| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802 |
- /*
- * CRmgTemplateZone.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CRmgTemplateZone.h"
- #include "../mapping/CMapEditManager.h"
- #include "../mapping/CMap.h"
- #include "../VCMI_Lib.h"
- #include "../CTownHandler.h"
- #include "../CCreatureHandler.h"
- #include "../spells/CSpellHandler.h" //for choosing random spells
- #include "../mapObjects/CommonConstructors.h"
- #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
- #include "../mapObjects/CGPandoraBox.h"
- #include "../mapObjects/CRewardableObject.h"
- class CMap;
- class CMapEditManager;
- //class CGObjectInstance;
- CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
- {
- }
- void CRmgTemplateZone::addRoadNode(const int3& node)
- {
- roadNodes.insert(node);
- }
- int CRmgTemplateZone::CTownInfo::getTownCount() const
- {
- return townCount;
- }
- void CRmgTemplateZone::CTownInfo::setTownCount(int value)
- {
- if(value < 0)
- throw rmgException("Negative value for town count not allowed.");
- townCount = value;
- }
- int CRmgTemplateZone::CTownInfo::getCastleCount() const
- {
- return castleCount;
- }
- void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
- {
- if(value < 0)
- throw rmgException("Negative value for castle count not allowed.");
- castleCount = value;
- }
- int CRmgTemplateZone::CTownInfo::getTownDensity() const
- {
- return townDensity;
- }
- void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
- {
- if(value < 0)
- throw rmgException("Negative value for town density not allowed.");
- townDensity = value;
- }
- int CRmgTemplateZone::CTownInfo::getCastleDensity() const
- {
- return castleDensity;
- }
- void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
- {
- if(value < 0)
- throw rmgException("Negative value for castle density not allowed.");
- castleDensity = value;
- }
- CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
- {
- occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
- }
- float CTileInfo::getNearestObjectDistance() const
- {
- return nearestObjectDistance;
- }
- void CTileInfo::setNearestObjectDistance(float value)
- {
- nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
- }
- bool CTileInfo::shouldBeBlocked() const
- {
- return occupied == ETileType::BLOCKED;
- }
- bool CTileInfo::isBlocked() const
- {
- return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
- }
- bool CTileInfo::isPossible() const
- {
- return occupied == ETileType::POSSIBLE;
- }
- bool CTileInfo::isFree() const
- {
- return occupied == ETileType::FREE;
- }
- bool CTileInfo::isRoad() const
- {
- return roadType != ERoadType::NO_ROAD;
- }
- bool CTileInfo::isUsed() const
- {
- return occupied == ETileType::USED;
- }
- void CTileInfo::setOccupied(ETileType::ETileType value)
- {
- occupied = value;
- }
- ETileType::ETileType CTileInfo::getTileType() const
- {
- return occupied;
- }
- ETerrainType CTileInfo::getTerrainType() const
- {
- return terrain;
- }
- void CTileInfo::setTerrainType(ETerrainType value)
- {
- terrain = value;
- }
- void CTileInfo::setRoadType(ERoadType::ERoadType value)
- {
- roadType = value;
- // setOccupied(ETileType::FREE);
- }
- CRmgTemplateZone::CRmgTemplateZone() :
- id(0),
- type(ETemplateZoneType::PLAYER_START),
- size(1),
- townsAreSameType(false),
- matchTerrainToTown(true),
- townType(ETownType::NEUTRAL),
- terrainType (ETerrainType::GRASS),
- zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
- minGuardedValue(0),
- questArtZone(nullptr)
- {
- terrainTypes = getDefaultTerrainTypes();
- }
- TRmgTemplateZoneId CRmgTemplateZone::getId() const
- {
- return id;
- }
- void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
- {
- if(value <= 0)
- throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
- id = value;
- }
- ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
- {
- return type;
- }
- void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
- {
- type = value;
- }
- int CRmgTemplateZone::getSize() const
- {
- return size;
- }
- void CRmgTemplateZone::setSize(int value)
- {
- if(value <= 0)
- throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
- size = value;
- }
- boost::optional<int> CRmgTemplateZone::getOwner() const
- {
- return owner;
- }
- void CRmgTemplateZone::setOwner(boost::optional<int> value)
- {
- if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
- throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
- owner = value;
- }
- const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
- {
- return playerTowns;
- }
- void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
- {
- playerTowns = value;
- }
- const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
- {
- return neutralTowns;
- }
- void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
- {
- neutralTowns = value;
- }
- bool CRmgTemplateZone::getTownsAreSameType() const
- {
- return townsAreSameType;
- }
- void CRmgTemplateZone::setTownsAreSameType(bool value)
- {
- townsAreSameType = value;
- }
- const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
- {
- return townTypes;
- }
- void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
- {
- townTypes = value;
- }
- void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
- {
- monsterTypes = value;
- }
- std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
- {
- std::set<TFaction> defaultTowns;
- auto towns = VLC->townh->getDefaultAllowed();
- for(int i = 0; i < towns.size(); ++i)
- {
- if(towns[i]) defaultTowns.insert(i);
- }
- return defaultTowns;
- }
- bool CRmgTemplateZone::getMatchTerrainToTown() const
- {
- return matchTerrainToTown;
- }
- void CRmgTemplateZone::setMatchTerrainToTown(bool value)
- {
- matchTerrainToTown = value;
- }
- const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
- {
- return terrainTypes;
- }
- void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
- {
- assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
- value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
- terrainTypes = value;
- }
- std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
- {
- std::set<ETerrainType> terTypes;
- static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
- ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
- for (auto & allowedTerType : allowedTerTypes)
- terTypes.insert(allowedTerType);
- return terTypes;
- }
- void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
- {
- mines[res] = amount;
- }
- std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
- {
- return mines;
- }
- void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
- {
- connections.push_back (otherZone);
- }
- void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
- {
- questArtZone = otherZone;
- }
- std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
- {
- return connections;
- }
- void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
- {
- assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
- zoneMonsterStrength = val;
- }
- void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
- {
- treasureInfo.push_back(info);
- }
- std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
- {
- return treasureInfo;
- }
- std::set<int3>* CRmgTemplateZone::getFreePaths()
- {
- return &freePaths;
- }
- float3 CRmgTemplateZone::getCenter() const
- {
- return center;
- }
- void CRmgTemplateZone::setCenter(const float3 &f)
- {
- //limit boundaries to (0,1) square
- center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
- }
- bool CRmgTemplateZone::pointIsIn(int x, int y)
- {
- return true;
- }
- int3 CRmgTemplateZone::getPos() const
- {
- return pos;
- }
- void CRmgTemplateZone::setPos(const int3 &Pos)
- {
- pos = Pos;
- }
- void CRmgTemplateZone::addTile (const int3 &pos)
- {
- tileinfo.insert(pos);
- }
- std::set<int3> CRmgTemplateZone::getTileInfo () const
- {
- return tileinfo;
- }
- void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
- {
- //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
- //for (auto tile : tileinfo)
- //{
- // if (tile.dist2d(this->pos) > distance)
- // {
- // gen->setOccupied(tile, ETileType::USED);
- // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
- // }
- //}
- vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
- {
- return tile.dist2d(this->pos) > distance;
- });
- }
- void CRmgTemplateZone::clearTiles()
- {
- tileinfo.clear();
- }
- void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
- {
- vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
- {
- return gen->isPossible(tile);
- });
- if (freePaths.empty())
- freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
- }
- void CRmgTemplateZone::createBorder(CMapGenerator* gen)
- {
- for (auto tile : tileinfo)
- {
- gen->foreach_neighbour (tile, [this, gen](int3 &pos)
- {
- if (!vstd::contains(this->tileinfo, pos))
- {
- gen->foreach_neighbour (pos, [this, gen](int3 &pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied (pos, ETileType::BLOCKED);
- });
- }
- });
- }
- }
- void CRmgTemplateZone::fractalize(CMapGenerator* gen)
- {
- for (auto tile : tileinfo)
- {
- if (gen->isFree(tile))
- freePaths.insert(tile);
- }
- std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
- std::set<int3> possibleTiles;
- std::set<int3> tilesToIgnore; //will be erased in this iteration
- //the more treasure density, the greater distance between paths. Scaling is experimental.
