CRmgTemplateZone.cpp 57 KB

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  1. /*
  2. * CRmgTemplateZone.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CRmgTemplateZone.h"
  12. #include "../mapping/CMapEditManager.h"
  13. #include "../mapping/CMap.h"
  14. #include "../VCMI_Lib.h"
  15. #include "../CTownHandler.h"
  16. #include "../CCreatureHandler.h"
  17. #include "../CSpellHandler.h" //for choosing random spells
  18. #include "../mapObjects/CommonConstructors.h"
  19. #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
  20. #include "../mapObjects/CGPandoraBox.h"
  21. #include "../mapObjects/CRewardableObject.h"
  22. class CMap;
  23. class CMapEditManager;
  24. //class CGObjectInstance;
  25. CRmgTemplateZone::CTownInfo::CTownInfo() : townCount(0), castleCount(0), townDensity(0), castleDensity(0)
  26. {
  27. }
  28. int CRmgTemplateZone::CTownInfo::getTownCount() const
  29. {
  30. return townCount;
  31. }
  32. void CRmgTemplateZone::CTownInfo::setTownCount(int value)
  33. {
  34. if(value < 0)
  35. throw rmgException("Negative value for town count not allowed.");
  36. townCount = value;
  37. }
  38. int CRmgTemplateZone::CTownInfo::getCastleCount() const
  39. {
  40. return castleCount;
  41. }
  42. void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
  43. {
  44. if(value < 0)
  45. throw rmgException("Negative value for castle count not allowed.");
  46. castleCount = value;
  47. }
  48. int CRmgTemplateZone::CTownInfo::getTownDensity() const
  49. {
  50. return townDensity;
  51. }
  52. void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
  53. {
  54. if(value < 0)
  55. throw rmgException("Negative value for town density not allowed.");
  56. townDensity = value;
  57. }
  58. int CRmgTemplateZone::CTownInfo::getCastleDensity() const
  59. {
  60. return castleDensity;
  61. }
  62. void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
  63. {
  64. if(value < 0)
  65. throw rmgException("Negative value for castle density not allowed.");
  66. castleDensity = value;
  67. }
  68. CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG)
  69. {
  70. occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
  71. }
  72. float CTileInfo::getNearestObjectDistance() const
  73. {
  74. return nearestObjectDistance;
  75. }
  76. void CTileInfo::setNearestObjectDistance(float value)
  77. {
  78. nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
  79. }
  80. bool CTileInfo::shouldBeBlocked() const
  81. {
  82. return occupied == ETileType::BLOCKED;
  83. }
  84. bool CTileInfo::isBlocked() const
  85. {
  86. return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
  87. }
  88. bool CTileInfo::isPossible() const
  89. {
  90. return occupied == ETileType::POSSIBLE;
  91. }
  92. bool CTileInfo::isFree() const
  93. {
  94. return occupied == ETileType::FREE;
  95. }
  96. bool CTileInfo::isUsed() const
  97. {
  98. return occupied == ETileType::USED;
  99. }
  100. void CTileInfo::setOccupied(ETileType::ETileType value)
  101. {
  102. occupied = value;
  103. }
  104. ETerrainType CTileInfo::getTerrainType() const
  105. {
  106. return terrain;
  107. }
  108. void CTileInfo::setTerrainType(ETerrainType value)
  109. {
  110. terrain = value;
  111. }
  112. CRmgTemplateZone::CRmgTemplateZone() :
  113. id(0),
  114. type(ETemplateZoneType::PLAYER_START),
  115. size(1),
  116. townsAreSameType(false),
  117. matchTerrainToTown(true),
  118. townType(0),
  119. terrainType (ETerrainType::GRASS),
  120. zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
  121. totalDensity(0)
  122. {
  123. townTypes = getDefaultTownTypes();
  124. terrainTypes = getDefaultTerrainTypes();
  125. }
  126. TRmgTemplateZoneId CRmgTemplateZone::getId() const
  127. {
  128. return id;
  129. }
  130. void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
  131. {
  132. if(value <= 0)
  133. throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
  134. id = value;
  135. }
  136. ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
  137. {
  138. return type;
  139. }
  140. void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
  141. {
  142. type = value;
  143. }
  144. int CRmgTemplateZone::getSize() const
  145. {
  146. return size;
  147. }
  148. void CRmgTemplateZone::setSize(int value)
  149. {
  150. if(value <= 0)
  151. throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
  152. size = value;
  153. }
  154. boost::optional<int> CRmgTemplateZone::getOwner() const
  155. {
  156. return owner;
  157. }
  158. void CRmgTemplateZone::setOwner(boost::optional<int> value)
  159. {
  160. if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
  161. throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
  162. owner = value;
  163. }
  164. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
  165. {
  166. return playerTowns;
  167. }
  168. void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
  169. {
  170. playerTowns = value;
  171. }
  172. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
  173. {
  174. return neutralTowns;
  175. }
  176. void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
  177. {
  178. neutralTowns = value;
  179. }
