CRmgTemplateZone.cpp 49 KB

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  1. /*
  2. * CRmgTemplateZone.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CRmgTemplateZone.h"
  12. #include "../mapping/CMapEditManager.h"
  13. #include "../mapping/CMap.h"
  14. #include "../VCMI_Lib.h"
  15. #include "../CTownHandler.h"
  16. #include "../CCreatureHandler.h"
  17. #include "../CSpellHandler.h" //for choosing random spells
  18. #include "../mapObjects/CommonConstructors.h"
  19. #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
  20. #include "../mapObjects/CGPandoraBox.h"
  21. #include "../mapObjects/CRewardableObject.h"
  22. class CMap;
  23. class CMapEditManager;
  24. //class CGObjectInstance;
  25. CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
  26. {
  27. }
  28. int CRmgTemplateZone::CTownInfo::getTownCount() const
  29. {
  30. return townCount;
  31. }
  32. void CRmgTemplateZone::CTownInfo::setTownCount(int value)
  33. {
  34. if(value < 0)
  35. throw rmgException("Negative value for town count not allowed.");
  36. townCount = value;
  37. }
  38. int CRmgTemplateZone::CTownInfo::getCastleCount() const
  39. {
  40. return castleCount;
  41. }
  42. void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
  43. {
  44. if(value < 0)
  45. throw rmgException("Negative value for castle count not allowed.");
  46. castleCount = value;
  47. }
  48. int CRmgTemplateZone::CTownInfo::getTownDensity() const
  49. {
  50. return townDensity;
  51. }
  52. void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
  53. {
  54. if(value < 0)
  55. throw rmgException("Negative value for town density not allowed.");
  56. townDensity = value;
  57. }
  58. int CRmgTemplateZone::CTownInfo::getCastleDensity() const
  59. {
  60. return castleDensity;
  61. }
  62. void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
  63. {
  64. if(value < 0)
  65. throw rmgException("Negative value for castle density not allowed.");
  66. castleDensity = value;
  67. }
  68. CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
  69. {
  70. occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
  71. }
  72. int CTileInfo::getNearestObjectDistance() const
  73. {
  74. return nearestObjectDistance;
  75. }
  76. void CTileInfo::setNearestObjectDistance(int value)
  77. {
  78. nearestObjectDistance = std::max(0, value); //never negative (or unitialized)
  79. }
  80. bool CTileInfo::shouldBeBlocked() const
  81. {
  82. return occupied == ETileType::BLOCKED;
  83. }
  84. bool CTileInfo::isBlocked() const
  85. {
  86. return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
  87. }
  88. bool CTileInfo::isPossible() const
  89. {
  90. return occupied == ETileType::POSSIBLE;
  91. }
  92. bool CTileInfo::isFree() const
  93. {
  94. return occupied == ETileType::FREE;
  95. }
  96. bool CTileInfo::isUsed() const
  97. {
  98. return occupied == ETileType::USED;
  99. }
  100. void CTileInfo::setOccupied(ETileType::ETileType value)
  101. {
  102. occupied = value;
  103. }
  104. ETerrainType CTileInfo::getTerrainType() const
  105. {
  106. return terrain;
  107. }
  108. void CTileInfo::setTerrainType(ETerrainType value)
  109. {
  110. terrain = value;
  111. }
  112. CRmgTemplateZone::CRmgTemplateZone() :
  113. id(0),
  114. type(ETemplateZoneType::PLAYER_START),
  115. size(1),
  116. townsAreSameType(false),
  117. matchTerrainToTown(true),
  118. townType(0),
  119. terrainType (ETerrainType::GRASS),
  120. zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
  121. totalDensity(0)
  122. {
  123. townTypes = getDefaultTownTypes();
  124. terrainTypes = getDefaultTerrainTypes();
  125. }
  126. TRmgTemplateZoneId CRmgTemplateZone::getId() const
  127. {
  128. return id;
  129. }
  130. void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
  131. {
  132. if(value <= 0)
  133. throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
  134. id = value;
  135. }
  136. ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
  137. {
  138. return type;
  139. }
  140. void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
  141. {
  142. type = value;
  143. }
  144. int CRmgTemplateZone::getSize() const
  145. {
  146. return size;
  147. }
  148. void CRmgTemplateZone::setSize(int value)
  149. {
  150. if(value <= 0)
  151. throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
  152. size = value;
  153. }
  154. boost::optional<int> CRmgTemplateZone::getOwner() const
  155. {
  156. return owner;
  157. }
  158. void CRmgTemplateZone::setOwner(boost::optional<int> value)
  159. {
  160. if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
  161. throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
  162. owner = value;
  163. }
  164. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
  165. {
  166. return playerTowns;
  167. }
  168. void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
  169. {
  170. playerTowns = value;
  171. }
  172. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
  173. {
  174. return neutralTowns;
  175. }
  176. void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
  177. {
  178. neutralTowns = value;
  179. }
  180. bool CRmgTemplateZone::getTownsAreSameType() const
  181. {
  182. return townsAreSameType;
  183. }
  184. void CRmgTemplateZone::setTownsAreSameType(bool value)
  185. {
  186. townsAreSameType = value;
  187. }
  188. const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
  189. {
  190. return townTypes;
  191. }
  192. void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
  193. {
  194. townTypes = value;
  195. }
  196. std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
  197. {
  198. std::set<TFaction> defaultTowns;
  199. auto towns = VLC->townh->getDefaultAllowed();
  200. for(int i = 0; i < towns.size(); ++i)
  201. {
  202. if(towns[i]) defaultTowns.insert(i);
  203. }
  204. return defaultTowns;
  205. }
  206. bool CRmgTemplateZone::getMatchTerrainToTown() const
  207. {
  208. return matchTerrainToTown;
  209. }
  210. void CRmgTemplateZone::setMatchTerrainToTown(bool value)
  211. {
  212. matchTerrainToTown = value;
  213. }
  214. const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
  215. {
  216. return terrainTypes;
  217. }
  218. void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
  219. {
  220. assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
  221. value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
  222. terrainTypes = value;
  223. }
  224. std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
  225. {
  226. std::set<ETerrainType> terTypes;
