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- /*
 
-  * CRmgTemplateZone.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CRmgTemplateZone.h"
 
- #include "../mapping/CMapEditManager.h"
 
- #include "../mapping/CMap.h"
 
- #include "../VCMI_Lib.h"
 
- #include "../CTownHandler.h"
 
- #include "../CCreatureHandler.h"
 
- #include "../spells/CSpellHandler.h" //for choosing random spells
 
- #include "../mapObjects/CommonConstructors.h"
 
- #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
 
- #include "../mapObjects/CGPandoraBox.h"
 
- #include "../mapObjects/CRewardableObject.h"
 
- class CMap;
 
- class CMapEditManager;
 
- //class CGObjectInstance;
 
- CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
 
- {
 
- }
 
- void CRmgTemplateZone::addRoadNode(const int3& node)
 
- {
 
- 	roadNodes.insert(node);
 
- }
 
- int CRmgTemplateZone::CTownInfo::getTownCount() const
 
- {
 
- 	return townCount;
 
- }
 
- void CRmgTemplateZone::CTownInfo::setTownCount(int value)
 
- {
 
- 	if(value < 0)
 
- 		throw rmgException("Negative value for town count not allowed.");
 
- 	townCount = value;
 
- }
 
- int CRmgTemplateZone::CTownInfo::getCastleCount() const
 
- {
 
- 	return castleCount;
 
- }
 
- void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
 
- {
 
- 	if(value < 0)
 
- 		throw rmgException("Negative value for castle count not allowed.");
 
- 	castleCount = value;
 
- }
 
- int CRmgTemplateZone::CTownInfo::getTownDensity() const
 
- {
 
- 	return townDensity;
 
- }
 
- void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
 
- {
 
- 	if(value < 0)
 
- 		throw rmgException("Negative value for town density not allowed.");
 
- 	townDensity = value;
 
- }
 
- int CRmgTemplateZone::CTownInfo::getCastleDensity() const
 
- {
 
- 	return castleDensity;
 
- }
 
- void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
 
- {
 
- 	if(value < 0)
 
- 		throw rmgException("Negative value for castle density not allowed.");
 
- 	castleDensity = value;
 
- }
 
- CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
 
- {
 
- 	occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
 
- }
 
- float CTileInfo::getNearestObjectDistance() const
 
- {
 
- 	return nearestObjectDistance;
 
- }
 
- void CTileInfo::setNearestObjectDistance(float value)
 
- {
 
- 	nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
 
- }
 
- bool CTileInfo::shouldBeBlocked() const
 
- {
 
- 	return occupied == ETileType::BLOCKED;
 
- }
 
- bool CTileInfo::isBlocked() const
 
- {
 
- 	return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
 
- }
 
- bool CTileInfo::isPossible() const
 
- {
 
- 	return occupied == ETileType::POSSIBLE;
 
- }
 
- bool CTileInfo::isFree() const
 
- {
 
- 	return occupied == ETileType::FREE;
 
- }
 
- bool CTileInfo::isRoad() const
 
- {
 
- 	return roadType != ERoadType::NO_ROAD;
 
- }
 
- bool CTileInfo::isUsed() const
 
- {
 
- 	return occupied == ETileType::USED;
 
- }
 
- void CTileInfo::setOccupied(ETileType::ETileType value)
 
- {
 
- 	occupied = value;
 
- }
 
- ETileType::ETileType CTileInfo::getTileType() const
 
- {
 
- 	return occupied;
 
- }
 
- ETerrainType CTileInfo::getTerrainType() const
 
- {
 
- 	return terrain;
 
- }
 
- void CTileInfo::setTerrainType(ETerrainType value)
 
- {
 
- 	terrain = value;
 
- }
 
- void CTileInfo::setRoadType(ERoadType::ERoadType value)
 
- {
 
- 	roadType = value;
 
- //	setOccupied(ETileType::FREE);
 
- }
 
- CRmgTemplateZone::CRmgTemplateZone() :
 
- 	id(0),
 
- 	type(ETemplateZoneType::PLAYER_START),
 
- 	owner(boost::none),
 
- 	size(1),
 
- 	townsAreSameType(false),
 
- 	matchTerrainToTown(true),
 
- 	townType(ETownType::NEUTRAL),
 
- 	terrainType (ETerrainType::GRASS),
 
- 	zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
 
- 	minGuardedValue(0),
 
- 	questArtZone(nullptr)
 
- {
 
- 	terrainTypes = getDefaultTerrainTypes();
 
- }
 
- TRmgTemplateZoneId CRmgTemplateZone::getId() const
 
- {
 
- 	return id;
 
- }
 
- void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
 
- {
 
- 	if(value <= 0)
 
- 		throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
 
- 	id = value;
 
- }
 
- ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
 
- {
 
- 	return type;
 
- }
 
- void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
 
- {
 
- 	type = value;
 
- }
 
- int CRmgTemplateZone::getSize() const
 
- {
 
- 	return size;
 
- }
 
- void CRmgTemplateZone::setSize(int value)
 
- {
 
- 	if(value <= 0)
 
- 		throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
 
- 	size = value;
 
- }
 
- boost::optional<int> CRmgTemplateZone::getOwner() const
 
- {
 
- 	return owner;
 
- }
 
- void CRmgTemplateZone::setOwner(boost::optional<int> value)
 
- {
 
- 	if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
 
- 		throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
 
- 	owner = value;
 
- }
 
- const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
 
- {
 
- 	return playerTowns;
 
- }
 
- void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
 
- {
 
- 	playerTowns = value;
 
- }
 
- const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
 
- {
 
- 	return neutralTowns;
 
- }
 
- void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
 
- {
 
- 	neutralTowns = value;
 
- }
 
- bool CRmgTemplateZone::getTownsAreSameType() const
 
- {
 
- 	return townsAreSameType;
 
- }
 
- void CRmgTemplateZone::setTownsAreSameType(bool value)
 
- {
 
- 	townsAreSameType = value;
 
- }
 
- const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
 
- {
 
- 	return townTypes;
 
- }
 
- void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
 
- {
 
- 	townTypes = value;
 
- }
 
- void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
 
- {
 
- 	monsterTypes = value;
 
- }
 
- std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
 
- {
 
- 	std::set<TFaction> defaultTowns;
 
- 	auto towns = VLC->townh->getDefaultAllowed();
 
- 	for(int i = 0; i < towns.size(); ++i)
 
- 	{
 
- 		if(towns[i]) defaultTowns.insert(i);
 
- 	}
 
- 	return defaultTowns;
 
- }
 
- bool CRmgTemplateZone::getMatchTerrainToTown() const
 
- {
 
- 	return matchTerrainToTown;
 
- }
 
- void CRmgTemplateZone::setMatchTerrainToTown(bool value)
 
- {
 
- 	matchTerrainToTown = value;
 
- }
 
- const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
 
- {
 
- 	return terrainTypes;
 
- }
 
- void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
 
- {
 
- 	assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
 
- 		   value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
 
- 	terrainTypes = value;
 
- }
 
- std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
 
- {
 
- 	std::set<ETerrainType> terTypes;
 
- 	static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
 
- 												   ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
 
- 	for (auto & allowedTerType : allowedTerTypes)
 
- 		terTypes.insert(allowedTerType);
 
- 	return terTypes;
 
- }
 
- void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
 
- {
 
- 	mines[res] = amount;
 
- }
 
- std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
 
- {
 
- 	return mines;
 
- }
 
- void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
 
- {
 
- 	connections.push_back (otherZone);
 
- }
 
- void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
 
- {
 
- 	questArtZone = otherZone;
 
- }
 
- std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
 
- {
 
- 	return connections;
 
- }
 
- void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
 
- {
 
- 	assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
 
- 	zoneMonsterStrength = val;
 
- }
 
- void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
 
- {
 
- 	treasureInfo.push_back(info);
 
- }
 
- std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
 
- {
 
- 	return treasureInfo;
 
- }
 
- std::set<int3>* CRmgTemplateZone::getFreePaths()
 
- {
 
- 	return &freePaths;
 
- }
 
- float3 CRmgTemplateZone::getCenter() const
 
- {
 
- 	return center;
 
- }
 
- void CRmgTemplateZone::setCenter(const float3 &f)
 
- {
 
- 	//limit boundaries to (0,1) square
 
- 	//alternate solution - wrap zone around unitary square. If it doesn't fit on one side, will come out on the opposite side
 
- 	center = f;
 
- 	center.x = std::fmod(center.x, 1);
 
- 	center.y = std::fmod(center.y, 1);
 
- 	if (center.x < 0) //fmod seems to work only for positive numbers? we want to stay positive
 
- 		center.x = 1 - std::abs(center.x);
 
- 	if (center.y < 0)
 
- 		center.y = 1 - std::abs(center.y);
 
- }
 
- bool CRmgTemplateZone::pointIsIn(int x, int y)
 
- {
 
- 	return true;
 
- }
 
- int3 CRmgTemplateZone::getPos() const
 
- {
 
- 	return pos;
 
- }
 
- void CRmgTemplateZone::setPos(const int3 &Pos)
 
- {
 
- 	pos = Pos;
 
- }
 
- void CRmgTemplateZone::addTile (const int3 &pos)
 
- {
 
- 	tileinfo.insert(pos);
 
- }
 
- std::set<int3> CRmgTemplateZone::getTileInfo () const
 
- {
 
- 	return tileinfo;
 
- }
 
- void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
 
- {
 
- 	//TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
 
- 	//for (auto tile : tileinfo)
 
- 	//{
 
- 	//	if (tile.dist2d(this->pos) > distance)
 
- 	//	{
 
- 	//		gen->setOccupied(tile, ETileType::USED);
 
- 	//		//gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
 
- 	//	}
 
- 	//}
 
- 	vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
 
- 	{
 
- 		return tile.dist2d(this->pos) > distance;
 
- 	});
 
- }
 
- void CRmgTemplateZone::clearTiles()
 
- {
 
- 	tileinfo.clear();
 
- }
 
- void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
 
- {
 
- 	vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
 
- 	{
 
- 		return gen->isPossible(tile);
 
- 	});
 
- 	if (freePaths.empty())
 
- 		freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
 
- }
 
- void CRmgTemplateZone::createBorder(CMapGenerator* gen)
 
- {
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		bool edge = false;
 
- 		gen->foreach_neighbour(tile, [this, gen, &edge](int3 &pos)
 
- 		{
 
- 			if (edge)
 
- 				return; //optimization - do it only once
 
- 			if (gen->getZoneID(pos) != id) //optimization - better than set search
 
- 			{
 
- 				//we are edge if at least one tile does not belong to zone
 
- 				//mark all nearby tiles blocked and we're done
 
- 				gen->foreach_neighbour (pos, [this, gen](int3 &nearbyPos)
 
- 				{
 
- 					if (gen->isPossible(nearbyPos))
 
- 						gen->setOccupied(nearbyPos, ETileType::BLOCKED);
 
- 				});
 
- 				edge = true; 
 
- 			}
 
- 		});
 
- 	}
 
- }
 
- void CRmgTemplateZone::fractalize(CMapGenerator* gen)
 
- {
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		if (gen->isFree(tile))
 
- 			freePaths.insert(tile);
 
- 	}
 
- 	std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
 
- 	std::set<int3> possibleTiles;
 
- 	std::set<int3> tilesToIgnore; //will be erased in this iteration
 
- 	//the more treasure density, the greater distance between paths. Scaling is experimental.
 