  180. bool CRmgTemplateZone::getTownsAreSameType() const
  181. {
  182. return townsAreSameType;
  183. }
  184. void CRmgTemplateZone::setTownsAreSameType(bool value)
  185. {
  186. townsAreSameType = value;
  187. }
  188. const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
  189. {
  190. return townTypes;
  191. }
  192. void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
  193. {
  194. townTypes = value;
  195. }
  196. std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
  197. {
  198. std::set<TFaction> defaultTowns;
  199. auto towns = VLC->townh->getDefaultAllowed();
  200. for(int i = 0; i < towns.size(); ++i)
  201. {
  202. if(towns[i]) defaultTowns.insert(i);
  203. }
  204. return defaultTowns;
  205. }
  206. bool CRmgTemplateZone::getMatchTerrainToTown() const
  207. {
  208. return matchTerrainToTown;
  209. }
  210. void CRmgTemplateZone::setMatchTerrainToTown(bool value)
  211. {
  212. matchTerrainToTown = value;
  213. }
  214. const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
  215. {
  216. return terrainTypes;
  217. }
  218. void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
  219. {
  220. assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
  221. value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
  222. terrainTypes = value;
  223. }
  224. std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
  225. {
  226. std::set<ETerrainType> terTypes;
  227. static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
  228. ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
  229. for (auto & allowedTerType : allowedTerTypes)
  230. terTypes.insert(allowedTerType);
  231. return terTypes;
  232. }
  233. void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
  234. {
  235. mines[res] = amount;
  236. }
  237. std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
  238. {
  239. return mines;
  240. }
  241. void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
  242. {
  243. connections.push_back (otherZone);
  244. }
  245. std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
  246. {
  247. return connections;
  248. }
  249. void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
  250. {
  251. assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
  252. zoneMonsterStrength = val;
  253. }
  254. void CRmgTemplateZone::setTotalDensity (ui16 val)
  255. {
  256. totalDensity = val;
  257. }
  258. ui16 CRmgTemplateZone::getTotalDensity () const
  259. {
  260. return totalDensity;
  261. }
  262. void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
  263. {
  264. treasureInfo.push_back(info);
  265. }
  266. std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
  267. {
  268. return treasureInfo;
  269. }
  270. std::set<int3>* CRmgTemplateZone::getFreePaths()
  271. {
  272. return &freePaths;
  273. }
  274. float3 CRmgTemplateZone::getCenter() const
  275. {
  276. return center;
  277. }
  278. void CRmgTemplateZone::setCenter(const float3 &f)
  279. {
  280. //limit boundaries to (0,1) square
  281. center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
  282. }
  283. bool CRmgTemplateZone::pointIsIn(int x, int y)
  284. {
  285. return true;
  286. }
  287. int3 CRmgTemplateZone::getPos() const
  288. {
  289. return pos;
  290. }
  291. void CRmgTemplateZone::setPos(const int3 &Pos)
  292. {
  293. pos = Pos;
  294. }
  295. void CRmgTemplateZone::addTile (const int3 &pos)
  296. {
  297. tileinfo.insert(pos);
  298. }
  299. std::set<int3> CRmgTemplateZone::getTileInfo () const
  300. {
  301. return tileinfo;
  302. }
  303. void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
  304. {
  305. //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
  306. //for (auto tile : tileinfo)
  307. //{
  308. // if (tile.dist2d(this->pos) > distance)
  309. // {
  310. // gen->setOccupied(tile, ETileType::USED);
  311. // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
  312. // }
  313. //}
  314. vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
  315. {
  316. return tile.dist2d(this->pos) > distance;
  317. });
  318. }
  319. void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
  320. {
  321. vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
  322. {
  323. return gen->isPossible(tile);
  324. });
  325. }
  326. void CRmgTemplateZone::createBorder(CMapGenerator* gen)
  327. {
  328. for (auto tile : tileinfo)
  329. {
  330. gen->foreach_neighbour (tile, [this, gen](int3 &pos)
  331. {
  332. if (!vstd::contains(this->tileinfo, pos))
  333. {
  334. gen->foreach_neighbour (pos, [this, gen](int3 &pos)
  335. {
  336. if (gen->isPossible(pos))
  337. gen->setOccupied (pos, ETileType::BLOCKED);
  338. });
  339. }
  340. });
  341. }
  342. }
  343. void CRmgTemplateZone::fractalize(CMapGenerator* gen)
  344. {
  345. for (auto tile : tileinfo)
  346. {
  347. if (gen->isFree(tile))
  348. freePaths.insert(tile);
  349. }
  350. std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
  351. std::set<int3> possibleTiles;
  352. std::set<int3> tilesToClear; //will be set clear
  353. std::set<int3> tilesToIgnore; //will be erased in this iteration
  354. //the more treasure density, the greater distance between paths. Scaling is experimental.