- int totalDensity = 0;
- for (auto ti : treasureInfo)
- totalDensity += ti.density;
- const float minDistance = 10 * 10; //squared
- for (auto tile : tileinfo)
- {
- if (gen->isFree(tile))
- clearedTiles.push_back(tile);
- else if (gen->isPossible(tile))
- possibleTiles.insert(tile);
- }
- assert (clearedTiles.size()); //this should come from zone connections
- std::vector<int3> nodes; //connect them with a grid
- if (type != ETemplateZoneType::JUNCTION)
- {
- //junction is not fractalized, has only one straight path
- //everything else remains blocked
- while (possibleTiles.size())
- {
- //link tiles in random order
- std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
- RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
- int3 nodeFound(-1, -1, -1);
- for (auto tileToMakePath : tilesToMakePath)
- {
- //find closest free tile
- float currentDistance = 1e10;
- int3 closestTile(-1, -1, -1);
- for (auto clearTile : clearedTiles)
- {
- float distance = tileToMakePath.dist2dSQ(clearTile);
- if (distance < currentDistance)
- {
- currentDistance = distance;
- closestTile = clearTile;
- }
- if (currentDistance <= minDistance)
- {
- //this tile is close enough. Forget about it and check next one
- tilesToIgnore.insert(tileToMakePath);
- break;
- }
- }
- //if tiles is not close enough, make path to it
- if (currentDistance > minDistance)
- {
- nodeFound = tileToMakePath;
- nodes.push_back(nodeFound);
- clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
- break; //next iteration - use already cleared tiles
- }
- }
- for (auto tileToClear : tilesToIgnore)
- {
- //these tiles are already connected, ignore them
- vstd::erase_if_present(possibleTiles, tileToClear);
- }
- if (!nodeFound.valid()) //nothing else can be done (?)
- break;
- tilesToIgnore.clear();
- }
- }
- for (auto node : nodes)
- {
- boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
- {
- return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
- }
- );
- std::vector <int3> nearbyNodes;
- if (nodes.size() >= 2)
- {
- nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
- }
- if (nodes.size() >= 3)
- {
- nearbyNodes.push_back(nodes[2]);
- }
- //connect with all the paths
- crunchPath(gen, node, findClosestTile(freePaths, node), true, &freePaths);
- //connect with nearby nodes
- for (auto nearbyNode : nearbyNodes)
- {
- crunchPath(gen, node, nearbyNode, true, &freePaths);
- }
- }
- for (auto node : nodes)
- gen->setOccupied(node, ETileType::FREE); //make sure they are clear
- //now block most distant tiles away from passages
- float blockDistance = minDistance * 0.25f;
- for (auto tile : tileinfo)
- {
- if (!gen->isPossible(tile))
- continue;
- bool closeTileFound = false;
- for (auto clearTile : freePaths)
- {
- float distance = tile.dist2dSQ(clearTile);
- if (distance < blockDistance)
- {
- closeTileFound = true;
- break;
- }
- }
- if (!closeTileFound) //this tile is far enough from passages
- gen->setOccupied(tile, ETileType::BLOCKED);
- }
- #define PRINT_FRACTALIZED_MAP false
- if (PRINT_FRACTALIZED_MAP) //enable to debug
- {
- std::ofstream out(boost::to_string(boost::format("zone %d") % id));
- int levels = gen->map->twoLevel ? 2 : 1;
- int width = gen->map->width;
- int height = gen->map->height;
- for (int k = 0; k < levels; k++)
- {
- for(int j=0; j<height; j++)
- {
- for (int i=0; i<width; i++)
- {
- char t = '?';
- switch (gen->getTile(int3(i, j, k)).getTileType())
- {
- case ETileType::FREE:
- t = ' '; break;
- case ETileType::BLOCKED:
- t = '#'; break;
- case ETileType::POSSIBLE:
- t = '-'; break;
- case ETileType::USED:
- t = 'O'; break;
- }
- out << t;
- }
- out << std::endl;
- }
- out << std::endl;
- }
- out << std::endl;
- }
- //logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
- }
- void CRmgTemplateZone::connectLater(CMapGenerator* gen)
- {
- for (const int3 node : tilesToConnectLater)
- {
- if (!connectWithCenter(gen, node, true))
- logGlobal->errorStream() << boost::format("Failed to connect node %s with center of the zone") % node;
- }
- }
- bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, bool onlyStraight, std::set<int3>* clearedTiles)
- {
- /*
- make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
- do not leave zone border
- */
- bool result = false;
- bool end = false;
- int3 currentPos = src;
- float distance = currentPos.dist2dSQ (dst);
- while (!end)
- {
- if (currentPos == dst)
- {
- result = true;
- break;
- }
- auto lastDistance = distance;
-
- auto processNeighbours = [this, gen, ¤tPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
- {
- if (!result) //not sure if lambda is worth it...
- {
- if (pos == dst)
- {
- result = true;
- end = true;
- }
- if (pos.dist2dSQ (dst) < distance)
- {
- if (!gen->isBlocked(pos))
- {
- if (vstd::contains (tileinfo, pos))
- {
- if (gen->isPossible(pos))
- {
- gen->setOccupied (pos, ETileType::FREE);
- if (clearedTiles)
- clearedTiles->insert(pos);
- currentPos = pos;
- distance = currentPos.dist2dSQ (dst);
- }
- else if (gen->isFree(pos))
- {
- end = true;
- result = true;
- }
- }
- }
- }
- }
- };
-
- if (onlyStraight)
- gen->foreachDirectNeighbour (currentPos, processNeighbours);
- else
- gen->foreach_neighbour (currentPos,processNeighbours);
-
- int3 anotherPos(-1, -1, -1);
- if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
- {
- //try any nearby tiles, even if its not closer than current
- float lastDistance = 2 * distance; //start with significantly larger value
-
- auto processNeighbours2 = [this, gen, ¤tPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
- {
- if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
- {
- if (vstd::contains(tileinfo, pos))
- {
- if (gen->isPossible(pos))
- {
- if (clearedTiles)
- clearedTiles->insert(pos);
- anotherPos = pos;
- lastDistance = currentPos.dist2dSQ(dst);
- }
- }
- }
- };
- if (onlyStraight)
- gen->foreachDirectNeighbour(currentPos, processNeighbours2);
- else
- gen->foreach_neighbour(currentPos, processNeighbours2);
-
-
- if (anotherPos.valid())
- {
- if (clearedTiles)
- clearedTiles->insert(anotherPos);
- gen->setOccupied(anotherPos, ETileType::FREE);
- currentPos = anotherPos;
- }
- }
- if (!(result || distance < lastDistance || anotherPos.valid()))
- {
- //FIXME: seemingly this condition is messed up, tells nothing
- //logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
- break;
- }
- }
- return result;
- }
- bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
- {
- //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
- std::set<int3> closed; // The set of nodes already evaluated.
- std::set<int3> open{src}; // The set of tentative nodes to be evaluated, initially containing the start node
- std::map<int3, int3> cameFrom; // The map of navigated nodes.
- std::map<int3, float> distances;
- int3 currentNode = src;
- gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
- cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
- distances[src] = 0;
- // Cost from start along best known path.
- // Estimated total cost from start to goal through y.
