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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;
- using namespace rmg; //TODO: move all to namespace
- void CRmgTemplateZone::addRoadNode(const int3& node)
- {
- roadNodes.insert(node);
- }
- CTileInfo::CTileInfo():nearestObjectDistance(float(INT_MAX)), terrain()
- {
- 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 != ROAD_NAMES[0];
- }
- bool CTileInfo::isUsed() const
- {
- return occupied == ETileType::USED;
- }
- void CTileInfo::setOccupied(ETileType::ETileType value)
- {
- occupied = value;
- }
- ETileType::ETileType CTileInfo::getTileType() const
- {
- return occupied;
- }
- Terrain CTileInfo::getTerrainType() const
- {
- return terrain;
- }
- void CTileInfo::setTerrainType(Terrain value)
- {
- terrain = value;
- }
- void CTileInfo::setRoadType(const std::string & value)
- {
- roadType = value;
- // setOccupied(ETileType::FREE);
- }
- CRmgTemplateZone::CRmgTemplateZone(CMapGenerator * Gen)
- : ZoneOptions(),
- townType(ETownType::NEUTRAL),
- terrainType (Terrain("grass")),
- minGuardedValue(0),
- questArtZone(),
- gen(Gen)
- {
- }
- bool CRmgTemplateZone::isUnderground() const
- {
- return getPos().z;
- }
- void CRmgTemplateZone::setOptions(const ZoneOptions& options)
- {
- ZoneOptions::operator=(options);
- }
- void CRmgTemplateZone::setQuestArtZone(std::shared_ptr<CRmgTemplateZone> otherZone)
- {
- questArtZone = otherZone;
- }
- std::set<int3>* CRmgTemplateZone::getFreePaths()
- {
- return &freePaths;
- }
- void CRmgTemplateZone::addFreePath(const int3 & p)
- {
- gen->setOccupied(p, ETileType::FREE);
- freePaths.insert(p);
- }
- 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 = static_cast<float>(std::fmod(center.x, 1));
- center.y = static_cast<float>(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);
- }
- void CRmgTemplateZone::removeTile(const int3 & Pos)
- {
- tileinfo.erase(Pos);
- possibleTiles.erase(Pos);
- }
- std::set<int3> CRmgTemplateZone::getTileInfo () const
- {
- return tileinfo;
- }
- std::set<int3> CRmgTemplateZone::getPossibleTiles() const
- {
- return possibleTiles;
- }
- std::set<int3> CRmgTemplateZone::collectDistantTiles (float distance) const
- {
- //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?
- // }
- //}
- std::set<int3> discardedTiles;
- for(auto& tile : tileinfo)
- {
- if(tile.dist2d(this->pos) > distance)
- {
- discardedTiles.insert(tile);
- }
- };
- return discardedTiles;
- }
- void CRmgTemplateZone::clearTiles()
- {
- tileinfo.clear();
- }
- void CRmgTemplateZone::initFreeTiles ()
- {
- vstd::copy_if(tileinfo, vstd::set_inserter(possibleTiles), [this](const int3 &tile) -> bool
- {
- return gen->isPossible(tile);
- });
- if(freePaths.empty())
- {
- addFreePath(pos); //zone must have at least one free tile where other paths go - for instance in the center
- }
- }
- void CRmgTemplateZone::createBorder()
- {
- for(auto tile : tileinfo)
- {
- bool edge = false;
- gen->foreach_neighbour(tile, [this, &edge](int3 &pos)
- {
- if (edge)
- return; //optimization - do it only once
- if (gen->getZoneID(pos) != id) //optimization - better than set search
- {
- //bugfix with missing pos
- if (gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::BLOCKED);
- //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](int3 &nearbyPos)
- {
- if (gen->isPossible(nearbyPos))
- gen->setOccupied(nearbyPos, ETileType::BLOCKED);
- });
- edge = true;
- }
- });
- }
- }
- void CRmgTemplateZone::createWater(EWaterContent::EWaterContent waterContent, bool debug)
- {
- if(waterContent == EWaterContent::NONE || isUnderground())
- return; //do nothing
-
- std::set<int3> waterTiles = collectDistantTiles((float)(getSize() + 1));
-
- //add border tiles as water for ISLANDS
- if(waterContent == EWaterContent::ISLANDS)
- {
- for(auto& tile : tileinfo)
- {
- if(gen->shouldBeBlocked(tile))
- {
- waterTiles.insert(tile);
- }
- }
- }
-
- std::list<int3> tilesQueue(waterTiles.begin(), waterTiles.end()); //tiles need to be processed
- std::set<int3> tilesChecked = waterTiles; //tiles already processed
- std::map<int, std::set<int3>> coastTilesMap; //key: distance to water; value: tiles with that distance
- std::map<int3, int> tilesDist; //key: tile; value: distance to water
-
- //optimization: prefill distance for all tiles marked for water with 0
- for(auto& tile : waterTiles)
- {
- tilesDist[tile] = 0;
- }
-
- //fills the distance-to-water map
- while(!tilesQueue.empty())
- {
- int3 src = tilesQueue.front();
- tilesQueue.pop_front();
- gen->foreachDirectNeighbour(src, [this, &src, &tilesDist, &tilesChecked, &coastTilesMap, &tilesQueue](const int3 & dst)
- {
- if(tilesChecked.find(dst) != tilesChecked.end())
- return;
-
- if(tileinfo.find(dst) != tileinfo.end())
- {
- tilesDist[dst] = tilesDist[src] + 1;
- coastTilesMap[tilesDist[dst]].insert(dst);
- tilesChecked.insert(dst);
- tilesQueue.push_back(dst);
- }
- });
- }
-
- //generating some irregularity of coast
- int coastIdMax = fmin(sqrt(coastTilesMap.size()), 7.f); //size of coastTilesMap shows the most distant tile from water
- assert(coastIdMax > 0);
- tilesChecked.clear();
- for(int coastId = coastIdMax; coastId >= 1; --coastId)
- {
- //amount of iterations shall be proportion of coast perimeter
- const int coastLength = coastTilesMap[coastId].size() / (coastId + 3);
- for(int coastIter = 0; coastIter < coastLength; ++coastIter)
- {
- int3 tile = *RandomGeneratorUtil::nextItem(coastTilesMap[coastId], gen->rand);
- if(tilesChecked.find(tile) != tilesChecked.end())
- continue;
- if(gen->isUsed(tile) || gen->isFree(tile)) //prevent placing water nearby town
- continue;
-
- tilesQueue.push_back(tile);
- tilesChecked.insert(tile);
- }
- }
-
- //if tile is marked as water - connect it with "big" water
- while(!tilesQueue.empty())
- {
- int3 src = tilesQueue.front();
- tilesQueue.pop_front();
-
- if(waterTiles.find(src) != waterTiles.end())
- continue;
-
- waterTiles.insert(src);
- gen->foreach_neighbour(src, [&src, &tilesDist, &tilesChecked, &tilesQueue](const int3 & dst)
- {
- if(tilesChecked.find(dst) != tilesChecked.end())
- return;
-
- if(tilesDist[dst] > 0 && tilesDist[src]-tilesDist[dst] == 1)
- {
- tilesQueue.push_back(dst);
- tilesChecked.insert(dst);
- }
- });
- }
-
- //start filtering of narrow places and coast atrifacts
- std::vector<int3> waterAdd;
- for(int coastId = 1; coastId <= coastIdMax; ++coastId)
- {
- for(auto& tile : coastTilesMap[coastId])
- {
- //collect neighbout water tiles
- auto collectionLambda = [&waterTiles, &coastTilesMap](const int3 & t, std::set<int3> & outCollection)
- {
- if(waterTiles.find(t)!=waterTiles.end())
- {
- coastTilesMap[0].insert(t);
- outCollection.insert(t);
- }
- };
- std::set<int3> waterCoastDirect, waterCoastDiag;
- gen->foreachDirectNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDirect)));
- gen->foreachDiagonalNeighbour(tile, std::bind(collectionLambda, std::placeholders::_1, std::ref(waterCoastDiag)));
- int waterCoastDirectNum = waterCoastDirect.size();
- int waterCoastDiagNum = waterCoastDiag.size();
-
- //remove tiles which are mostly covered by water