  355. const float minDistance = std::sqrt(totalDensity * 3);
  356. for (auto tile : tileinfo)
  357. {
  358. if (gen->isFree(tile))
  359. clearedTiles.push_back(tile);
  360. else if (gen->isPossible(tile))
  361. possibleTiles.insert(tile);
  362. }
  363. assert (clearedTiles.size()); //this should come from zone connections
  364. while (possibleTiles.size())
  365. {
  366. //link tiles in random order
  367. std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
  368. RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
  369. for (auto tileToMakePath : tilesToMakePath)
  370. {
  371. //find closest free tile
  372. float currentDistance = 1e10;
  373. int3 closestTile (-1,-1,-1);
  374. for (auto clearTile : clearedTiles)
  375. {
  376. float distance = tileToMakePath.dist2d(clearTile);
  377. if (distance < currentDistance)
  378. {
  379. currentDistance = distance;
  380. closestTile = clearTile;
  381. }
  382. if (currentDistance <= minDistance)
  383. {
  384. //this tile is close enough. Forget about it and check next one
  385. tilesToIgnore.insert (tileToMakePath);
  386. break;
  387. }
  388. }
  389. //if tiles is not close enough, make path to it
  390. if (currentDistance > minDistance)
  391. {
  392. crunchPath (gen, tileToMakePath, closestTile, id, &tilesToClear);
  393. break; //next iteration - use already cleared tiles
  394. }
  395. }
  396. for (auto tileToClear : tilesToClear)
  397. {
  398. //move cleared tiles from one set to another
  399. clearedTiles.push_back(tileToClear);
  400. vstd::erase_if_present(possibleTiles, tileToClear);
  401. }
  402. for (auto tileToClear : tilesToIgnore)
  403. {
  404. //these tiles are already connected, ignore them
  405. vstd::erase_if_present(possibleTiles, tileToClear);
  406. }
  407. if (tilesToClear.empty()) //nothing else can be done (?)
  408. break;
  409. tilesToClear.clear(); //empty this container
  410. tilesToIgnore.clear();
  411. }
  412. for (auto tile : clearedTiles)
  413. {
  414. freePaths.insert(tile);
  415. }
  416. if (0) //enable to debug
  417. {
  418. std::ofstream out(boost::to_string(boost::format("zone %d") % id));
  419. int levels = gen->map->twoLevel ? 2 : 1;
  420. int width = gen->map->width;
  421. int height = gen->map->height;
  422. for (int k = 0; k < levels; k++)
  423. {
  424. for(int j=0; j<height; j++)
  425. {
  426. for (int i=0; i<width; i++)
  427. {
  428. out << (int)vstd::contains(freePaths, int3(i,j,k));
  429. }
  430. out << std::endl;
  431. }
  432. out << std::endl;
  433. }
  434. }
  435. logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
  436. }
  437. bool CRmgTemplateZone::crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set<int3>* clearedTiles)
  438. {
  439. /*
  440. make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
  441. do not leave zone border
  442. */
  443. bool result = false;
  444. bool end = false;
  445. int3 currentPos = src;
  446. float distance = currentPos.dist2dSQ (dst);
  447. while (!end)
  448. {
  449. if (currentPos == dst)
  450. {
  451. result = true;
  452. break;
  453. }
  454. auto lastDistance = distance;
  455. gen->foreach_neighbour (currentPos, [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
  456. {
  457. if (!result) //not sure if lambda is worth it...
  458. {
  459. if (pos == dst)
  460. {
  461. result = true;
  462. end = true;
  463. }
  464. if (pos.dist2dSQ (dst) < distance)
  465. {
  466. if (!gen->isBlocked(pos))
  467. {
  468. if (vstd::contains (tileinfo, pos))
  469. {
  470. if (gen->isPossible(pos))
  471. {
  472. gen->setOccupied (pos, ETileType::FREE);
  473. if (clearedTiles)
  474. clearedTiles->insert(pos);
  475. currentPos = pos;
  476. distance = currentPos.dist2dSQ (dst);
  477. }
  478. else if (gen->isFree(pos))
  479. {
  480. end = true;
  481. result = true;
  482. }
  483. }
  484. }
  485. }
  486. }
  487. });
  488. int3 anotherPos(-1, -1, -1);
  489. if (!(result || distance < lastDistance)) //we do not advance, use more advaced pathfinding algorithm?
