibleOffsets(gen, object);
  1886. int3 guardTile(-1, -1, -1);
  1887. if (tiles.size())
  1888. {
  1889. //guardTile = tiles.front();
  1890. guardTile = getAccessibleOffset(gen, object->appearance, object->pos);
  1891. logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
  1892. }
  1893. else
  1894. {
  1895. logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
  1896. return false;
  1897. }
  1898. if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
  1899. {
  1900. for (auto pos : tiles)
  1901. {
  1902. if (!gen->isFree(pos))
  1903. gen->setOccupied(pos, ETileType::BLOCKED);
  1904. }
  1905. gen->foreach_neighbour (guardTile, [&](int3& pos)
  1906. {
  1907. if (gen->isPossible(pos))
  1908. gen->setOccupied (pos, ETileType::FREE);
  1909. });
  1910. gen->setOccupied (guardTile, ETileType::USED);
  1911. }
  1912. else //allow no guard or other object in front of this object
  1913. {
  1914. for (auto tile : tiles)
  1915. if (gen->isPossible(tile))
  1916. gen->setOccupied (tile, ETileType::FREE);
  1917. }
  1918. return true;
  1919. }
  1920. ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
  1921. {
  1922. //int objectsVisitableFromBottom = 0; //for debug
  1923. std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
  1924. ui32 total = 0;
  1925. //calculate actual treasure value range based on remaining value
  1926. ui32 maxVal = desiredValue - currentValue;
  1927. ui32 minValue = 0.25f * (desiredValue - currentValue);
  1928. //roulette wheel
  1929. for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
  1930. {
  1931. if (oi.value > maxVal)
  1932. break; //this assumes values are sorted in ascending order
  1933. if (oi.value >= minValue && oi.maxPerZone > 0)
  1934. {
  1935. int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
  1936. int3 newVisitablePos = info.nextTreasurePos;
  1937. if (!oi.templ.isVisitableFromTop())
  1938. {
  1939. //objectsVisitableFromBottom++;
  1940. //there must be free tiles under object
  1941. auto blockedOffsets = oi.templ.getBlockedOffsets();
  1942. if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos))
  1943. continue;
  1944. }
  1945. //NOTE: y coordinate grows downwards
  1946. if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
  1947. {
  1948. bool fitsHere = false;
  1949. if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
  1950. {
  1951. for (auto tile : info.visitableFromTopPositions)
  1952. {
  1953. int3 actualTile = tile + newVisitableOffset;
  1954. if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
  1955. {
  1956. fitsHere = true;
  1957. break;
  1958. }
  1959. }
  1960. for (auto tile : info.visitableFromBottomPositions)
  1961. {
  1962. int3 actualTile = tile + newVisitableOffset;
  1963. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
  1964. {
  1965. fitsHere = true;
  1966. break;
  1967. }
  1968. }
  1969. }
  1970. else //if new object is not visitable from top, it must be accessible from below or side
  1971. {
  1972. for (auto tile : info.visitableFromTopPositions)
  1973. {
  1974. int3 actualTile = tile + newVisitableOffset;
  1975. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
  1976. {
  1977. fitsHere = true;
  1978. break;
  1979. }
  1980. }
  1981. for (auto tile : info.visitableFromBottomPositions)
  1982. {
  1983. int3 actualTile = tile + newVisitableOffset;
  1984. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
  1985. {
  1986. fitsHere = true;
  1987. break;
  1988. }
  1989. }
  1990. }
  1991. if (!fitsHere)
  1992. continue;
  1993. }
  1994. //now check blockmap, including our already reserved pile area
  1995. bool fitsBlockmap = true;
  1996. std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
  1997. blockedOffsets.insert (newVisitableOffset);
  1998. for (auto blockingTile : blockedOffsets)
  1999. {
  2000. int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
  2001. if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
  2002. {
  2003. fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
  2004. break;
  2005. }
  2006. if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
  2007. {
  2008. fitsBlockmap = false;
  2009. break;
  2010. }
  2011. }
  2012. if (!fitsBlockmap)
  2013. continue;
  2014. total += oi.probability;
  2015. thresholds.push_back (std::make_pair (total, &oi));
  2016. }
  2017. }
  2018. if (thresholds.empty())
  2019. {
  2020. ObjectInfo oi;
  2021. //Generate pandora Box with gold if the value is extremely high
  2022. if (minValue > 20000) //we don't have object valuable enough
  2023. {
  2024. oi.generateObject = [minValue]() -> CGObjectInstance *
  2025. {
  2026. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2027. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2028. obj->resources[Res::GOLD] = minValue;
  2029. return obj;
  2030. };
  2031. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2032. oi.value = minValue;
  2033. oi.probability = 0;
  2034. }
  2035. else //generate empty object with 0 value if the value if we can't spawn anything