- while (open.size())
- {
- int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
- {
- return distances[pos1] < distances[pos2];
- });
- vstd::erase_if_present (open, currentNode);
- closed.insert (currentNode);
- if (currentNode == dst || gen->isRoad(currentNode))
- {
- // The goal node was reached. Trace the path using
- // the saved parent information and return path
- int3 backTracking = currentNode;
- while (cameFrom[backTracking].valid())
- {
- // add node to path
- roads.insert (backTracking);
- gen->setRoad (backTracking, ERoadType::COBBLESTONE_ROAD);
- //logGlobal->traceStream() << boost::format("Setting road at tile %s") % backTracking;
- // do the same for the predecessor
- backTracking = cameFrom[backTracking];
- }
- return true;
- }
- else
- {
- bool directNeighbourFound = false;
- float movementCost = 1;
- auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances, &dst, &directNeighbourFound, movementCost](int3& pos) -> void
- {
- float distance = distances[currentNode] + movementCost;
- int bestDistanceSoFar = 1e6; //FIXME: boost::limits
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = it->second;
- if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
- {
- auto obj = gen->map->getTile(pos).topVisitableObj();
- //if (gen->map->checkForVisitableDir(currentNode, &gen->map->getTile(pos), pos)) //TODO: why it has no effect?
- if (gen->isFree(pos) || pos == dst || (obj && obj->ID == Obj::MONSTER))
- {
- if (vstd::contains(this->tileinfo, pos) || pos == dst) //otherwise guard position may appear already connected to other zone.
- {
- cameFrom[pos] = currentNode;
- open.insert(pos);
- distances[pos] = distance;
- directNeighbourFound = true;
- //logGlobal->traceStream() << boost::format("Found connection between node %s and %s, current distance %d") % currentNode % pos % distance;
- }
- }
- }
- };
- gen->foreachDirectNeighbour (currentNode, foo); // roads cannot be rendered correctly for diagonal directions
- if (!directNeighbourFound)
- {
- movementCost = 2.1f; //moving diagonally is penalized over moving two tiles straight
- gen->foreach_neighbour(currentNode, foo);
- }
- }
- }
- logGlobal->warnStream() << boost::format("Failed to create road from %s to %s") % src %dst;
- return false;
- }
- bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onlyStraight)
- ///connect current tile to any other free tile within zone
- {
- //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
- std::set<int3> closed; // The set of nodes already evaluated.
- std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
- std::map<int3, int3> cameFrom; // The map of navigated nodes.
- std::map<int3, float> distances;
- int3 currentNode = src;
- cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
- distances[src] = 0;
- // Cost from start along best known path.
- // Estimated total cost from start to goal through y.
- while (open.size())
- {
- int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
- {
- return distances[pos1] < distances[pos2];
- });
- vstd::erase_if_present(open, currentNode);
- closed.insert(currentNode);
- if (gen->isFree(currentNode)) //we reached free paths, stop
- {
- // Trace the path using the saved parent information and return path
- int3 backTracking = currentNode;
- while (cameFrom[backTracking].valid())
- {
- gen->setOccupied(backTracking, ETileType::FREE);
- backTracking = cameFrom[backTracking];
- }
- return true;
- }
- else
- {
- auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
- {
- int distance = distances[currentNode] + 1;
- int bestDistanceSoFar = 1e6; //FIXME: boost::limits
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = it->second;
- if (gen->isBlocked(pos)) //no paths through blocked or occupied tiles
- return;
- if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
- {
- auto obj = gen->map->getTile(pos).topVisitableObj();
- if (vstd::contains(this->tileinfo, pos))
- {
- cameFrom[pos] = currentNode;
- open.insert(pos);
- distances[pos] = distance;
- }
- }
- };
- if (onlyStraight)
- gen->foreachDirectNeighbour(currentNode, foo);
- else
- gen->foreach_neighbour(currentNode, foo);
- }
- }
- for (auto tile : closed) //these tiles are sealed off and can't be connected anymore
- {
- //TODO: refactor, unify?
- gen->setOccupied (tile, ETileType::BLOCKED);
- vstd::erase_if_present(possibleTiles, tile);
- }
- return false;
- }
- bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bool onlyStraight)
- ///connect current tile to any other free tile within zone
- {
- //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
- std::set<int3> closed; // The set of nodes already evaluated.
- std::set<int3> open{ src }; // The set of tentative nodes to be evaluated, initially containing the start node
- std::map<int3, int3> cameFrom; // The map of navigated nodes.
- std::map<int3, float> distances;
- int3 currentNode = src;
- cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
- distances[src] = 0;
- // Cost from start along best known path.
- // Estimated total cost from start to goal through y.
- while (open.size())
- {
- int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
- {
- return distances[pos1] < distances[pos2];
- });
- vstd::erase_if_present(open, currentNode);
- closed.insert(currentNode);
- if (currentNode == pos) //we reached center of the zone, stop
- {
- // Trace the path using the saved parent information and return path
- int3 backTracking = currentNode;
- while (cameFrom[backTracking].valid())
- {
- gen->setOccupied(backTracking, ETileType::FREE);
- backTracking = cameFrom[backTracking];
- }
- return true;
- }
- else
- {
- auto foo = [gen, this, &open, &closed, &cameFrom, ¤tNode, &distances](int3& pos) -> void
- {
- float movementCost = 0;
- if (gen->isFree(pos))
- movementCost = 1;
- else if (gen->isPossible(pos))
- movementCost = 2;
- else
- return;
- float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
- int bestDistanceSoFar = 1e6; //FIXME: boost::limits
- auto it = distances.find(pos);
- if (it != distances.end())
- bestDistanceSoFar = it->second;
- if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
- {
- auto obj = gen->map->getTile(pos).topVisitableObj();
- if (vstd::contains(this->tileinfo, pos))
- {
- cameFrom[pos] = currentNode;
- open.insert(pos);
- distances[pos] = distance;
- }
- }
- };
- if (onlyStraight)
- gen->foreachDirectNeighbour(currentNode, foo);
- else
- gen->foreach_neighbour(currentNode, foo);
- }
- }
- return false;
- }
- void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
- {
- requiredObjects.push_back(std::make_pair(obj, strength));
- }
- void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
- {
- closeObjects.push_back(std::make_pair(obj, strength));
- }
- void CRmgTemplateZone::addToConnectLater(const int3& src)
- {
- tilesToConnectLater.insert(src);
- }
- bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
- {
- //precalculate actual (randomized) monster strength based on this post
- //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
- int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
- int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
- static const int value1[] = {2500, 1500, 1000, 500, 0};
- static const int value2[] = {7500, 7500, 7500, 5000, 5000};
- static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
- static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
- int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
- int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
- strength = strength1 + strength2;
- if (strength < 2000)
- return false; //no guard at all
- CreatureID creId = CreatureID::NONE;
- int amount = 0;
- std::vector<CreatureID> possibleCreatures;
- for (auto cre : VLC->creh->creatures)
- {
- if (cre->special)
- continue;
- if (!vstd::contains(monsterTypes, cre->faction))
- continue;
- if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
- {
- possibleCreatures.push_back(cre->idNumber);
- }
- }
- if (possibleCreatures.size())
- {
- creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
- amount = strength / VLC->creh->creatures[creId]->AIValue;
- if (amount >= 4)
- amount *= gen->rand.nextDouble(0.75, 1.25);
- }
- else //just pick any available creature
- {
- creId = CreatureID(132); //Azure Dragon
- amount = strength / VLC->creh->creatures[creId]->AIValue;
- }
- auto guard = new CGCreature();
- guard->ID = Obj::MONSTER;
- guard->subID = creId;
- guard->character = CGCreature::HOSTILE;
- auto hlp = new CStackInstance(creId, amount);
- //will be set during initialization
- guard->putStack(SlotID(0), hlp);
- //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
- // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
- placeObject(gen, guard, pos);
- if (clearSurroundingTiles)
- {
- //do not spawn anything near monster
- gen->foreach_neighbour (pos, [gen](int3 pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::FREE);
- });
- }
- return true;
- }
- bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
- {
- CTreasurePileInfo info;
- std::map<int3, CGObjectInstance *> treasures;
- std::set<int3> boundary;
- int3 guardPos (-1,-1,-1);
- info.nextTreasurePos = pos;
- int maxValue = treasureInfo.max;
- int minValue = treasureInfo.min;
- ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
- int currentValue = 0;
- CGObjectInstance * object = nullptr;
- while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
- {
- treasures[info.nextTreasurePos] = nullptr;
- for (auto treasurePos : treasures)
- {
- gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
- {
- boundary.insert(pos);
- });
- }
- for (auto treasurePos : treasures)
- {
- //leaving only boundary around objects
- vstd::erase_if_present(boundary, treasurePos.first);
- }
- for (auto tile : boundary)
- {
- //we can't extend boundary anymore
