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							- /*
 
-  * TreasurePlacer.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 "TreasurePlacer.h"
 
- #include "CMapGenerator.h"
 
- #include "Functions.h"
 
- #include "ObjectManager.h"
 
- #include "RoadPlacer.h"
 
- #include "ConnectionsPlacer.h"
 
- #include "RmgMap.h"
 
- #include "TileInfo.h"
 
- #include "../mapObjects/CommonConstructors.h"
 
- #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
 
- #include "../CCreatureHandler.h"
 
- #include "../spells/CSpellHandler.h" //for choosing random spells
 
- #include "../mapping/CMap.h"
 
- #include "../mapping/CMapEditManager.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- void TreasurePlacer::process()
 
- {
 
- 	addAllPossibleObjects();
 
- 	auto * m = zone.getModificator<ObjectManager>();
 
- 	if(m)
 
- 		createTreasures(*m);
 
- }
 
- void TreasurePlacer::init()
 
- {
 
- 	DEPENDENCY(ObjectManager);
 
- 	DEPENDENCY(ConnectionsPlacer);
 
- 	POSTFUNCTION(RoadPlacer);
 
- }
 
- void TreasurePlacer::setQuestArtZone(Zone * otherZone)
 
- {
 
- 	questArtZone = otherZone;
 
- }
 
- void TreasurePlacer::addAllPossibleObjects()
 
- {
 
- 	ObjectInfo oi;
 
- 	
 
- 	int numZones = static_cast<int>(map.getZones().size());
 
- 	
 
- 	for(auto primaryID : VLC->objtypeh->knownObjects())
 
- 	{
 
- 		for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
 
- 			if(!handler->isStaticObject() && handler->getRMGInfo().value)
 
- 			{
 
- 				for(auto temp : handler->getTemplates())
 
- 				{
 
- 					if(temp->canBePlacedAt(zone.getTerrainType()))
 
- 					{
 
- 						oi.generateObject = [temp]() -> CGObjectInstance *
 
- 						{
 
- 							return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp);
 
- 						};
 
- 						auto rmgInfo = handler->getRMGInfo();
 
- 						oi.value = rmgInfo.value;
 
- 						oi.probability = rmgInfo.rarity;
 
- 						oi.templ = temp;
 
- 						oi.maxPerZone = rmgInfo.zoneLimit;
 
- 						vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
 
- 						possibleObjects.push_back(oi);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	if(zone.getType() == ETemplateZoneType::WATER)
 
- 		return;
 
- 	
 
- 	//prisons
 
- 	//levels 1, 5, 10, 20, 30
 
- 	static int prisonsLevels = std::min(generator.getConfig().prisonExperience.size(), generator.getConfig().prisonValues.size());
 
- 	for(int i = 0; i < prisonsLevels; i++)
 
- 	{
 
- 		oi.generateObject = [i, this]() -> CGObjectInstance *
 
- 		{
 
- 			std::vector<ui32> possibleHeroes;
 
- 			for(int j = 0; j < map.map().allowedHeroes.size(); j++)
 
- 			{
 
- 				if(map.map().allowedHeroes[j])
 
- 					possibleHeroes.push_back(j);
 
- 			}
 
- 			
 
- 			auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, generator.rand);
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
 
- 			auto obj = (CGHeroInstance *) factory->create();
 
- 			
 
- 			
 
- 			obj->subID = hid; //will be initialized later
 
- 			obj->exp = generator.getConfig().prisonExperience[i];
 
- 			obj->setOwner(PlayerColor::NEUTRAL);
 
- 			map.map().allowedHeroes[hid] = false; //ban this hero
 
- 			generator.decreasePrisonsRemaining();
 
- 			obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(zone.getTerrainType()).front(); //can't init template with hero subID
 
- 			
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PRISON, 0, zone.getTerrainType());
 
- 		oi.value = generator.getConfig().prisonValues[i];
 
- 		oi.probability = 30;
 
- 		oi.maxPerZone = generator.getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//all following objects are unlimited
 