- 	int totalDensity = 0;
 
- 	for (auto ti : treasureInfo)
 
- 		totalDensity += ti.density;
 
- 	const float minDistance = 10 * 10; //squared
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		if (gen->isFree(tile))
 
- 			clearedTiles.push_back(tile);
 
- 		else if (gen->isPossible(tile))
 
- 			possibleTiles.insert(tile);
 
- 	}
 
- 	assert (clearedTiles.size()); //this should come from zone connections
 
- 	std::vector<int3> nodes; //connect them with a grid
 
- 	if (type != ETemplateZoneType::JUNCTION)
 
- 	{
 
- 		//junction is not fractalized, has only one straight path
 
- 		//everything else remains blocked
 
- 		while (possibleTiles.size())
 
- 		{
 
- 			//link tiles in random order
 
- 			std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
 
- 			RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
 
- 			int3 nodeFound(-1, -1, -1);
 
- 			for (auto tileToMakePath : tilesToMakePath)
 
- 			{
 
- 				//find closest free tile
 
- 				float currentDistance = 1e10;
 
- 				int3 closestTile(-1, -1, -1);
 
- 				for (auto clearTile : clearedTiles)
 
- 				{
 
- 					float distance = tileToMakePath.dist2dSQ(clearTile);
 
- 					if (distance < currentDistance)
 
- 					{
 
- 						currentDistance = distance;
 
- 						closestTile = clearTile;
 
- 					}
 
- 					if (currentDistance <= minDistance)
 
- 					{
 
- 						//this tile is close enough. Forget about it and check next one
 
- 						tilesToIgnore.insert(tileToMakePath);
 
- 						break;
 
- 					}
 
- 				}
 
- 				//if tiles is not close enough, make path to it
 
- 				if (currentDistance > minDistance)
 
- 				{
 
- 					nodeFound = tileToMakePath;
 
- 					nodes.push_back(nodeFound);
 
- 					clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
 
- 					break; //next iteration - use already cleared tiles
 
- 				}
 
- 			}
 
- 			for (auto tileToClear : tilesToIgnore)
 
- 			{
 
- 				//these tiles are already connected, ignore them
 
- 				vstd::erase_if_present(possibleTiles, tileToClear);
 
- 			}
 
- 			if (!nodeFound.valid()) //nothing else can be done (?)
 
- 				break;
 
- 			tilesToIgnore.clear();
 
- 		}
 
- 	}
 
- 	for (auto node : nodes)
 
- 	{
 
- 		boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
 
- 		{
 
- 			return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
 
- 		}
 
- 		);
 
- 		std::vector <int3> nearbyNodes;
 
- 		if (nodes.size() >= 2)
 
- 		{
 
- 			nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
 
- 		}
 
- 		if (nodes.size() >= 3)
 
- 		{
 
- 			nearbyNodes.push_back(nodes[2]);
 
- 		}
 
- 		//connect with all the paths
 
- 		crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
 
- 		//connect with nearby nodes
 
- 		for (auto nearbyNode : nearbyNodes)
 
- 		{
 
- 			crunchPath(gen, node, nearbyNode, true, &freePaths);
 
- 		}
 
- 	}
 
- 	for (auto node : nodes)
 
- 		gen->setOccupied(node, ETileType::FREE); //make sure they are clear
 
- 	//now block most distant tiles away from passages
 
- 	float blockDistance = minDistance * 0.25f;
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		if (!gen->isPossible(tile))
 
- 			continue;
 
- 		bool closeTileFound = false;
 
- 		for (auto clearTile : freePaths)
 
- 		{
 
- 			float distance = tile.dist2dSQ(clearTile);
 
- 			if (distance < blockDistance)
 
- 			{
 
- 				closeTileFound = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (!closeTileFound) //this tile is far enough from passages
 
- 			gen->setOccupied(tile, ETileType::BLOCKED);
 
- 	}
 
- 	#define PRINT_FRACTALIZED_MAP false
 
- 	if (PRINT_FRACTALIZED_MAP) //enable to debug
 
- 	{
 
- 		std::ofstream out(boost::to_string(boost::format("zone %d") % id));
 
- 		int levels = gen->map->twoLevel ? 2 : 1;
 
- 		int width =  gen->map->width;
 
- 		int height = gen->map->height;
 
- 		for (int k = 0; k < levels; k++)
 
- 		{
 
- 			for(int j=0; j<height; j++)
 
- 			{
 
- 				for (int i=0; i<width; i++)
 
- 				{
 
- 					char t = '?';
 
- 					switch (gen->getTile(int3(i, j, k)).getTileType())
 
- 					{
 
- 						case ETileType::FREE:
 
- 							t = ' '; break;
 
- 						case ETileType::BLOCKED:
 
- 							t = '#'; break;
 
- 						case ETileType::POSSIBLE:
 
- 							t = '-'; break;
 
- 						case ETileType::USED:
 
- 							t = 'O'; break;
 
- 					}
 
- 					out << t;
 
- 				}
 
- 				out << std::endl;
 
- 			}
 
- 			out << std::endl;
 
- 		}
 
- 		out << std::endl;
 
- 	}
 
- 	//logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
 
- }
 
- void CRmgTemplateZone::connectLater(CMapGenerator* gen)
 
- {
 
- 	for (const int3 node : tilesToConnectLater)
 
- 	{
 
- 		if (!connectWithCenter(gen, node, true))
 
- 			logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
 
- 	}
 
- }
 
- bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
 
- {
 
- /*
 
- make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
 
- do not leave zone border
 
- */
 
- 	bool result = false;
 
- 	bool end = false;
 
- 	int3 currentPos = src;
 
- 	float distance = currentPos.dist2dSQ (dst);
 
- 	while (!end)
 
- 	{
 
- 		if (currentPos == dst)
 
- 		{
 
- 			result = true;
 
- 			break;
 
- 		}
 
- 		auto lastDistance = distance;
 
- 		auto processNeighbours = [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
 
- 		{
 
- 			if (!result) //not sure if lambda is worth it...
 
- 			{
 
- 				if (pos == dst)
 
- 				{
 
- 					result = true;
 
- 					end = true;
 
- 				}
 
- 				if (pos.dist2dSQ (dst) < distance)
 
- 				{
 
- 					if (!gen->isBlocked(pos))
 
- 					{
 
- 						if (gen->getZoneID(pos) == id)
 
- 						{
 
- 							if (gen->isPossible(pos))
 
- 							{
 
- 								gen->setOccupied (pos, ETileType::FREE);
 
- 								if (clearedTiles)
 
- 									clearedTiles->insert(pos);
 
- 								currentPos = pos;
 
- 								distance = currentPos.dist2dSQ (dst);
 
- 							}
 
- 							else if (gen->isFree(pos))
 
- 							{
 
- 								end = true;
 
- 								result = true;
 
- 							}
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 		};
 
- 		if (onlyStraight)
 
- 			gen->foreachDirectNeighbour (currentPos, processNeighbours);
 
- 		else
 
- 			gen->foreach_neighbour (currentPos,processNeighbours);
 
- 		int3 anotherPos(-1, -1, -1);
 
- 		if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
 
- 		{
 
- 			//try any nearby tiles, even if its not closer than current
 
- 			float lastDistance = 2 * distance; //start with significantly larger value
 
- 			auto processNeighbours2 = [this, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
 
- 			{
 
- 				if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
 
- 				{
 
- 					if (gen->getZoneID(pos) == id)
 
- 					{
 
- 						if (gen->isPossible(pos))
 
- 						{
 
- 							if (clearedTiles)
 
- 								clearedTiles->insert(pos);
 
- 							anotherPos = pos;
 
- 							lastDistance = currentPos.dist2dSQ(dst);
 
- 						}
 
- 					}
 
- 				}
 
- 			};
 
- 			if (onlyStraight)
 
- 				gen->foreachDirectNeighbour(currentPos, processNeighbours2);
 
- 			else
 
- 				gen->foreach_neighbour(currentPos, processNeighbours2);
 
- 			if (anotherPos.valid())
 
- 			{
 
- 				if (clearedTiles)
 
- 					clearedTiles->insert(anotherPos);
 
- 				gen->setOccupied(anotherPos, ETileType::FREE);
 
- 				currentPos = anotherPos;
 
- 			}
 
- 		}
 
- 		if (!(result || distance < lastDistance || anotherPos.valid()))
 
- 		{
 
- 			//FIXME: seemingly this condition is messed up, tells nothing
 
- 			//logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
 
- 			break;
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
 
- {
 
- 	//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
 
- 	std::set<int3> closed;    // The set of nodes already evaluated.
 