  227. static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
  228. ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
  229. for (auto & allowedTerType : allowedTerTypes)
  230. terTypes.insert(allowedTerType);
  231. return terTypes;
  232. }
  233. void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
  234. {
  235. mines[res] = amount;
  236. }
  237. std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
  238. {
  239. return mines;
  240. }
  241. void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
  242. {
  243. connections.push_back (otherZone);
  244. }
  245. std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
  246. {
  247. return connections;
  248. }
  249. void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
  250. {
  251. assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
  252. zoneMonsterStrength = val;
  253. }
  254. void CRmgTemplateZone::setTotalDensity (ui16 val)
  255. {
  256. totalDensity = val;
  257. }
  258. ui16 CRmgTemplateZone::getTotalDensity () const
  259. {
  260. return totalDensity;
  261. }
  262. void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
  263. {
  264. treasureInfo.push_back(info);
  265. }
  266. std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
  267. {
  268. return treasureInfo;
  269. }
  270. std::set<int3>* CRmgTemplateZone::getFreePaths()
  271. {
  272. return &freePaths;
  273. }
  274. float3 CRmgTemplateZone::getCenter() const
  275. {
  276. return center;
  277. }
  278. void CRmgTemplateZone::setCenter(const float3 &f)
  279. {
  280. //limit boundaries to (0,1) square
  281. center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
  282. }
  283. bool CRmgTemplateZone::pointIsIn(int x, int y)
  284. {
  285. return true;
  286. }
  287. int3 CRmgTemplateZone::getPos() const
  288. {
  289. return pos;
  290. }
  291. void CRmgTemplateZone::setPos(const int3 &Pos)
  292. {
  293. pos = Pos;
  294. }
  295. void CRmgTemplateZone::addTile (const int3 &pos)
  296. {
  297. tileinfo.insert(pos);
  298. }
  299. std::set<int3> CRmgTemplateZone::getTileInfo () const
  300. {
  301. return tileinfo;
  302. }
  303. void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
  304. {
  305. //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
  306. //for (auto tile : tileinfo)
  307. //{
  308. // if (tile.dist2d(this->pos) > distance)
  309. // {
  310. // gen->setOccupied(tile, ETileType::USED);
  311. // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
  312. // }
  313. //}
  314. vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
  315. {
  316. return tile.dist2d(this->pos) > distance;
  317. });
  318. }
  319. void CRmgTemplateZone::createBorder(CMapGenerator* gen)
  320. {
  321. for (auto tile : tileinfo)
  322. {
  323. gen->foreach_neighbour (tile, [this, gen](int3 &pos)
  324. {
  325. if (!vstd::contains(this->tileinfo, pos))
  326. {
  327. gen->foreach_neighbour (pos, [this, gen](int3 &pos)
  328. {
  329. if (gen->isPossible(pos))
  330. gen->setOccupied (pos, ETileType::BLOCKED);
  331. });
  332. }
  333. });
  334. }
  335. }
  336. void CRmgTemplateZone::fractalize(CMapGenerator* gen)
  337. {
  338. std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
  339. std::set<int3> possibleTiles;
  340. std::set<int3> tilesToClear; //will be set clear
  341. std::set<int3> tilesToIgnore; //will be erased in this iteration
  342. //the more treasure density, the greater distance between paths. Scaling is experimental.
  343. const float minDistance = std::sqrt(totalDensity * 3);
  344. for (auto tile : tileinfo)
  345. {
  346. if (gen->isFree(tile))
  347. clearedTiles.push_back(tile);
  348. else if (gen->isPossible(tile))
  349. possibleTiles.insert(tile);
  350. }
  351. if (clearedTiles.empty()) //this should come from zone connections
  352. {
  353. clearedTiles.push_back(pos); //zone center should be always clear
  354. }
  355. while (possibleTiles.size())
  356. {
  357. for (auto tileToMakePath : possibleTiles)
  358. {
  359. //find closest free tile
  360. float currentDistance = 1e10;
  361. int3 closestTile (-1,-1,-1);
  362. for (auto clearTile : clearedTiles)
  363. {
  364. float distance = tileToMakePath.dist2d(clearTile);
  365. if (distance < currentDistance)
  366. {
  367. currentDistance = distance;
  368. closestTile = clearTile;
  369. }
  370. if (currentDistance <= minDistance)
  371. {
  372. //this tile is close enough. Forget about it and check next one
  373. tilesToIgnore.insert (tileToMakePath);
  374. break;
  375. }
  376. }
  377. //if tiles is not close enough, make path to it
  378. if (currentDistance > minDistance)
  379. {
  380. crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
  381. break; //next iteration - use already cleared tiles
  382. }
  383. }
  384. for (auto tileToClear : tilesToClear)
  385. {
  386. //move cleared tiles from one set to another
  387. clearedTiles.push_back(tileToClear);
  388. vstd::erase_if_present(possibleTiles, tileToClear);
  389. }
  390. for (auto tileToClear : tilesToIgnore)
  391. {
  392. //these tiles are already connected, ignore them
  393. vstd::erase_if_present(possibleTiles, tileToClear);
  394. }
  395. if (tilesToClear.empty()) //nothing else can be done (?)
  396. break;
  397. tilesToClear.clear(); //empty this container
  398. tilesToIgnore.clear();
  399. }
  400. for (auto tile : clearedTiles)
  401. {
  402. freePaths.insert(tile);
  403. }
  404. if (0) //enable to debug
  405. {
  406. std::ofstream out(boost::to_string(boost::format("zone %d") % id));
  407. int levels = gen->map->twoLevel ? 2 : 1;
  408. int width = gen->map->width;
  409. int height = gen->map->height;
  410. for (int k = 0; k < levels; k++)
  411. {
  412. for(int j=0; j<height; j++)
  413. {
  414. for (int i=0; i<width; i++)
  415. {
  416. out << (int)vstd::contains(freePaths, int3(i,j,k));
  417. }
  418. out << std::endl;
  419. }
  420. out << std::endl;
  421. }
  422. }
  423. logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
  424. }
  425. bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
  426. {
  427. /*
  428. make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
  429. do not leave zone border
  430. */
  431. bool result = false;
  432. bool end = false;
  433. int3 currentPos = src;
  434. float distance = currentPos.dist2dSQ (dst);
  435. while (!end)
  436. {
  437. if (currentPos == dst)
  438. {
  439. result = true;
  440. break;
  441. }
  442. auto lastDistance = distance;
  443. gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
  444. {
  445. if (!result) //not sure if lambda is worth it...