  490. {
  491. //try any nearby tiles, even if its not closer than current
  492. float lastDistance = 2 * distance; //start with significantly larger value
  493. gen->foreach_neighbour(currentPos, [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
  494. {
  495. if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
  496. {
  497. if (vstd::contains(tileinfo, pos))
  498. {
  499. if (gen->isPossible(pos))
  500. {
  501. if (clearedTiles)
  502. clearedTiles->insert(pos);
  503. anotherPos = pos;
  504. lastDistance = currentPos.dist2dSQ(dst);
  505. }
  506. }
  507. }
  508. });
  509. if (anotherPos.valid())
  510. {
  511. if (clearedTiles)
  512. clearedTiles->insert(anotherPos);
  513. gen->setOccupied(anotherPos, ETileType::FREE);
  514. currentPos = anotherPos;
  515. }
  516. }
  517. if (!(result || distance < lastDistance || anotherPos.valid()))
  518. {
  519. logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
  520. break;
  521. }
  522. }
  523. return result;
  524. }
  525. void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
  526. {
  527. requiredObjects.push_back(std::make_pair(obj, strength));
  528. }
  529. bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
  530. {
  531. //precalculate actual (randomized) monster strength based on this post
  532. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  533. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  534. int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  535. static const int value1[] = {2500, 1500, 1000, 500, 0};
  536. static const int value2[] = {7500, 7500, 7500, 5000, 5000};
  537. static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
  538. static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
  539. int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
  540. int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
  541. strength = strength1 + strength2;
  542. if (strength < 2000)
  543. return false; //no guard at all
  544. CreatureID creId = CreatureID::NONE;
  545. int amount = 0;
  546. std::vector<CreatureID> possibleCreatures;
  547. for (auto cre : VLC->creh->creatures)
  548. {
  549. if (cre->special)
  550. continue;
  551. if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between minimum size of given stack and 100
  552. {
  553. possibleCreatures.push_back(cre->idNumber);
  554. }
  555. }
  556. if (possibleCreatures.size())
  557. {
  558. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
  559. amount = strength / VLC->creh->creatures[creId]->AIValue;
  560. if (amount >= 4)
  561. amount *= gen->rand.nextDouble(0.75, 1.25);
  562. }
  563. else //just pick any available creature
  564. {
  565. creId = CreatureID(132); //Azure Dragon
  566. amount = strength / VLC->creh->creatures[creId]->AIValue;
  567. }
  568. auto guard = new CGCreature();
  569. guard->ID = Obj::MONSTER;
  570. guard->subID = creId;
  571. guard->character = 1; //MUST be initialized or switch will diverge
  572. auto hlp = new CStackInstance(creId, amount);
  573. //will be set during initialization
  574. guard->putStack(SlotID(0), hlp);
  575. //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
  576. // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
  577. placeObject(gen, guard, pos);
  578. if (clearSurroundingTiles)
  579. {
  580. //do not spawn anything near monster
  581. gen->foreach_neighbour (pos, [gen](int3 pos)
  582. {
  583. if (gen->isPossible(pos))
  584. gen->setOccupied(pos, ETileType::FREE);
  585. });
  586. }
  587. return true;
  588. }
  589. bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos, float minDistance)
  590. {
  591. CTreasurePileInfo info;
  592. std::map<int3, CGObjectInstance *> treasures;
  593. std::set<int3> boundary;
  594. int3 guardPos (-1,-1,-1);
  595. info.nextTreasurePos = pos;
  596. //default values
  597. int maxValue = 5000;
  598. int minValue = 1500;
  599. if (treasureInfo.size())
  600. {
  601. //roulette wheel
  602. int r = gen->rand.nextInt (1, totalDensity);
  603. for (auto t : treasureInfo)
  604. {
  605. if (r <= t.threshold)
  606. {
  607. maxValue = t.max;
  608. minValue = t.min;
  609. break;
  610. }
  611. }
  612. }
  613. ui32 desiredValue = gen->rand.nextInt(minValue, maxValue);
  614. //quantize value to let objects with value equal to max spawn too
  615. int currentValue = 0;
  616. CGObjectInstance * object = nullptr;
  617. while (currentValue < desiredValue)
  618. {
  619. treasures[info.nextTreasurePos] = nullptr;
  620. for (auto treasurePos : treasures)
  621. {
  622. gen->foreach_neighbour (treasurePos.first, [gen, &boundary](int3 pos)
  623. {
  624. boundary.insert(pos);
  625. });
  626. }
  627. for (auto treasurePos : treasures)
  628. {
  629. //leaving only boundary around objects
  630. vstd::erase_if_present (boundary, treasurePos.first);
  631. }
