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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 "../CZonePlacer.h"
 
- #include "QuestArtifactPlacer.h"
 
- #include "../../ArtifactUtils.h"
 
- #include "../../mapObjectConstructors/AObjectTypeHandler.h"
 
- #include "../../mapObjectConstructors/CObjectClassesHandler.h"
 
- #include "../../mapObjectConstructors/CommonConstructors.h"
 
- #include "../../mapObjects/CGPandoraBox.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::addObjectToRandomPool(const ObjectInfo& oi)
 
- {
 
- 	RecursiveLock lock(externalAccessMutex);
 
- 	possibleObjects.push_back(oi);
 
- }
 
- void TreasurePlacer::addAllPossibleObjects()
 
- {
 
- 	ObjectInfo oi;
 
- 	
 
- 	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)
 
- 			{
 
- 				auto rmgInfo = handler->getRMGInfo();
 
- 				if (rmgInfo.mapLimit || rmgInfo.value > zone.getMaxTreasureValue())
 
- 				{
 
- 					//Skip objects with per-map limit here
 
- 					continue;
 
- 				}
 
- 				auto templates = handler->getTemplates(zone.getTerrainType());
 
- 				if (templates.empty())
 
- 					continue;
 
- 				//TODO: Reuse chooseRandomAppearance (eg. WoG treasure chests)
 
- 				//Assume the template with fewest terrains is the most suitable
 
- 				auto temp = *boost::min_element(templates, [](std::shared_ptr<const ObjectTemplate> lhs, std::shared_ptr<const ObjectTemplate> rhs) -> bool
 
- 				{
 
- 					return lhs->getAllowedTerrains().size() < rhs->getAllowedTerrains().size();
 
- 				});
 
- 				oi.generateObject = [temp]() -> CGObjectInstance *
 
- 				{
 
- 					return VLC->objtypeh->getHandlerFor(temp->id, temp->subid)->create(temp);
 
- 				};
 
- 				oi.value = rmgInfo.value;
 
- 				oi.probability = rmgInfo.rarity;
 
- 				oi.templ = temp;
 
- 				oi.maxPerZone = rmgInfo.zoneLimit;
 
- 				addObjectToRandomPool(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());
 
- 	
 
- 	size_t prisonsLeft = getMaxPrisons();
 
- 	for(int i = prisonsLevels - 1; i >= 0 ;i--)
 
- 	{
 
- 		oi.value = generator.getConfig().prisonValues[i];
 
- 		if (oi.value > zone.getMaxTreasureValue())
 
- 		{
 
- 			continue;
 
- 		}
 
- 		oi.generateObject = [i, this]() -> CGObjectInstance *
 
- 		{
 
- 			auto possibleHeroes = generator.getAllPossibleHeroes();
 
- 			HeroTypeID hid = *RandomGeneratorUtil::nextItem(possibleHeroes, zone.getRand());
 
- 			auto factory = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0);
 
- 			auto * obj = dynamic_cast<CGHeroInstance *>(factory->create());
 
- 			obj->subID = hid; //will be initialized later
 
- 			obj->exp = generator.getConfig().prisonExperience[i];
 
- 			obj->setOwner(PlayerColor::NEUTRAL);
 
- 			generator.banHero(hid);
 
- 			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;
 
- 		
 
- 		//Distribute all allowed prisons, starting from the most valuable
 
- 		oi.maxPerZone = (std::ceil((float)prisonsLeft / (i + 1)));
 
- 		prisonsLeft -= oi.maxPerZone;
 
- 		addObjectToRandomPool(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->getFaction() == 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 : elementalConfluxROE)
 
- 				vstd::erase_if_present(subObjects, i);
 
- 		}
 
- 		
 
- 		for(auto secondaryID : subObjects)
 
- 		{
 
- 			const auto * dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor *>(VLC->objtypeh->getHandlerFor(dwellingType, secondaryID).get());
 
- 			auto creatures = dwellingHandler->getProducedCreatures();
 
- 			if(creatures.empty())
 
- 				continue;
 
- 			const auto * cre = creatures.front();
 
- 			if(cre->getFaction() == zone.getTownType())
 
- 			{
 
- 				auto nativeZonesCount = static_cast<float>(map.getZoneCount(cre->getFaction()));
 
- 				oi.value = static_cast<ui32>(cre->getAIValue() * cre->getGrowth() * (1 + (nativeZonesCount / map.getTotalZoneCount()) + (nativeZonesCount / 2)));
 