  446. {
  447. if (pos == dst)
  448. {
  449. result = true;
  450. end = true;
  451. }
  452. if (pos.dist2dSQ (dst) < distance)
  453. {
  454. if (!gen->isBlocked(pos))
  455. {
  456. if (vstd::contains (tileinfo, pos))
  457. {
  458. if (gen->isPossible(pos))
  459. {
  460. gen->setOccupied (pos, ETileType::FREE);
  461. if (clearedTiles)
  462. clearedTiles->insert(pos);
  463. currentPos = pos;
  464. distance = currentPos.dist2dSQ (dst);
  465. }
  466. else if (gen->isFree(pos))
  467. {
  468. end = true;
  469. result = true;
  470. }
  471. else
  472. throw rmgException(boost::to_string(boost::format("Tile %s of uknown type found on path") % pos()));
  473. }
  474. }
  475. }
  476. }
  477. });
  478. if (!(result || distance < lastDistance)) //we do not advance, use more avdnaced pathfinding algorithm?
  479. {
  480. logGlobal->warnStream() << boost::format ("No tile closer than %s found on path from %s to %s") %currentPos %src %dst;
  481. break;
  482. }
  483. }
  484. return result;
  485. }
  486. void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
  487. {
  488. requiredObjects.push_back(std::make_pair(obj, strength));
  489. }
  490. bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
  491. {
  492. //precalculate actual (randomized) monster strength based on this post
  493. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  494. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  495. int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
  496. static const int value1[] = {2500, 1500, 1000, 500, 0};
  497. static const int value2[] = {7500, 7500, 7500, 5000, 5000};
  498. static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
  499. static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
  500. int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
  501. int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
  502. strength = strength1 + strength2;
  503. if (strength < 2000)
  504. return false; //no guard at all
  505. CreatureID creId = CreatureID::NONE;
  506. int amount = 0;
  507. std::vector<CreatureID> possibleCreatures;
  508. for (auto cre : VLC->creh->creatures)
  509. {
  510. if (cre->special)
  511. continue;
  512. if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between minimum size of given stack and 100
  513. {
  514. possibleCreatures.push_back(cre->idNumber);
  515. }
  516. }
  517. if (possibleCreatures.size())
  518. {
  519. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
  520. amount = strength / VLC->creh->creatures[creId]->AIValue;
  521. if (amount >= 4)
  522. amount *= gen->rand.nextDouble(0.75, 1.25);
  523. }
  524. else //just pick any available creature
  525. {
  526. creId = CreatureID(132); //Azure Dragon
  527. amount = strength / VLC->creh->creatures[creId]->AIValue;
  528. }
  529. auto guard = new CGCreature();
  530. guard->ID = Obj::MONSTER;
  531. guard->subID = creId;
  532. auto hlp = new CStackInstance(creId, amount);
  533. //will be set during initialization
  534. guard->putStack(SlotID(0), hlp);
  535. placeObject(gen, guard, pos);
  536. return true;
  537. }
  538. bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
  539. {
  540. CTreasurePileInfo info;
  541. std::map<int3, CGObjectInstance *> treasures;
  542. std::set<int3> boundary;
  543. int3 guardPos (-1,-1,-1);
  544. info.nextTreasurePos = pos;
  545. //default values
  546. int maxValue = 5000;
  547. int minValue = 1500;
  548. if (treasureInfo.size())
  549. {
  550. //roulette wheel
  551. int r = gen->rand.nextInt (1, totalDensity);
  552. for (auto t : treasureInfo)
  553. {
  554. if (r <= t.threshold)
  555. {
  556. maxValue = t.max;
  557. minValue = t.min;
  558. break;
  559. }
  560. }
  561. }
  562. int currentValue = 0;
  563. CGObjectInstance * object = nullptr;
  564. while (currentValue < minValue)
  565. {
  566. treasures[info.nextTreasurePos] = nullptr;
  567. for (auto treasurePos : treasures)
  568. {
  569. gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
  570. {
  571. boundary.insert(pos);
  572. });
  573. }
  574. for (auto treasurePos : treasures)
  575. {
  576. //leaving only boundary around objects
  577. vstd::erase_if_present (boundary, treasurePos.first);
  578. }
  579. for (auto tile : boundary)
  580. {
  581. //we can't extend boundary anymore
  582. if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
  583. break;
  584. }
  585. int remaining = maxValue - currentValue;
  586. ObjectInfo oi = getRandomObject(gen, info, remaining);
  587. object = oi.generateObject();
  588. if (!object)
  589. {
  590. vstd::erase_if_present(treasures, info.nextTreasurePos);
  591. break;
  592. }
  593. else
  594. {
  595. //update treasure pile area
  596. int3 visitablePos = info.nextTreasurePos;
  597. //TODO: actually we need to check is object is either !blockVisit or removable after visit - this means object below can be accessed
  598. if (oi.templ.isVisitableFromTop())
  599. info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
  600. else
  601. info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
  602. for (auto blockedOffset : oi.templ.getBlockedOffsets())
  603. {
  604. int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
  605. info.occupiedPositions.insert(blockPos);
  606. info.blockedPositions.insert(blockPos);
  607. }
  608. info.occupiedPositions.insert(visitablePos);
  609. }
  610. currentValue += oi.value;
  611. treasures[info.nextTreasurePos] = object;
  612. //now find place for next object
  613. int3 placeFound(-1,-1,-1);
  614. for (auto tile : boundary)
  615. {
  616. if (gen->isPossible(tile)) //we can place new treasure only on possible tile
  617. {
  618. bool here = true;
  619. gen->foreach_neighbour (tile, [gen, &here](int3 pos)
  620. {
  621. if (!(gen->isBlocked(pos) || gen->isPossible(pos)))
  622. here = false;
  623. });
  624. if (here)
  625. {
  626. placeFound = tile;
  627. break;
  628. }
  629. }
  630. }
  631. if (placeFound.valid())
  632. info.nextTreasurePos = placeFound;
  633. }
  634. if (treasures.size())
  635. {
  636. //find object closest to zone center, then connect it to the middle of the zone
  637. int3 closestFreeTile (-1,-1,-1);
  638. if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
  639. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
  640. else
  641. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
  642. int3 closestTile = int3(-1,-1,-1);
  643. float minDistance = 1e10;
  644. for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
  645. {
  646. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  647. {
  648. closestTile = visitablePos - int3 (0,-1, 0); //start below object, possibly even outside the map (?)