- if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
- break;
- }
- ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
- if (!oi.value) //0 value indicates no object
- {
- vstd::erase_if_present(treasures, info.nextTreasurePos);
- break;
- }
- else
- {
- object = oi.generateObject();
- //remove from possible objects
- auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
- assert (oiptr != possibleObjects.end());
- oiptr->maxPerZone--;
- if (!oiptr->maxPerZone)
- possibleObjects.erase(oiptr);
- //update treasure pile area
- int3 visitablePos = info.nextTreasurePos;
- if (oi.templ.isVisitableFromTop())
- info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
- else
- info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
- for (auto blockedOffset : oi.templ.getBlockedOffsets())
- {
- int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
- info.occupiedPositions.insert(blockPos);
- info.blockedPositions.insert(blockPos);
- }
- info.occupiedPositions.insert(visitablePos);
- currentValue += oi.value;
-
- treasures[info.nextTreasurePos] = object;
- //now find place for next object
- int3 placeFound(-1,-1,-1);
- //randomize next position from among possible ones
- std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
- //RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
- auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
- {
- return lhs.y < rhs.y;
- };
- boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
- for (auto tile : boundaryCopy)
- {
- if (gen->isPossible(tile)) //we can place new treasure only on possible tile
- {
- bool here = true;
- gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
- {
- if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
- here = false;
- });
- if (here)
- {
- placeFound = tile;
- break;
- }
- }
- }
- if (placeFound.valid())
- info.nextTreasurePos = placeFound;
- else
- break; //no more place to add any objects
- }
- }
- if (treasures.size())
- {
- //find object closest to free path, then connect it to the middle of the zone
- int3 closestTile = int3(-1,-1,-1);
- float minDistance = 1e10;
- for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
- {
- int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
- if (closestFreeTile.dist2d(visitablePos) < minDistance)
- {
- closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
- minDistance = closestFreeTile.dist2d(visitablePos);
- }
- }
- if (!closestTile.valid())
- {
- for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
- {
- int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
- if (closestFreeTile.dist2d(visitablePos) < minDistance)
- {
- closestTile = visitablePos;
- minDistance = closestFreeTile.dist2d(visitablePos);
- }
- }
- }
- assert (closestTile.valid());
- for (auto tile : info.occupiedPositions)
- {
- if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
- gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
- }
- if (!connectPath (gen, closestTile, false)) //this place is sealed off, need to find new position
- {
- return false;
- }
- //update boundary around our objects, including knowledge about objects visitable from bottom
- boundary.clear();
- for (auto tile : info.visitableFromBottomPositions)
- {
- gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
- {
- if (pos.y >= tile.y) //don't block these objects from above
- boundary.insert(pos);
- });
- }
- for (auto tile : info.visitableFromTopPositions)
- {
- gen->foreach_neighbour(tile, [&boundary](int3 pos)
- {
- boundary.insert(pos);
- });
- }
- bool isPileGuarded = currentValue >= minGuardedValue;
- for (auto tile : boundary) //guard must be standing there
- {
- if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
- {
- guardPos = tile;
- break;
- }
- }
- if (guardPos.valid())
- {
- for (auto treasure : treasures)
- {
- int3 visitableOffset = treasure.second->getVisitableOffset();
- placeObject(gen, treasure.second, treasure.first + visitableOffset);
- }
- if (addMonster(gen, guardPos, currentValue, false))
- {//block only if the object is guarded
- for (auto tile : boundary)
- {
- if (gen->isPossible(tile))
- gen->setOccupied(tile, ETileType::BLOCKED);
- }
- //do not spawn anything near monster
- gen->foreach_neighbour(guardPos, [gen](int3 pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied(pos, ETileType::FREE);
- });
- }
- else //mo monster in this pile, make some free space (needed?)
- {
- for (auto tile : boundary)
- if (gen->isPossible(tile))
- gen->setOccupied(tile, ETileType::FREE);
- }
- }
- else if (isPileGuarded)//we couldn't make a connection to this location, block it
- {
- for (auto treasure : treasures)
- {
- if (gen->isPossible(treasure.first))
- gen->setOccupied(treasure.first, ETileType::BLOCKED);
- delete treasure.second;
- }
- }
- return true;
- }
- else //we did not place eveyrthing successfully
- {
- gen->setOccupied(pos, ETileType::BLOCKED); //TODO: refactor stop condition
- vstd::erase_if_present(possibleTiles, pos);
- return false;
- }
- }
- void CRmgTemplateZone::initTownType (CMapGenerator* gen)
- {
- //FIXME: handle case that this player is not present -> towns should be set to neutral
- int totalTowns = 0;
- auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
- {
- //cut contour around town in case it was placed in a middle of path. TODO: find better solution
- for (auto tile : town->getBlockedPos())
- {
- gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
- {
- if (gen->isPossible(pos))
- {
- gen->setOccupied(pos, ETileType::FREE);
- }
- });
- }
- };
- auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
- {
- for (int i = 0; i < count; i++)
- {
- auto town = new CGTownInstance();
- town->ID = Obj::TOWN;
- if (this->townsAreSameType)
- town->subID = townType;
- else
- {
- if (townTypes.size())
- town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
- else
- town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
- }
- town->tempOwner = player;
- if (hasFort)
- town->builtBuildings.insert(BuildingID::FORT);
- town->builtBuildings.insert(BuildingID::DEFAULT);
- for (auto spell : VLC->spellh->objects) //add all regular spells to town
- {
- if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
- if (!totalTowns)
- {
- //first town in zone sets the facton of entire zone
- town->subID = townType;
- //register MAIN town of zone
- gen->registerZone(town->subID);
- //first town in zone goes in the middle
- placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
- cutPathAroundTown(town);
- setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
- }
- else
- addRequiredObject (town);
- totalTowns++;
- }
- };
- if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
- {
- //set zone types to player faction, generate main town
- logGlobal->infoStream() << "Preparing playing zone";
- int player_id = *owner - 1;
- auto & playerInfo = gen->map->players[player_id];
- PlayerColor player(player_id);
- if (playerInfo.canAnyonePlay())
- {
- player = PlayerColor(player_id);
- townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
- if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
- randomizeTownType(gen);
- }
- else //no player - randomize town
- {
- player = PlayerColor::NEUTRAL;
- randomizeTownType(gen);
- }
- auto town = new CGTownInstance();
- town->ID = Obj::TOWN;
- town->subID = townType;
- town->tempOwner = player;
- town->builtBuildings.insert(BuildingID::FORT);
- town->builtBuildings.insert(BuildingID::DEFAULT);
- for (auto spell : VLC->spellh->objects) //add all regular spells to town
- {
- if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
- town->possibleSpells.push_back(spell->id);
- }
- //towns are big objects and should be centered around visitable position
- placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
- cutPathAroundTown(town);
- setPos(town->visitablePos() + int3(0, 1, 0)); //new center of zone that paths connect to
- totalTowns++;
- //register MAIN town of zone only
- gen->registerZone (town->subID);
- if (playerInfo.canAnyonePlay()) //configure info for owning player
- {
- logGlobal->traceStream() << "Fill player info " << player_id;
- // Update player info
- playerInfo.allowedFactions.clear();
- playerInfo.allowedFactions.insert(townType);
- playerInfo.hasMainTown = true;
- playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
- playerInfo.generateHeroAtMainTown = true;
- //now create actual towns
- addNewTowns(playerTowns.getCastleCount() - 1, true, player);
- addNewTowns(playerTowns.getTownCount(), false, player);
- }
- else
- {
- addNewTowns(playerTowns.getCastleCount() - 1, true, PlayerColor::NEUTRAL);
- addNewTowns(playerTowns.getTownCount(), false, PlayerColor::NEUTRAL);
- }
- }
- else //randomize town types for any other zones as well
- {
- randomizeTownType(gen);
- }
- addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
- addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
- if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
- {
- //25% chance for neutral
- if (gen->rand.nextInt(1, 100) <= 25)
- {
- townType = ETownType::NEUTRAL;
- }
- else
- {
- if (townTypes.size())
- townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
- else if (monsterTypes.size())
- townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
- else //just in any case
- randomizeTownType(gen);
- }
- }
- }
- void CRmgTemplateZone::randomizeTownType (CMapGenerator* gen)
- {
- if (townTypes.size())
- townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
- else
- townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed, we still need some
- }
- void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
- {
- if (matchTerrainToTown && townType != ETownType::NEUTRAL)
- terrainType = VLC->townh->factions[townType]->nativeTerrain;
- else
- terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
- //TODO: allow new types of terrain?