  2036. {
  2037. oi.generateObject = [gen]() -> CGObjectInstance *
  2038. {
  2039. return nullptr;
  2040. };
  2041. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
  2042. oi.value = 0; // this field is checked to determine no object
  2043. oi.probability = 0;
  2044. }
  2045. return oi;
  2046. }
  2047. else
  2048. {
  2049. int r = gen->rand.nextInt (1, total);
  2050. //binary search = fastest
  2051. auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
  2052. [](const std::pair<ui32, ObjectInfo*> &rhs, const int lhs)->bool
  2053. {
  2054. return rhs.first < lhs;
  2055. });
  2056. return *(it->second);
  2057. }
  2058. }
  2059. void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
  2060. {
  2061. ObjectInfo oi;
  2062. int numZones = gen->getZones().size();
  2063. std::vector<CCreature *> creatures; //native creatures for this zone
  2064. for (auto cre : VLC->creh->creatures)
  2065. {
  2066. if (!cre->special && cre->faction == townType)
  2067. {
  2068. creatures.push_back(cre);
  2069. }
  2070. }
  2071. for (auto primaryID : VLC->objtypeh->knownObjects())
  2072. {
  2073. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  2074. {
  2075. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  2076. if (!handler->isStaticObject() && handler->getRMGInfo().value)
  2077. {
  2078. for (auto temp : handler->getTemplates())
  2079. {
  2080. if (temp.canBePlacedAt(terrainType))
  2081. {
  2082. oi.generateObject = [gen, temp]() -> CGObjectInstance *
  2083. {
  2084. return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  2085. };
  2086. auto rmgInfo = handler->getRMGInfo();
  2087. oi.value = rmgInfo.value;
  2088. oi.probability = rmgInfo.rarity;
  2089. oi.templ = temp;
  2090. oi.maxPerZone = rmgInfo.zoneLimit;
  2091. vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
  2092. possibleObjects.push_back(oi);
  2093. }
  2094. }
  2095. }
  2096. }
  2097. }
  2098. //prisons
  2099. //levels 1, 5, 10, 20, 30
  2100. static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
  2101. static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
  2102. for (int i = 0; i < 5; i++)
  2103. {
  2104. oi.generateObject = [i, gen, this]() -> CGObjectInstance *
  2105. {
  2106. std::vector<ui32> possibleHeroes;
  2107. for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
  2108. {
  2109. if (gen->map->allowedHeroes[j])
  2110. possibleHeroes.push_back(j);
  2111. }
  2112. auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
  2113. auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
  2114. auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
  2115. obj->subID = hid; //will be initialized later
  2116. obj->exp = prisonExp[i];
  2117. obj->setOwner(PlayerColor::NEUTRAL);
  2118. gen->map->allowedHeroes[hid] = false; //ban this hero
  2119. gen->decreasePrisonsRemaining();
  2120. obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
  2121. return obj;
  2122. };
  2123. oi.setTemplate(Obj::PRISON, 0, terrainType);
  2124. oi.value = prisonValues[i];
  2125. oi.probability = 30;
  2126. oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
  2127. possibleObjects.push_back(oi);
  2128. }
  2129. //all following objects are unlimited
  2130. oi.maxPerZone = std::numeric_limits<ui32>().max();
  2131. //dwellings
  2132. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
  2133. //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
  2134. static int elementalConfluxROE[] = { 7, 13, 16, 47 };
  2135. for (int i = 0; i < 4; i++)
  2136. vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
  2137. for (auto secondaryID : subObjects)
  2138. {
  2139. auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
  2140. auto creatures = dwellingHandler->getProducedCreatures();
  2141. if (creatures.empty())
  2142. continue;
  2143. auto cre = creatures.front();
  2144. if (cre->faction == townType)
  2145. {
  2146. float nativeZonesCount = gen->getZoneCount(cre->faction);
  2147. oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
  2148. oi.probability = 40;
  2149. for (auto temp : dwellingHandler->getTemplates())
  2150. {
  2151. if (temp.canBePlacedAt(terrainType))
  2152. {
  2153. oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
  2154. {
  2155. auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
  2156. //dwellingHandler->configureObject(obj, gen->rand);
  2157. obj->tempOwner = PlayerColor::NEUTRAL;
  2158. return obj;
  2159. };
  2160. oi.templ = temp;
  2161. possibleObjects.push_back(oi);
  2162. }
  2163. }
  2164. }
  2165. }
  2166. static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
  2167. for (int i = 0; i < 5; i++)
  2168. {
  2169. oi.generateObject = [i, gen]() -> CGObjectInstance *
  2170. {
  2171. auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
  2172. auto obj = (CGArtifact *) factory->create(ObjectTemplate());
  2173. std::vector<SpellID> out;
  2174. for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
  2175. {