  649. minDistance = closestFreeTile.dist2d(visitablePos);
  650. }
  651. }
  652. if (!closestTile.valid())
  653. {
  654. for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
  655. {
  656. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  657. {
  658. closestTile = visitablePos;
  659. minDistance = closestFreeTile.dist2d(visitablePos);
  660. }
  661. }
  662. }
  663. assert (closestTile.valid());
  664. for (auto tile : info.occupiedPositions)
  665. {
  666. if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
  667. gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
  668. }
  669. if (!crunchPath (gen, closestTile, closestFreeTile, id))
  670. {
  671. //we can't connect this pile, just block it off and start over
  672. for (auto treasure : treasures)
  673. {
  674. if (gen->isPossible(treasure.first))
  675. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  676. }
  677. return true;
  678. }
  679. for (auto tile : boundary) //guard must be standing there
  680. {
  681. if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
  682. {
  683. guardPos = tile;
  684. break;
  685. }
  686. }
  687. if (guardPos.valid())
  688. {
  689. for (auto treasure : treasures)
  690. {
  691. int3 visitableOffset = treasure.second->getVisitableOffset();
  692. placeObject(gen, treasure.second, treasure.first + visitableOffset);
  693. }
  694. if (addMonster(gen, guardPos, currentValue))
  695. {//block only if the object is guarded
  696. for (auto tile : boundary)
  697. {
  698. if (gen->isPossible(tile))
  699. gen->setOccupied (tile, ETileType::BLOCKED);
  700. }
  701. }
  702. }
  703. else //we couldn't make a connection to this location, block it
  704. {
  705. for (auto treasure : treasures)
  706. {
  707. if (gen->isPossible(treasure.first))
  708. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  709. }
  710. }
  711. return true;
  712. }
  713. else //we did not place eveyrthing successfully
  714. return false;
  715. }
  716. void CRmgTemplateZone::initTownType (CMapGenerator* gen)
  717. {
  718. //FIXME: handle case that this player is not present -> towns should be set to neutral
  719. int totalTowns = 0;
  720. auto addNewTowns = [&totalTowns, gen, this](int count, bool hasFort, PlayerColor player)
  721. {
  722. for (int i = 0; i < count; i++)
  723. {
  724. auto town = new CGTownInstance();
  725. town->ID = Obj::TOWN;
  726. if (this->townsAreSameType)
  727. town->subID = townType;
  728. else
  729. town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
  730. town->tempOwner = player;
  731. if (hasFort)
  732. town->builtBuildings.insert(BuildingID::FORT);
  733. town->builtBuildings.insert(BuildingID::DEFAULT);
  734. if (!totalTowns)
  735. {
  736. //first town in zone sets the facton of entire zone
  737. town->subID = townType;
  738. //register MAIN town of zone
  739. gen->registerZone(town->subID);
  740. //first town in zone goes in the middle
  741. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
  742. }
  743. else
  744. addRequiredObject (town);
  745. totalTowns++;
  746. }
  747. };
  748. if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
  749. {
  750. //set zone types to player faction, generate main town
  751. logGlobal->infoStream() << "Preparing playing zone";
  752. int player_id = *owner - 1;
  753. auto & playerInfo = gen->map->players[player_id];
  754. if (playerInfo.canAnyonePlay())
  755. {
  756. PlayerColor player(player_id);
  757. townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
  758. if(townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  759. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); // all possible towns, skip neutral
  760. auto town = new CGTownInstance();
  761. town->ID = Obj::TOWN;
  762. town->subID = townType;
  763. town->tempOwner = player;
  764. town->builtBuildings.insert(BuildingID::FORT);
  765. town->builtBuildings.insert(BuildingID::DEFAULT);
  766. //towns are big objects and should be centered around visitable position
  767. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
  768. totalTowns++;
  769. //register MAIN town of zone only
  770. gen->registerZone (town->subID);
  771. logGlobal->traceStream() << "Fill player info " << player_id;
  772. // Update player info
  773. playerInfo.allowedFactions.clear();
  774. playerInfo.allowedFactions.insert (townType);
  775. playerInfo.hasMainTown = true;
  776. playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
  777. playerInfo.generateHeroAtMainTown = true;
  778. //now create actual towns
  779. addNewTowns (playerTowns.getCastleCount() - 1, true, player);
  780. addNewTowns (playerTowns.getTownCount(), false, player);
  781. //requiredObjects.push_back(town);
  782. }
  783. else
  784. {
  785. type = ETemplateZoneType::TREASURE;
  786. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
  787. logGlobal->infoStream() << "Skipping this zone cause no player";
  788. }
  789. }
  790. else //no player
  791. {
  792. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
  793. }
  794. addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
  795. addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  796. }
  797. void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
  798. {
  799. if (matchTerrainToTown)
  800. terrainType = VLC->townh->factions[townType]->nativeTerrain;
  801. else
  802. terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
  803. //TODO: allow new types of terrain?
  804. if (pos.z)
  805. {
  806. if (terrainType != ETerrainType::LAVA)
  807. terrainType = ETerrainType::SUBTERRANEAN;
  808. }
  809. else
  810. {
  811. if (terrainType == ETerrainType::SUBTERRANEAN)
  812. terrainType = ETerrainType::DIRT;
  813. }
  814. paintZoneTerrain (gen, terrainType);
  815. }
  816. void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
  817. {
  818. std::vector<int3> tiles;
  819. for (auto tile : tileinfo)
  820. {
  821. tiles.push_back (tile);
  822. }
  823. gen->editManager->getTerrainSelection().setSelection(tiles);
  824. gen->editManager->drawTerrain(terrainType, &gen->rand);
  825. }
  826. bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
  827. {
  828. std::vector<Res::ERes> required_mines;
  829. required_mines.push_back(Res::ERes::WOOD);
  830. required_mines.push_back(Res::ERes::ORE);
  831. static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
  832. static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
  833. //TODO: factory / copy constructor?