- if (pos.z)
- {
- if (terrainType != ETerrainType::LAVA)
- terrainType = ETerrainType::SUBTERRANEAN;
- }
- else
- {
- if (terrainType == ETerrainType::SUBTERRANEAN)
- terrainType = ETerrainType::DIRT;
- }
- paintZoneTerrain (gen, terrainType);
- }
- void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
- {
- std::vector<int3> tiles;
- for (auto tile : tileinfo)
- {
- tiles.push_back (tile);
- }
- gen->editManager->getTerrainSelection().setSelection(tiles);
- gen->editManager->drawTerrain(terrainType, &gen->rand);
- }
- bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
- {
- std::vector<Res::ERes> required_mines;
- required_mines.push_back(Res::ERes::WOOD);
- required_mines.push_back(Res::ERes::ORE);
- static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
- static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
- for (const auto & res : woodOre)
- {
- for (int i = 0; i < mines[res]; i++)
- {
- auto mine = new CGMine();
- mine->ID = Obj::MINE;
- mine->subID = static_cast<si32>(res);
- mine->producedResource = res;
- mine->producedQuantity = mine->defaultResProduction();
- if (!i)
- addCloseObject(mine, 1500); //only firts one is close
- else
- addRequiredObject(mine, 1500);
- }
- }
- for (const auto & res : preciousResources)
- {
- for (int i = 0; i < mines[res]; i++)
- {
- auto mine = new CGMine();
- mine->ID = Obj::MINE;
- mine->subID = static_cast<si32>(res);
- mine->producedResource = res;
- mine->producedQuantity = mine->defaultResProduction();
- addRequiredObject(mine, 3500);
- }
- }
- for (int i = 0; i < mines[Res::GOLD]; i++)
- {
- auto mine = new CGMine();
- mine->ID = Obj::MINE;
- mine->subID = static_cast<si32>(Res::GOLD);
- mine->producedResource = Res::GOLD;
- mine->producedQuantity = mine->defaultResProduction();
- addRequiredObject(mine, 7000);
- }
- return true;
- }
- bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
- {
- logGlobal->traceStream() << "Creating required objects";
-
- for(const auto &object : requiredObjects)
- {
- auto obj = object.first;
- int3 pos;
- int3 accessibleOffset;
- while (true)
- {
- if (!findPlaceForObject(gen, obj, 3, pos))
- {
- logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
- return false;
- }
- //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);
- }
- accessibleOffset = getAccessibleOffset(gen, obj->appearance, pos);
- if (!accessibleOffset.valid())
- {
- logGlobal->warnStream() << boost::format("Cannot access required object at position %s, retrying") % pos;
- continue;
- }
- if (!connectPath(gen, accessibleOffset, true))
- {
- logGlobal->warnStream() << boost::format("Failed to create path to required object at position %s, retrying") % pos;
- continue;
- }
- else
- break;
- }
-
- placeObject(gen, obj, pos);
- guardObject (gen, obj, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY), true);
- //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
- }
- for (const auto &obj : closeObjects)
- {
- std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed
-
- // smallest distance to zone center, greatest distance to nearest object
- auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
- {
- float lDist = this->pos.dist2d(lhs);
- float rDist = this->pos.dist2d(rhs);
- lDist *= (lDist > 12) ? 10 : 1; //objects within 12 tile radius are preferred (smaller distance rating)
- rDist *= (rDist > 12) ? 10 : 1;
- return (lDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(lhs))) < (rDist * 0.5f - std::sqrt(gen->getNearestObjectDistance(rhs)));
- };
- boost::sort (tiles, isCloser);
- setTemplateForObject(gen, obj.first);
- auto tilesBlockedByObject = obj.first->getBlockedOffsets();
- bool result = false;
- for (auto tile : tiles)
- {
- //object must be accessible from at least one surounding tile
- if (!isAccessibleFromAnywhere(gen, obj.first->appearance, tile))
- continue;
- //avoid borders
- if (gen->isPossible(tile))
- {
- if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
- {
- placeObject(gen, obj.first, tile);
- guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
- result = true;
- break;
- }
- }
- }
- if (!result)
- {
- logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
- //TODO CLEANUP!