- 	std::set<int3> open{src};    // The set of tentative nodes to be evaluated, initially containing the start node
 
- 	std::map<int3, int3> cameFrom;  // The map of navigated nodes.
 
- 	std::map<int3, float> distances;
 
- 	//int3 currentNode = src;
 
- 	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
 
- 	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
 
- 	distances[src] = 0;
 
- 	// Cost from start along best known path.
 
- 	// Estimated total cost from start to goal through y.
 
- 	while (open.size())
 
- 	{
 
- 		int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
 
- 		{
 
- 			return distances[pos1] < distances[pos2];
 
- 		});
 
- 		vstd::erase_if_present (open, currentNode);
 
- 		closed.insert (currentNode);
 
- 		if (currentNode == dst || gen->isRoad(currentNode))
 
- 		{
 
- 			// The goal node was reached. Trace the path using
 
- 			// the saved parent information and return path
 
- 			int3 backTracking = currentNode;
 
- 			while (cameFrom[backTracking].valid())
 
- 			{
 
- 				// add node to path
 
- 				roads.insert (backTracking);
 
- 				gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
 
- 				//logGlobal->traceStream() << boost::format("Setting road at tile %s") % backTracking;
 
- 				// do the same for the predecessor
 
- 				backTracking = cameFrom[backTracking];
 
- 			}
 
- 			return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			bool directNeighbourFound = false;
 
- 			float movementCost = 1;
 
- 			auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
 
- 			{
 
- 				float distance = distances[currentNode] + movementCost;
 
- 				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
 
- 				auto it = distances.find(pos);
 
- 				if (it != distances.end())
 
- 					bestDistanceSoFar = it->second;
 
- 				if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
 
- 				{
 
- 					auto obj = gen->map->getTile(pos).topVisitableObj();
 
- 					//if (gen->map->checkForVisitableDir(currentNode, &gen->map->getTile(pos), pos)) //TODO: why it has no effect?
 
- 					if (gen->isFree(pos) || pos == dst || (obj && obj->ID == Obj::MONSTER))
 
- 					{
 
- 						if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
 
- 						{
 
- 							cameFrom[pos] = currentNode;
 
- 							open.insert(pos);
 
- 							distances[pos] = distance;
 
- 							directNeighbourFound = true;
 
- 							//logGlobal->traceStream() << boost::format("Found connection between node %s and %s, current distance %d") % currentNode % pos % distance;
 
- 						}
 
- 					}
 
- 				}
 
- 			};
 
- 			gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
 
- 			if (!directNeighbourFound)
 
- 			{
 
- 				movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
 
- 				gen->foreach_neighbour(currentNode, foo);
 
- 			}
 
- 		}
 
- 	}
 
- 	logGlobal->warnStream() << boost::format("Failed to create road from %s to %s") % src %dst;
 
- 	return false;
 
- }
 
- bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
 
- ///connect current tile to any other free tile within zone
 
- {
 
- 	//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
 
- 	std::set<int3> closed;    // The set of nodes already evaluated.
 
- 	std::set<int3> open{ src };    // The set of tentative nodes to be evaluated, initially containing the start node
 
- 	std::map<int3, int3> cameFrom;  // The map of navigated nodes.
 
- 	std::map<int3, float> distances;
 
- 	//int3 currentNode = src;
 
- 	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
 
- 	distances[src] = 0;
 
- 	// Cost from start along best known path.
 
- 	// Estimated total cost from start to goal through y.
 
- 	while (open.size())
 
- 	{
 
- 		int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
 
- 		{
 
- 			return distances[pos1] < distances[pos2];
 
- 		});
 
- 		vstd::erase_if_present(open, currentNode);
 
- 		closed.insert(currentNode);
 
- 		if (gen->isFree(currentNode)) //we reached free paths, stop
 
- 		{
 
- 			// Trace the path using the saved parent information and return path
 
- 			int3 backTracking = currentNode;
 
- 			while (cameFrom[backTracking].valid())
 
- 			{
 
- 				gen->setOccupied(backTracking, ETileType::FREE);
 
- 				backTracking = cameFrom[backTracking];
 
- 			}
 
- 			return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
 
- 			{
 
- 				if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
 
- 					return;
 
- 				int distance = distances[currentNode] + 1;
 
- 				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
 
- 				auto it = distances.find(pos);
 
- 				if (it != distances.end())
 
- 					bestDistanceSoFar = it->second;
 
- 				if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
 
- 				{
 
- 					//auto obj = gen->map->getTile(pos).topVisitableObj();
 
- 					if (gen->getZoneID(pos) == id)
 
- 					{
 
- 						cameFrom[pos] = currentNode;
 
- 						open.insert(pos);
 
- 						distances[pos] = distance;
 
- 					}
 
- 				}
 
- 			};
 
- 			if (onlyStraight)
 
- 				gen->foreachDirectNeighbour(currentNode, foo);
 
- 			else
 
- 				gen->foreach_neighbour(currentNode, foo);
 
- 		}
 
- 	}
 
- 	for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
 
- 	{
 
- 		//TODO: refactor, unify?
 
- 		gen->setOccupied (tile, ETileType::BLOCKED);
 
- 		vstd::erase_if_present(possibleTiles, tile);
 
- 	}
 
- 	return false;
 
- }
 
- bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
 
- ///connect current tile to any other free tile within zone
 
- {
 
- 	//A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
 
- 	std::set<int3> closed;    // The set of nodes already evaluated.
 
- 	std::set<int3> open{ src };    // The set of tentative nodes to be evaluated, initially containing the start node
 
- 	std::map<int3, int3> cameFrom;  // The map of navigated nodes.
 
- 	std::map<int3, float> distances;
 
- 	//int3 currentNode = src;
 
- 	cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
 
- 	distances[src] = 0;
 
- 	// Cost from start along best known path.
 
- 	// Estimated total cost from start to goal through y.
 
- 	while (open.size())
 
- 	{
 
- 		int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
 
- 		{
 
- 			return distances[pos1] < distances[pos2];
 
- 		});
 
- 		vstd::erase_if_present(open, currentNode);
 
- 		closed.insert(currentNode);
 
- 		if (currentNode == pos) //we reached center of the zone, stop
 
- 		{
 
- 			// Trace the path using the saved parent information and return path
 
- 			int3 backTracking = currentNode;
 
- 			while (cameFrom[backTracking].valid())
 
- 			{
 
- 				gen->setOccupied(backTracking, ETileType::FREE);
 
- 				backTracking = cameFrom[backTracking];
 
- 			}
 
- 			return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
 
- 			{
 
- 				float movementCost = 0;
 
- 				if (gen->isFree(pos))
 
- 					movementCost = 1;
 
- 				else if (gen->isPossible(pos))
 
- 					movementCost = 2;
 
- 				else
 
- 					return;
 
- 				float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
 
- 				int bestDistanceSoFar = 1e6; //FIXME: boost::limits
 
- 				auto it = distances.find(pos);
 
- 				if (it != distances.end())
 
- 					bestDistanceSoFar = it->second;
 
- 				if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
 
- 				{
 
- 					//auto obj = gen->map->getTile(pos).topVisitableObj();
 
- 					if (gen->getZoneID(pos) == id)
 
- 					{
 
- 						cameFrom[pos] = currentNode;
 
- 						open.insert(pos);
 
- 						distances[pos] = distance;
 
- 					}
 
- 				}
 
- 			};
 
- 			if (onlyStraight)
 
- 				gen->foreachDirectNeighbour(currentNode, foo);
 
- 			else
 
- 				gen->foreach_neighbour(currentNode, foo);
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
 
- {
 
- 	requiredObjects.push_back(std::make_pair(obj, strength));
 
- }
 
- void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
 
- {
 
- 	closeObjects.push_back(std::make_pair(obj, strength));
 
- }
 
- void CRmgTemplateZone::addToConnectLater(const int3& src)
 
- {
 
- 	tilesToConnectLater.insert(src);
 
- }
 
- bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
 
- {
 
- 	//precalculate actual (randomized) monster strength based on this post
 
- 	//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
 
- 	int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
 
- 	int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
 
- 	static const int value1[] = {2500, 1500, 1000, 500, 0};
 
- 	static const int value2[] = {7500, 7500, 7500, 5000, 5000};
 
- 	static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
 
- 	static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
 
- 	int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
 
- 	int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
 
- 	strength = strength1 + strength2;
 
- 	if (strength < 2000)
 
- 		return false; //no guard at all
 
- 	CreatureID creId = CreatureID::NONE;
 
- 	int amount = 0;
 
- 	std::vector<CreatureID> possibleCreatures;
 
- 	for (auto cre : VLC->creh->creatures)
 
- 	{
 
- 		if (cre->special)
 
- 			continue;
 
- 		if (!vstd::contains(monsterTypes, cre->faction))
 
- 			continue;
 
- 		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
 
- 		{
 
- 			possibleCreatures.push_back(cre->idNumber);
 
- 		}
 
- 	}
 
- 	if (possibleCreatures.size())
 
- 	{
 
- 		creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
 
- 		amount = strength / VLC->creh->creatures[creId]->AIValue;
 
- 		if (amount >= 4)
 
- 			amount *= gen->rand.nextDouble(0.75, 1.25);
 
- 	}
 
- 	else //just pick any available creature
 
- 	{
 
- 		creId = CreatureID(132); //Azure Dragon
 
- 		amount = strength / VLC->creh->creatures[creId]->AIValue;
 
- 	}
 
- 	auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
 
- 	auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
 
- 	guard->character = CGCreature::HOSTILE;
 
- 	auto  hlp = new CStackInstance(creId, amount);
 
- 	//will be set during initialization
 
- 	guard->putStack(SlotID(0), hlp);
 
- 	//logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
 
- 	//	% amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
 
- 	placeObject(gen, guard, pos);
 
- 	if (clearSurroundingTiles)
 
- 	{
 
- 		//do not spawn anything near monster
 
- 		gen->foreach_neighbour (pos, [gen](int3 pos)
 