  632. for (auto tile : boundary)
  633. {
  634. //we can't extend boundary anymore
  635. if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
  636. break;
  637. }
  638. ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
  639. if (!oi.value) //0 value indicates no object
  640. {
  641. vstd::erase_if_present(treasures, info.nextTreasurePos);
  642. break;
  643. }
  644. else
  645. {
  646. object = oi.generateObject();
  647. //remove from possible objects
  648. auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
  649. assert (oiptr != possibleObjects.end());
  650. oiptr->maxPerZone--;
  651. if (!oiptr->maxPerZone)
  652. possibleObjects.erase(oiptr);
  653. //TODO
  654. //update treasure pile area
  655. int3 visitablePos = info.nextTreasurePos;
  656. //TODO: actually we need to check is object is either !blockVisit or removable after visit - this means object below can be accessed
  657. if (oi.templ.isVisitableFromTop())
  658. info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
  659. else
  660. info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
  661. for (auto blockedOffset : oi.templ.getBlockedOffsets())
  662. {
  663. int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
  664. info.occupiedPositions.insert(blockPos);
  665. info.blockedPositions.insert(blockPos);
  666. }
  667. info.occupiedPositions.insert(visitablePos);
  668. currentValue += oi.value;
  669. treasures[info.nextTreasurePos] = object;
  670. //now find place for next object
  671. int3 placeFound(-1,-1,-1);
  672. //randomize next position from among possible ones
  673. std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
  674. RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
  675. for (auto tile : boundaryCopy)
  676. {
  677. if (gen->isPossible(tile)) //we can place new treasure only on possible tile
  678. {
  679. bool here = true;
  680. gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
  681. {
  682. if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
  683. here = false;
  684. });
  685. if (here)
  686. {
  687. placeFound = tile;
  688. break;
  689. }
  690. }
  691. }
  692. if (placeFound.valid())
  693. info.nextTreasurePos = placeFound;
  694. }
  695. }
  696. if (treasures.size())
  697. {
  698. //find object closest to zone center, then connect it to the middle of the zone
  699. int3 closestFreeTile (-1,-1,-1);
  700. if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
  701. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
  702. else
  703. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
  704. int3 closestTile = int3(-1,-1,-1);
  705. float minDistance = 1e10;
  706. for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
  707. {
  708. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  709. {
  710. closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
  711. minDistance = closestFreeTile.dist2d(visitablePos);
  712. }
  713. }
  714. if (!closestTile.valid())
  715. {
  716. for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
  717. {
  718. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  719. {
  720. closestTile = visitablePos;
  721. minDistance = closestFreeTile.dist2d(visitablePos);
  722. }
  723. }
  724. }
  725. assert (closestTile.valid());
  726. for (auto tile : info.occupiedPositions)
  727. {
  728. if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
  729. gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
  730. }
  731. if (!crunchPath (gen, closestTile, closestFreeTile, id))
  732. {
  733. //we can't connect this pile, just block it off and start over
  734. for (auto treasure : treasures)
  735. {
  736. if (gen->isPossible(treasure.first))
  737. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  738. }
  739. return true;
  740. }
  741. //update boundary around our objects, including knowledge about objects visitable from bottom
  742. boundary.clear();
  743. for (auto tile : info.visitableFromBottomPositions)
  744. {
  745. gen->foreach_neighbour (tile, [tile, &boundary](int3 pos)
  746. {
  747. if (pos.y >= tile.y) //don't block these objects from above
  748. boundary.insert(pos);
  749. });
  750. }
  751. for (auto tile : info.visitableFromTopPositions)
  752. {
  753. gen->foreach_neighbour (tile, [&boundary](int3 pos)
  754. {
  755. boundary.insert(pos);
  756. });
  757. }
  758. for (auto tile : boundary) //guard must be standing there
  759. {
  760. if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
  761. {
  762. guardPos = tile;
  763. break;
  764. }
  765. }
  766. if (guardPos.valid())
  767. {
  768. for (auto treasure : treasures)
  769. {
  770. int3 visitableOffset = treasure.second->getVisitableOffset();
  771. placeObject(gen, treasure.second, treasure.first + visitableOffset);
  772. }
  773. if (addMonster(gen, guardPos, currentValue, false))