- return false;
- }
- }
- return true;
- }
- void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
- {
- int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
- int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
- static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
- minGuardedValue = minGuardedValues[monsterStrength];
- auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
- {
- return lhs.max > rhs.max;
- };
- //place biggest treasures first at large distance, place smaller ones inbetween
- boost::sort(treasureInfo, valueComparator);
- int totalDensity = 0;
- for (auto t : treasureInfo)
- {
- //discard objects with too high value to be ever placed
- vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
- {
- return oi.value > t.max;
- });
- totalDensity += t.density;
- //treasure density is inversely proportional to zone size but must be scaled back to map size
- //also, normalize it to zone count - higher count means relatively smaller zones
- //this is squared distance for optimization purposes
- const double minDistance = std::max<float>((125.f / totalDensity), 2);
- //distance lower than 2 causes objects to overlap and crash
- bool stop = false;
- do {
- //optimization - don't check tiles which are not allowed
- vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
- {
- return !gen->isPossible(tile);
- });
-
- int3 treasureTilePos;
- //If we are able to place at least one object with value lower than minGuardedValue, it's ok
- do
- {
- if (!findPlaceForTreasurePile(gen, minDistance, treasureTilePos, t.min))
- {
- stop = true;
- break;
- }
- }
- while (!createTreasurePile(gen, treasureTilePos, minDistance, t)); //failed creation - position was wrong, cannot connect it
- } while (!stop);
- }
- }
- void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
- {
- if (pos.z) //underground
- {
- //now make sure all accessible tiles have no additional rock on them
- std::vector<int3> accessibleTiles;
- for (auto tile : tileinfo)
- {
- if (gen->isFree(tile) || gen->isUsed(tile))
- {
- accessibleTiles.push_back(tile);
- }
- }
- gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
- gen->editManager->drawTerrain(terrainType, &gen->rand);
- }
- }
- void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
- {
- typedef std::vector<ObjectTemplate> obstacleVector;
- //obstacleVector possibleObstacles;
- std::map <ui8, obstacleVector> obstaclesBySize;
- typedef std::pair <ui8, obstacleVector> obstaclePair;
- std::vector<obstaclePair> possibleObstacles;
- //get all possible obstacles for this terrain
- for (auto primaryID : VLC->objtypeh->knownObjects())
- {
- for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
- {
- auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
- if (handler->isStaticObject())
- {
- for (auto temp : handler->getTemplates())
- {
- if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
- obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
- }
- }
- }
- }
- for (auto o : obstaclesBySize)
- {
- possibleObstacles.push_back (std::make_pair(o.first, o.second));
- }
- boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
- {
- return p1.first > p2.first; //bigger obstacles first
- });
- auto sel = gen->editManager->getTerrainSelection();
- sel.clearSelection();
- auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
- {
- auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
- int3 obstaclePos = tile + temp.getBlockMapOffset();
- if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
- {
- auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
- placeObject(gen, obj, obstaclePos, false);
- return true;
- }
- return false;
- };
- //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
- for (auto tile : boost::adaptors::reverse(tileinfo))
- {
- //fill tiles that should be blocked with obstacles or are just possible (with some probability)
- if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
- {
- //start from biggets obstacles
- for (int i = 0; i < possibleObstacles.size(); i++)
- {
- if (tryToPlaceObstacleHere(tile, i))
- break;
- }
- }
- }
- //cleanup - remove unused possible tiles to make space for roads
- for (auto tile : tileinfo)
- {
- if (gen->isPossible(tile))
- {
- gen->setOccupied (tile, ETileType::FREE);
- }
- }
- }
- void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
- {
- logGlobal->debug("Started building roads");
-
- std::set<int3> roadNodesCopy(roadNodes);
- std::set<int3> processed;
-
- while(!roadNodesCopy.empty())
- {
- int3 node = *roadNodesCopy.begin();
- roadNodesCopy.erase(node);
- int3 cross(-1, -1, -1);
- auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
- if (processed.size()) //connect with already existing network
- {
- cross = *boost::range::min_element(processed, comparator); //find another remaining node
- }
- else if (roadNodesCopy.size()) //connect with any other unconnected node
- {
- cross = *boost::range::min_element(roadNodesCopy, comparator); //find another remaining node
- }
- else //no other nodes left, for example single road node in this zone
- break;
- logGlobal->debugStream() << "Building road from " << node << " to " << cross;
- if (createRoad(gen, node, cross))
- {
- processed.insert(cross); //don't draw road starting at end point which is already connected
- vstd::erase_if_present(roadNodesCopy, cross);
- }
-
- processed.insert(node);
- }
- drawRoads(gen);
-
- logGlobal->debug("Finished building roads");
- }
- void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
- {
- std::vector<int3> tiles;
- for (auto tile : roads)
- {
- if(gen->map->isInTheMap(tile))
- tiles.push_back (tile);
- }
- for (auto tile : roadNodes)
- {
- if (vstd::contains(tileinfo, tile)) //mark roads for our nodes, but not for zone guards in other zones
- tiles.push_back(tile);
- }
- gen->editManager->getTerrainSelection().setSelection(tiles);
- gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
- }
- bool CRmgTemplateZone::fill(CMapGenerator* gen)
- {
- initTerrainType(gen);
- //zone center should be always clear to allow other tiles to connect
- gen->setOccupied(this->getPos(), ETileType::FREE);
- freePaths.insert(pos);
- addAllPossibleObjects (gen);
- connectLater(gen); //ideally this should work after fractalize, but fails
- fractalize(gen);
- placeMines(gen);
- createRequiredObjects(gen);
- createTreasures(gen);
-
- logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
- return true;
- }
- bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
- {
- float best_distance = 0;
- bool result = false;
- bool needsGuard = value > minGuardedValue;
- //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
- for(auto tile : possibleTiles)
- {
- auto dist = gen->getNearestObjectDistance(tile);
- if ((dist >= min_dist) && (dist > best_distance))
- {
- bool allTilesAvailable = true;
- gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
- {
- if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
- {
- allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
- }
- });
- if (allTilesAvailable)
- {
- best_distance = dist;
- pos = tile;
- result = true;
- }
- }
- }
- if (result)
- {
- gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
- }
- return result;
- }
- bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
- {
- if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
- return false;
- auto tilesBlockedByObject = temp.getBlockedOffsets();
- for (auto blockingTile : tilesBlockedByObject)
- {
- int3 t = pos + blockingTile;
- if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
- {
- return false; //if at least one tile is not possible, object can't be placed here
- }
- }
- return true;
- }
- bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
- {
- return getAccessibleOffset(gen, appearance, tile).valid();
- }
- int3 CRmgTemplateZone::getAccessibleOffset(CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile) const
- {
- auto tilesBlockedByObject = appearance.getBlockedOffsets();
- int3 ret(-1, -1, -1);
- for (int x = -1; x < 2; x++)
- {
- for (int y = -1; y <2; y++)
- {
- if (x && y) //check only if object is visitable from another tile
- {
- int3 offset = int3(x, y, 0) - appearance.getVisitableOffset();
- if (!vstd::contains(tilesBlockedByObject, offset))
- {
- int3 nearbyPos = tile + offset;
- if (gen->map->isInTheMap(nearbyPos))
- {
- if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
- ret = nearbyPos;
- }
- }
- }
- };
- }
- return ret;
- }
- void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
- {
- if (obj->appearance.id == Obj::NO_OBJ)
- {
- auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
- if (templates.empty())
- throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID %obj->subID %pos));
- obj->appearance = templates.front();
- }
- }
- bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
- {
- for (auto blockingTile : tilesBlockedByObject)
- {
- int3 t = tile + blockingTile;
- if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
- {
- //if at least one tile is not possible, object can't be placed here