- 		{
 
- 			if (gen->isPossible(pos))
 
- 				gen->setOccupied(pos, ETileType::FREE);
 
- 		});
 
- 	}
 
- 	return true;
 
- }
 
- bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
 
- {
 
- 	CTreasurePileInfo info;
 
- 	std::map<int3, CGObjectInstance *> treasures;
 
- 	std::set<int3> boundary;
 
- 	int3 guardPos (-1,-1,-1);
 
- 	info.nextTreasurePos = pos;
 
- 	int maxValue = treasureInfo.max;
 
- 	int minValue = treasureInfo.min;
 
- 	ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
 
- 	int currentValue = 0;
 
- 	CGObjectInstance * object = nullptr;
 
- 	while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
 
- 	{
 
- 		treasures[info.nextTreasurePos] = nullptr;
 
- 		for (auto treasurePos : treasures)
 
- 		{
 
- 			gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
 
- 			{
 
- 				boundary.insert(pos);
 
- 			});
 
- 		}
 
- 		for (auto treasurePos : treasures)
 
- 		{
 
- 			//leaving only boundary around objects
 
- 			vstd::erase_if_present(boundary, treasurePos.first);
 
- 		}
 
- 		for (auto tile : boundary)
 
- 		{
 
- 			//we can't extend boundary anymore
 
- 			if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
 
- 				break;
 
- 		}
 
- 		ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
 
- 		if (!oi.value) //0 value indicates no object
 
- 		{
 
- 			vstd::erase_if_present(treasures, info.nextTreasurePos);
 
- 			break;
 
- 		}
 
- 		else
 
- 		{
 
- 			object = oi.generateObject();
 
- 			//remove from possible objects
 
- 			auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
 
- 			assert (oiptr != possibleObjects.end());
 
- 			oiptr->maxPerZone--;
 
- 			if (!oiptr->maxPerZone)
 
- 				possibleObjects.erase(oiptr);
 
- 			//update treasure pile area
 
- 			int3 visitablePos = info.nextTreasurePos;
 
- 			if (oi.templ.isVisitableFromTop())
 
- 				info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
 
- 			else
 
- 				info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
 
- 			for (auto blockedOffset : oi.templ.getBlockedOffsets())
 
- 			{
 
- 				int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
 
- 				info.occupiedPositions.insert(blockPos);
 
- 				info.blockedPositions.insert(blockPos);
 
- 			}
 
- 			info.occupiedPositions.insert(visitablePos + oi.templ.getVisitableOffset());
 
- 			currentValue += oi.value;
 
- 			treasures[info.nextTreasurePos] = object;
 
- 			//now find place for next object
 
- 			int3 placeFound(-1,-1,-1);
 
- 			//randomize next position from among possible ones
 
- 			std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
 
- 			//RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
 
- 			auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
 
- 			{
 
- 				return lhs.y < rhs.y;
 
- 			};
 
- 			boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
 
- 			for (auto tile : boundaryCopy)
 
- 			{
 
- 				if (gen->isPossible(tile)) //we can place new treasure only on possible tile
 
- 				{
 
- 					bool here = true;
 
- 					gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
 
- 					{
 
- 						if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
 
- 							here = false;
 
- 					});
 
- 					if (here)
 
- 					{
 
- 						placeFound = tile;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			if (placeFound.valid())
 
- 				info.nextTreasurePos = placeFound;
 
- 			else
 
- 				break; //no more place to add any objects
 
- 		}
 
- 	}
 
- 	if (treasures.size())
 
- 	{
 
- 		//find object closest to free path, then connect it to the middle of the zone
 
- 		int3 closestTile = int3(-1,-1,-1);
 
- 		float minDistance = 1e10;
 
- 		for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
 
- 		{
 
- 			int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
 
- 			if (closestFreeTile.dist2d(visitablePos) < minDistance)
 
- 			{
 
- 				closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
 
- 				minDistance = closestFreeTile.dist2d(visitablePos);
 
- 			}
 
- 		}
 
- 		for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
 
- 		{
 
- 			int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
 
- 			if (closestFreeTile.dist2d(visitablePos) < minDistance)
 
- 			{
 
- 				closestTile = visitablePos;
 
- 				minDistance = closestFreeTile.dist2d(visitablePos);
 
- 			}
 
- 		}
 
- 		assert (closestTile.valid());
 
- 		for (auto tile : info.occupiedPositions)
 
- 		{
 
- 			if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
 
- 				gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
 
- 		}
 
- 		if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
 
- 		{
 
- 			return false;
 
- 		}
 
- 		//update boundary around our objects, including knowledge about objects visitable from bottom
 
- 		boundary.clear();
 
- 		for (auto tile : info.visitableFromBottomPositions)
 
- 		{
 
- 			gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
 
- 			{
 
- 				if (pos.y >= tile.y) //don't block these objects from above
 
- 					boundary.insert(pos);
 
- 			});
 
- 		}
 
- 		for (auto tile : info.visitableFromTopPositions)
 
- 		{
 
- 			gen->foreach_neighbour(tile, [&boundary](int3 pos)
 
- 			{
 
- 				boundary.insert(pos);
 
- 			});
 
- 		}
 
- 		bool isPileGuarded = currentValue >= minGuardedValue;
 
- 		for (auto tile : boundary) //guard must be standing there
 
- 		{
 
- 			if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
 
- 			{
 
- 				guardPos = tile;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (guardPos.valid())
 
- 		{
 
- 			for (auto treasure : treasures)
 
- 			{
 
- 				int3 visitableOffset = treasure.second->getVisitableOffset();
 
- 				if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
 
- 					visitableOffset.x += 1;
 
- 				placeObject(gen, treasure.second, treasure.first + visitableOffset);
 
- 			}
 
- 			if (addMonster(gen, guardPos, currentValue, false))
 
- 			{//block only if the object is guarded
 
- 				for (auto tile : boundary)
 
- 				{
 
- 					if (gen->isPossible(tile))
 
- 						gen->setOccupied(tile, ETileType::BLOCKED);
 
- 				}
 
- 				//do not spawn anything near monster
 
- 				gen->foreach_neighbour(guardPos, [gen](int3 pos)
 
- 				{
 
- 					if (gen->isPossible(pos))
 
- 						gen->setOccupied(pos, ETileType::FREE);
 
- 				});
 
- 			}
 
- 			else //mo monster in this pile, make some free space (needed?)
 
- 			{
 
- 				for (auto tile : boundary)
 
- 					if (gen->isPossible(tile))
 
- 						gen->setOccupied(tile, ETileType::FREE);
 
- 			}
 
- 		}
 
- 		else if (isPileGuarded)//we couldn't make a connection to this location, block it
 
- 		{
 
- 			for (auto treasure : treasures)
 
- 			{
 
- 				if (gen->isPossible(treasure.first))
 
- 					gen->setOccupied(treasure.first, ETileType::BLOCKED);
 
- 				delete treasure.second;
 
- 			}
 
- 		}
 
- 		return true;
 
- 	}
 
- 	else //we did not place eveyrthing successfully
 
- 	{
 
- 		gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
 
- 		vstd::erase_if_present(possibleTiles, pos);
 
- 		return false;
 
- 	}
 
- }
 
- void CRmgTemplateZone::initTownType (CMapGenerator* gen)
 
- {
 
- 	//FIXME: handle case that this player is not present -> towns should be set to neutral
 
- 	int totalTowns = 0;
 
- 	auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
 
- 	{
 
- 		//cut contour around town in case it was placed in a middle of path. TODO: find better solution
 
- 		for (auto tile : town->getBlockedPos())
 
- 		{
 
- 			gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
 
- 			{
 
- 				if (gen->isPossible(pos))
 
- 				{
 
- 					gen->setOccupied(pos, ETileType::FREE);
 
- 				}
 
- 			});
 
- 		}
 
- 	};
 
- 	auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
 
- 	{
 
- 		for (int i = 0; i < count; i++)
 
- 		{
 
- 			si32 subType = townType;
 
- 			if(totalTowns>0)
 
- 			{
 
- 				if(!this->townsAreSameType)
 
- 				{
 
- 					if (townTypes.size())
 
- 						subType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
 
- 					else
 
- 						subType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
 
- 				}
 
- 			}
 
- 			auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, subType);
 
- 			auto town = (CGTownInstance *) townFactory->create(ObjectTemplate());
 
- 			town->ID = Obj::TOWN;
 
- 			town->tempOwner = player;
 
- 			if (hasFort)
 
- 				town->builtBuildings.insert(BuildingID::FORT);
 
- 			town->builtBuildings.insert(BuildingID::DEFAULT);
 
- 			for (auto spell : VLC->spellh->objects) //add all regular spells to town
 
- 			{
 
- 				if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
 
- 					town->possibleSpells.push_back(spell->id);
 
- 			}
 
- 			if (totalTowns <= 0)
 
- 			{
 
- 				//register MAIN town of zone
 
- 				gen->registerZone(town->subID);
 
- 				//first town in zone goes in the middle
 
- 				placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
 
- 				cutPathAroundTown(town);
 
- 				setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
 
- 			}
 
- 			else
 
- 				addRequiredObject (town);
 
- 			totalTowns++;
 
- 		}
 
- 	};
 
- 	if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
 
- 	{
 
- 		//set zone types to player faction, generate main town
 
- 		logGlobal->infoStream() << "Preparing playing zone";
 
- 		int player_id = *owner - 1;
 
- 		auto & playerInfo = gen->map->players[player_id];
 
- 		PlayerColor player(player_id);
 
- 		if (playerInfo.canAnyonePlay())
 
- 		{
 
- 			player = PlayerColor(player_id);
 
- 			townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
 
- 			if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
 
- 				randomizeTownType(gen);
 
- 		}
 
- 		else //no player - randomize town
 
- 		{
 
- 			player = PlayerColor::NEUTRAL;
 
- 			randomizeTownType(gen);
 