  774. {//block only if the object is guarded
  775. for (auto tile : boundary)
  776. {
  777. if (gen->isPossible(tile))
  778. gen->setOccupied (tile, ETileType::BLOCKED);
  779. }
  780. //do not spawn anything near monster
  781. gen->foreach_neighbour (guardPos, [gen](int3 pos)
  782. {
  783. if (gen->isPossible(pos))
  784. gen->setOccupied(pos, ETileType::FREE);
  785. });
  786. }
  787. }
  788. else //we couldn't make a connection to this location, block it
  789. {
  790. for (auto treasure : treasures)
  791. {
  792. if (gen->isPossible(treasure.first))
  793. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  794. delete treasure.second;
  795. }
  796. }
  797. return true;
  798. }
  799. else //we did not place eveyrthing successfully
  800. return false;
  801. }
  802. void CRmgTemplateZone::initTownType (CMapGenerator* gen)
  803. {
  804. //FIXME: handle case that this player is not present -> towns should be set to neutral
  805. int totalTowns = 0;
  806. auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
  807. {
  808. //cut contour around town in case it was placed in a middle of path. TODO: find better solution
  809. for (auto tile : town->getBlockedPos())
  810. {
  811. gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
  812. {
  813. if (gen->isPossible(pos))
  814. {
  815. gen->setOccupied(pos, ETileType::FREE);
  816. }
  817. });
  818. }
  819. };
  820. auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
  821. {
  822. for (int i = 0; i < count; i++)
  823. {
  824. auto town = new CGTownInstance();
  825. town->ID = Obj::TOWN;
  826. if (this->townsAreSameType)
  827. town->subID = townType;
  828. else
  829. town->subID = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); //TODO: check allowed town types for this zone
  830. town->tempOwner = player;
  831. if (hasFort)
  832. town->builtBuildings.insert(BuildingID::FORT);
  833. town->builtBuildings.insert(BuildingID::DEFAULT);
  834. if (!totalTowns)
  835. {
  836. //first town in zone sets the facton of entire zone
  837. town->subID = townType;
  838. //register MAIN town of zone
  839. gen->registerZone(town->subID);
  840. //first town in zone goes in the middle
  841. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
  842. cutPathAroundTown(town);
  843. }
  844. else
  845. addRequiredObject (town);
  846. totalTowns++;
  847. }
  848. };
  849. if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
  850. {
  851. //set zone types to player faction, generate main town
  852. logGlobal->infoStream() << "Preparing playing zone";
  853. int player_id = *owner - 1;
  854. auto & playerInfo = gen->map->players[player_id];
  855. if (playerInfo.canAnyonePlay())
  856. {
  857. PlayerColor player(player_id);
  858. townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
  859. if(townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  860. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand); // all possible towns, skip neutral
  861. auto town = new CGTownInstance();
  862. town->ID = Obj::TOWN;
  863. town->subID = townType;
  864. town->tempOwner = player;
  865. town->builtBuildings.insert(BuildingID::FORT);
  866. town->builtBuildings.insert(BuildingID::DEFAULT);
  867. //towns are big objects and should be centered around visitable position
  868. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
  869. cutPathAroundTown(town);
  870. totalTowns++;
  871. //register MAIN town of zone only
  872. gen->registerZone (town->subID);
  873. logGlobal->traceStream() << "Fill player info " << player_id;
  874. // Update player info
  875. playerInfo.allowedFactions.clear();
  876. playerInfo.allowedFactions.insert (townType);
  877. playerInfo.hasMainTown = true;
  878. playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
  879. playerInfo.generateHeroAtMainTown = true;
  880. //now create actual towns
  881. addNewTowns (playerTowns.getCastleCount() - 1, true, player);
  882. addNewTowns (playerTowns.getTownCount(), false, player);
  883. //requiredObjects.push_back(town);
  884. }
  885. else
  886. {
  887. type = ETemplateZoneType::TREASURE;
  888. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
  889. logGlobal->infoStream() << "Skipping this zone cause no player";
  890. }
  891. }
  892. else //no player
  893. {
  894. townType = *RandomGeneratorUtil::nextItem(VLC->townh->getAllowedFactions(), gen->rand);
  895. }
  896. addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
  897. addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  898. }
  899. void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
  900. {
  901. if (matchTerrainToTown)
  902. terrainType = VLC->townh->factions[townType]->nativeTerrain;
  903. else
  904. terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
  905. //TODO: allow new types of terrain?