  834. for (const auto & res : woodOre)
  835. {
  836. //TODO: these 2 should be close to town (within 12 tiles radius)
  837. for (int i = 0; i < mines[res]; i++)
  838. {
  839. auto mine = new CGMine();
  840. mine->ID = Obj::MINE;
  841. mine->subID = static_cast<si32>(res);
  842. mine->producedResource = res;
  843. mine->producedQuantity = mine->defaultResProduction();
  844. addRequiredObject(mine, 1500);
  845. }
  846. }
  847. for (const auto & res : preciousResources)
  848. {
  849. for (int i = 0; i < mines[res]; i++)
  850. {
  851. auto mine = new CGMine();
  852. mine->ID = Obj::MINE;
  853. mine->subID = static_cast<si32>(res);
  854. mine->producedResource = res;
  855. mine->producedQuantity = mine->defaultResProduction();
  856. addRequiredObject(mine, 3500);
  857. }
  858. }
  859. for (int i = 0; i < mines[Res::GOLD]; i++)
  860. {
  861. auto mine = new CGMine();
  862. mine->ID = Obj::MINE;
  863. mine->subID = static_cast<si32>(Res::GOLD);
  864. mine->producedResource = Res::GOLD;
  865. mine->producedQuantity = mine->defaultResProduction();
  866. addRequiredObject(mine, 7000);
  867. }
  868. return true;
  869. }
  870. bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
  871. {
  872. logGlobal->infoStream() << "Creating required objects";
  873. for(const auto &obj : requiredObjects)
  874. {
  875. int3 pos;
  876. logGlobal->traceStream() << "Looking for place";
  877. if ( ! findPlaceForObject(gen, obj.first, 3, pos))
  878. {
  879. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
  880. //TODO CLEANUP!
  881. return false;
  882. }
  883. logGlobal->traceStream() << "Place found";
  884. placeObject(gen, obj.first, pos);
  885. guardObject (gen, obj.first, obj.second);
  886. }
  887. return true;
  888. }
  889. void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
  890. {
  891. const double minDistance = 3;
  892. do {
  893. int3 pos;
  894. if ( ! findPlaceForTreasurePile(gen, minDistance, pos))
  895. {
  896. break;
  897. }
  898. createTreasurePile (gen, pos);
  899. } while(true);
  900. }
  901. void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
  902. {
  903. if (pos.z) //underground
  904. {
  905. std::vector<int3> rockTiles;
  906. for (auto tile : tileinfo)
  907. {
  908. if (gen->shouldBeBlocked(tile))
  909. {
  910. bool placeRock = true;
  911. gen->foreach_neighbour (tile, [gen, &placeRock](int3 &pos)
  912. {
  913. if (!(gen->shouldBeBlocked(pos) || gen->isPossible(pos)))
  914. placeRock = false;
  915. });
  916. if (placeRock)
  917. {
  918. rockTiles.push_back(tile);
  919. }
  920. }
  921. }
  922. gen->editManager->getTerrainSelection().setSelection(rockTiles);
  923. gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->rand);
  924. //for (auto tile : rockTiles)
  925. //{
  926. // gen->setOccupied (tile, ETileType::USED);
  927. // gen->foreach_neighbour (tile, [gen](int3 &pos)
  928. // {
  929. // if (!gen->isUsed(pos))
  930. // gen->setOccupied (pos, ETileType::BLOCKED);
  931. // });
  932. //}
  933. }
  934. //get all possible obstacles for this terrain
  935. for (auto primaryID : VLC->objtypeh->knownObjects())
  936. {
  937. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  938. {
  939. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  940. if (handler->isStaticObject())
  941. {
  942. for (auto temp : handler->getTemplates())
  943. {
  944. if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
  945. possibleObstacles.push_back(temp);
  946. }
  947. }
  948. }
  949. }
  950. auto sel = gen->editManager->getTerrainSelection();
  951. sel.clearSelection();
  952. auto tryToPlaceObstacleHere = [this, gen](int3& tile)-> bool
  953. {
  954. auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles, gen->rand);
  955. int3 obstaclePos = tile - temp.getBlockMapOffset();
  956. if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
  957. {
  958. auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  959. placeObject(gen, obj, obstaclePos);
  960. return true;
  961. }
  962. return false;
  963. };
  964. for (auto tile : tileinfo)
  965. {
  966. if (gen->shouldBeBlocked(tile)) //fill tiles that should be blocked with obstacles
  967. {
  968. while (!tryToPlaceObstacleHere(tile));
  969. }
  970. else if (gen->isPossible(tile))
  971. {
  972. //try to place random obstacle once - if not possible, leave it clear
  973. tryToPlaceObstacleHere(tile);
  974. }
  975. }
  976. }
  977. bool CRmgTemplateZone::fill(CMapGenerator* gen)
  978. {
  979. initTownType(gen);
  980. initTerrainType(gen);
  981. addAllPossibleObjects (gen);
  982. placeMines(gen);
  983. createRequiredObjects(gen);
  984. fractalize(gen); //after required objects are created and linked with their own paths
  985. createTreasures(gen);
  986. createObstacles(gen);
  987. logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
  988. return true;
  989. }
  990. bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos)
  991. {
  992. //si32 min_dist = sqrt(tileinfo.size()/density);
  993. int best_distance = 0;
  994. bool result = false;
  995. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  996. for(auto tile : tileinfo)
  997. {
  998. auto dist = gen->getTile(tile).getNearestObjectDistance();
  999. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1000. {
  1001. bool allTilesAvailable = true;
  1002. gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
  1003. {
  1004. if (!(gen->isPossible(neighbour) || gen->isBlocked(neighbour)))
  1005. {
  1006. allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
  1007. }
  1008. });
  1009. if (allTilesAvailable)
  1010. {
  1011. best_distance = dist;
  1012. pos = tile;
  1013. result = true;
  1014. }
  1015. }
  1016. }
  1017. if (result)
  1018. {
  1019. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1020. }
  1021. return result;
  1022. }
  1023. bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
  1024. {
  1025. if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
  1026. return false;
  1027. auto tilesBlockedByObject = temp.getBlockedOffsets();
  1028. for (auto blockingTile : tilesBlockedByObject)
  1029. {
  1030. int3 t = pos + blockingTile;
  1031. if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
  1032. {
  1033. return false; //if at least one tile is not possible, object can't be placed here
  1034. }
  1035. }
  1036. return true;
  1037. }