- if(waterCoastDirectNum >= 3)
- {
- waterAdd.push_back(tile);
- continue;
- }
- if(waterCoastDiagNum == 4 && waterCoastDirectNum == 2)
- {
- waterAdd.push_back(tile);
- continue;
- }
- if(waterCoastDirectNum == 2 && waterCoastDiagNum >= 2)
- {
- int3 diagSum, dirSum;
- for(auto & i : waterCoastDiag)
- diagSum += i - tile;
- for(auto & i : waterCoastDirect)
- dirSum += i - tile;
- if(diagSum == int3() || dirSum == int3())
- {
- waterAdd.push_back(tile);
- continue;
- }
- if(waterCoastDiagNum == 3 && diagSum != dirSum)
- {
- waterAdd.push_back(tile);
- continue;
- }
- }
- }
- }
- for(auto & i : waterAdd)
- waterTiles.insert(i);
-
- //filtering tiny "lakes"
- for(auto& tile : coastTilesMap[0]) //now it's only coast-water tiles
- {
- if(waterTiles.find(tile) == waterTiles.end()) //for ground tiles
- continue;
-
- std::vector<int3> groundCoast;
- gen->foreachDirectNeighbour(tile, [this, &waterTiles, &groundCoast](const int3 & t)
- {
- if(waterTiles.find(t) == waterTiles.end() && tileinfo.find(t) != tileinfo.end()) //for ground tiles of same zone
- {
- groundCoast.push_back(t);
- }
- });
-
- if(groundCoast.size() >= 3)
- {
- waterTiles.erase(tile);
- }
- else
- {
- if(groundCoast.size() == 2)
- {
- if(groundCoast[0] + groundCoast[1] == int3())
- {
- waterTiles.erase(tile);
- }
- }
- else
- {
- if(!groundCoast.empty())
- {
- coastTiles.insert(tile);
- }
- }
- }
- }
-
- //do not set water on tiles belong to other zones
- vstd::erase_if(coastTiles, [&waterTiles](const int3 & tile)
- {
- return waterTiles.find(tile) == waterTiles.end();
- });
-
- //transforming waterTiles to actual water
- for(auto& tile : waterTiles)
- {
- gen->getZoneWater().second->addTile(tile);
- gen->setZoneID(tile, gen->getZoneWater().first);
- gen->setOccupied(tile, ETileType::POSSIBLE);
- tileinfo.erase(tile);
- possibleTiles.erase(tile);
- }
- }
- void CRmgTemplateZone::waterInitFreeTiles()
- {
- std::set<int3> tilesAll(tileinfo.begin(), tileinfo.end()); //water tiles
- std::list<int3> tilesQueue; //tiles need to be processed
- std::set<int3> tilesChecked;
-
- //lambda for increasing distance of negihbour tiles
- auto lakeSearch = [this, &tilesAll, &tilesQueue](const int3 & dst)
- {
- if(tilesAll.find(dst) == tilesAll.end())
- {
- if(lakes.back().tiles.find(dst)==lakes.back().tiles.end())
- {
- //we reach land! let's store this information
- assert(gen->getZoneID(dst) != gen->getZoneWater().first);
- lakes.back().connectedZones.insert(gen->getZoneID(dst));
- lakes.back().coast.insert(dst);
- lakes.back().distance[dst] = 0;
- return;
- }
- }
- else
- {
- if(lakes.back().tiles.insert(dst).second)
- {
- tilesQueue.push_back(dst);
- }
- }
- };
-
- while(!tilesAll.empty())
- {
- //add some random tile as initial
- tilesQueue.push_back(*tilesAll.begin());
- setPos(tilesQueue.front());
- addFreePath(tilesQueue.front());
- lakes.emplace_back();
- lakes.back().tiles.insert(tilesQueue.front());
-
- //find lake
- while(!tilesQueue.empty())
- {
- int3 tile = tilesQueue.front();
- tilesQueue.pop_front();
- gen->foreachDirectNeighbour(tile, lakeSearch);
- }
-
- //fill distance map
- tilesQueue.assign(lakes.back().coast.begin(), lakes.back().coast.end());
- while(!tilesQueue.empty())
- {
- int3 src = tilesQueue.front();
- tilesQueue.pop_front();
- gen->foreachDirectNeighbour(src, [this, &src, &tilesChecked, &tilesQueue](const int3 & dst)
- {
- if(tilesChecked.find(dst) != tilesChecked.end())
- return;
-
- if(lakes.back().tiles.find(dst) != lakes.back().tiles.end())
- {
- lakes.back().distance[dst] = lakes.back().distance[src] + 1;
- tilesChecked.insert(dst);
- tilesQueue.push_back(dst);
- }
- });
- }
-
- //cleanup
- int lakeIdx = lakes.size();
- for(auto& t : lakes.back().tiles)
- {
- assert(lakeMap.find(t) == lakeMap.end());
- lakeMap[t] = lakeIdx;
- tilesAll.erase(t);
- }
- }
-
- #ifdef _BETA
- {
- std::ofstream out1("lakes_id.txt");
- std::ofstream out2("lakes_map.txt");
- std::ofstream out3("lakes_dist.txt");
- 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++)
- {
- int3 tile{i,j,k};
- if(lakeMap[tile]>9)
- out1 << '#';
- else
- out1 << lakeMap[tile];
-
- bool found = false;
- for(auto& lake : lakes)
- {
- if(lake.coast.count(tile))
- {
- out2 << '@';
- out3 << lake.distance[tile];
- found = true;
- }
- else if(lake.tiles.count(tile))
- {
- out2 << '~';
- out3 << lake.distance[tile];
- found = true;
- }
- }
- if(!found)
- {
- out2 << ' ';
- out3 << ' ';
- }
- }
- out1 << std::endl;
- out2 << std::endl;
- out3 << std::endl;
- }
- out1 << std::endl;
- out2 << std::endl;
- out3 << std::endl;
- }
- out1 << std::endl;
- out2 << std::endl;
- out3 << std::endl;
- }
- #endif
- }
- bool CRmgTemplateZone::waterKeepConnection(TRmgTemplateZoneId zoneA, TRmgTemplateZoneId zoneB)
- {
- for(auto & lake : lakes)
- {
- if(lake.connectedZones.count(zoneA) && lake.connectedZones.count(zoneB))
- {
- lake.keepConnections.insert(zoneA);
- lake.keepConnections.insert(zoneB);
- return true;
- }
- }
- return false;
- }
- void CRmgTemplateZone::waterConnection(CRmgTemplateZone& dst)
- {
- if(isUnderground() || dst.getCoastTiles().empty())
- return;
-
- //block zones are not connected by template
- for(auto& lake : lakes)
- {
- if(lake.connectedZones.count(dst.getId()))
- {
- if(!lake.keepConnections.count(dst.getId()))
- {
- for(auto & ct : lake.coast)
- {
- if(gen->getZoneID(ct) == dst.getId() && gen->isPossible(ct))
- gen->setOccupied(ct, ETileType::BLOCKED);
- }
- continue;
- }
-
- int3 coastTile(-1, -1, -1);
- int zoneTowns = dst.playerTowns.getTownCount() + dst.playerTowns.getCastleCount() +
- dst.neutralTowns.getTownCount() + dst.neutralTowns.getCastleCount();
-
- if(dst.getType() == ETemplateZoneType::PLAYER_START || dst.getType() == ETemplateZoneType::CPU_START || zoneTowns)
- {
- coastTile = dst.createShipyard(lake.tiles, gen->getConfig().shipyardGuard);
- if(!coastTile.valid())
- {
- coastTile = makeBoat(dst.getId(), lake.tiles);
- }
- }
- else
- {
- coastTile = makeBoat(dst.getId(), lake.tiles);
- }
-
- if(coastTile.valid())
- {
- if(connectPath(coastTile, true))
- {
- addFreePath(coastTile);
- }
- else
- logGlobal->error("Cannot build water route for zone %d", dst.getId());
- }
- else
- logGlobal->error("No entry from water to zone %d", dst.getId());
-
- }
- }
- }
- const std::set<int3>& CRmgTemplateZone::getCoastTiles() const
- {
- return coastTiles;
- }
- bool CRmgTemplateZone::isWaterConnected(TRmgTemplateZoneId zone, const int3 & tile) const
- {
- int lakeId = gen->getZoneWater().second->lakeMap.at(tile);
- if(lakeId == 0)
- return false;
-
- return gen->getZoneWater().second->lakes.at(lakeId - 1).connectedZones.count(zone) &&
- gen->getZoneWater().second->lakes.at(lakeId - 1).keepConnections.count(zone);
- }
- void CRmgTemplateZone::fractalize()
- {
- 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->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.empty())
- {
- //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 = static_cast<float>(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();
- }
- }
- //cut straight paths towards the center. A* is too slow for that.