- 		}
 
- 		auto townFactory = VLC->objtypeh->getHandlerFor(Obj::TOWN, townType);
 
- 		CGTownInstance * town = (CGTownInstance *) townFactory->create(ObjectTemplate());
 
- 		town->tempOwner = player;
 
- 		town->builtBuildings.insert(BuildingID::FORT);
 
- 		town->builtBuildings.insert(BuildingID::DEFAULT);
 
- 		for (auto spell : VLC->spellh->objects) //add all regular spells to town
 
- 		{
 
- 			if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
 
- 				town->possibleSpells.push_back(spell->id);
 
- 		}
 
- 		//towns are big objects and should be centered around visitable position
 
- 		placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
 
- 		cutPathAroundTown(town);
 
- 		setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
 
- 		totalTowns++;
 
- 		//register MAIN town of zone only
 
- 		gen->registerZone (town->subID);
 
- 		if (playerInfo.canAnyonePlay()) //configure info for owning player
 
- 		{
 
- 			logGlobal->traceStream() << "Fill player info " << player_id;
 
- 			// Update player info
 
- 			playerInfo.allowedFactions.clear();
 
- 			playerInfo.allowedFactions.insert(townType);
 
- 			playerInfo.hasMainTown = true;
 
- 			playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
 
- 			playerInfo.generateHeroAtMainTown = true;
 
- 			//now create actual towns
 
- 			addNewTowns(playerTowns.getCastleCount() - 1, true, player);
 
- 			addNewTowns(playerTowns.getTownCount(), false, player);
 
- 		}
 
- 		else
 
- 		{
 
- 			addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
 
- 			addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
 
- 		}
 
- 	}
 
- 	else //randomize town types for any other zones as well
 
- 	{
 
- 		randomizeTownType(gen);
 
- 	}
 
- 	addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
 
- 	addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
 
- 	if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
 
- 	{
 
- 		//25% chance for neutral
 
- 		if (gen->rand.nextInt(1, 100) <= 25)
 
- 		{
 
- 			townType = ETownType::NEUTRAL;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (townTypes.size())
 
- 				townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
 
- 			else if (monsterTypes.size())
 
- 				townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
 
- 			else //just in any case
 
- 				randomizeTownType(gen);
 
- 		}
 
- 	}
 
- }
 
- void CRmgTemplateZone::randomizeTownType (CMapGenerator* gen)
 
- {
 
- 	if (townTypes.size())
 
- 		townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
 
- 	else
 
- 		townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some
 
- }
 
- void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
 
- {
 
- 	if (matchTerrainToTown && townType != ETownType::NEUTRAL)
 
- 		terrainType = VLC->townh->factions[townType]->nativeTerrain;
 
- 	else
 
- 		terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
 
- 	//TODO: allow new types of terrain?
 
- 	if (pos.z)
 
- 	{
 
- 		if (terrainType != ETerrainType::LAVA)
 
- 			terrainType = ETerrainType::SUBTERRANEAN;
 
- 	}
 
- 	else
 
- 	{
 
- 		if (terrainType == ETerrainType::SUBTERRANEAN)
 
- 			terrainType = ETerrainType::DIRT;
 
- 	}
 
- 	paintZoneTerrain (gen, terrainType);
 
- }
 
- void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
 
- {
 
- 	std::vector<int3> tiles;
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		tiles.push_back (tile);
 
- 	}
 
- 	gen->editManager->getTerrainSelection().setSelection(tiles);
 
- 	gen->editManager->drawTerrain(terrainType, &gen->rand);
 
- }
 
- bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
 
- {
 
- 	static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
 
- 	static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
 
- 	std::array<TObjectTypeHandler, 7> factory =
 
- 	{
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 0),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 1),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 2),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 3),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 4),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 5),
 
- 		VLC->objtypeh->getHandlerFor(Obj::MINE, 6)
 
- 	};
 
- 	for (const auto & res : woodOre)
 
- 	{
 
- 		for (int i = 0; i < mines[res]; i++)
 
- 		{
 
- 			auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
 
- 			mine->producedResource = res;
 
- 			mine->tempOwner = PlayerColor::NEUTRAL;
 
- 			mine->producedQuantity = mine->defaultResProduction();
 
- 			if (!i)
 
- 				addCloseObject(mine, 1500); //only firts one is close
 
- 			else
 
- 				addRequiredObject(mine, 1500);
 
- 		}
 
- 	}
 
- 	for (const auto & res : preciousResources)
 
- 	{
 
- 		for (int i = 0; i < mines[res]; i++)
 
- 		{
 
- 			auto mine = (CGMine *) factory.at(static_cast<si32>(res))->create(ObjectTemplate());
 
- 			mine->producedResource = res;
 
- 			mine->tempOwner = PlayerColor::NEUTRAL;
 
- 			mine->producedQuantity = mine->defaultResProduction();
 
- 			addRequiredObject(mine, 3500);
 
- 		}
 
- 	}
 
- 	for (int i = 0; i < mines[Res::GOLD]; i++)
 
- 	{
 
- 		auto mine = (CGMine *) factory.at(Res::GOLD)->create(ObjectTemplate());
 
- 		mine->producedResource = Res::GOLD;
 
- 		mine->tempOwner = PlayerColor::NEUTRAL;
 
- 		mine->producedQuantity = mine->defaultResProduction();
 
- 		addRequiredObject(mine, 7000);
 
- 	}
 
- 	return true;
 
- }
 
- EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CMapGenerator* gen, CGObjectInstance *obj, int3 &pos)
 
- {
 
- 	//check if we can find a path around this object. Tiles will be set to "USED" after object is successfully placed.
 
- 	obj->pos = pos;
 
- 	gen->setOccupied(obj->visitablePos(), ETileType::BLOCKED);
 
- 	for (auto tile : obj->getBlockedPos())
 
- 	{
 
- 		if (gen->map->isInTheMap(tile))
 
- 			gen->setOccupied(tile, ETileType::BLOCKED);
 
- 	}
 
- 	int3 accessibleOffset = getAccessibleOffset(gen, obj->appearance, pos);
 
- 	if (!accessibleOffset.valid())
 
- 	{
 
- 		logGlobal->warnStream() << boost::format("Cannot access required object at position %s, retrying") % pos;
 
- 		return EObjectPlacingResult::CANNOT_FIT;
 
- 	}
 
- 	if (!connectPath(gen, accessibleOffset, true))
 
- 	{
 
- 		logGlobal->traceStream() << boost::format("Failed to create path to required object at position %s, retrying") % pos;
 
- 		return EObjectPlacingResult::SEALED_OFF;
 
- 	}
 
- 	else
 
- 		return EObjectPlacingResult::SUCCESS;
 
- }
 
- bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
 
- {
 
- 	logGlobal->traceStream() << "Creating required objects";
 
- 	for(const auto &object : requiredObjects)
 
- 	{
 
- 		auto obj = object.first;
 
- 		int3 pos;
 
- 		while (true)
 
- 		{
 
- 			if (!findPlaceForObject(gen, obj, 3, pos))
 
- 			{
 
- 				logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
 
- 				return false;
 
- 			}
 
- 			if (tryToPlaceObjectAndConnectToPath(gen, obj, pos) == EObjectPlacingResult::SUCCESS)
 
- 			{
 
- 				//paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
 
- 				placeObject(gen, obj, pos);
 
- 				guardObject(gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	for (const auto &obj : closeObjects)
 
- 	{
 
- 		setTemplateForObject(gen, obj.first);
 
- 		auto tilesBlockedByObject = obj.first->getBlockedOffsets();
 
- 		bool finished = false;
 
- 		while (!finished)
 
- 		{
 
- 			std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end());
 
- 			//new tiles vector after each object has been placed, OR misplaced area has been sealed off
 
- 			boost::remove_if(tiles, [gen, obj, this](int3 &tile)-> bool
 
- 			{
 
- 				//object must be accessible from at least one surounding tile
 
- 				return !this->isAccessibleFromAnywhere(gen, obj.first->appearance, tile);
 
- 			});
 
- 			// smallest distance to zone center, greatest distance to nearest object
 
- 			auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
 
- 			{
 
- 				float lDist = this->pos.dist2d(lhs);
 
- 				float rDist = this->pos.dist2d(rhs);
 
- 				lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
 
- 				rDist *= (rDist > 12) ? 10 : 1;
 
- 				return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
 
- 			};
 
- 			boost::sort(tiles, isCloser);
 
- 			if (tiles.empty())
 
- 			{
 
- 				logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
 
- 				return false;
 
- 			}
 
- 			for (auto tile : tiles)
 
- 			{
 
- 				//code partially adapted from findPlaceForObject()
 
- 				if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
 
- 					gen->setOccupied(pos, ETileType::BLOCKED); //why?
 