- 	oi.maxPerZone = std::numeric_limits<ui32>().max();
 
- 	
 
- 	std::vector<CCreature *> creatures; //native creatures for this zone
 
- 	for(auto cre : VLC->creh->objects)
 
- 	{
 
- 		if(!cre->special && cre->faction == zone.getTownType())
 
- 		{
 
- 			creatures.push_back(cre);
 
- 		}
 
- 	}
 
- 	
 
- 	//dwellings
 
- 	auto dwellingTypes = {Obj::CREATURE_GENERATOR1, Obj::CREATURE_GENERATOR4};
 
- 	
 
- 	for(auto dwellingType : dwellingTypes)
 
- 	{
 
- 		auto subObjects = VLC->objtypeh->knownSubObjects(dwellingType);
 
- 		
 
- 		if(dwellingType == Obj::CREATURE_GENERATOR1)
 
- 		{
 
- 			//don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
 
- 			static int elementalConfluxROE[] = {7, 13, 16, 47};
 
- 			for(int i = 0; i < 4; i++)
 
- 				vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
 
- 		}
 
- 		
 
- 		for(auto secondaryID : subObjects)
 
- 		{
 
- 			auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
 
- 			auto creatures = dwellingHandler->getProducedCreatures();
 
- 			if(creatures.empty())
 
- 				continue;
 
- 			
 
- 			auto cre = creatures.front();
 
- 			if(cre->faction == zone.getTownType())
 
- 			{
 
- 				float nativeZonesCount = static_cast<float>(map.getZoneCount(cre->faction));
 
- 				oi.value = static_cast<ui32>(cre->AIValue * cre->growth * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
 
- 				oi.probability = 40;
 
- 				
 
- 				for(auto tmplate : dwellingHandler->getTemplates())
 
- 				{
 
- 					if(tmplate->canBePlacedAt(zone.getTerrainType()))
 
- 					{
 
- 						oi.generateObject = [tmplate, secondaryID, dwellingType]() -> CGObjectInstance *
 
- 						{
 
- 							auto obj = VLC->objtypeh->getHandlerFor(dwellingType, secondaryID)->create(tmplate);
 
- 							obj->tempOwner = PlayerColor::NEUTRAL;
 
- 							return obj;
 
- 						};
 
- 						
 
- 						oi.templ = tmplate;
 
- 						possibleObjects.push_back(oi);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	for(int i = 0; i < generator.getConfig().scrollValues.size(); i++)
 
- 	{
 
- 		oi.generateObject = [i, this]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::SPELL_SCROLL, 0);
 
- 			auto obj = (CGArtifact *) factory->create();
 
- 			std::vector<SpellID> out;
 
- 			
 
- 			for(auto spell : VLC->spellh->objects) //spellh size appears to be greater (?)
 
- 			{
 
- 				if(map.isAllowedSpell(spell->id) && spell->level == i + 1)
 
- 				{
 
- 					out.push_back(spell->id);
 
- 				}
 
- 			}
 
- 			auto a = CArtifactInstance::createScroll(*RandomGeneratorUtil::nextItem(out, generator.rand));
 
- 			obj->storedArtifact = a;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
 
- 		oi.value = generator.getConfig().scrollValues[i];
 
- 		oi.probability = 30;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//pandora box with gold
 
- 	for(int i = 1; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create();
 
- 			obj->resources[Res::GOLD] = i * 5000;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = i * generator.getConfig().pandoraMultiplierGold;
 
- 		oi.probability = 5;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//pandora box with experience
 
- 	for(int i = 1; i < 5; i++)
 
- 	{
 
- 		oi.generateObject = [i]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create();
 
- 			obj->gainedExp = i * 5000;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = i * generator.getConfig().pandoraMultiplierExperience;
 
- 		oi.probability = 20;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//pandora box with creatures
 
- 	const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
 
- 	
 
- 	auto creatureToCount = [tierValues](CCreature * creature) -> int
 
- 	{
 
- 		if(!creature->AIValue || tierValues.empty()) //bug #2681
 
- 			return 0; //this box won't be generated
 
- 		
 
- 		int actualTier = creature->level > tierValues.size() ?
 