- for (auto node : nodes)
- {
- auto subnodes = nodes;
- boost::sort(subnodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
- {
- return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
- });
- std::vector <int3> nearbyNodes;
- if (subnodes.size() >= 2)
- {
- nearbyNodes.push_back(subnodes[1]); //node[0] is our node we want to connect
- }
- if (subnodes.size() >= 3)
- {
- nearbyNodes.push_back(subnodes[2]);
- }
- //connect with all the paths
- crunchPath(node, findClosestTile(freePaths, node), true, &freePaths);
- //connect with nearby nodes
- for (auto nearbyNode : nearbyNodes)
- {
- crunchPath(node, nearbyNode, true, &freePaths); //do not allow to make another path network
- }
- }
- 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;
-
- if(freePaths.count(tile))
- continue;
- bool closeTileFound = false;
- for(auto clearTile : freePaths)
- {
- float distance = static_cast<float>(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.txt") % 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;
- }
- }
- void CRmgTemplateZone::connectLater()
- {
- for (const int3 & node : tilesToConnectLater)
- {
- if (!connectWithCenter(node, true))
- logGlobal->error("Failed to connect node %s with center of the zone", node.toString());
- }
- }
- bool CRmgTemplateZone::crunchPath(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 = static_cast<float>(currentPos.dist2dSQ (dst));
- while (!end)
- {
- if (currentPos == dst)
- {
- result = true;
- break;
- }
- auto lastDistance = distance;
- auto processNeighbours = [this, ¤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 = static_cast<float>(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, ¤tPos, dst, &lastDistance, &anotherPos, 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 = static_cast<float>(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->warn("No tile closer than %s found on path from %s to %s", currentPos, src , dst);
- break;
- }
- }
- return result;
- }
- boost::heap::priority_queue<CRmgTemplateZone::TDistance, boost::heap::compare<CRmgTemplateZone::NodeComparer>> CRmgTemplateZone::createPriorityQueue()
- {
- return boost::heap::priority_queue<TDistance, boost::heap::compare<NodeComparer>>();
- }
- bool CRmgTemplateZone::createRoad(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.
- auto pq = createPriorityQueue(); // 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;
- gen->setRoad (src, ROAD_NAMES[0]); //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
- pq.push(std::make_pair(src, 0.f));
- distances[src] = 0.f;
- // Cost from start along best known path.
- while (!pq.empty())
- {
- auto node = pq.top();
- pq.pop(); //remove top element
- int3 currentNode = node.first;
- closed.insert (currentNode);
- auto currentTile = &gen->map->getTile(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, gen->getConfig().defaultRoadType);
- //logGlobal->trace("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 = [this, &pq, &distances, &closed, &cameFrom, ¤tNode, ¤tTile, &node, &dst, &directNeighbourFound, &movementCost](int3& pos) -> void
- {
- if (vstd::contains(closed, pos)) //we already visited that node
- return;
- float distance = node.second + movementCost;
- float bestDistanceSoFar = std::numeric_limits<float>::max();
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = it->second;
- if (distance < bestDistanceSoFar)
- {
- auto tile = &gen->map->getTile(pos);
- bool canMoveBetween = gen->map->canMoveBetween(currentNode, pos);
- if ((gen->isFree(pos) && gen->isFree(currentNode)) //empty path
- || ((tile->visitable || currentTile->visitable) && canMoveBetween) //moving from or to visitable object
- || pos == dst) //we already compledted the path
- {
- if (gen->getZoneID(pos) == id || pos == dst) //otherwise guard position may appear already connected to other zone.
- {
- cameFrom[pos] = currentNode;
- distances[pos] = distance;
- pq.push(std::make_pair(pos, distance));
- directNeighbourFound = true;
- }
- }
- }
- };
- 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->foreachDiagonalNeighbour(currentNode, foo);
- }
- }
- }
- logGlobal->warn("Failed to create road from %s to %s", src.toString(), dst.toString());
- return false;
- }
- bool CRmgTemplateZone::connectPath(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.
- auto open = createPriorityQueue(); // 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.f;
- open.push(std::make_pair(src, 0.f));
- // Cost from start along best known path.
- // Estimated total cost from start to goal through y.
- while (!open.empty())
- {
- auto node = open.top();
- open.pop();
- int3 currentNode = node.first;
- 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 = [this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
- {
- if (vstd::contains(closed, pos))
- return;
- //no paths through blocked or occupied tiles, stay within zone
- if (gen->isBlocked(pos) || gen->getZoneID(pos) != id)
- return;
- int distance = static_cast<int>(distances[currentNode]) + 1;
- int bestDistanceSoFar = std::numeric_limits<int>::max();
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = static_cast<int>(it->second);
- if (distance < bestDistanceSoFar)
- {
- cameFrom[pos] = currentNode;
- open.push(std::make_pair(pos, (float)distance));
- distances[pos] = static_cast<float>(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
- {
- if(gen->isPossible(tile))
- gen->setOccupied (tile, ETileType::BLOCKED);
- vstd::erase_if_present(possibleTiles, tile);
- }
- return false;
- }
- bool CRmgTemplateZone::connectWithCenter(const int3& src, bool onlyStraight, bool passThroughBlocked)
- ///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.