  2176. if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
  2177. {
  2178. out.push_back(spell->id);
  2179. }
  2180. }
  2181. auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
  2182. obj->storedArtifact = a;
  2183. return obj;
  2184. };
  2185. oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
  2186. oi.value = scrollValues[i];
  2187. oi.probability = 30;
  2188. possibleObjects.push_back(oi);
  2189. }
  2190. //pandora box with gold
  2191. for (int i = 1; i < 5; i++)
  2192. {
  2193. oi.generateObject = [i]() -> CGObjectInstance *
  2194. {
  2195. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2196. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2197. obj->resources[Res::GOLD] = i * 5000;
  2198. return obj;
  2199. };
  2200. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2201. oi.value = i * 5000;;
  2202. oi.probability = 5;
  2203. possibleObjects.push_back(oi);
  2204. }
  2205. //pandora box with experience
  2206. for (int i = 1; i < 5; i++)
  2207. {
  2208. oi.generateObject = [i]() -> CGObjectInstance *
  2209. {
  2210. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2211. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2212. obj->gainedExp = i * 5000;
  2213. return obj;
  2214. };
  2215. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2216. oi.value = i * 6000;;
  2217. oi.probability = 20;
  2218. possibleObjects.push_back(oi);
  2219. }
  2220. //pandora box with creatures
  2221. static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
  2222. auto creatureToCount = [](CCreature * creature) -> int
  2223. {
  2224. int actualTier = creature->level > 7 ? 6 : creature->level - 1;
  2225. float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
  2226. if (creaturesAmount <= 5)
  2227. {
  2228. creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
  2229. if (creaturesAmount < 1)
  2230. return 0;
  2231. }
  2232. else if (creaturesAmount <= 12)
  2233. {
  2234. (creaturesAmount /= 2) *= 2;
  2235. }
  2236. else if (creaturesAmount <= 50)
  2237. {
  2238. creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
  2239. }
  2240. else
  2241. {
  2242. creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
  2243. }
  2244. return creaturesAmount;
  2245. };
  2246. for (auto creature : creatures)
  2247. {
  2248. int creaturesAmount = creatureToCount(creature);
  2249. if (!creaturesAmount)
  2250. continue;
  2251. oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
  2252. {
  2253. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2254. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2255. auto stack = new CStackInstance(creature, creaturesAmount);
  2256. obj->creatures.putStack(SlotID(0), stack);
  2257. return obj;
  2258. };
  2259. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2260. oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3;
  2261. oi.probability = 3;
  2262. possibleObjects.push_back(oi);
  2263. }
  2264. //Pandora with 12 spells of certain level
  2265. for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
  2266. {
  2267. oi.generateObject = [i, gen]() -> CGObjectInstance *
  2268. {
  2269. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2270. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2271. std::vector <CSpell *> spells;
  2272. for (auto spell : VLC->spellh->objects)
  2273. {
  2274. if (gen->isAllowedSpell(spell->id) && spell->level == i)
  2275. spells.push_back(spell);
  2276. }
  2277. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2278. for (int j = 0; j < std::min<int>(12, spells.size()); j++)
  2279. {
  2280. obj->spells.push_back(spells[j]->id);
  2281. }
  2282. return obj;
  2283. };
  2284. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2285. oi.value = (i + 1) * 2500; //5000 - 15000
  2286. oi.probability = 2;
  2287. possibleObjects.push_back(oi);
  2288. }
  2289. //Pandora with 15 spells of certain school
  2290. for (int i = 0; i < 4; i++)
  2291. {
  2292. oi.generateObject = [i,gen]() -> CGObjectInstance *
  2293. {
  2294. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2295. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2296. std::vector <CSpell *> spells;
  2297. for (auto spell : VLC->spellh->objects)
  2298. {
  2299. if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
  2300. spells.push_back(spell);
  2301. }
  2302. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2303. for (int j = 0; j < std::min<int>(15, spells.size()); j++)
  2304. {
  2305. obj->spells.push_back(spells[j]->id);
  2306. }
  2307. return obj;
  2308. };
  2309. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2310. oi.value = 15000;
  2311. oi.probability = 2;
  2312. possibleObjects.push_back(oi);
  2313. }
  2314. // Pandora box with 60 random spells
  2315. oi.generateObject = [gen]() -> CGObjectInstance *
  2316. {
  2317. auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
  2318. auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
  2319. std::vector <CSpell *> spells;
  2320. for (auto spell : VLC->spellh->objects)