- 				else
 
- 					continue;
 
- 				EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(gen, obj.first, tile);
 
- 				if (result == EObjectPlacingResult::SUCCESS)
 
- 				{
 
- 					placeObject(gen, obj.first, tile);
 
- 					guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
 
- 					finished = true;
 
- 					break;
 
- 				}
 
- 				else if (result == EObjectPlacingResult::CANNOT_FIT)
 
- 					continue; // next tile
 
- 				else if (result == EObjectPlacingResult::SEALED_OFF)
 
- 				{
 
- 					break; //tiles expired, pick new ones
 
- 				}
 
- 				else
 
- 					throw (rmgException("Wrong result of tryToPlaceObjectAndConnectToPath()"));
 
- 			}
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
 
- {
 
- 	int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
 
- 	int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
 
- 	static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
 
- 	minGuardedValue = minGuardedValues[monsterStrength];
 
- 	auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
 
- 	{
 
- 		return lhs.max > rhs.max;
 
- 	};
 
- 	//place biggest treasures first at large distance, place smaller ones inbetween
 
- 	boost::sort(treasureInfo, valueComparator);
 
- 	//sort treasures by ascending value so we can stop checking treasures with too high value
 
- 	boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
 
- 	{
 
- 		return oi1.value < oi2.value;
 
- 	});
 
- 	int totalDensity = 0;
 
- 	for (auto t : treasureInfo)
 
- 	{
 
- 		//discard objects with too high value to be ever placed
 
- 		vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
 
- 		{
 
- 			return oi.value > t.max;
 
- 		});
 
- 		totalDensity += t.density;
 
- 		//treasure density is inversely proportional to zone size but must be scaled back to map size
 
- 		//also, normalize it to zone count - higher count means relatively smaller zones
 
- 		//this is squared distance for optimization purposes
 
- 		const double minDistance = std::max<float>((125.f / totalDensity), 2);
 
- 		//distance lower than 2 causes objects to overlap and crash
 
- 		bool stop = false;
 
- 		do {
 
- 			//optimization - don't check tiles which are not allowed
 
- 			vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
 
- 			{
 
- 				return !gen->isPossible(tile);
 
- 			});
 
- 			int3 treasureTilePos;
 
- 			//If we are able to place at least one object with value lower than minGuardedValue, it's ok
 
- 			do
 
- 			{
 
- 				if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
 
- 				{
 
- 					stop = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
 
- 		} while (!stop);
 
- 	}
 
- }
 
- void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
 
- {
 
- 	if (pos.z) //underground
 
- 	{
 
- 		//now make sure all accessible tiles have no additional rock on them
 
- 		std::vector<int3> accessibleTiles;
 
- 		for (auto tile : tileinfo)
 
- 		{
 
- 			if (gen->isFree(tile) || gen->isUsed(tile))
 
- 			{
 
- 				accessibleTiles.push_back(tile);
 
- 			}
 
- 		}
 
- 		gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
 
- 		gen->editManager->drawTerrain(terrainType, &gen->rand);
 
- 	}
 
- }
 
- void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
 
- {
 
- 	typedef std::vector<ObjectTemplate> obstacleVector;
 
- 	//obstacleVector possibleObstacles;
 
- 	std::map <ui8, obstacleVector> obstaclesBySize;
 
- 	typedef std::pair <ui8, obstacleVector> obstaclePair;
 
- 	std::vector<obstaclePair> possibleObstacles;
 
- 	//get all possible obstacles for this terrain
 
- 	for (auto primaryID : VLC->objtypeh->knownObjects())
 
- 	{
 
- 		for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
 
- 			if (handler->isStaticObject())
 
- 			{
 
- 				for (auto temp : handler->getTemplates())
 
- 				{
 
- 					if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
 
- 						obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto o : obstaclesBySize)
 
- 	{
 
- 		possibleObstacles.push_back (std::make_pair(o.first, o.second));
 
- 	}
 
- 	boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
 
- 	{
 
- 		return p1.first > p2.first; //bigger obstacles first
 
- 	});
 
- 	auto sel = gen->editManager->getTerrainSelection();
 
- 	sel.clearSelection();
 
- 	auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
 
- 	{
 
- 		auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
 
- 		int3 obstaclePos = tile + temp.getBlockMapOffset();
 
- 		if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
 
- 		{
 
- 			auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
 
- 			placeObject(gen, obj, obstaclePos, false);
 
- 			return true;
 
- 		}
 
- 		return false;
 
- 	};
 
- 	//reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
 
- 	for (auto tile : boost::adaptors::reverse(tileinfo))
 
- 	{
 
- 		//fill tiles that should be blocked with obstacles or are just possible (with some probability)
 
- 		if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
 
- 		{
 
- 			//start from biggets obstacles
 
- 			for (int i = 0; i < possibleObstacles.size(); i++)
 
- 			{
 
- 				if (tryToPlaceObstacleHere(tile, i))
 
- 					break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//cleanup - remove unused possible tiles to make space for roads
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		if (gen->isPossible(tile))
 
- 		{
 
- 			gen->setOccupied (tile, ETileType::FREE);
 
- 		}
 
- 	}
 
- }
 
- void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
 
- {
 
- 	logGlobal->debug("Started building roads");
 
- 	std::set<int3> roadNodesCopy(roadNodes);
 
- 	std::set<int3> processed;
 
- 	while(!roadNodesCopy.empty())
 
- 	{
 
- 		int3 node = *roadNodesCopy.begin();
 
- 		roadNodesCopy.erase(node);
 
- 		int3 cross(-1, -1, -1);
 
- 		auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs)  < node.dist2dSQ(rhs); };
 
- 		if (processed.size()) //connect with already existing network
 
- 		{
 
- 			cross = *boost::range::min_element(processed, comparator); //find another remaining node
 
- 		}
 
- 		else if (roadNodesCopy.size()) //connect with any other unconnected node
 
- 		{
 
- 			cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
 
- 		}
 
- 		else //no other nodes left, for example single road node in this zone
 
- 			break;
 
- 		logGlobal->debugStream() << "Building road from " << node << " to " << cross;
 
- 		if (createRoad(gen, node, cross))
 
- 		{
 
- 			processed.insert(cross); //don't draw road starting at end point which is already connected
 
- 			vstd::erase_if_present(roadNodesCopy, cross);
 
- 		}
 
- 		processed.insert(node);
 
- 	}
 
- 	drawRoads(gen);
 
- 	logGlobal->debug("Finished building roads");
 
- }
 
- void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
 
- {
 
- 	std::vector<int3> tiles;
 
- 	for (auto tile : roads)
 
- 	{
 
- 		if(gen->map->isInTheMap(tile))
 
- 			tiles.push_back (tile);
 
- 	}
 
- 	for (auto tile : roadNodes)
 
- 	{
 
- 		if (gen->getZoneID(tile) == id) //mark roads for our nodes, but not for zone guards in other zones
 
- 			tiles.push_back(tile);
 
- 	}
 
- 	gen->editManager->getTerrainSelection().setSelection(tiles);
 
- 	gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
 
- }
 
- bool CRmgTemplateZone::fill(CMapGenerator* gen)
 
- {
 
- 	initTerrainType(gen);
 
- 	//zone center should be always clear to allow other tiles to connect
 
- 	gen->setOccupied(this->getPos(), ETileType::FREE);
 
- 	freePaths.insert(pos);
 
- 	addAllPossibleObjects (gen);
 
- 	connectLater(gen); //ideally this should work after fractalize, but fails
 
- 	fractalize(gen);
 
- 	placeMines(gen);
 
- 	createRequiredObjects(gen);
 
- 	createTreasures(gen);
 
- 	logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
 
- 	return true;
 
- }
 
- bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
 
- {
 
- 	float best_distance = 0;
 
- 	bool result = false;
 
- 	bool needsGuard = value > minGuardedValue;
 
- 	//logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
 
- 	for(auto tile : possibleTiles)
 
- 	{
 
- 		auto dist = gen->getNearestObjectDistance(tile);
 
- 		if ((dist >= min_dist) && (dist > best_distance))
 
- 		{
 
- 			bool allTilesAvailable = true;
 
- 			gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
 
- 			{
 
- 				if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
 
- 				{
 
- 					allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
 
- 				}
 
- 			});
 
- 			if (allTilesAvailable)
 
- 			{
 
- 				best_distance = dist;
 
- 				pos = tile;
 
- 				result = true;
 
- 			}
 
- 		}
 
- 	}
 
- 	if (result)
 
- 	{
 
- 		gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
 
- 	}
 
- 	return result;
 
- }
 
- bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
 
- {
 
- 	if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
 
- 		return false;
 
- 	auto tilesBlockedByObject = temp.getBlockedOffsets();
 
- 	for (auto blockingTile : tilesBlockedByObject)
 
- 	{
 
- 		int3 t = pos + blockingTile;
 
- 		if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
 
- 		{
 
- 			return false; //if at least one tile is not possible, object can't be placed here
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance,  int3 &tile) const
 
- {
 
- 	return getAccessibleOffset(gen, appearance, tile).valid();
 
- }
 
- int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
 
- {
 
- 	auto tilesBlockedByObject = appearance.getBlockedOffsets();
 
- 	int3 ret(-1, -1, -1);
 
- 	for (int x = -1; x < 2; x++)
 
- 	{
 
- 		for (int y = -1; y <2; y++)
 
- 		{
 
- 			if (x && y) //check only if object is visitable from another tile
 
- 			{
 
- 				int3 offset = int3(x, y, 0) - appearance.getVisitableOffset();
 
- 				if (!vstd::contains(tilesBlockedByObject, offset))
 
- 				{
 
- 					int3 nearbyPos = tile + offset;
 
- 					if (gen->map->isInTheMap(nearbyPos))
 
- 					{
 
- 						if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
 
- 							ret = nearbyPos;
 
- 					}
 
- 				}
 
- 			}
 
- 		};
 
- 	}
 
- 	return ret;
 
- }
 
- void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
 
- {
 
- 	if (obj->appearance.id == Obj::NO_OBJ)
 
- 	{
 
- 		auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
 
- 		if (templates.empty())
 
- 			throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID %obj->subID %pos));
 
- 		obj->appearance = templates.front();
 
- 	}
 
- }
 
- bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
 
- {
 
- 	for (auto blockingTile : tilesBlockedByObject)
 
- 	{
 
- 		int3 t = tile + blockingTile;
 
- 		if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
 
- 		{
 
- 			//if at least one tile is not possible, object can't be placed here
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
 
- {
 
- 	//we need object apperance to deduce free tile
 
- 	setTemplateForObject(gen, obj);
 
- 	int best_distance = 0;
 
- 	bool result = false;
 
- 	auto tilesBlockedByObject = obj->getBlockedOffsets();
 
- 	for (auto tile : tileinfo)
 
- 	{
 
- 		//object must be accessible from at least one surounding tile
 
- 		if (!isAccessibleFromAnywhere(gen, obj->appearance, tile))
 
- 			continue;
 
- 		auto ti = gen->getTile(tile);
 
- 		auto dist = ti.getNearestObjectDistance();
 
- 		//avoid borders
 
- 		if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
 
- 		{
 
- 			if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
 
- 			{
 
- 				best_distance = dist;
 
- 				pos = tile;
 