- 				oi.probability = 40;
 
- 				for(const 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;
 
- 						addObjectToRandomPool(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 = dynamic_cast<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 = ArtifactUtils::createScroll(*RandomGeneratorUtil::nextItem(out, zone.getRand()));
 
- 			obj->storedArtifact = a;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::SPELL_SCROLL, 0, zone.getTerrainType());
 
- 		oi.value = generator.getConfig().scrollValues[i];
 
- 		oi.probability = 30;
 
- 		addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
 
- 			obj->resources[EGameResID::GOLD] = i * 5000;
 
- 			return obj;
 
- 		};
 
- 		oi.setTemplate(Obj::PANDORAS_BOX, 0, zone.getTerrainType());
 
- 		oi.value = i * generator.getConfig().pandoraMultiplierGold;
 
- 		oi.probability = 5;
 
- 		addObjectToRandomPool(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 = dynamic_cast<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;
 
- 		addObjectToRandomPool(oi);
 
- 	}
 
- 	
 
- 	//pandora box with creatures
 
- 	const std::vector<int> & tierValues = generator.getConfig().pandoraCreatureValues;
 
- 	
 
- 	auto creatureToCount = [tierValues](CCreature * creature) -> int
 
- 	{
 
- 		if(!creature->getAIValue() || tierValues.empty()) //bug #2681
 
- 			return 0; //this box won't be generated
 
- 		
 
- 		//Follow the rules from https://heroes.thelazy.net/index.php/Pandora%27s_Box
 
- 		int actualTier = creature->getLevel() > tierValues.size() ?
 
- 			tierValues.size() - 1 :
 
- 			creature->getLevel() - 1;
 
- 		float creaturesAmount = std::floor((static_cast<float>(tierValues[actualTier])) / creature->getAIValue());
 
- 		if (creaturesAmount < 1)
 
- 		{
 
- 			return 0;
 
- 		}
 
- 		else if(creaturesAmount <= 5)
 
- 		{
 
- 			//No change
 
- 		}
 
- 		else if(creaturesAmount <= 12)
 
- 		{
 
- 			creaturesAmount = std::ceil(creaturesAmount / 2) * 2;
 
- 		}
 
- 		else if(creaturesAmount <= 50)
 
- 		{
 
- 			creaturesAmount = std::round(creaturesAmount / 5) * 5;
 
- 		}
 
- 		else
 
- 		{
 
- 			creaturesAmount = std::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 = dynamic_cast<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->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) / 3);
 
- 		oi.probability = 3;
 
- 		addObjectToRandomPool(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 = dynamic_cast<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, zone.getRand());
 
- 			for(int j = 0; j < std::min(12, static_cast<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;
 
- 		addObjectToRandomPool(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 = dynamic_cast<CGPandoraBox *>(factory->create());
 
- 			std::vector <CSpell *> spells;
 
- 			for(auto spell : VLC->spellh->objects)
 
- 			{
 
- 				if(map.isAllowedSpell(spell->id) && spell->school[SpellSchool(i)])
 
- 					spells.push_back(spell);
 
- 			}
 
- 			
 
- 			RandomGeneratorUtil::randomShuffle(spells, zone.getRand());
 
- 			for(int j = 0; j < std::min(15, static_cast<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;
 
- 		addObjectToRandomPool(oi);
 
- 	}
 
- 	
 
- 	// Pandora box with 60 random spells
 
- 	
 
- 	oi.generateObject = [this]() -> CGObjectInstance *
 
- 	{
 
- 		auto factory = VLC->objtypeh->getHandlerFor(Obj::PANDORAS_BOX, 0);
 
- 		auto * obj = dynamic_cast<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, zone.getRand());
 
- 		for(int j = 0; j < std::min(60, static_cast<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;
 
- 	addObjectToRandomPool(oi);
 
- 	
 
- 	//Seer huts with creatures or generic rewards
 
- 	if(zone.getConnections().size()) //Unlikely, but...
 
- 	{
 
- 		auto * qap = zone.getModificator<QuestArtifactPlacer>();
 
- 		if(!qap)
 
- 		{
 
- 			return; //TODO: throw?
 
- 		}
 
- 		
 
- 		const int questArtsRemaining = qap->getMaxQuestArtifactCount();
 
- 		if (!questArtsRemaining)
 
- 		{
 
- 			return;
 
- 		}
 
- 		
 
- 		//Generate Seer Hut one by one. Duplicated oi possible and should work fine.
 