  906. if (pos.z)
  907. {
  908. if (terrainType != ETerrainType::LAVA)
  909. terrainType = ETerrainType::SUBTERRANEAN;
  910. }
  911. else
  912. {
  913. if (terrainType == ETerrainType::SUBTERRANEAN)
  914. terrainType = ETerrainType::DIRT;
  915. }
  916. paintZoneTerrain (gen, terrainType);
  917. }
  918. void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
  919. {
  920. std::vector<int3> tiles;
  921. for (auto tile : tileinfo)
  922. {
  923. tiles.push_back (tile);
  924. }
  925. gen->editManager->getTerrainSelection().setSelection(tiles);
  926. gen->editManager->drawTerrain(terrainType, &gen->rand);
  927. }
  928. bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
  929. {
  930. std::vector<Res::ERes> required_mines;
  931. required_mines.push_back(Res::ERes::WOOD);
  932. required_mines.push_back(Res::ERes::ORE);
  933. static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
  934. static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
  935. //TODO: factory / copy constructor?
  936. for (const auto & res : woodOre)
  937. {
  938. //TODO: these 2 should be close to town (within 12 tiles radius)
  939. for (int i = 0; i < mines[res]; i++)
  940. {
  941. auto mine = new CGMine();
  942. mine->ID = Obj::MINE;
  943. mine->subID = static_cast<si32>(res);
  944. mine->producedResource = res;
  945. mine->producedQuantity = mine->defaultResProduction();
  946. addRequiredObject(mine, 1500);
  947. }
  948. }
  949. for (const auto & res : preciousResources)
  950. {
  951. for (int i = 0; i < mines[res]; i++)
  952. {
  953. auto mine = new CGMine();
  954. mine->ID = Obj::MINE;
  955. mine->subID = static_cast<si32>(res);
  956. mine->producedResource = res;
  957. mine->producedQuantity = mine->defaultResProduction();
  958. addRequiredObject(mine, 3500);
  959. }
  960. }
  961. for (int i = 0; i < mines[Res::GOLD]; i++)
  962. {
  963. auto mine = new CGMine();
  964. mine->ID = Obj::MINE;
  965. mine->subID = static_cast<si32>(Res::GOLD);
  966. mine->producedResource = Res::GOLD;
  967. mine->producedQuantity = mine->defaultResProduction();
  968. addRequiredObject(mine, 7000);
  969. }
  970. return true;
  971. }
  972. bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
  973. {
  974. logGlobal->infoStream() << "Creating required objects";
  975. for(const auto &obj : requiredObjects)
  976. {
  977. int3 pos;
  978. logGlobal->traceStream() << "Looking for place";
  979. if ( ! findPlaceForObject(gen, obj.first, 3, pos))
  980. {
  981. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
  982. //TODO CLEANUP!
  983. return false;
  984. }
  985. logGlobal->traceStream() << "Place found";
  986. placeObject (gen, obj.first, pos);
  987. guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  988. //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
  989. }
  990. return true;
  991. }
  992. void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
  993. {
  994. //treasure density is proportional to map siz,e but must be scaled bakc to map size
  995. //also, normalize it to zone count - higher count means relative smaller zones
  996. //this is squared distance for optimization purposes
  997. const double minDistance = std::max<float>((600.f * size * size * gen->getZones().size()) /
  998. (gen->mapGenOptions->getWidth() * gen->mapGenOptions->getHeight() * totalDensity * (gen->map->twoLevel ? 2 : 1)), 2);
  999. //distance lower than 2 causes objects to overlap and crash
  1000. do {
  1001. //optimization - don't check tiles which are not allowed
  1002. vstd::erase_if (possibleTiles, [gen](const int3 &tile) -> bool
  1003. {
  1004. return !gen->isPossible(tile);
  1005. });
  1006. int3 pos;
  1007. if ( ! findPlaceForTreasurePile(gen, minDistance, pos))
  1008. {
  1009. break;
  1010. }
  1011. createTreasurePile (gen, pos, minDistance);
  1012. } while(true);
  1013. }
  1014. void CRmgTemplateZone::createObstacles(CMapGenerator* gen)
  1015. {
  1016. //tighten obstacles to improve visuals
  1017. for (int i = 0; i < 3; ++i)
  1018. {
  1019. int blockedTiles = 0;
  1020. int freeTiles = 0;
  1021. for (auto tile : tileinfo)
  1022. {
  1023. if (!gen->isPossible(tile)) //only possible tiles can change
  1024. continue;
  1025. int blockedNeighbours = 0;
  1026. int freeNeighbours = 0;