- 		tierValues.size() - 1 :
 
- 		creature->level - 1;
 
- 		float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
 
- 		if(creaturesAmount <= 5)
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
 
- 			if(creaturesAmount < 1)
 
- 				return 0;
 
- 		}
 
- 		else if(creaturesAmount <= 12)
 
- 		{
 
- 			(creaturesAmount /= 2) *= 2;
 
- 		}
 
- 		else if(creaturesAmount <= 50)
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
 
- 		}
 
- 		else
 
- 		{
 
- 			creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
 
- 		}
 
- 		return static_cast<int>(creaturesAmount);
 
- 	};
 
- 	
 
- 	for(auto creature : creatures)
 
- 	{
 
- 		int creaturesAmount = creatureToCount(creature);
 
- 		if(!creaturesAmount)
 
- 			continue;
 
- 		
 
- 		oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create();
 
- 			auto stack = new CStackInstance(creature, creaturesAmount);
 
- 			obj->creatures.putStack(SlotID(0), stack);
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = static_cast<ui32>((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) / 3);
 
- 		oi.probability = 3;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//Pandora with 12 spells of certain level
 
- 	for(int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
 
- 	{
 
- 		oi.generateObject = [i, this]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create();
 
- 			
 
- 			std::vector <CSpell *> spells;
 
- 			for(auto spell : VLC->spellh->objects)
 
- 			{
 
- 				if(map.isAllowedSpell(spell->id) && spell->level == i)
 
- 					spells.push_back(spell);
 
- 			}
 
- 			
 
- 			RandomGeneratorUtil::randomShuffle(spells, generator.rand);
 
- 			for(int j = 0; j < std::min(12, (int)spells.size()); j++)
 
- 			{
 
- 				obj->spells.push_back(spells[j]->id);
 
- 			}
 
- 			
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = (i + 1) * generator.getConfig().pandoraMultiplierSpells; //5000 - 15000
 
- 		oi.probability = 2;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	//Pandora with 15 spells of certain school
 
- 	for(int i = 0; i < 4; i++)
 
- 	{
 
- 		oi.generateObject = [i, this]() -> CGObjectInstance *
 
- 		{
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 			auto obj = (CGPandoraBox *) factory->create();
 
- 			
 
- 			std::vector <CSpell *> spells;
 
- 			for(auto spell : VLC->spellh->objects)
 
- 			{
 
- 				if(map.isAllowedSpell(spell->id) && spell->school[(ESpellSchool)i])
 
- 					spells.push_back(spell);
 
- 			}
 
- 			
 
- 			RandomGeneratorUtil::randomShuffle(spells, generator.rand);
 
- 			for(int j = 0; j < std::min(15, (int)spells.size()); j++)
 
- 			{
 
- 				obj->spells.push_back(spells[j]->id);
 
- 			}
 
- 			
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = generator.getConfig().pandoraSpellSchool;
 
- 		oi.probability = 2;
 
- 		possibleObjects.push_back(oi);
 
- 	}
 
- 	
 
- 	// Pandora box with 60 random spells
 
- 	
 
- 	oi.generateObject = [this]() -> CGObjectInstance *
 
- 	{
 
- 		auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 		auto obj = (CGPandoraBox *) factory->create();
 
- 		
 
- 		std::vector <CSpell *> spells;
 
- 		for(auto spell : VLC->spellh->objects)
 
- 		{
 
- 			if(map.isAllowedSpell(spell->id))
 
- 				spells.push_back(spell);
 
- 		}
 
- 		
 
- 		RandomGeneratorUtil::randomShuffle(spells, generator.rand);
 
- 		for(int j = 0; j < std::min(60, (int)spells.size()); j++)
 
- 		{
 
- 			obj->spells.push_back(spells[j]->id);
 
- 		}
 
- 		
 
- 		return obj;
 
- 	};
 
- 	oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 	oi.value = generator.getConfig().pandoraSpell60;
 
- 	oi.probability = 2;
 