  2321. {
  2322. if (gen->isAllowedSpell(spell->id))
  2323. spells.push_back(spell);
  2324. }
  2325. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2326. for (int j = 0; j < std::min<int>(60, spells.size()); j++)
  2327. {
  2328. obj->spells.push_back(spells[j]->id);
  2329. }
  2330. return obj;
  2331. };
  2332. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2333. oi.value = 30000;
  2334. oi.probability = 2;
  2335. possibleObjects.push_back(oi);
  2336. //seer huts with creatures or generic rewards
  2337. if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
  2338. {
  2339. static const int genericSeerHuts = 8;
  2340. int seerHutsPerType = 0;
  2341. const int questArtsRemaining = gen->getQuestArtsRemaning().size();
  2342. //general issue is that not many artifact types are available for quests
  2343. if (questArtsRemaining >= genericSeerHuts + creatures.size())
  2344. {
  2345. seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
  2346. }
  2347. else if (questArtsRemaining >= genericSeerHuts)
  2348. {
  2349. seerHutsPerType = 1;
  2350. }
  2351. oi.maxPerZone = seerHutsPerType;
  2352. RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
  2353. auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
  2354. {
  2355. ObjectInfo artInfo;
  2356. artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
  2357. artInfo.maxPerZone = 1;
  2358. artInfo.value = 2000; //treasure art
  2359. artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
  2360. artInfo.generateObject = [id]() -> CGObjectInstance *
  2361. {
  2362. auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
  2363. return handler->create(handler->getTemplates().front());
  2364. };
  2365. return artInfo;
  2366. };
  2367. for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
  2368. {
  2369. auto creature = creatures[i];
  2370. int creaturesAmount = creatureToCount(creature);
  2371. if (!creaturesAmount)
  2372. continue;
  2373. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2374. oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2375. {
  2376. auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
  2377. auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
  2378. obj->rewardType = CGSeerHut::CREATURE;
  2379. obj->rID = creature->idNumber;
  2380. obj->rVal = creaturesAmount;
  2381. obj->quest->missionType = CQuest::MISSION_ART;
  2382. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2383. obj->quest->m5arts.push_back(artid);
  2384. obj->quest->lastDay = -1;
  2385. obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
  2386. gen->banQuestArt(artid);
  2387. this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
  2388. return obj;
  2389. };
  2390. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2391. oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
  2392. oi.probability = 3;
  2393. possibleObjects.push_back(oi);
  2394. }
  2395. static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
  2396. static int seerValues[] = { 2000, 5333, 8666, 12000 };
  2397. for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
  2398. {
  2399. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2400. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2401. oi.value = seerValues[i];
  2402. oi.probability = 10;
  2403. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2404. {
  2405. auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
  2406. auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
  2407. obj->rewardType = CGSeerHut::EXPERIENCE;
  2408. obj->rID = 0; //unitialized?
  2409. obj->rVal = seerExpGold[i];
  2410. obj->quest->missionType = CQuest::MISSION_ART;
  2411. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2412. obj->quest->m5arts.push_back(artid);
  2413. obj->quest->lastDay = -1;
  2414. obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
  2415. gen->banQuestArt(artid);
  2416. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2417. return obj;
  2418. };
  2419. possibleObjects.push_back(oi);
  2420. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2421. {
  2422. auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
  2423. auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
  2424. obj->rewardType = CGSeerHut::RESOURCES;
  2425. obj->rID = Res::GOLD;
  2426. obj->rVal = seerExpGold[i];
  2427. obj->quest->missionType = CQuest::MISSION_ART;
  2428. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2429. obj->quest->m5arts.push_back(artid);
  2430. obj->quest->lastDay = -1;
  2431. obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
  2432. gen->banQuestArt(artid);
  2433. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2434. return obj;
  2435. };
  2436. possibleObjects.push_back(oi);
  2437. }
  2438. }
  2439. }
  2440. ObjectInfo::ObjectInfo()
  2441. : templ(), value(0), probability(0), maxPerZone(1)
  2442. {
  2443. }
  2444. void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
  2445. {
  2446. templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
  2447. }