- 				result = true;
 
- 			}
 
- 		}
 
- 	}
 
- 	if (result)
 
- 	{
 
- 		gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
 
- 	}
 
- 	return result;
 
- }
 
- void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
 
- {
 
- 	if (!gen->map->isInTheMap(pos))
 
- 		throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
 
- 	object->pos = pos;
 
- 	if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
 
- 		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()));
 
- 	for (auto tile : object->getBlockedPos())
 
- 	{
 
- 		if (!gen->map->isInTheMap(tile))
 
- 			throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
 
- 	}
 
- 	if (object->appearance.id == Obj::NO_OBJ)
 
- 	{
 
- 		auto terrainType = gen->map->getTile(pos).terType;
 
- 		auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
 
- 		if (templates.empty())
 
- 			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));
 
- 		object->appearance = templates.front();
 
- 	}
 
- 	gen->editManager->insertObject(object, pos);
 
- 	//logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
 
- }
 
- void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
 
- {
 
- 	//logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
 
- 	checkAndPlaceObject (gen, object, pos);
 
- 	auto points = object->getBlockedPos();
 
- 	if (object->isVisitable())
 
- 		points.insert(pos + object->getVisitableOffset());
 
- 	points.insert(pos);
 
- 	for(auto p : points)
 
- 	{
 
- 		if (gen->map->isInTheMap(p))
 
- 		{
 
- 			gen->setOccupied(p, ETileType::USED);
 
- 		}
 
- 	}
 
- 	if (updateDistance)
 
- 	{
 
- 		for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
 
- 		{
 
- 			si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
 
- 			gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
 
- 		}
 
- 	}
 
- 	switch (object->ID)
 
- 	{
 
- 	case Obj::TOWN:
 
- 	case Obj::RANDOM_TOWN:
 
- 	case Obj::MONOLITH_TWO_WAY:
 
- 	case Obj::MONOLITH_ONE_WAY_ENTRANCE:
 
- 	case Obj::MONOLITH_ONE_WAY_EXIT:
 
- 	case Obj::SUBTERRANEAN_GATE:
 
- 		{
 
- 			addRoadNode(object->visitablePos());
 
- 		}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- }
 
- void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
 
- {
 
- 	placeObject(gen, object, pos);
 
- 	guardObject(gen, object, str, zoneGuard);
 
- }
 
- void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
 
- {
 
- 	auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
 
- 	auto gate = factory->create(ObjectTemplate());
 
- 	placeObject (gen, gate, pos, true);
 
- 	addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
 
- 	guardObject (gen, gate, guardStrength, true);
 
- }
 
- std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
 
- {
 
- 	//get all tiles from which this object can be accessed
 
- 	int3 visitable = object->visitablePos();
 
- 	std::vector<int3> tiles;
 
- 	auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
 
- 	gen->foreach_neighbour(visitable, [&](int3& pos)
 
- 	{
 
- 		if (gen->isPossible(pos) || gen->isFree(pos))
 
- 		{
 
- 			if (!vstd::contains(tilesBlockedByObject, pos))
 
- 			{
 
- 				if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
 
- 				{
 
- 					tiles.push_back(pos);
 
- 				}
 
- 			}
 
- 		};
 
- 	});
 
- 	return tiles;
 
- }
 
- bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
 
- {
 
- 	std::vector<int3> tiles = getAccessibleOffsets(gen, object);
 
- 	int3 guardTile(-1, -1, -1);
 
- 	if (tiles.size())
 
- 	{
 
- 		//guardTile = tiles.front();
 
- 		guardTile = getAccessibleOffset(gen, object->appearance, object->pos);
 
- 		logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
 
- 	}
 
- 	else
 
- 	{
 
- 		logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
 
- 		return false;
 
- 	}
 
- 	if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
 
- 	{
 
- 		for (auto pos : tiles)
 
- 		{
 
- 			if (!gen->isFree(pos))
 
- 				gen->setOccupied(pos, ETileType::BLOCKED);
 
- 		}
 
- 		gen->foreach_neighbour (guardTile, [&](int3& pos)
 
- 		{
 
- 			if (gen->isPossible(pos))
 
- 				gen->setOccupied (pos, ETileType::FREE);
 
- 		});
 
- 		gen->setOccupied (guardTile, ETileType::USED);
 
- 	}
 
- 	else //allow no guard or other object in front of this object
 
- 	{
 
- 		for (auto tile : tiles)
 
- 			if (gen->isPossible(tile))
 
- 				gen->setOccupied (tile, ETileType::FREE);
 
- 	}
 
- 	return true;
 
- }
 
- ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
 
- {
 
- 	//int objectsVisitableFromBottom = 0; //for debug
 
- 	std::vector<std::pair<ui32, ObjectInfo>> thresholds;
 
- 	ui32 total = 0;
 
- 	//calculate actual treasure value range based on remaining value
 
- 	ui32 maxVal = desiredValue - currentValue;
 
- 	ui32 minValue = 0.25f * (desiredValue - currentValue);
 
- 	//roulette wheel
 
- 	for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
 
- 	{
 
- 		if (oi.value > maxVal)
 
- 			break; //this assumes values are sorted in ascending order
 
- 		if (oi.value >= minValue && oi.maxPerZone > 0)
 
- 		{
 
- 			int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
 
- 			int3 newVisitablePos = info.nextTreasurePos;
 
- 			if (!oi.templ.isVisitableFromTop())
 
- 			{
 
- 				//objectsVisitableFromBottom++;
 
- 				//there must be free tiles under object
 
- 				auto blockedOffsets = oi.templ.getBlockedOffsets();
 
- 				if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos))
 
- 					continue;
 
- 			}
 
- 			//NOTE: y coordinate grows downwards
 
- 			if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
 
- 			{
 
- 				bool fitsHere = false;
 
- 				if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
 
- 				{
 
- 					for (auto tile : info.visitableFromTopPositions)
 
- 					{
 
- 						int3 actualTile = tile + newVisitableOffset;
 
- 						if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
 
- 						{
 
- 							fitsHere = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					for (auto tile : info.visitableFromBottomPositions)
 
- 					{
 
- 						int3 actualTile = tile + newVisitableOffset;
 
- 						if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
 
- 						{
 
- 							fitsHere = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else //if new object is not visitable from top, it must be accessible from below or side
 
- 				{
 
- 					for (auto tile : info.visitableFromTopPositions)
 
- 					{
 
- 						int3 actualTile = tile + newVisitableOffset;
 
- 						if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
 
- 						{
 
- 							fitsHere = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					for (auto tile : info.visitableFromBottomPositions)
 
- 					{
 
- 						int3 actualTile = tile + newVisitableOffset;
 
- 						if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
 
- 						{
 
- 							fitsHere = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				if (!fitsHere)
 
- 					continue;
 
- 			}
 
- 			//now check blockmap, including our already reserved pile area
 
- 			bool fitsBlockmap = true;
 
- 			std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
 
- 			blockedOffsets.insert (newVisitableOffset);
 
- 			for (auto blockingTile : blockedOffsets)
 
- 			{
 
- 				int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
 
- 				if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
 
- 				{
 
- 					fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
 
- 					break;
 
- 				}
 
- 				if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
 
- 				{
 
- 					fitsBlockmap = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (!fitsBlockmap)
 
- 				continue;
 
- 			total += oi.probability;
 
- 			//assert (oi.value > 0);
 
- 			thresholds.push_back (std::make_pair (total, oi));
 
- 		}
 
- 	}
 
- 	//logGlobal->infoStream() << boost::format ("Number of objects visitable  from bottom: %d") % objectsVisitableFromBottom;
 
- 	if (thresholds.empty())
 
- 	{
 
- 		ObjectInfo oi;
 
- 		//Generate pandora Box with gold if the value is extremely high
 
- 		if (minValue > 20000) //we don't have object valuable enough
 
- 		{
 
- 			oi.generateObject = [minValue]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 				auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 				obj->resources[Res::GOLD] = minValue;
 
- 				return obj;
 
- 			};
 
- 			oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 			oi.value = minValue;
 
- 			oi.probability = 0;
 
- 		}
 
- 		else //generate empty object with 0 value if the value if we can't spawn anything
 
- 		{
 
- 			oi.generateObject = [gen]() -> CGObjectInstance *
 
- 			{
 
- 				return nullptr;
 
- 			};
 
- 			oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
 
- 			oi.value = 0; // this field is checked to determine no object
 
- 			oi.probability = 0;
 
- 		}
 
- 		return oi;
 
- 	}
 
- 	else
 
- 	{
 
- 		int r = gen->rand.nextInt (1, total);
 
- 		//binary search = fastest
 
- 		auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
 
- 			[](const std::pair<ui32, ObjectInfo> &rhs, const int lhs)->bool
 
- 		{
 
- 			return rhs.first < lhs;
 
- 		});
 
- 		return it->second;
 
- 	}
 
- 	return ObjectInfo(); // unreachable
 
- }
 
- void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
 
- {
 
- 	ObjectInfo oi;
 
- 	oi.maxPerMap = std::numeric_limits<ui32>().max();
 
- 	int numZones = gen->getZones().size();
 
- 	std::vector<CCreature *> creatures; //native creatures for this zone
 
- 	for (auto cre : VLC->creh->creatures)
 
- 	{
 
- 		if (!cre->special && cre->faction == townType)
 
- 		{
 
- 			creatures.push_back(cre);
 
- 		}
 
- 	}
 
- 	for (auto primaryID : VLC->objtypeh->knownObjects())
 
- 	{
 
- 		for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
 
- 			if (!handler->isStaticObject() && handler->getRMGInfo().value)
 
- 			{
 
- 				for (auto temp : handler->getTemplates())
 
- 				{
 
- 					if (temp.canBePlacedAt(terrainType))
 
- 					{
 
- 						oi.generateObject = [gen, temp]() -> CGObjectInstance *
 
- 						{
 
- 							return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
 
- 						};
 
- 						auto rmgInfo = handler->getRMGInfo();
 
- 						oi.value = rmgInfo.value;
 