- 		oi.maxPerZone = 1;
 
- 		std::vector<ObjectInfo> possibleSeerHuts;
 
- 		//14 creatures per town + 4 for each of gold / exp reward
 
- 		possibleSeerHuts.reserve(14 + 4 + 4);
 
- 		
 
- 		RandomGeneratorUtil::randomShuffle(creatures, zone.getRand());
 
- 		for(int i = 0; i < static_cast<int>(creatures.size()); i++)
 
- 		{
 
- 			auto * creature = creatures[i];
 
- 			int creaturesAmount = creatureToCount(creature);
 
- 			
 
- 			if(!creaturesAmount)
 
- 				continue;
 
- 			
 
- 			int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
 
- 			
 
- 			oi.generateObject = [creature, creaturesAmount, randomAppearance, this, qap]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
 
- 				obj->rewardType = CGSeerHut::CREATURE;
 
- 				obj->rID = creature->getId();
 
- 				obj->rVal = creaturesAmount;
 
- 				
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				
 
- 				ArtifactID artid = qap->drawRandomArtifact();
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
 
- 				
 
- 				return obj;
 
- 			};
 
- 			oi.probability = 3;
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
 
- 			oi.value = static_cast<ui32>(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast<float>(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3);
 
- 			if (oi.value > zone.getMaxTreasureValue())
 
- 			{
 
- 				continue;
 
- 			}
 
- 			else
 
- 			{
 
- 				possibleSeerHuts.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(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
 
- 			
 
- 			oi.setTemplate(Obj::SEER_HUT, randomAppearance, zone.getTerrainType());
 
- 			oi.value = generator.getConfig().questValues[i];
 
- 			if (oi.value > zone.getMaxTreasureValue())
 
- 			{
 
- 				//Both variants have same value
 
- 				continue;
 
- 			}
 
- 			oi.probability = 10;
 
- 			
 
- 			oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto * obj = dynamic_cast<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 = qap->drawRandomArtifact();
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
 
- 				
 
- 				return obj;
 
- 			};
 
- 			
 
- 			possibleSeerHuts.push_back(oi);
 
- 			
 
- 			oi.generateObject = [i, randomAppearance, this, qap]() -> CGObjectInstance *
 
- 			{
 
- 				auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
 
- 				auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
 
- 				obj->rewardType = CGSeerHut::RESOURCES;
 
- 				obj->rID = GameResID(EGameResID::GOLD);
 
- 				obj->rVal = generator.getConfig().questRewardValues[i];
 
- 				
 
- 				obj->quest->missionType = CQuest::MISSION_ART;
 
- 				ArtifactID artid = qap->drawRandomArtifact();
 
- 				obj->quest->addArtifactID(artid);
 
- 				obj->quest->lastDay = -1;
 
- 				obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
 
- 				
 
- 				generator.banQuestArt(artid);
 
- 				zone.getModificator<QuestArtifactPlacer>()->addQuestArtifact(artid);
 
- 				
 
- 				return obj;
 
- 			};
 
- 			
 
- 			possibleSeerHuts.push_back(oi);
 
- 		}
 
- 		if (possibleSeerHuts.empty())
 
- 		{
 
- 			return;
 
- 		}
 
- 		for (size_t i = 0; i < questArtsRemaining; i++)
 
- 		{
 
- 			addObjectToRandomPool(*RandomGeneratorUtil::nextItem(possibleSeerHuts, zone.getRand()));
 
- 		}
 
- 	}
 
- }
 
- size_t TreasurePlacer::getPossibleObjectsSize() const
 
- {
 
- 	RecursiveLock lock(externalAccessMutex);
 
- 	return possibleObjects.size();
 
- }
 
- void TreasurePlacer::setMaxPrisons(size_t count)
 
- {
 
- 	RecursiveLock lock(externalAccessMutex);
 
- 	maxPrisons = count;
 
- }
 
- size_t TreasurePlacer::getMaxPrisons() const
 
- {
 
- 	RecursiveLock lock(externalAccessMutex);
 
- 	return maxPrisons;
 
- }
 
- bool TreasurePlacer::isGuardNeededForTreasure(int value)
 
- {// no guard in a zone with "monsters: none" and for small treasures; water zones cen get monster strength ZONE_NONE elsewhere if needed
 
- 	return zone.monsterStrength != EMonsterStrength::ZONE_NONE && 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 =zone.getRand().nextInt(minValue, maxValue);
 
- 	
 
- 	int currentValue = 0;
 