- 	possibleObjects.push_back(oi);
 
- 	
 
- 	//seer huts with creatures or generic rewards
 
- 	
 
- 	if(questArtZone) //we won't be placing seer huts if there is no zone left to place arties
 
- 	{
 
- 		static const int genericSeerHuts = 8;
 
- 		int seerHutsPerType = 0;
 
- 		const int questArtsRemaining = static_cast<int>(generator.getQuestArtsRemaning().size());
 
- 		
 
- 		//general issue is that not many artifact types are available for quests
 
- 		
 
- 		if(questArtsRemaining >= genericSeerHuts + (int)creatures.size())
 
- 		{
 
- 			seerHutsPerType = questArtsRemaining / (genericSeerHuts + (int)creatures.size());
 
- 		}
 
- 		else if(questArtsRemaining >= genericSeerHuts)
 
- 		{
 
- 			seerHutsPerType = 1;
 
- 		}
 
- 		oi.maxPerZone = seerHutsPerType;
 
- 		
 
- 		RandomGeneratorUtil::randomShuffle(creatures, generator.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->zone.getTerrainType());
 
- 			artInfo.generateObject = [id]() -> CGObjectInstance *
 
- 			{
 
- 				auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
 
- 				return handler->create(handler->getTemplates().front());
 
- 			};
 
- 			return artInfo;
 
- 		};
 
- 		
 
- 		for(int i = 0; i < std::min((int)creatures.size(), questArtsRemaining - genericSeerHuts); i++)
 
- 		{
 
- 			auto creature = creatures[i];
 
- 			int creaturesAmount = creatureToCount(creature);
 
- 			
 
- 			if(!creaturesAmount)
 
- 				continue;
 
- 			
 
- 			int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
 
- 			
 
- 			oi.generateObject = [creature, creaturesAmount, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create();
 
- 				obj->rewardType = CGSeerHut::CREATURE;
 
- 				obj->rID = creature->idNumber;
 
- 				obj->rVal = creaturesAmount;
 
- 				
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				
 
- 				
 
- 				this->questArtZone->getModificator<TreasurePlacer>()->possibleObjects.push_back(generateArtInfo(artid));
 
- 				
 
- 				return obj;
 
- 			};
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
 
- 			oi.value = static_cast<ui32>(((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(map.getZoneCount(creature->faction)) / map.getTotalZoneCount())) - 4000) / 3);
 
- 			oi.probability = 3;
 
- 			possibleObjects.push_back(oi);
 
- 		}
 
- 		
 
- 		static int seerLevels = std::min(generator.getConfig().questValues.size(), generator.getConfig().questRewardValues.size());
 
- 		for(int i = 0; i < seerLevels; i++) //seems that code for exp and gold reward is similiar
 
- 		{
 
- 			int randomAppearance = chooseRandomAppearance(generator.rand, Obj::SEER_HUT, zone.getTerrainType());
 
- 			
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
 
- 			oi.value = generator.getConfig().questValues[i];
 
- 			oi.probability = 10;
 
- 			
 
- 			oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create();
 
- 				
 
- 				obj->rewardType = CGSeerHut::EXPERIENCE;
 
- 				obj->rID = 0; //unitialized?
 
- 				obj->rVal = generator.getConfig().questRewardValues[i];
 
- 				
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				
 
- 				this->questArtZone->getModificator<TreasurePlacer>()->possibleObjects.push_back(generateArtInfo(artid));
 
- 				
 
- 				return obj;
 
- 			};
 
- 			
 
- 			possibleObjects.push_back(oi);
 
- 			
 
- 			oi.generateObject = [i, randomAppearance, this, generateArtInfo]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto obj = (CGSeerHut *) factory->create();
 
- 				obj->rewardType = CGSeerHut::RESOURCES;
 
- 				obj->rID = Res::GOLD;
 
- 				obj->rVal = generator.getConfig().questRewardValues[i];
 
- 				
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = *RandomGeneratorUtil::nextItem(generator.getQuestArtsRemaning(), generator.rand);
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				
 