  1038. bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, std::set<int3> &tilesBlockedByObject) const
  1039. {
  1040. bool accessible = false;
  1041. for (int x = -1; x < 2; x++)
  1042. {
  1043. for (int y = -1; y <2; y++)
  1044. {
  1045. if (x && y) //check only if object is visitable from another tile
  1046. {
  1047. int3 offset = appearance.getVisitableOffset() + int3(x, y, 0);
  1048. if (!vstd::contains(tilesBlockedByObject, offset))
  1049. {
  1050. int3 nearbyPos = tile + offset;
  1051. if (gen->map->isInTheMap(nearbyPos))
  1052. {
  1053. if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
  1054. accessible = true;
  1055. }
  1056. }
  1057. }
  1058. };
  1059. }
  1060. return accessible;
  1061. }
  1062. bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
  1063. {
  1064. //we need object apperance to deduce free tiles
  1065. if (obj->appearance.id == Obj::NO_OBJ)
  1066. {
  1067. auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
  1068. if (templates.empty())
  1069. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %obj->ID %obj->subID %pos));
  1070. obj->appearance = templates.front();
  1071. }
  1072. //si32 min_dist = sqrt(tileinfo.size()/density);
  1073. int best_distance = 0;
  1074. bool result = false;
  1075. //si32 w = gen->map->width;
  1076. //si32 h = gen->map->height;
  1077. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1078. auto tilesBlockedByObject = obj->getBlockedOffsets();
  1079. for (auto tile : tileinfo)
  1080. {
  1081. //object must be accessible from at least one surounding tile
  1082. if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
  1083. continue;
  1084. auto ti = gen->getTile(tile);
  1085. auto dist = ti.getNearestObjectDistance();
  1086. //avoid borders
  1087. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1088. {
  1089. bool allTilesAvailable = true;
  1090. for (auto blockingTile : tilesBlockedByObject)
  1091. {
  1092. int3 t = tile + blockingTile;
  1093. if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
  1094. {
  1095. allTilesAvailable = false; //if at least one tile is not possible, object can't be placed here
  1096. break;
  1097. }
  1098. }
  1099. if (allTilesAvailable)
  1100. {
  1101. best_distance = dist;
  1102. pos = tile;
  1103. result = true;
  1104. }
  1105. }
  1106. }
  1107. if (result)
  1108. {
  1109. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1110. }
  1111. return result;
  1112. }
  1113. void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1114. {
  1115. if (!gen->map->isInTheMap(pos))
  1116. throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
  1117. object->pos = pos;
  1118. if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
  1119. throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
  1120. for (auto tile : object->getBlockedPos())
  1121. {
  1122. if (!gen->map->isInTheMap(tile))
  1123. throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
  1124. }
  1125. if (object->appearance.id == Obj::NO_OBJ)
  1126. {
  1127. auto terrainType = gen->map->getTile(pos).terType;
  1128. auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
  1129. if (templates.empty())
  1130. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") %object->ID %object->subID %pos %terrainType));
  1131. object->appearance = templates.front();
  1132. }
  1133. gen->map->addBlockVisTiles(object);
  1134. gen->editManager->insertObject(object, pos);
  1135. //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
  1136. }
  1137. void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1138. {
  1139. //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
  1140. checkAndPlaceObject (gen, object, pos);
  1141. auto points = object->getBlockedPos();
  1142. if (object->isVisitable())
  1143. points.insert(pos + object->getVisitableOffset());
  1144. points.insert(pos);
  1145. for(auto p : points)
  1146. {
  1147. if (gen->map->isInTheMap(p))
  1148. {
  1149. gen->setOccupied(p, ETileType::USED);
  1150. }
  1151. }
  1152. for(auto tile : tileinfo)
  1153. {
  1154. si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  1155. gen->setNearestObjectDistance(tile, std::min(d, gen->getNearestObjectDistance(tile)));
  1156. }
  1157. }
  1158. void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str)
  1159. {
  1160. placeObject(gen, object, pos);
  1161. guardObject(gen, object, str);
  1162. }
  1163. std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
  1164. {
  1165. //get all tiles from which this object can be accessed
  1166. int3 visitable = object->visitablePos();
  1167. std::vector<int3> tiles;
  1168. auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
  1169. gen->foreach_neighbour(visitable, [&](int3& pos)
  1170. {
  1171. if (gen->isPossible(pos))
  1172. {
  1173. if (!vstd::contains(tilesBlockedByObject, pos))
  1174. {
  1175. if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
  1176. {
  1177. tiles.push_back(pos);
  1178. }
  1179. }
  1180. };
  1181. });
  1182. return tiles;
  1183. }
  1184. bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str)
  1185. {
  1186. logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
  1187. std::vector<int3> tiles = getAccessibleOffsets (gen, object);
  1188. int3 guardTile(-1,-1,-1);
  1189. for (auto tile : tiles)
  1190. {
  1191. //crunching path may fail if center of teh zone is dirrectly over wide object
  1192. if (crunchPath (gen, tile, findClosestTile(freePaths, tile), id)) //make sure object is accessible before surrounding it with blocked tiles
  1193. {
  1194. guardTile = tile;
  1195. break;
  1196. }
  1197. }
  1198. if (!guardTile.valid())
  1199. {
  1200. logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
  1201. return false;
  1202. }
  1203. if (addMonster (gen, guardTile, str)) //do not place obstacles around unguarded object
  1204. {
  1205. for (auto pos : tiles)
  1206. {
  1207. if (!gen->isFree(pos))
  1208. gen->setOccupied(pos, ETileType::BLOCKED);
  1209. }
  1210. gen->setOccupied (guardTile, ETileType::USED);
  1211. }
  1212. else //allow no guard or other object in front of this object
  1213. {
  1214. for (auto tile : tiles)
  1215. gen->setOccupied (tile, ETileType::FREE);
  1216. }
  1217. return true;
  1218. }
  1219. ObjectInfo CRmgTemplateZone::getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 value)
  1220. {
  1221. std::vector<std::pair<ui32, ObjectInfo>> tresholds;