- return false;
- }
- }
- return true;
- }
- bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
- {
- //we need object apperance to deduce free tile
- setTemplateForObject(gen, obj);
- //si32 min_dist = sqrt(tileinfo.size()/density);
- int best_distance = 0;
- bool result = false;
- //si32 w = gen->map->width;
- //si32 h = gen->map->height;
- //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
- auto tilesBlockedByObject = obj->getBlockedOffsets();
- for (auto tile : tileinfo)
- {
- //object must be accessible from at least one surounding tile
- if (!isAccessibleFromAnywhere(gen, obj->appearance, tile))
- continue;
- auto ti = gen->getTile(tile);
- auto dist = ti.getNearestObjectDistance();
- //avoid borders
- if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
- {
- if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
- {
- best_distance = dist;
- pos = tile;
- result = true;
- }
- }
- }
- if (result)
- {
- gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
- }
- return result;
- }
- void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
- {
- if (!gen->map->isInTheMap(pos))
- throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
- object->pos = pos;
- if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
- throw rmgException(boost::to_string(boost::format("Visitable tile %s of object %d at %s is outside the map") % object->visitablePos() % object->id % object->pos()));
- for (auto tile : object->getBlockedPos())
- {
- if (!gen->map->isInTheMap(tile))
- throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
- }
- if (object->appearance.id == Obj::NO_OBJ)
- {
- auto terrainType = gen->map->getTile(pos).terType;
- auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
- if (templates.empty())
- throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s (terrain %d)") %object->ID %object->subID %pos %terrainType));
-
- object->appearance = templates.front();
- }
- gen->editManager->insertObject(object, pos);
- //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
- }
- void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
- {
- //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
- checkAndPlaceObject (gen, object, pos);
- auto points = object->getBlockedPos();
- if (object->isVisitable())
- points.insert(pos + object->getVisitableOffset());
- points.insert(pos);
- for(auto p : points)
- {
- if (gen->map->isInTheMap(p))
- {
- gen->setOccupied(p, ETileType::USED);
- }
- }
- if (updateDistance)
- {
- for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
- {
- si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
- gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
- }
- }
- if (object->ID == Obj::SEER_HUT) //debug
- {
- CGSeerHut * sh = dynamic_cast<CGSeerHut *>(object);
- auto artid = sh->quest->m5arts.front();
- logGlobal->warnStream() << boost::format("Placed Seer Hut at %s, quest artifact %d is %s") % object->pos % artid % VLC->arth->artifacts[artid]->Name();
- }
-
- switch (object->ID)
- {
- case Obj::TOWN:
- case Obj::RANDOM_TOWN:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_ONE_WAY_EXIT:
- case Obj::SUBTERRANEAN_GATE:
- {
- addRoadNode(object->visitablePos());
- }
- break;
-
- default:
- break;
- }
- }
- void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
- {
- placeObject(gen, object, pos);
- guardObject(gen, object, str, zoneGuard);
- }
- void CRmgTemplateZone::placeSubterraneanGate(CMapGenerator* gen, int3 pos, si32 guardStrength)
- {
- auto gate = new CGSubterraneanGate;
- gate->ID = Obj::SUBTERRANEAN_GATE;
- gate->subID = 0;
- placeObject (gen, gate, pos, true);
- addToConnectLater (getAccessibleOffset (gen, gate->appearance, pos)); //guard will be placed on accessibleOffset
- guardObject (gen, gate, guardStrength, true);
- }
- std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
- {
- //get all tiles from which this object can be accessed
- int3 visitable = object->visitablePos();
- std::vector<int3> tiles;
- auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
- gen->foreach_neighbour(visitable, [&](int3& pos)
- {
- if (gen->isPossible(pos) || gen->isFree(pos))
- {
- if (!vstd::contains(tilesBlockedByObject, pos))
- {
- if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
- {
- tiles.push_back(pos);
- }
- }
- };
- });
- return tiles;
- }
- bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
- {
- std::vector<int3> tiles = getAccessibleOffsets(gen, object);
- int3 guardTile(-1, -1, -1);
- if (tiles.size())
- {
- //guardTile = tiles.front();
- guardTile = getAccessibleOffset(gen, object->appearance, object->pos);
- logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
- }
- else
- {
- logGlobal->errorStream() << boost::format("Failed to guard object at %s") % object->pos();
- return false;
- }
- if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
- {
- for (auto pos : tiles)
- {
- if (!gen->isFree(pos))
- gen->setOccupied(pos, ETileType::BLOCKED);
- }
- gen->foreach_neighbour (guardTile, [&](int3& pos)
- {
- if (gen->isPossible(pos))
- gen->setOccupied (pos, ETileType::FREE);
- });
- gen->setOccupied (guardTile, ETileType::USED);
- }
- else //allow no guard or other object in front of this object
- {
- for (auto tile : tiles)
- if (gen->isPossible(tile))
- gen->setOccupied (tile, ETileType::FREE);
- }
- return true;
- }
- ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
- {
- //int objectsVisitableFromBottom = 0; //for debug
- std::vector<std::pair<ui32, ObjectInfo>> tresholds;
- ui32 total = 0;
- //calculate actual treasure value range based on remaining value
- ui32 maxVal = desiredValue - currentValue;
- ui32 minValue = 0.25f * (desiredValue - currentValue);
- //roulette wheel
- for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
- {
- if (oi.value >= minValue && oi.value <= maxVal && oi.maxPerZone > 0)
- {
- int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
- int3 newVisitablePos = info.nextTreasurePos;
- if (!oi.templ.isVisitableFromTop())
- {
- //objectsVisitableFromBottom++;
- //there must be free tiles under object
- auto blockedOffsets = oi.templ.getBlockedOffsets();
- if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos))
- continue;
- }
- //NOTE: y coordinate grows downwards
- if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
- {
- bool fitsHere = false;
- if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
- {
- for (auto tile : info.visitableFromTopPositions)
- {
- int3 actualTile = tile + newVisitableOffset;
- if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
- {
- fitsHere = true;
- break;
- }
- }
- for (auto tile : info.visitableFromBottomPositions)
- {
- int3 actualTile = tile + newVisitableOffset;
- if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
- {
- fitsHere = true;
- break;
- }
- }
- }
- else //if new object is not visitable from top, it must be accessible from below or side
- {
- for (auto tile : info.visitableFromTopPositions)
- {
- int3 actualTile = tile + newVisitableOffset;
- if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
- {
- fitsHere = true;
- break;
- }
- }
- for (auto tile : info.visitableFromBottomPositions)
- {
- int3 actualTile = tile + newVisitableOffset;
- if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
- {
- fitsHere = true;
- break;
- }
- }
- }
- if (!fitsHere)
- continue;
- }
- //now check blockmap, including our already reserved pile area
- bool fitsBlockmap = true;
- std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
- blockedOffsets.insert (newVisitableOffset);
- for (auto blockingTile : blockedOffsets)
- {
- int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
- if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
- {
- fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
- break;
- }
- if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
- {
- fitsBlockmap = false;
- break;
- }
- }
- if (!fitsBlockmap)
- continue;
- total += oi.probability;
- //assert (oi.value > 0);
- tresholds.push_back (std::make_pair (total, oi));
- }
- }
- //logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
- if (tresholds.empty())
- {
- ObjectInfo oi;
- //Generate pandora Box with gold if the value is extremely high
- if (minValue > 20000) //we don't have object valuable enough
- {
- oi.generateObject = [minValue]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- obj->resources[Res::GOLD] = minValue;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = minValue;
- oi.probability = 0;
- }
- else //generate empty object with 0 value if the value if we can't spawn anything
- {
- oi.generateObject = [gen]() -> CGObjectInstance *
- {
- return nullptr;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
- oi.value = 0; // this field is checked to determine no object
- oi.probability = 0;
- }
- return oi;
- }
- else
- {
- int r = gen->rand.nextInt (1, total);
- for (auto t : tresholds)
- {
- if (r <= t.first)
- return t.second;
- }
- assert (0); //we should never be here
- }
- //FIXME: control reaches end of non-void function. Missing return?