- 				this->questArtZone->getModificator<TreasurePlacer>()->possibleObjects.push_back(generateArtInfo(artid));
 
- 				
 
- 				return obj;
 
- 			};
 
- 			
 
- 			possibleObjects.push_back(oi);
 
- 		}
 
- 	}
 
- }
 
- bool TreasurePlacer::isGuardNeededForTreasure(int value)
 
- {
 
- 	return zone.getType() != ETemplateZoneType::WATER && value > minGuardedValue;
 
- }
 
- std::vector<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo& treasureInfo)
 
- {
 
- 	std::vector<ObjectInfo*> objectInfos;
 
- 	int maxValue = treasureInfo.max;
 
- 	int minValue = treasureInfo.min;
 
- 	
 
- 	const ui32 desiredValue = generator.rand.nextInt(minValue, maxValue);
 
- 	
 
- 	int currentValue = 0;
 
- 	bool hasLargeObject = false;
 
- 	while(currentValue <= (int)desiredValue - 100) //no objects with value below 100 are available
 
- 	{
 
- 		auto * oi = getRandomObject(desiredValue, currentValue, maxValue, !hasLargeObject);
 
- 		if(!oi) //fail
 
- 			break;
 
- 		
 
- 		if(oi->templ->isVisitableFromTop())
 
- 		{
 
- 			objectInfos.push_back(oi);
 
- 		}
 
- 		else
 
- 		{
 
- 			objectInfos.insert(objectInfos.begin(), oi); //large object shall at first place
 
- 			hasLargeObject = true;
 
- 		}
 
- 		
 
- 		//remove from possible objects
 
- 		assert(oi->maxPerZone);
 
- 		oi->maxPerZone--;
 
- 		
 
- 		currentValue += oi->value;
 
- 	}
 
- 	
 
- 	return objectInfos;
 
- }
 
- rmg::Object TreasurePlacer::constructTreasurePile(const std::vector<ObjectInfo*> & treasureInfos, bool densePlacement)
 
- {
 
- 	rmg::Object rmgObject;
 
- 	for(auto & oi : treasureInfos)
 
- 	{
 
- 		auto blockedArea = rmgObject.getArea();
 
- 		auto accessibleArea = rmgObject.getAccessibleArea();
 
- 		if(rmgObject.instances().empty())
 
- 			accessibleArea.add(int3());
 
- 		
 
- 		auto * object = oi->generateObject();
 
- 		object->appearance = oi->templ;
 
- 		auto & instance = rmgObject.addInstance(*object);
 
- 		do
 
- 		{
 
- 			if(accessibleArea.empty())
 
- 			{
 
- 				//fail - fallback
 
- 				rmgObject.clear();
 
- 				return rmgObject;
 
- 			}
 
- 			
 
- 			std::vector<int3> bestPositions;
 
- 			if(densePlacement)
 
- 			{
 
- 				int bestPositionsWeight = std::numeric_limits<int>::max();
 
- 				for(auto & t : accessibleArea.getTilesVector())
 
- 				{
 
- 					instance.setPosition(t);
 
- 					int w = rmgObject.getAccessibleArea().getTilesVector().size();
 
- 					if(w < bestPositionsWeight)
 
- 					{
 
- 						bestPositions.clear();
 
- 						bestPositions.push_back(t);
 
- 						bestPositionsWeight = w;
 
- 					}
 
- 					else if(w == bestPositionsWeight)
 
- 					{
 
- 						bestPositions.push_back(t);
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				bestPositions = accessibleArea.getTilesVector();
 
- 			}
 
- 			
 
- 			int3 nextPos = *RandomGeneratorUtil::nextItem(bestPositions, generator.rand);
 
- 			instance.setPosition(nextPos - rmgObject.getPosition());
 
- 			
 
- 			auto instanceAccessibleArea = instance.getAccessibleArea();
 
- 			if(instance.getBlockedArea().getTilesVector().size() == 1)
 
- 			{
 
- 				if(instance.object().appearance->isVisitableFromTop() && instance.object().ID != Obj::CORPSE)
 