  1222. ui32 total = 0;
  1223. ui32 minValue = 0.25f * value;
  1224. //roulette wheel
  1225. for (auto oi : possibleObjects)
  1226. {
  1227. if (oi.value >= minValue && oi.value <= value)
  1228. {
  1229. int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
  1230. int3 newVisitablePos = info.nextTreasurePos;
  1231. if (!oi.templ.isVisitableFromTop())
  1232. {
  1233. //there must be free tiles under object
  1234. if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos, oi.templ.getBlockedOffsets()))
  1235. continue;
  1236. }
  1237. if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
  1238. {
  1239. bool fitsHere = false;
  1240. if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
  1241. {
  1242. for (auto tile : info.visitableFromTopPositions)
  1243. {
  1244. int3 actualTile = tile + newVisitableOffset;
  1245. if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
  1246. {
  1247. fitsHere = true;
  1248. break;
  1249. }
  1250. }
  1251. for (auto tile : info.visitableFromBottomPositions)
  1252. {
  1253. int3 actualTile = tile + newVisitableOffset;
  1254. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing static object from side or bottom only
  1255. {
  1256. fitsHere = true;
  1257. break;
  1258. }
  1259. }
  1260. }
  1261. else //if new object is not visitable from top, it must be accessible from below or side
  1262. {
  1263. for (auto tile : info.visitableFromTopPositions)
  1264. {
  1265. int3 actualTile = tile + newVisitableOffset;
  1266. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing removable object from top or side only
  1267. {
  1268. fitsHere = true;
  1269. break;
  1270. }
  1271. }
  1272. for (auto tile : info.visitableFromBottomPositions)
  1273. {
  1274. int3 actualTile = tile + newVisitableOffset;
  1275. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
  1276. {
  1277. fitsHere = true;
  1278. break;
  1279. }
  1280. }
  1281. }
  1282. if (!fitsHere)
  1283. continue;
  1284. }
  1285. //now check blockmap, including our already reserved pile area
  1286. bool fitsBlockmap = true;
  1287. std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
  1288. blockedOffsets.insert (newVisitableOffset);
  1289. for (auto blockingTile : blockedOffsets)
  1290. {
  1291. int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
  1292. if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
  1293. {
  1294. fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
  1295. break;
  1296. }
  1297. if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
  1298. {
  1299. fitsBlockmap = false;
  1300. break;
  1301. }
  1302. }
  1303. if (!fitsBlockmap)
  1304. continue;
  1305. total += oi.probability;
  1306. tresholds.push_back (std::make_pair (total, oi));
  1307. }
  1308. }
  1309. //Generate pandora Box with gold if the value is extremely high
  1310. ObjectInfo oi;
  1311. if (tresholds.empty())
  1312. {
  1313. if (minValue > 20000) //we don't have object valuable enough
  1314. {
  1315. oi.generateObject = [minValue]() -> CGObjectInstance *
  1316. {
  1317. auto obj = new CGPandoraBox();
  1318. obj->ID = Obj::PANDORAS_BOX;
  1319. obj->subID = 0;
  1320. obj->resources[Res::GOLD] = minValue;
  1321. return obj;
  1322. };
  1323. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1324. oi.value = minValue;
  1325. oi.probability = 0;
  1326. }
  1327. else
  1328. {
  1329. oi.generateObject = [gen]() -> CGObjectInstance *
  1330. {
  1331. return nullptr;
  1332. };
  1333. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
  1334. oi.value = 0;
  1335. oi.probability = 0;
  1336. }
  1337. return oi;
  1338. }
  1339. int r = gen->rand.nextInt (1, total);
  1340. for (auto t : tresholds)
  1341. {
  1342. if (r <= t.first)
  1343. return t.second;
  1344. }
  1345. //FIXME: control reaches end of non-void function. Missing return?
  1346. }
  1347. void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
  1348. {
  1349. ObjectInfo oi;
  1350. for (auto primaryID : VLC->objtypeh->knownObjects())
  1351. {
  1352. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1353. {
  1354. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1355. if (!handler->isStaticObject() && handler->getRMGInfo().value)
  1356. {
  1357. for (auto temp : handler->getTemplates())
  1358. {
  1359. if (temp.canBePlacedAt(terrainType))
  1360. {
  1361. oi.generateObject = [gen, temp]() -> CGObjectInstance *
  1362. {
  1363. return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1364. };
  1365. oi.value = handler->getRMGInfo().value;
  1366. oi.probability = handler->getRMGInfo().rarity;
  1367. oi.templ = temp;
  1368. possibleObjects.push_back (oi);
  1369. }
  1370. }
  1371. }
  1372. }
  1373. }
  1374. //dwellings
  1375. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
  1376. //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
  1377. static int elementalConfluxROE[] = {7, 13, 16, 47};
  1378. for (int i = 0; i < 4; i++)
  1379. vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
  1380. for (auto secondaryID : subObjects)
  1381. {
  1382. auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
  1383. auto creatures = dwellingHandler->getProducedCreatures();
  1384. if (creatures.empty())
  1385. continue;
  1386. auto cre = creatures.front();
  1387. if (cre->faction == townType)
  1388. {
  1389. oi.value = cre->AIValue * cre->growth * (1 + (float)(gen->getZoneCount(cre->faction)) / gen->getTotalZoneCount() + (float)(gen->getZoneCount(cre->faction) / 2)); //TODO: include town count in formula
  1390. oi.probability = 40;
  1391. for (auto temp : dwellingHandler->getTemplates())
  1392. {
  1393. if (temp.canBePlacedAt(terrainType))
  1394. {
  1395. oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
  1396. {
  1397. auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
  1398. //dwellingHandler->configureObject(obj, gen->rand);
  1399. obj->tempOwner = PlayerColor::NEUTRAL;
  1400. return obj;
  1401. };
  1402. oi.templ = temp;
  1403. possibleObjects.push_back (oi);
  1404. }
  1405. }
  1406. }
  1407. }
  1408. static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
  1409. for (int i = 0; i < 5; i++)
  1410. {
  1411. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1412. {
  1413. auto obj = new CGArtifact();
  1414. obj->ID = Obj::SPELL_SCROLL;
  1415. obj->subID = 0;
  1416. std::vector<SpellID> out;
  1417. //TODO: unify with cb->getAllowedSpells?