- auto open = createPriorityQueue(); // 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;
- cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
- distances[src] = 0;
- open.push(std::make_pair(src, 0.f));
- // Cost from start along best known path.
- while (!open.empty())
- {
- auto node = open.top();
- open.pop();
- int3 currentNode = node.first;
- 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 = [this, &open, &closed, &cameFrom, ¤tNode, &distances, passThroughBlocked](int3& pos) -> void
- {
- if (vstd::contains(closed, pos))
- return;
- if (gen->getZoneID(pos) != id)
- return;
- float movementCost = 0;
-
- if (gen->isFree(pos))
- movementCost = 1;
- else if (gen->isPossible(pos))
- movementCost = 2;
- else if(passThroughBlocked && gen->shouldBeBlocked(pos))
- movementCost = 3;
- else
- return;
- float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
- int bestDistanceSoFar = std::numeric_limits<int>::max(); //FIXME: boost::limits
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = static_cast<int>(it->second);
- if (distance < bestDistanceSoFar)
- {
- cameFrom[pos] = currentNode;
- open.push(std::make_pair(pos, distance));
- 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::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
- {
- nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));
- }
- void CRmgTemplateZone::addObjectAtPosition(CGObjectInstance * obj, const int3 & position, si32 strength)
- {
- //TODO: use strength
- instantObjects.push_back(std::make_pair(obj, position));
- }
- void CRmgTemplateZone::addToConnectLater(const int3& src)
- {
- tilesToConnectLater.insert(src);
- }
- int CRmgTemplateZone::chooseRandomAppearance(si32 ObjID) const
- {
- auto factories = VLC->objtypeh->knownSubObjects(ObjID);
- vstd::erase_if(factories, [this, ObjID](si32 f)
- {
- return VLC->objtypeh->getHandlerFor(ObjID, f)->getTemplates(terrainType).empty();
- });
-
- return *RandomGeneratorUtil::nextItem(factories, gen->rand);
- }
- bool CRmgTemplateZone::addMonster(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->getMapGenOptions().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 = static_cast<int>(std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]));
- int strength2 = static_cast<int>(std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]));
- strength = strength1 + strength2;
- if (strength < gen->getConfig().minGuardStrength)
- return false; //no guard at all
- CreatureID creId = CreatureID::NONE;
- int amount = 0;
- std::vector<CreatureID> possibleCreatures;
- for (auto cre : VLC->creh->objects)
- {
- if (cre->special)
- continue;
- if (!cre->AIValue) //bug #2681
- continue;
- if (!vstd::contains(monsterTypes, cre->faction))
- continue;
- if (((si32)(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < (si32)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->objects[creId]->AIValue;
- if (amount >= 4)
- amount = static_cast<int>(amount * gen->rand.nextDouble(0.75, 1.25));
- }
- else //just pick any available creature
- {
- creId = CreatureID(132); //Azure Dragon
- amount = strength / VLC->creh->objects[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);
- placeObject(guard, pos);
- if (clearSurroundingTiles)
- {
- //do not spawn anything near monster
- gen->foreach_neighbour (pos, [this](int3 pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::FREE);
- });
- }
- return true;
- }
- bool CRmgTemplateZone::createTreasurePile(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 <= (int)desiredValue - 100) //no objects with value below 100 are available
- {
- treasures[info.nextTreasurePos] = nullptr;
- for (auto treasurePos : treasures)
- {
- gen->foreach_neighbour(treasurePos.first, [&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(info, desiredValue, maxValue, currentValue);
- if (!oi.value) //0 value indicates no object
- {
- vstd::erase_if_present(treasures, info.nextTreasurePos);
- break;
- }
- else
- {
- object = oi.generateObject();
- object->appearance = oi.templ;
- //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) && gen->getZoneID(tile) == getId()) //we can place new treasure only on possible tile
- {
- bool here = true;
- gen->foreach_neighbour (tile, [this, &here, minDistance](int3 pos)
- {
- if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getZoneID(pos) != getId() || 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 minTreasureDistance = 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) < minTreasureDistance)
- {
- closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
- minTreasureDistance = static_cast<float>(closestFreeTile.dist2d(visitablePos));
- }
- }
- for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
- {
- int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
- if (closestFreeTile.dist2d(visitablePos) < minTreasureDistance)
- {
- closestTile = visitablePos;
- minTreasureDistance = static_cast<float>(closestFreeTile.dist2d(visitablePos));
- }
- }
- assert (closestTile.valid());
- for (auto tile : info.occupiedPositions)
- {
- if (gen->map->isInTheMap(tile) && gen->isPossible(tile) && gen->getZoneID(tile)==id) //pile boundary may reach map border
- gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
- }
- if (!connectPath (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 = isGuardNeededForTreasure(currentValue);
- 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();
- placeObject(treasure.second, treasure.first + visitableOffset);
- }
- if (isPileGuarded && addMonster(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, [this](int3 pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied(pos, 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
- {
- if(gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
- vstd::erase_if_present(possibleTiles, pos);
- return false;
- }
- }
- void CRmgTemplateZone::initTownType ()
- {
- //FIXME: handle case that this player is not present -> towns should be set to neutral
- int totalTowns = 0;
- //cut a ring around town to ensure crunchPath always hits it.
- auto cutPathAroundTown = [this](const CGTownInstance * town)
- {
- auto clearPos = [this](const int3 & pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::FREE);
- };
- for (auto blockedTile : town->getBlockedPos())
- {
- gen->foreach_neighbour(blockedTile, clearPos);
- }
- //clear town entry
- gen->foreach_neighbour(town->visitablePos()+int3{0,1,0}, clearPos);
- };
- auto addNewTowns = [&totalTowns, 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->isSpecial() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
- if (totalTowns <= 0)
- {
- //FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception
- //register MAIN town of zone
- gen->registerZone(town->subID);
- //first town in zone goes in the middle
- placeObject(town, getPos() + town->getVisitableOffset(), true);
- cutPathAroundTown(town);
- setPos(town->visitablePos()); //roads lead to mian town
- }
- else
- addRequiredObject (town);
- totalTowns++;
- }
- };
- if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
- {
- //set zone types to player faction, generate main town
- logGlobal->info("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->getMapGenOptions().getPlayersSettings().find(player)->second.getStartingTown();
- if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
- randomizeTownType(true);
- }
- else //no player - randomize town
- {
- player = PlayerColor::NEUTRAL;
- randomizeTownType();
- }
- 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->isSpecial() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
- //towns are big objects and should be centered around visitable position
- placeObject(town, getPos() + town->getVisitableOffset(), true);
- cutPathAroundTown(town);
- setPos(town->visitablePos()); //roads lead to mian town
- totalTowns++;
- //register MAIN town of zone only
- gen->registerZone (town->subID);
- if (playerInfo.canAnyonePlay()) //configure info for owning player
- {
- logGlobal->trace("Fill player info %d", player_id);
- // Update player info
- playerInfo.allowedFactions.clear();
- playerInfo.allowedFactions.insert(townType);
- playerInfo.hasMainTown = true;
- playerInfo.posOfMainTown = town->pos;
- 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();
- }
- 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();
- }
- }
- }
- void CRmgTemplateZone::randomizeTownType(bool matchUndergroundType)
- {
- auto townTypesAllowed = (townTypes.size() ? townTypes : getDefaultTownTypes());
- if(matchUndergroundType && gen->getMapGenOptions().getHasTwoLevels())
- {
- std::set<TFaction> townTypesVerify;
- for(TFaction factionIdx : townTypesAllowed)
- {
- bool preferUnderground = (*VLC->townh)[factionIdx]->preferUndergroundPlacement;
- if(isUnderground() ? preferUnderground : !preferUnderground)
- {
- townTypesVerify.insert(factionIdx);
- }
- }
- if(!townTypesVerify.empty())
- townTypesAllowed = townTypesVerify;
- }
-
- townType = *RandomGeneratorUtil::nextItem(townTypesAllowed, gen->rand);
- }
- void CRmgTemplateZone::initTerrainType ()
- {
- if (type==ETemplateZoneType::WATER)
- {
- //collect all water terrain types
- std::vector<Terrain> waterTerrains;
- for(auto & terrain : Terrain::Manager::terrains())
- if(terrain.isWater())
- waterTerrains.push_back(terrain);
-
- terrainType = *RandomGeneratorUtil::nextItem(waterTerrains, gen->rand);
- }
- else
- {
- if (matchTerrainToTown && townType != ETownType::NEUTRAL)
- {
- terrainType = (*VLC->townh)[townType]->nativeTerrain;
- }
- else
- {
- terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
- }
- //TODO: allow new types of terrain?