- }
- void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
- {
- ObjectInfo oi;
- oi.maxPerMap = std::numeric_limits<ui32>().max();
- int numZones = gen->getZones().size();
- std::vector<CCreature *> creatures; //native creatures for this zone
- for (auto cre : VLC->creh->creatures)
- {
- if (!cre->special && cre->faction == townType)
- {
- creatures.push_back(cre);
- }
- }
- for (auto primaryID : VLC->objtypeh->knownObjects())
- {
- for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
- {
- auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
- if (!handler->isStaticObject() && handler->getRMGInfo().value)
- {
- for (auto temp : handler->getTemplates())
- {
- if (temp.canBePlacedAt(terrainType))
- {
- oi.generateObject = [gen, temp]() -> CGObjectInstance *
- {
- return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
- };
- auto rmgInfo = handler->getRMGInfo();
- oi.value = rmgInfo.value;
- oi.probability = rmgInfo.rarity;
- oi.templ = temp;
- oi.maxPerZone = rmgInfo.zoneLimit;
- vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- }
- //prisons
- //levels 1, 5, 10, 20, 30
- static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
- static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
- for (int i = 0; i < 5; i++)
- {
- oi.generateObject = [i, gen, this]() -> CGObjectInstance *
- {
- auto obj = new CGHeroInstance;
- obj->ID = Obj::PRISON;
- 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);
- obj->subID = hid; //will be initialized later
- obj->exp = prisonExp[i];
- obj->setOwner(PlayerColor::NEUTRAL);
- gen->map->allowedHeroes[hid] = false; //ban this hero
- gen->decreasePrisonsRemaining();
- obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
- return obj;
- };
- oi.setTemplate(Obj::PRISON, 0, terrainType);
- oi.value = prisonValues[i];
- oi.probability = 30;
- oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
- possibleObjects.push_back(oi);
- }
- //all following objects are unlimited
- oi.maxPerZone = std::numeric_limits<ui32>().max();
- //dwellings
- auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
- //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
- static int elementalConfluxROE[] = { 7, 13, 16, 47 };
- for (int i = 0; i < 4; i++)
- vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
- for (auto secondaryID : subObjects)
- {
- auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
- auto creatures = dwellingHandler->getProducedCreatures();
- if (creatures.empty())
- continue;
- auto cre = creatures.front();
- if (cre->faction == townType)
- {
- float nativeZonesCount = gen->getZoneCount(cre->faction);
- oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
- oi.probability = 40;
- for (auto temp : dwellingHandler->getTemplates())
- {
- if (temp.canBePlacedAt(terrainType))
- {
- oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
- {
- auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
- //dwellingHandler->configureObject(obj, gen->rand);
- obj->tempOwner = PlayerColor::NEUTRAL;
- return obj;
- };
- oi.templ = temp;
- possibleObjects.push_back(oi);
- }
- }
- }
- }
- static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
- for (int i = 0; i < 5; i++)
- {
- oi.generateObject = [i, gen]() -> CGObjectInstance *
- {
- auto obj = new CGArtifact();
- obj->ID = Obj::SPELL_SCROLL;
- obj->subID = 0;
- std::vector<SpellID> out;
- for (auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
- {
- if (gen->isAllowedSpell(spell->id) && spell->level == i + 1)
- {
- out.push_back(spell->id);
- }
- }
- auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
- gen->map->addNewArtifactInstance(a);
- obj->storedArtifact = a;
- return obj;
- };
- oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
- oi.value = scrollValues[i];
- oi.probability = 30;
- possibleObjects.push_back(oi);
- }
- //pandora box with gold
- for (int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- obj->resources[Res::GOLD] = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = i * 5000;;
- oi.probability = 5;
- possibleObjects.push_back(oi);
- }
- //pandora box with experience
- for (int i = 1; i < 5; i++)
- {
- oi.generateObject = [i]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- obj->gainedExp = i * 5000;
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = i * 6000;;
- oi.probability = 20;
- possibleObjects.push_back(oi);
- }
- //pandora box with creatures
- static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
- auto creatureToCount = [](CCreature * creature) -> int
- {
- int actualTier = creature->level > 7 ? 6 : creature->level - 1;
- float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
- if (creaturesAmount <= 5)
- {
- creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
- if (creaturesAmount < 1)
- return 0;
- }
- else if (creaturesAmount <= 12)
- {
- (creaturesAmount /= 2) *= 2;
- }
- else if (creaturesAmount <= 50)
- {
- creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
- }
- else
- {
- creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
- }
- return creaturesAmount;
- };
- for (auto creature : creatures)
- {
- int creaturesAmount = creatureToCount(creature);
- if (!creaturesAmount)
- continue;
- oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- auto stack = new CStackInstance(creature, creaturesAmount);
- obj->creatures.putStack(SlotID(0), stack);
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3;
- oi.probability = 3;
- possibleObjects.push_back(oi);
- }
- //Pandora with 12 spells of certain level
- for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
- {
- oi.generateObject = [i, gen]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- std::vector <CSpell *> spells;
- for (auto spell : VLC->spellh->objects)
- {
- if (gen->isAllowedSpell(spell->id) && spell->level == i)
- spells.push_back(spell);
- }
- RandomGeneratorUtil::randomShuffle(spells, gen->rand);
- for (int j = 0; j < std::min<int>(12, spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = (i + 1) * 2500; //5000 - 15000
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
- //Pandora with 15 spells of certain school
- for (int i = 0; i < 4; i++)
- {
- oi.generateObject = [i,gen]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- std::vector <CSpell *> spells;
- for (auto spell : VLC->spellh->objects)
- {
- if (gen->isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
- spells.push_back(spell);
- }
- RandomGeneratorUtil::randomShuffle(spells, gen->rand);
- for (int j = 0; j < std::min<int>(15, spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = 15000;
- oi.probability = 2;
- possibleObjects.push_back(oi);
- }
- // Pandora box with 60 random spells
- oi.generateObject = [gen]() -> CGObjectInstance *
- {
- auto obj = new CGPandoraBox();
- obj->ID = Obj::PANDORAS_BOX;
- obj->subID = 0;
- std::vector <CSpell *> spells;
- for (auto spell : VLC->spellh->objects)
- {
- if (gen->isAllowedSpell(spell->id))
- spells.push_back(spell);
- }
- RandomGeneratorUtil::randomShuffle(spells, gen->rand);
- for (int j = 0; j < std::min<int>(60, spells.size()); j++)
- {
- obj->spells.push_back(spells[j]->id);
- }
- return obj;
- };
- oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
- oi.value = 30000;
- oi.probability = 2;
- possibleObjects.push_back(oi);
- //seer huts with creatures or generic rewards
- //if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
- if (false) //FIXME: Seer Huts are bugged
- {
- static const int genericSeerHuts = 8;
- int seerHutsPerType = 0;
- const int questArtsRemaining = gen->getQuestArtsRemaning().size();
- //general issue is that not many artifact types are available for quests
- if (questArtsRemaining >= genericSeerHuts + creatures.size())
- {
- seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
- }
- else if (questArtsRemaining >= genericSeerHuts)
- {
- seerHutsPerType = 1;
- }
- oi.maxPerZone = seerHutsPerType;
- RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
- auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
- {
- ObjectInfo artInfo;
- artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
- artInfo.maxPerZone = 1;
- artInfo.value = 2000; //treasure art
- artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
- artInfo.generateObject = [id]() -> CGObjectInstance *
- {
- auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
- return handler->create(handler->getTemplates().front());
- };
- return artInfo;
- };
- for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
- {
- auto creature = creatures[i];
- int creaturesAmount = creatureToCount(creature);
- if (!creaturesAmount)
- continue;
- int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
- oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto obj = new CGSeerHut();
- obj->ID = Obj::SEER_HUT;
- obj->subID = randomAppearance;
- 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);
- gen->banQuestArt(artid);
- gen->map->addQuest(obj);
- this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
- return obj;
- };
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
- oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
- oi.probability = 3;
- possibleObjects.push_back(oi);
- }
- static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
- static int seerValues[] = { 2000, 5333, 8666, 12000 };
- for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
- {
- int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
- oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
- oi.value = seerValues[i];
- oi.probability = 10;
- oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto obj = new CGSeerHut();
- obj->ID = Obj::SEER_HUT;
- obj->subID = randomAppearance;
- obj->rewardType = CGSeerHut::EXPERIENCE;
- obj->rID = 0; //unitialized?
- obj->rVal = seerExpGold[i];
- obj->quest->missionType = CQuest::MISSION_ART;
- ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
- obj->quest->m5arts.push_back(artid);
- gen->banQuestArt(artid);
- gen->map->addQuest(obj);
- this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
- return obj;
- };
- possibleObjects.push_back(oi);
- oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
- {
- auto obj = new CGSeerHut();
- obj->ID = Obj::SEER_HUT;
- obj->subID = randomAppearance;
- obj->rewardType = CGSeerHut::RESOURCES;
- obj->rID = Res::GOLD;
- obj->rVal = seerExpGold[i];
- obj->quest->missionType = CQuest::MISSION_ART;
- ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
- obj->quest->m5arts.push_back(artid);
- gen->banQuestArt(artid);
- gen->map->addQuest(obj);
- this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
- return obj;
- };
- possibleObjects.push_back(oi);
- }
- }
- }
- void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
- {
- templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
- }
|