  1418. for (ui32 i = 0; i < gen->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
  1419. {
  1420. const CSpell *spell = SpellID(i).toSpell();
  1421. if (gen->map->allowedSpell[spell->id] && spell->level == i+1)
  1422. {
  1423. out.push_back(spell->id);
  1424. }
  1425. }
  1426. auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
  1427. gen->map->addNewArtifactInstance(a);
  1428. obj->storedArtifact = a;
  1429. return obj;
  1430. };
  1431. oi.setTemplate (Obj::SPELL_SCROLL, 0, terrainType);
  1432. oi.value = scrollValues[i];
  1433. oi.probability = 30;
  1434. possibleObjects.push_back (oi);
  1435. }
  1436. //pandora box with gold
  1437. for (int i = 1; i < 5; i++)
  1438. {
  1439. oi.generateObject = [i]() -> CGObjectInstance *
  1440. {
  1441. auto obj = new CGPandoraBox();
  1442. obj->ID = Obj::PANDORAS_BOX;
  1443. obj->subID = 0;
  1444. obj->resources[Res::GOLD] = i * 5000;
  1445. return obj;
  1446. };
  1447. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1448. oi.value = i * 5000;;
  1449. oi.probability = 5;
  1450. possibleObjects.push_back (oi);
  1451. }
  1452. //pandora box with experience
  1453. for (int i = 1; i < 5; i++)
  1454. {
  1455. oi.generateObject = [i]() -> CGObjectInstance *
  1456. {
  1457. auto obj = new CGPandoraBox();
  1458. obj->ID = Obj::PANDORAS_BOX;
  1459. obj->subID = 0;
  1460. obj->gainedExp = i * 5000;
  1461. return obj;
  1462. };
  1463. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1464. oi.value = i * 6000;;
  1465. oi.probability = 20;
  1466. possibleObjects.push_back (oi);
  1467. }
  1468. //pandora box with creatures
  1469. static const int tierValues[] = {5000, 7000, 9000, 12000, 16000, 21000, 27000};
  1470. for (auto creature : VLC->creh->creatures)
  1471. {
  1472. if (!creature->special && VLC->townh->factions[creature->faction]->nativeTerrain == terrainType)
  1473. {
  1474. int actualTier = creature->level > 7 ? 6 : creature->level-1;
  1475. int creaturesAmount = tierValues[actualTier] / creature->AIValue;
  1476. if (creaturesAmount <= 5)
  1477. {
  1478. }
  1479. else if (creaturesAmount <= 12)
  1480. {
  1481. (creaturesAmount /= 2) *= 2;
  1482. }
  1483. else if (creaturesAmount <= 50)
  1484. {
  1485. creaturesAmount = boost::math::round((float)creaturesAmount / 5) * 5;
  1486. }
  1487. else if (creaturesAmount <= 12)
  1488. {
  1489. creaturesAmount = boost::math::round((float)creaturesAmount / 10) * 10;
  1490. }
  1491. oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
  1492. {
  1493. auto obj = new CGPandoraBox();
  1494. obj->ID = Obj::PANDORAS_BOX;
  1495. obj->subID = 0;
  1496. auto stack = new CStackInstance(creature, creaturesAmount);
  1497. obj->creatures.putStack(SlotID(0), stack);
  1498. return obj;
  1499. };
  1500. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1501. oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount()))/3; //TODO: count number of towns on the map
  1502. oi.probability = 3;
  1503. possibleObjects.push_back (oi);
  1504. }
  1505. }
  1506. //Pandora with 12 spells of certain level
  1507. for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
  1508. {
  1509. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1510. {
  1511. auto obj = new CGPandoraBox();
  1512. obj->ID = Obj::PANDORAS_BOX;
  1513. obj->subID = 0;
  1514. std::vector <CSpell *> spells;
  1515. for (auto spell : VLC->spellh->objects)
  1516. {
  1517. if (!spell->isSpecialSpell() && spell->level == i)
  1518. spells.push_back(spell);
  1519. }
  1520. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1521. for (int j = 0; j < std::min<int>(12, spells.size()); j++)
  1522. {
  1523. obj->spells.push_back (spells[j]->id);
  1524. }
  1525. return obj;
  1526. };
  1527. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1528. oi.value = (i + 1) * 2500; //5000 - 15000
  1529. oi.probability = 2;
  1530. possibleObjects.push_back (oi);
  1531. }
  1532. //Pandora with 15 spells of certain school
  1533. for (int i = 1; i <= 4; i++)
  1534. {
  1535. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1536. {
  1537. auto obj = new CGPandoraBox();
  1538. obj->ID = Obj::PANDORAS_BOX;
  1539. obj->subID = 0;
  1540. std::vector <CSpell *> spells;
  1541. for (auto spell : VLC->spellh->objects)
  1542. {
  1543. if (!spell->isSpecialSpell())
  1544. {
  1545. bool school = false; //TODO: we could have better interface for iterating schools
  1546. switch (i)
  1547. {
  1548. case 1:
  1549. school = spell->air;
  1550. case 2:
  1551. school = spell->earth;
  1552. case 3:
  1553. school = spell->fire;
  1554. case 4:
  1555. school = spell->water;
  1556. }
  1557. if (school)
  1558. spells.push_back(spell);
  1559. }
  1560. }
  1561. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1562. for (int j = 0; j < std::min<int>(15, spells.size()); j++)
  1563. {
  1564. obj->spells.push_back (spells[j]->id);
  1565. }
  1566. return obj;
  1567. };
  1568. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1569. oi.value = 15000;
  1570. oi.probability = 2;
  1571. possibleObjects.push_back (oi);
  1572. }
  1573. // Pandora box with 60 random spells
  1574. oi.generateObject = [gen]() -> CGObjectInstance *
  1575. {
  1576. auto obj = new CGPandoraBox();
  1577. obj->ID = Obj::PANDORAS_BOX;
  1578. obj->subID = 0;
  1579. std::vector <CSpell *> spells;
  1580. for (auto spell : VLC->spellh->objects)
  1581. {
  1582. if (!spell->isSpecialSpell())
  1583. spells.push_back(spell);
  1584. }
  1585. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1586. for (int j = 0; j < std::min<int>(60, spells.size()); j++)
  1587. {
  1588. obj->spells.push_back (spells[j]->id);
  1589. }
  1590. return obj;
  1591. };
  1592. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1593. oi.value = 3000;
  1594. oi.probability = 2;
  1595. possibleObjects.push_back (oi);
  1596. }
  1597. void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
  1598. {
  1599. templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
  1600. }