- {
- if(isUnderground())
- {
- if(!vstd::contains(gen->getConfig().terrainUndergroundAllowed, terrainType))
- {
- //collect all underground terrain types
- std::vector<Terrain> undegroundTerrains;
- for(auto & terrain : Terrain::Manager::terrains())
- if(terrain.isUnderground())
- undegroundTerrains.push_back(terrain);
-
- terrainType = *RandomGeneratorUtil::nextItem(undegroundTerrains, gen->rand);
- }
- }
- else
- {
- if(vstd::contains(gen->getConfig().terrainGroundProhibit, terrainType) || terrainType.isUnderground())
- terrainType = Terrain("dirt");
- }
- }
- }
- paintZoneTerrain (terrainType);
- }
- void CRmgTemplateZone::paintZoneTerrain (Terrain terrainType)
- {
- std::vector<int3> tiles(tileinfo.begin(), tileinfo.end());
- gen->getEditManager()->getTerrainSelection().setSelection(tiles);
- gen->getEditManager()->drawTerrain(terrainType, &gen->rand);
- }
- bool CRmgTemplateZone::placeMines ()
- {
- using namespace Res;
- std::vector<CGMine*> createdMines;
-
- for(const auto & mineInfo : mines)
- {
- ERes res = (ERes)mineInfo.first;
- for(int i = 0; i < mineInfo.second; ++i)
- {
- auto mine = (CGMine*) VLC->objtypeh->getHandlerFor(Obj::MINE, res)->create(ObjectTemplate());
- mine->producedResource = res;
- mine->tempOwner = PlayerColor::NEUTRAL;
- mine->producedQuantity = mine->defaultResProduction();
- createdMines.push_back(mine);
-
- if(!i && (res == ERes::WOOD || res == ERes::ORE))
- addCloseObject(mine, gen->getConfig().mineValues.at(res)); //only first wood&ore mines are close
- else
- addRequiredObject(mine, gen->getConfig().mineValues.at(res));
- }
- }
-
- //create extra resources
- if(int extraRes = gen->getConfig().mineExtraResources)
- {
- for(auto * mine : createdMines)
- {
- for(int rc = gen->rand.nextInt(1, extraRes); rc > 0; --rc)
- {
- auto resourse = (CGResource*) VLC->objtypeh->getHandlerFor(Obj::RESOURCE, mine->producedResource)->create(ObjectTemplate());
- resourse->amount = CGResource::RANDOM_AMOUNT;
- addNearbyObject(resourse, mine);
- }
- }
- }
-
- return true;
- }
- EObjectPlacingResult::EObjectPlacingResult CRmgTemplateZone::tryToPlaceObjectAndConnectToPath(CGObjectInstance * obj, const 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(obj->appearance, pos);
- if (!accessibleOffset.valid())
- {
- logGlobal->warn("Cannot access required object at position %s, retrying", pos.toString());
- return EObjectPlacingResult::CANNOT_FIT;
- }
- if (!connectPath(accessibleOffset, true))
- {
- logGlobal->trace("Failed to create path to required object at position %s, retrying", pos.toString());
- return EObjectPlacingResult::SEALED_OFF;
- }
- else
- return EObjectPlacingResult::SUCCESS;
- }
- bool CRmgTemplateZone::createRequiredObjects()
- {
- logGlobal->trace("Creating required objects");
- for(const auto &object : requiredObjects)
- {
- auto obj = object.first;
- if (!obj->appearance.canBePlacedAt(terrainType))
- continue;
-
- int3 pos;
- while (true)
- {
- if (!findPlaceForObject(obj, 3, pos))
- {
- logGlobal->error("Failed to fill zone %d due to lack of space", id);
- return false;
- }
- if (tryToPlaceObjectAndConnectToPath(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(obj, pos);
- guardObject(obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
- break;
- }
- }
- }
- for (const auto &obj : closeObjects)
- {
- setTemplateForObject(obj.first);
- if (!obj.first->appearance.canBePlacedAt(terrainType))
- continue;
-
- auto tilesBlockedByObject = obj.first->getBlockedOffsets();
- bool finished = false;
- bool attempt = true;
- while (!finished && attempt)
- {
- attempt = false;
- 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, [obj, this](int3 &tile)-> bool
- {
- //object must be accessible from at least one surounding tile
- return !this->isAccessibleFromSomewhere(obj.first->appearance, tile);
- });
- auto targetPosition = requestedPositions.find(obj.first)!=requestedPositions.end() ? requestedPositions[obj.first] : pos;
- // smallest distance to zone center, greatest distance to nearest object
- auto isCloser = [this, &targetPosition, &tilesBlockedByObject](const int3 & lhs, const int3 & rhs) -> bool
- {
- float lDist = std::numeric_limits<float>::max();
- float rDist = std::numeric_limits<float>::max();
- for(int3 t : tilesBlockedByObject)
- {
- t += targetPosition;
- lDist = fmin(lDist, static_cast<float>(t.dist2d(lhs)));
- rDist = fmin(rDist, static_cast<float>(t.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->error("Failed to fill zone %d due to lack of space", id);
- return false;
- }
- for (auto tile : tiles)
- {
- //code partially adapted from findPlaceForObject()
- if(!areAllTilesAvailable(obj.first, tile, tilesBlockedByObject))
- continue;
- attempt = true;
- EObjectPlacingResult::EObjectPlacingResult result = tryToPlaceObjectAndConnectToPath(obj.first, tile);
- if (result == EObjectPlacingResult::SUCCESS)
- {
- placeObject(obj.first, tile);
- guardObject(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()"));
- }
- }
- }
- //create nearby objects (e.g. extra resources close to mines)
- for(const auto & object : nearbyObjects)
- {
- auto obj = object.first;
- std::set<int3> possiblePositions;
- for (auto blockedTile : object.second->getBlockedPos())
- {
- gen->foreachDirectNeighbour(blockedTile, [this, &possiblePositions](int3 pos)
- {
- if (!gen->isBlocked(pos) && tileinfo.count(pos))
- {
- //some resources still could be unaccessible, at least one free cell shall be
- gen->foreach_neighbour(pos, [this, &possiblePositions, &pos](int3 p)
- {
- if(gen->isFree(p))
- possiblePositions.insert(pos);
- });
- }
- });
- }
- if(possiblePositions.empty())
- {
- delete obj; //is it correct way to prevent leak?