- 					instanceAccessibleArea.add(instance.getVisitablePosition());
 
- 			}
 
- 			
 
- 			//first object is good
 
- 			if(rmgObject.instances().size() == 1)
 
- 				break;
 
- 			
 
- 			//condition for good position
 
- 			if(!blockedArea.overlap(instance.getBlockedArea()) && accessibleArea.overlap(instanceAccessibleArea))
 
- 				break;
 
- 			
 
- 			//fail - new position
 
- 			accessibleArea.erase(nextPos);
 
- 		} while(true);
 
- 	}
 
- 	return rmgObject;
 
- }
 
- ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, ui32 maxValue, bool allowLargeObjects)
 
- {
 
- 	std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
 
- 	ui32 total = 0;
 
- 	
 
- 	//calculate actual treasure value range based on remaining value
 
- 	ui32 maxVal = maxValue - currentValue;
 
- 	ui32 minValue = static_cast<ui32>(0.25f * (desiredValue - currentValue));
 
- 	
 
- 	for(ObjectInfo & oi : possibleObjects) //copy constructor turned out to be costly
 
- 	{
 
- 		if(oi.value > maxVal)
 
- 			break; //this assumes values are sorted in ascending order
 
- 		
 
- 		if(!oi.templ->isVisitableFromTop() && !allowLargeObjects)
 
- 			continue;
 
- 		
 
- 		if(oi.value >= minValue && oi.maxPerZone > 0)
 
- 		{
 
- 			total += oi.probability;
 
- 			thresholds.push_back(std::make_pair(total, &oi));
 
- 		}
 
- 	}
 
- 	
 
- 	if(thresholds.empty())
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	else
 
- 	{
 
- 		int r = generator.rand.nextInt(1, total);
 
- 		
 
- 		//binary search = fastest
 
- 		auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r,
 
- 								   [](const std::pair<ui32, ObjectInfo*> &rhs, const int lhs)->bool
 
- 								   {
 
- 			return (int)rhs.first < lhs;
 
- 		});
 
- 		return it->second;
 
- 	}
 
- }
 
- void TreasurePlacer::createTreasures(ObjectManager & manager)
 
- {
 
- 	const int maxAttempts = 2;
 
- 	
 
- 	int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
 
- 	int monsterStrength = zone.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;
 
- 	};
 
- 	
 
- 	auto restoreZoneLimits = [](const std::vector<ObjectInfo*> & treasurePile)
 
- 	{
 
- 		for(auto * oi : treasurePile)
 
- 		{
 
- 			oi->maxPerZone++;
 
- 		}
 
- 	};
 
- 	
 
- 	//place biggest treasures first at large distance, place smaller ones inbetween
 
- 	auto treasureInfo = zone.getTreasureInfo();
 
- 	boost::sort(treasureInfo, valueComparator);
 
- 	
 
- 	//sort treasures by ascending value so we can stop checking treasures with too high value
 
- 	boost::sort(possibleObjects, [](const ObjectInfo& oi1, const ObjectInfo& oi2) -> bool
 
- 	{
 
- 		return oi1.value < oi2.value;
 
- 	});
 
- 	
 
- 	int totalDensity = 0;
 
- 	for (auto t : treasureInfo)
 
- 	{
 
- 		//discard objects with too high value to be ever placed
 
- 		vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
 
- 		{
 
- 			return oi.value > t.max;
 
- 		});
 
- 		
 
- 		totalDensity += t.density;
 
- 		
 
- 		//treasure density is inversely proportional to zone size but must be scaled back to map size
 
- 		//also, normalize it to zone count - higher count means relatively smaller zones
 
- 		
 
- 		//this is squared distance for optimization purposes
 
- 		const float minDistance = std::max<float>((125.f / totalDensity), 2.0f);
 
- 		//distance lower than 2 causes objects to overlap and crash
 
- 		
 
- 		for(int attempt = 0; attempt <= maxAttempts;)
 
- 		{
 
- 			auto treasurePileInfos = prepareTreasurePile(t);
 