- 	bool hasLargeObject = false;
 
- 	while(currentValue <= static_cast<int>(desiredValue) - 100) //no objects with value below 100 are available
 
- 	{
 
- 		auto * oi = getRandomObject(desiredValue, currentValue, !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(const 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(const 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, zone.getRand());
 
- 			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, 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 = desiredValue - 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.emplace_back(total, &oi);
 
- 		}
 
- 	}
 
- 	
 
- 	if(thresholds.empty())
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	else
 
- 	{
 
- 		int r = zone.getRand().nextInt(1, total);
 
- 		auto sorter = [](const std::pair<ui32, ObjectInfo *> & rhs, const ui32 lhs) -> bool 
 
- 		{
 
- 			return static_cast<int>(rhs.first) < lhs; 
 
- 		};
 
- 		//binary search = fastest
 
- 		auto it = std::lower_bound(thresholds.begin(), thresholds.end(), r, sorter);
 
- 		return it->second;
 
- 	}
 
- }
 
- void TreasurePlacer::createTreasures(ObjectManager& manager)
 
- {
 
- 	const int maxAttempts = 2;
 
- 	int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
 
- 	int monsterStrength = (zone.monsterStrength == EMonsterStrength::ZONE_NONE ? 0 : zone.monsterStrength + mapMonsterStrength - 1); //array index from 0 to 4; pick any correct value for ZONE_NONE, minGuardedValue won't be used in this case anyway
 
- 	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;
 
- 	});
 
- 	size_t size = 0;
 
- 	{
 
- 		Zone::Lock lock(zone.areaMutex);
 
- 		size = zone.getArea().getTiles().size();
 
- 	}
 
- 	int totalDensity = 0;
 
- 	for (auto t  = treasureInfo.begin(); t != treasureInfo.end(); t++)
 
- 	{
 
- 		std::vector<rmg::Object> treasures;
 
- 		//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;
 
- 		size_t count = size * t->density / 500;
 
- 		//Assure space for lesser treasures, if there are any left
 
- 		if (t != (treasureInfo.end() - 1))
 
- 		{
 
- 			const int averageValue = (t->min + t->max) / 2;
 
- 			if (averageValue > 10000)
 
- 			{
 
- 				//Will surely be guarded => larger piles => less space inbetween
 
- 				vstd::amin(count, size * (10.f / 500) / (std::sqrt((float)averageValue / 10000)));
 
- 			}
 
- 		}
 
- 		
 
- 		//this is squared distance for optimization purposes
 
- 		const float minDistance = std::max<float>((125.f / totalDensity), 1.0f);
 
- 		size_t emergencyLoopFinish = 0;
 
- 		while(treasures.size() < count && emergencyLoopFinish < count)
 
- 		{
 
- 			auto treasurePileInfos = prepareTreasurePile(*t);
 
- 			if (treasurePileInfos.empty())
 
- 			{
 
- 				emergencyLoopFinish++; //Exit potentially infinite loop for bad settings
 
- 				continue;
 
- 			}
 
- 			int value = std::accumulate(treasurePileInfos.begin(), treasurePileInfos.end(), 0, [](int v, const ObjectInfo* oi) {return v + oi->value; });
 
- 			for (ui32 attempt = 0; attempt <= 2; attempt++)
 
- 			{
 
- 				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);
 
- 				treasures.push_back(rmgObject);
 
- 				break;
 
- 			}
 
- 		}
 
- 		for (auto& rmgObject : treasures)
 
- 		{
 
- 			const bool guarded = rmgObject.isGuarded();
 
- 			for (int attempt = 0; attempt <= maxAttempts;)
 
- 			{
 
- 				auto path = rmg::Path::invalid();
 
- 				Zone::Lock lock(zone.areaMutex); //We are going to subtract this area
 
- 				auto possibleArea = zone.areaPossible();
 
- 				if (guarded)
 
- 				{
 
- 					path = manager.placeAndConnectObject(possibleArea, rmgObject, [this, &rmgObject, &minDistance, &manager](const int3& tile)
 
- 						{
 
- 							auto ti = map.getTileInfo(tile);
 
- 							if (ti.getNearestObjectDistance() < minDistance)
 
- 								return -1.f;
 
- 							for (const auto& t : rmgObject.getArea().getTilesVector())
 
- 							{
 
- 								if (map.getTileInfo(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);
 
- 					break;
 
- 				}
 
- 				else
 
- 				{
 
- 					++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);
 
- }
 
- 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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