- }
- else
- {
- auto pos = *RandomGeneratorUtil::nextItem(possiblePositions, gen->rand);
- placeObject(obj, pos);
- }
- }
-
- //create object on specific positions
- //TODO: implement guards
- for (const auto &obj : instantObjects)
- {
- if(tryToPlaceObjectAndConnectToPath(obj.first, obj.second)==EObjectPlacingResult::SUCCESS)
- {
- placeObject(obj.first, obj.second);
- //TODO: guardObject(...)
- }
- }
- requiredObjects.clear();
- closeObjects.clear();
- nearbyObjects.clear();
- instantObjects.clear();
- return true;
- }
- int3 CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const std::set<int3> & lake)
- {
- std::set<int3> lakeCoast;
- std::set_intersection(gen->getZones()[land]->getCoastTiles().begin(), gen->getZones()[land]->getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin()));
- if(lakeCoast.empty())
- return int3(-1, -1, -1);
- for(int randomAttempts = 0; randomAttempts<5; ++randomAttempts)
- {
- auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand);
- if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile))
- return coastTile;
- }
- //if no success on random selection, use brute force
- for(const auto& coastTile : lakeCoast)
- {
- if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(land, coastTile) && makeBoat(land, coastTile))
- return coastTile;
- }
- return int3(-1,-1,-1);
- }
- bool CRmgTemplateZone::makeBoat(TRmgTemplateZoneId land, const int3 & coast)
- {
- //verify coast
- if(gen->getZoneWater().first != id)
- throw rmgException("Cannot make a ship: not a water zone");
- if(gen->getZoneID(coast) != id)
- throw rmgException("Cannot make a ship: coast tile doesn't belong to water");
-
- //find zone for ship boarding
- std::vector<int3> landTiles;
- gen->foreach_neighbour(coast, [this, &landTiles, land](const int3 & t)
- {
- if(land == gen->getZoneID(t) && gen->isPossible(t))
- {
- landTiles.push_back(t);
- }
- });
-
- if(landTiles.empty())
- return false;
-
- int3 landTile = {-1, -1, -1};
- for(auto& lt : landTiles)
- {
- if(gen->getZones()[land]->connectPath(lt, false))
- {
- landTile = lt;
- gen->setOccupied(landTile, ETileType::FREE);
- break;
- }
- }
-
- if(!landTile.valid())
- return false;
-
- auto subObjects = VLC->objtypeh->knownSubObjects(Obj::BOAT);
- auto* boat = (CGBoat*)VLC->objtypeh->getHandlerFor(Obj::BOAT, *RandomGeneratorUtil::nextItem(subObjects, gen->rand))->create(ObjectTemplate());
-
- auto targetPos = boat->getVisitableOffset() + coast + int3{1, 0, 0}; //+1 offset for boat - bug?
- if (gen->map->isInTheMap(targetPos) && gen->isPossible(targetPos) && gen->getZoneID(targetPos) == getId())
- {
- //don't connect to path because it's not initialized
- addObjectAtPosition(boat, targetPos);
- gen->setOccupied(targetPos, ETileType::USED);
- return true;
- }
-
- return false;
- }
- int3 CRmgTemplateZone::createShipyard(const std::set<int3> & lake, si32 guardStrength)
- {
- std::set<int3> lakeCoast;
- std::set_intersection(getCoastTiles().begin(), getCoastTiles().end(), lake.begin(), lake.end(), std::inserter(lakeCoast, lakeCoast.begin()));
- for(int randomAttempts = 0; randomAttempts < 5; ++randomAttempts)
- {
- auto coastTile = *RandomGeneratorUtil::nextItem(lakeCoast, gen->rand);
- if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength))
- return coastTile;
- }
- //if no success on random selection, use brute force
- for(const auto& coastTile : lakeCoast)
- {
- if(gen->getZoneID(coastTile) == gen->getZoneWater().first && isWaterConnected(id, coastTile) && createShipyard(coastTile, guardStrength))
- return coastTile;
- }
- return int3(-1,-1,-1);
- }
- bool CRmgTemplateZone::createShipyard(const int3 & position, si32 guardStrength)
- {
- int subtype = chooseRandomAppearance(Obj::SHIPYARD);
- auto shipyard = (CGShipyard*) VLC->objtypeh->getHandlerFor(Obj::SHIPYARD, subtype)->create(ObjectTemplate());
- shipyard->tempOwner = PlayerColor::NEUTRAL;
-
- setTemplateForObject(shipyard);
- std::vector<int3> outOffsets;
- auto tilesBlockedByObject = shipyard->getBlockedOffsets();
- tilesBlockedByObject.insert(shipyard->getVisitableOffset());
- shipyard->getOutOffsets(outOffsets);
-
- int3 targetTile(-1, -1, -1);
- std::set<int3> shipAccessCandidates;
-
- for(const auto & outOffset : outOffsets)
- {
- auto candidateTile = position - outOffset;
- std::set<int3> tilesBlockedAbsolute;
-
- //check space under object
- bool allClear = true;
- for(const auto & objectTileOffset : tilesBlockedByObject)
- {
- auto objectTile = candidateTile + objectTileOffset;
- tilesBlockedAbsolute.insert(objectTile);
- if(!gen->map->isInTheMap(objectTile) || !gen->isPossible(objectTile) || gen->getZoneID(objectTile)!=id)
- {
- allClear = false;
- break;
- }
- }
- if(!allClear) //cannot place shipyard anyway
- continue;
-
- //prepare temporary map
- for(auto& blockedPos : tilesBlockedAbsolute)
- gen->setOccupied(blockedPos, ETileType::USED);
-
-
- //check if boarding position is accessible
- gen->foreach_neighbour(position, [this, &shipAccessCandidates](const int3 & v)
- {
- if(!gen->isBlocked(v) && gen->getZoneID(v)==id)
- {
- //make sure that it's possible to create path to boarding position
- if(connectWithCenter(v, false, false))
- shipAccessCandidates.insert(v);
- }
- });
-
- //check if we can connect shipyard entrance with path
- if(!connectWithCenter(candidateTile + shipyard->getVisitableOffset(), false))
- shipAccessCandidates.clear();
-
- //rollback temporary map
- for(auto& blockedPos : tilesBlockedAbsolute)
- gen->setOccupied(blockedPos, ETileType::POSSIBLE);
-
- if(!shipAccessCandidates.empty() && isAccessibleFromSomewhere(shipyard->appearance, candidateTile))
- {
- targetTile = candidateTile;
- break; //no need to check other offsets as we already found position
- }
-
- shipAccessCandidates.clear(); //invalidate positions
- }
-
- if(!targetTile.valid())
- {
- delete shipyard;
- return false;
- }
-
- if(tryToPlaceObjectAndConnectToPath(shipyard, targetTile)==EObjectPlacingResult::SUCCESS)
- {
- placeObject(shipyard, targetTile);
- guardObject(shipyard, guardStrength, false, true);
-
- for(auto& accessPosition : shipAccessCandidates)
- {
- if(connectPath(accessPosition, false))
- {
- gen->setOccupied(accessPosition, ETileType::FREE);
- return true;
- }
- }
- }
-
- logGlobal->warn("Cannot find path to shipyard boarding position");
- delete shipyard;
- return false;
- }
- void CRmgTemplateZone::createTreasures()
- {
- int mapMonsterStrength = gen->getMapGenOptions().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 float minDistance = std::max<float>((125.f / totalDensity), 2.0f);
- //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, [this](const int3 &tile) -> bool
- {
- //for water area we sholdn't place treasures close to coast
- for(auto & lake : lakes)
- if(vstd::contains(lake.distance, tile) && lake.distance[tile] < 2)
- return true;
-
- return !gen->isPossible(tile) || gen->getZoneID(tile)!=getId();
- });
- int3 treasureTilePos;
- //If we are able to place at least one object with value lower than minGuardedValue, it's ok
- do
- {
- if (!findPlaceForTreasurePile(minDistance, treasureTilePos, t.min))
- {
- stop = true;
- break;
- }
- }
- while (!createTreasurePile(treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
- } while (!stop);
- }
- }
- void CRmgTemplateZone::createObstacles1()
- {
- 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->getEditManager()->getTerrainSelection().setSelection(accessibleTiles);
- gen->getEditManager()->drawTerrain(terrainType, &gen->rand);
- }
- }
- void CRmgTemplateZone::createObstacles2()
- {
- 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[(ui8)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->getEditManager()->getTerrainSelection();
- sel.clearSelection();
- auto tryToPlaceObstacleHere = [this, &possibleObstacles](int3& tile, int index)-> bool
- {
- auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
- int3 obstaclePos = tile + temp.getBlockMapOffset();
- if (canObstacleBePlacedHere(temp, obstaclePos)) //can be placed here
- {
- auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
- placeObject(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
- if (gen->shouldBeBlocked(tile))
- {
- //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()
- {
- 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->debug("Building road from %s to %s", node.toString(), cross.toString());
- if (createRoad(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();
- logGlobal->debug("Finished building roads");
- }
- void CRmgTemplateZone::drawRoads()
- {
- 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->getEditManager()->getTerrainSelection().setSelection(tiles);
- gen->getEditManager()->drawRoad(gen->getConfig().defaultRoadType, &gen->rand);
- }
- bool CRmgTemplateZone::fill()
- {
- initTerrainType();
-
- addAllPossibleObjects();
-
- //zone center should be always clear to allow other tiles to connect
- initFreeTiles();
- connectLater(); //ideally this should work after fractalize, but fails
- fractalize();
- placeMines();
- createRequiredObjects();
- createTreasures();
- logGlobal->info("Zone %d filled successfully", id);
- return true;
- }
- bool CRmgTemplateZone::findPlaceForTreasurePile(float min_dist, int3 &pos, int value)
- {
- float best_distance = 0;
- bool result = false;
- bool needsGuard = isGuardNeededForTreasure(value);
- //logGlobal->info("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, [this, &allTilesAvailable, needsGuard](int3 neighbour)
- {
- if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || gen->getZoneID(neighbour)==getId() || (!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(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)) || !temp.canBePlacedAt(gen->map->getTile(t).terType))
- {
- return false; //if at least one tile is not possible, object can't be placed here
- }
- }
- return true;
- }
- bool CRmgTemplateZone::isAccessibleFromSomewhere(ObjectTemplate & appearance, const int3 & tile) const
- {
- return getAccessibleOffset(appearance, tile).valid();
- }
- int3 CRmgTemplateZone::getAccessibleOffset(ObjectTemplate & appearance, const 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) && tileinfo.find(nearbyPos) != tileinfo.end())
- ret = nearbyPos;
- }
- }
- }
- }
- }
- return ret;
- }
- void CRmgTemplateZone::setTemplateForObject(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.toString()));
- obj->appearance = templates.front();
- }
- }
- bool CRmgTemplateZone::areAllTilesAvailable(CGObjectInstance* obj, int3& tile, const std::set<int3>& tilesBlockedByObject) const
- {
- for (auto blockingTile : tilesBlockedByObject)
- {
- int3 t = tile + blockingTile;
- if (!gen->map->isInTheMap(t) || !gen->isPossible(t) || gen->getZoneID(t)!=getId())
- {
- //if at least one tile is not possible, object can't be placed here
- return false;
- }
- }
- return true;
- }
- bool CRmgTemplateZone::findPlaceForObject(CGObjectInstance* obj, si32 min_dist, int3 &pos)
- {
- //we need object apperance to deduce free tile
- setTemplateForObject(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 (!isAccessibleFromSomewhere(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(obj, tile, tilesBlockedByObject))
- {
- best_distance = static_cast<int>(dist);
- pos = tile;
- result = true;
- }
- }
- }
- if (result)
- {
- gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
- }
- return result;
- }
- void CRmgTemplateZone::checkAndPlaceObject(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.toString()));
- 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().toString() % object->id % object->pos.toString()));
- 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.toString() % object->id % object->pos.toString()));
- }
- if (object->appearance.id == Obj::NO_OBJ)
- {
- auto terrainType = gen->map->getTile(pos).terType;
- auto h = VLC->objtypeh->getHandlerFor(object->ID, object->subID);
- auto templates = h->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.toString() % terrainType));
- object->appearance = templates.front();
- }
- gen->getEditManager()->insertObject(object);
- }
- void CRmgTemplateZone::placeObject(CGObjectInstance* object, const int3 &pos, bool updateDistance)
- {
- checkAndPlaceObject (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)
- updateDistances(pos);
- 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:
- case Obj::SHIPYARD:
- {
- addRoadNode(object->visitablePos());
- }
- break;
- default:
- break;
- }
- }
- void CRmgTemplateZone::updateDistances(const int3 & pos)
- {
- for (auto tile : possibleTiles) //don't need to mark distance for not possible tiles
- {
- ui32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
- gen->setNearestObjectDistance(tile, std::min((float)d, gen->getNearestObjectDistance(tile)));
- }
- }
- void CRmgTemplateZone::placeAndGuardObject(CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
- {
- placeObject(object, pos);
- guardObject(object, str, zoneGuard);
- }
- void CRmgTemplateZone::placeSubterraneanGate(int3 pos, si32 guardStrength)
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SUBTERRANEAN_GATE, 0);
- auto gate = factory->create(ObjectTemplate());
- placeObject (gate, pos, true);
- addToConnectLater (getAccessibleOffset (gate->appearance, pos)); //guard will be placed on accessibleOffset
- guardObject (gate, guardStrength, true);
- }
- std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (const 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::isGuardNeededForTreasure(int value)
- {
- return getType() != ETemplateZoneType::WATER && value > minGuardedValue;
- }
- bool CRmgTemplateZone::guardObject(CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
- {
- std::vector<int3> tiles = getAccessibleOffsets(object);
- int3 guardTile(-1, -1, -1);
- if (tiles.size())
- {
- //guardTile = tiles.front();
- guardTile = getAccessibleOffset(object->appearance, object->pos);
- logGlobal->trace("Guard object at %s", object->pos.toString());
- }
- else
- {
- logGlobal->error("Failed to guard object at %s", object->pos.toString());
- return false;
- }
- if (addMonster (guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
- {
- for (auto pos : tiles)
- {
- if (gen->isPossible(pos) && gen->getZoneID(pos) == id)
- gen->setOccupied(pos, ETileType::BLOCKED);
- }
- gen->foreach_neighbour (guardTile, [&](int3& pos)
- {
- if (gen->isPossible(pos) && gen->getZoneID(pos) == id)
- 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(CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
- {
- //int objectsVisitableFromBottom = 0; //for debug
- std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
- ui32 total = 0;
- //calculate actual treasure value range based on remaining value
- ui32 maxVal = desiredValue - currentValue;
- ui32 minValue = static_cast<ui32>(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 (!isAccessibleFromSomewhere(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;
- thresholds.push_back (std::make_pair (total, &oi));
- }
- }
- if(thresholds.empty())
- {
- ObjectInfo oi;
- //Generate pandora Box with gold if the value is extremely high
- if(minValue > gen->getConfig().treasureValueLimit) //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 = []() -> 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 (int)rhs.first < lhs;
- });
- return *(it->second);
- }
- }
- void CRmgTemplateZone::addAllPossibleObjects()
- {
- ObjectInfo oi;
- int numZones = static_cast<int>(gen->getZones().size());
- for (auto primaryID : VLC->objtypeh->knownObjects())
- {
- for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
- {
- auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
- if (!handler->isStaticObject() && handler->getRMGInfo().value)