- 						oi.probability = rmgInfo.rarity;
 
- 						oi.templ = temp;
 
- 						oi.maxPerZone = rmgInfo.zoneLimit;
 
- 						vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
 
- 						possibleObjects.push_back(oi);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//prisons
 
- 	//levels 1, 5, 10, 20, 30
 
- 	static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
 
- 	static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
 
- 	for (int i = 0; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i, gen, this]() -> CGObjectInstance *
 
- 		{
 
- 			std::vector<ui32> possibleHeroes;
 
- 			for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
 
- 			{
 
- 				if (gen->map->allowedHeroes[j])
 
- 					possibleHeroes.push_back(j);
 
- 			}
 
- 			auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
 
- 			auto obj = (CGHeroInstance *) factory->create(ObjectTemplate());
 
- 			obj->subID = hid; //will be initialized later
 
- 			obj->exp = prisonExp[i];
 
- 			obj->setOwner(PlayerColor::NEUTRAL);
 
- 			gen->map->allowedHeroes[hid] = false; //ban this hero
 
- 			gen->decreasePrisonsRemaining();
 
- 			obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PRISON, 0, terrainType);
 
- 		oi.value = prisonValues[i];
 
- 		oi.probability = 30;
 
- 		oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//all following objects are unlimited
 
- 	oi.maxPerZone = std::numeric_limits<ui32>().max();
 
- 	//dwellings
 
- 	auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
 
- 	//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
 
- 	static int elementalConfluxROE[] = { 7, 13, 16, 47 };
 
- 	for (int i = 0; i < 4; i++)
 
- 		vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
 
- 	for (auto secondaryID : subObjects)
 
- 	{
 
- 		auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
 
- 		auto creatures = dwellingHandler->getProducedCreatures();
 
- 		if (creatures.empty())
 
- 			continue;
 
- 		auto cre = creatures.front();
 
- 		if (cre->faction == townType)
 
- 		{
 
- 			float nativeZonesCount = gen->getZoneCount(cre->faction);
 
- 			oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
 
- 			oi.probability = 40;
 
- 			for (auto temp : dwellingHandler->getTemplates())
 
- 			{
 
- 				if (temp.canBePlacedAt(terrainType))
 
- 				{
 
- 					oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
 
- 					{
 
- 						auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
 
- 						//dwellingHandler->configureObject(obj, gen->rand);
 
- 						obj->tempOwner = PlayerColor::NEUTRAL;
 
- 						return obj;
 
- 					};
 
- 					oi.templ = temp;
 
- 					possibleObjects.push_back(oi);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
 
- 	for (int i = 0; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i, gen]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
 
- 			auto obj = (CGArtifact *) factory->create(ObjectTemplate());
 
- 			std::vector<SpellID> out;
 
- 			for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
 
- 			{
 
- 				if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
 
- 				{
 
- 					out.push_back(spell->id);
 
- 				}
 
- 			}
 
- 			auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
 
- 			gen->map->addNewArtifactInstance(a);
 
- 			obj->storedArtifact = a;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
 
- 		oi.value = scrollValues[i];
 
- 		oi.probability = 30;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//pandora box with gold
 
- 	for (int i = 1; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 			obj->resources[Res::GOLD] = i * 5000;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 		oi.value = i * 5000;;
 
- 		oi.probability = 5;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//pandora box with experience
 
- 	for (int i = 1; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 			obj->gainedExp = i * 5000;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 		oi.value = i * 6000;;
 
- 		oi.probability = 20;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//pandora box with creatures
 
- 	static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
 
- 	auto creatureToCount = [](CCreature * creature) -> int
 
- 	{
 
- 		int actualTier = creature->level > 7 ? 6 : creature->level - 1;
 
- 		float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
 
- 		if (creaturesAmount <= 5)
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
 
- 			if (creaturesAmount < 1)
 
- 				return 0;
 
- 		}
 
- 		else if (creaturesAmount <= 12)
 
- 		{
 
- 			(creaturesAmount /= 2) *= 2;
 
- 		}
 
- 		else if (creaturesAmount <= 50)
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
 
- 		}
 
- 		else
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
 
- 		}
 
- 		return creaturesAmount;
 
- 	};
 
- 	for (auto creature : creatures)
 
- 	{
 
- 		int creaturesAmount = creatureToCount(creature);
 
- 		if (!creaturesAmount)
 
- 			continue;
 
- 		oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 			auto stack = new CStackInstance(creature, creaturesAmount);
 
- 			obj->creatures.putStack(SlotID(0), stack);
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 		oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3;
 
- 		oi.probability = 3;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//Pandora with 12 spells of certain level
 
- 	for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
 
- 	{
 
- 		oi.generateObject = [i, gen]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 			std::vector <CSpell *> spells;
 
- 			for (auto spell : VLC->spellh->objects)
 
- 			{
 
- 				if (gen->isAllowedSpell(spell->id) && spell->level == i)
 
- 					spells.push_back(spell);
 
- 			}
 
- 			RandomGeneratorUtil::randomShuffle(spells, gen->rand);
 
- 			for (int j = 0; j < std::min<int>(12, spells.size()); j++)
 
- 			{
 
- 				obj->spells.push_back(spells[j]->id);
 
- 			}
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 		oi.value = (i + 1) * 2500; //5000 - 15000
 
- 		oi.probability = 2;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	//Pandora with 15 spells of certain school
 
- 	for (int i = 0; i < 4; i++)
 
- 	{
 
- 		oi.generateObject = [i,gen]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 			std::vector <CSpell *> spells;
 
- 			for (auto spell : VLC->spellh->objects)
 
- 			{
 
- 				if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
 
- 					spells.push_back(spell);
 
- 			}
 
- 			RandomGeneratorUtil::randomShuffle(spells, gen->rand);
 
- 			for (int j = 0; j < std::min<int>(15, spells.size()); j++)
 
- 			{
 
- 				obj->spells.push_back(spells[j]->id);
 
- 			}
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 		oi.value = 15000;
 
- 		oi.probability = 2;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	// Pandora box with 60 random spells
 
- 	oi.generateObject = [gen]() -> CGObjectInstance *
 
- 	{
 
- 		auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 		auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
 
- 		std::vector <CSpell *> spells;
 
- 		for (auto spell : VLC->spellh->objects)
 
- 		{
 
- 			if (gen->isAllowedSpell(spell->id))
 
- 				spells.push_back(spell);
 
- 		}
 
- 		RandomGeneratorUtil::randomShuffle(spells, gen->rand);
 
- 		for (int j = 0; j < std::min<int>(60, spells.size()); j++)
 
- 		{
 
- 			obj->spells.push_back(spells[j]->id);
 
- 		}
 
- 		return obj;
 
- 	};
 
- 	oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
 
- 	oi.value = 30000;
 
- 	oi.probability = 2;
 
- 	possibleObjects.push_back(oi);
 
- 	//seer huts with creatures or generic rewards
 
- 	if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
 
- 	{
 
- 		static const int genericSeerHuts = 8;
 
- 		int seerHutsPerType = 0;
 
- 		const int questArtsRemaining = gen->getQuestArtsRemaning().size();
 
- 		//general issue is that not many artifact types are available for quests
 
- 		if (questArtsRemaining >= genericSeerHuts + creatures.size())
 
- 		{
 
- 			seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
 
- 		}
 
- 		else if (questArtsRemaining >= genericSeerHuts)
 
- 		{
 
- 			seerHutsPerType = 1;
 
- 		}
 
- 		oi.maxPerZone = seerHutsPerType;
 
- 		RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
 
- 		auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
 
- 		{
 
- 			ObjectInfo artInfo;
 
- 			artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
 
- 			artInfo.maxPerZone = 1;
 
- 			artInfo.value = 2000; //treasure art
 
- 			artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
 
- 			artInfo.generateObject = [id]() -> CGObjectInstance *
 
- 			{
 
- 				auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
 
- 				return handler->create(handler->getTemplates().front());
 
- 			};
 
- 			return artInfo;
 
- 		};
 
- 		for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
 
- 		{
 
- 			auto creature = creatures[i];
 
- 			int creaturesAmount = creatureToCount(creature);
 
- 			if (!creaturesAmount)
 
- 				continue;
 
- 			int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
 
- 			oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
 
- 				obj->rewardType = CGSeerHut::CREATURE;
 
- 				obj->rID = creature->idNumber;
 
- 				obj->rVal = creaturesAmount;
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
 
- 				obj->quest->m5arts.push_back(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				gen->banQuestArt(artid);
 
- 				gen->map->addQuest(obj);
 
- 				this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
 
- 				return obj;
 
- 			};
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
 
- 			oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
 
- 			oi.probability = 3;
 
- 			possibleObjects.push_back(oi);
 
- 		}
 
- 		static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
 
- 		static int seerValues[] = { 2000, 5333, 8666, 12000 };
 
- 		for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
 
- 		{
 
- 			int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
 
- 			oi.value = seerValues[i];
 
- 			oi.probability = 10;
 
- 			oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
 
- 				obj->rewardType = CGSeerHut::EXPERIENCE;
 
- 				obj->rID = 0; //unitialized?
 
- 				obj->rVal = seerExpGold[i];
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
 
- 				obj->quest->m5arts.push_back(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				gen->banQuestArt(artid);
 
- 				gen->map->addQuest(obj);
 
- 				this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
 
- 				return obj;
 
- 			};
 
- 			possibleObjects.push_back(oi);
 
- 			oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
 
- 				obj->rewardType = CGSeerHut::RESOURCES;
 
- 				obj->rID = Res::GOLD;
 
- 				obj->rVal = seerExpGold[i];
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
 
- 				obj->quest->m5arts.push_back(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				gen->banQuestArt(artid);
 
- 				gen->map->addQuest(obj);
 
- 				this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
 
- 				return obj;
 
- 			};
 
- 			possibleObjects.push_back(oi);
 
- 		}
 
- 	}
 
- }
 
- void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
 
- {
 
- 	templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
 
- }
 
 
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