- 			if(treasurePileInfos.empty())
 
- 			{
 
- 				++attempt;
 
- 				continue;
 
- 			}
 
- 			
 
- 			int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo * oi){return v + oi->value;});
 
- 			
 
- 			auto rmgObject = constructTreasurePile(treasurePileInfos, attempt == maxAttempts);
 
- 			if(rmgObject.instances().empty()) //handle incorrect placement
 
- 			{
 
- 				restoreZoneLimits(treasurePileInfos);
 
- 				continue;
 
- 			}
 
- 			
 
- 			//guard treasure pile
 
- 			bool guarded = isGuardNeededForTreasure(value);
 
- 			if(guarded)
 
- 				guarded = manager.addGuard(rmgObject, value);
 
- 			
 
- 			int3 pos;
 
- 			auto possibleArea = zone.areaPossible();
 
- 			
 
- 			auto path = rmg::Path::invalid();
 
- 			if(guarded)
 
- 			{
 
- 				path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3 & tile)
 
- 				{
 
- 					auto ti = map.getTile(tile);
 
- 					if(ti.getNearestObjectDistance() < minDistance)
 
- 						return -1.f;
 
- 					
 
- 					for(auto & t : rmgObject.getArea().getTilesVector())
 
- 					{
 
- 						if(map.getTile(t).getNearestObjectDistance() < minDistance)
 
- 							return -1.f;
 
- 					}
 
- 					
 
- 					auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
 
- 					auto areaToBlock = rmgObject.getAccessibleArea(true);
 
- 					areaToBlock.subtract(guardedArea);
 
- 					if(areaToBlock.overlap(zone.freePaths()) || areaToBlock.overlap(manager.getVisitableArea()))
 
- 						return -1.f;
 
- 					
 
- 					return ti.getNearestObjectDistance();
 
- 				}, guarded, false, ObjectManager::OptimizeType::DISTANCE);
 
- 			}
 
- 			else
 
- 			{
 
- 				path = manager.placeAndConnectObject(possibleArea, rmgObject, minDistance, guarded, false, ObjectManager::OptimizeType::DISTANCE);
 
- 			}
 
- 			
 
- 			if(path.valid())
 
- 			{
 
- 				//debug purposes
 
- 				treasureArea.unite(rmgObject.getArea());
 
- 				if(guarded)
 
- 				{
 
- 					guards.unite(rmgObject.instances().back()->getBlockedArea());
 
- 					auto guardedArea = rmgObject.instances().back()->getAccessibleArea();
 
- 					auto areaToBlock = rmgObject.getAccessibleArea(true);
 
- 					areaToBlock.subtract(guardedArea);
 
- 					treasureBlockArea.unite(areaToBlock);
 
- 				}
 
- 				zone.connectPath(path);
 
- 				manager.placeObject(rmgObject, guarded, true);
 
- 				attempt = 0;
 
- 			}
 
- 			else
 
- 			{
 
- 				restoreZoneLimits(treasurePileInfos);
 
- 				rmgObject.clear();
 
- 				++attempt;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- char TreasurePlacer::dump(const int3 & t)
 
- {
 
- 	if(guards.contains(t))
 
- 		return '!';
 
- 	if(treasureArea.contains(t))
 
- 		return '$';
 
- 	if(treasureBlockArea.contains(t))
 
- 		return '*';
 
- 	
 
- 	return Modificator::dump(t);
 
- }
 
- ObjectInfo::ObjectInfo()
 
- : templ(), value(0), probability(0), maxPerZone(1)
 
- {
 
- 	
 
- }
 
- void ObjectInfo::setTemplate(si32 type, si32 subtype, TerrainId terrainType)
 
- {
 
- 	auto templHandler = VLC->objtypeh->getHandlerFor(type, subtype);
 
- 	if(!templHandler)
 
- 		return;
 
- 	
 
- 	auto templates = templHandler->getTemplates(terrainType);
 
- 	if(templates.empty())
 
- 		return;
 
- 	
 
- 	templ = templates.front();
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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