- {
- for (auto temp : handler->getTemplates())
- {
- if (temp.canBePlacedAt(terrainType))
- {
- oi.generateObject = [temp]() -> CGObjectInstance *
- {
- return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
- };
- auto rmgInfo = handler->getRMGInfo();
- oi.value = rmgInfo.value;
- oi.probability = rmgInfo.rarity;
- oi.templ = temp;
- oi.maxPerZone = rmgInfo.zoneLimit;
- vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- }
-
- if(type == ETemplateZoneType::WATER)
- return;
- //prisons
- //levels 1, 5, 10, 20, 30
- static int prisonsLevels = std::min(gen->getConfig().prisonExperience.size(), gen->getConfig().prisonValues.size());
- for(int i = 0; i < prisonsLevels; i++)
- {
- oi.generateObject = [i, 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 = gen->getConfig().prisonExperience[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 = gen->getConfig().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();
-
- std::vector<CCreature *> creatures; //native creatures for this zone
- for (auto cre : VLC->creh->objects)
- {
- if (!cre->special && cre->faction == townType)
- {
- creatures.push_back(cre);
- }
- }
- //dwellings
- auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
- for(auto dwellingType : dwellingTypes)
- {
- auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
- if(dwellingType == Obj::CREATURE_GENERATOR1)
- {
- //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
- static int elementalConfluxROE[] = {7, 13, 16, 47};
- for(int i = 0; i < 4; i++)
- vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
- }
- for(auto secondaryID : subObjects)
- {
- auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
- auto creatures = dwellingHandler->getProducedCreatures();
- if(creatures.empty())
- continue;
- auto cre = creatures.front();
- if(cre->faction == townType)
- {
- float nativeZonesCount = static_cast<float>(gen->getZoneCount(cre->faction));
- oi.value = static_cast<ui32>(cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2)));
- oi.probability = 40;
- for(auto tmplate : dwellingHandler->getTemplates())
- {
- if(tmplate.canBePlacedAt(terrainType))
- {
- oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
- {
- auto obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
- obj->tempOwner = PlayerColor::NEUTRAL;
- return obj;
- };
- oi.templ = tmplate;
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- }
- for(int i = 0; i < gen->getConfig().scrollValues.size(); i++)
- {
- oi.generateObject = [i, this]() -> 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));
- obj->storedArtifact = a;
- return obj;
- };
- oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
- oi.value = gen->getConfig().scrollValues[i];
- oi.probability = 30;
- possibleObjects.push_back(oi);
- }
- //pandora box with gold
- for(int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
- obj->resources[Res::GOLD] = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = i * gen->getConfig().pandoraMultiplierGold;
- oi.probability = 5;
- possibleObjects.push_back(oi);
- }
- //pandora box with experience
- for (int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto obj = (CGPandoraBox *) factory->create(ObjectTemplate());
- obj->gainedExp = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = i * gen->getConfig().pandoraMultiplierExperience;
- oi.probability = 20;
- possibleObjects.push_back(oi);
- }
- //pandora box with creatures
- const std::vector<int> & tierValues = gen->getConfig().pandoraCreatureValues;
- auto creatureToCount = [&tierValues](CCreature * creature) -> int
- {
- if (!creature->AIValue) //bug #2681
- return 0; //this box won't be generated
- int actualTier = creature->level > tierValues.size() ?
- tierValues.size() - 1 :
- 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 static_cast<int>(creaturesAmount);
- };
- for (auto creature : creatures)
- {
- int creaturesAmount = creatureToCount(creature);
- if (!creaturesAmount)
- continue;
- oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto obj = (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 = static_cast<ui32>((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, this]() -> 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(12, (int)spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = (i + 1) * gen->getConfig().pandoraMultiplierSpells; //5000 - 15000
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
- //Pandora with 15 spells of certain school
- for (int i = 0; i < 4; i++)
- {
- oi.generateObject = [i, this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto obj = (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(15, (int)spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = gen->getConfig().pandoraSpellSchool;
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
- // Pandora box with 60 random spells
- oi.generateObject = [this]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
- auto obj = (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(60, (int)spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = gen->getConfig().pandoraSpell60;
- oi.probability = 2;
- possibleObjects.push_back(oi);
- //seer huts with creatures or generic rewards
- if(questArtZone.lock()) //we won't be placing seer huts if there is no zone left to place arties
- {
- static const int genericSeerHuts = 8;
- int seerHutsPerType = 0;
- const int questArtsRemaining = static_cast<int>(gen->getQuestArtsRemaning().size());
- //general issue is that not many artifact types are available for quests
- if (questArtsRemaining >= genericSeerHuts + (int)creatures.size())
- {
- seerHutsPerType = questArtsRemaining / (genericSeerHuts + (int)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 = chooseRandomAppearance(Obj::SEER_HUT);
- oi.generateObject = [creature, creaturesAmount, randomAppearance, 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);
- this->questArtZone.lock()->possibleObjects.push_back (generateArtInfo(artid));
- return obj;
- };
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
- oi.value = static_cast<ui32>(((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3);
- oi.probability = 3;
- possibleObjects.push_back(oi);
- }
- static int seerLevels = std::min(gen->getConfig().questValues.size(), gen->getConfig().questRewardValues.size());
- for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
- {
- int randomAppearance = chooseRandomAppearance(Obj::SEER_HUT);
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
- oi.value = gen->getConfig().questValues[i];
- oi.probability = 10;
- oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
- auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
- obj->rewardType = CGSeerHut::EXPERIENCE;
- obj->rID = 0; //unitialized?
- obj->rVal = gen->getConfig().questRewardValues[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);
- this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
- return obj;
- };
- possibleObjects.push_back(oi);
- oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
- auto obj = (CGSeerHut *) factory->create(ObjectTemplate());
- obj->rewardType = CGSeerHut::RESOURCES;
- obj->rID = Res::GOLD;
- obj->rVal = gen->getConfig().questRewardValues[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);
- this->questArtZone.lock()->possibleObjects.push_back(generateArtInfo(artid));
- return obj;
- };
- possibleObjects.push_back(oi);
- }
- }
- }
- ObjectInfo::ObjectInfo()
- : templ(), value(0), probability(0), maxPerZone(1)
- {
- }
- void ObjectInfo::setTemplate (si32 type, si32 subtype, Terrain terrainType)
- {
- auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
- if(!templHandler)
- return;
-
- auto templates = templHandler->getTemplates(terrainType);
- if(templates.empty())
- return;
-
- templ = templates.front();
- }
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