  1027. gen->foreach_neighbour(tile, [gen, &blockedNeighbours, &freeNeighbours](int3 &pos)
  1028. {
  1029. if (gen->isBlocked(pos))
  1030. blockedNeighbours++;
  1031. if (gen->isFree(pos))
  1032. freeNeighbours++;
  1033. });
  1034. if (blockedNeighbours > 4)
  1035. {
  1036. gen->setOccupied(tile, ETileType::BLOCKED);
  1037. blockedTiles++;
  1038. }
  1039. else if (freeNeighbours > 4)
  1040. {
  1041. gen->setOccupied(tile, ETileType::FREE);
  1042. freeTiles++;
  1043. }
  1044. }
  1045. logGlobal->infoStream() << boost::format("Set %d tiles to BLOCKED and %d tiles to FREE") % blockedTiles % freeTiles;
  1046. }
  1047. if (pos.z) //underground
  1048. {
  1049. std::vector<int3> rockTiles;
  1050. for (auto tile : tileinfo)
  1051. {
  1052. if (gen->shouldBeBlocked(tile))
  1053. {
  1054. bool placeRock = true;
  1055. gen->foreach_neighbour (tile, [gen, &placeRock](int3 &pos)
  1056. {
  1057. if (!(gen->shouldBeBlocked(pos) || gen->isPossible(pos)))
  1058. placeRock = false;
  1059. });
  1060. if (placeRock)
  1061. {
  1062. rockTiles.push_back(tile);
  1063. }
  1064. }
  1065. }
  1066. gen->editManager->getTerrainSelection().setSelection(rockTiles);
  1067. gen->editManager->drawTerrain(ETerrainType::ROCK, &gen->rand);
  1068. for (auto tile : rockTiles)
  1069. {
  1070. gen->setOccupied (tile, ETileType::USED); //don't place obstacles in a rock
  1071. //gen->foreach_neighbour (tile, [gen](int3 &pos)
  1072. //{
  1073. // if (!gen->isUsed(pos))
  1074. // gen->setOccupied (pos, ETileType::BLOCKED);
  1075. //});
  1076. }
  1077. }
  1078. typedef std::vector<ObjectTemplate> obstacleVector;
  1079. //obstacleVector possibleObstacles;
  1080. std::map <ui8, obstacleVector> obstaclesBySize;
  1081. typedef std::pair <ui8, obstacleVector> obstaclePair;
  1082. std::vector<obstaclePair> possibleObstacles;
  1083. //get all possible obstacles for this terrain
  1084. for (auto primaryID : VLC->objtypeh->knownObjects())
  1085. {
  1086. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1087. {
  1088. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1089. if (handler->isStaticObject())
  1090. {
  1091. for (auto temp : handler->getTemplates())
  1092. {
  1093. if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
  1094. obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
  1095. }
  1096. }
  1097. }
  1098. }
  1099. for (auto o : obstaclesBySize)
  1100. {
  1101. possibleObstacles.push_back (std::make_pair(o.first, o.second));
  1102. }
  1103. boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
  1104. {
  1105. return p1.first > p2.first; //bigger obstacles first
  1106. });
  1107. auto sel = gen->editManager->getTerrainSelection();
  1108. sel.clearSelection();
  1109. auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
  1110. {
  1111. auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
  1112. int3 obstaclePos = tile - temp.getBlockMapOffset();
  1113. if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
  1114. {
  1115. auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1116. placeObject(gen, obj, obstaclePos, false);
  1117. return true;
  1118. }
  1119. return false;
  1120. };
  1121. //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
  1122. for (auto tile : boost::adaptors::reverse(tileinfo))
  1123. {
  1124. //fill tiles that should be blocked with obstacles or are just possible (with some probability)
  1125. if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
  1126. {
  1127. //start from biggets obstacles
  1128. for (int i = 0; i < possibleObstacles.size(); i++)
  1129. {
  1130. if (tryToPlaceObstacleHere(tile, i))
  1131. break;
  1132. }
  1133. }
  1134. }
  1135. }
  1136. bool CRmgTemplateZone::fill(CMapGenerator* gen)
  1137. {
  1138. initTerrainType(gen);
  1139. freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
  1140. addAllPossibleObjects (gen);
  1141. placeMines(gen);
  1142. createRequiredObjects(gen);
  1143. fractalize(gen); //after required objects are created and linked with their own paths
  1144. createTreasures(gen);
  1145. createObstacles(gen);
  1146. logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
  1147. return true;
  1148. }
  1149. bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos)
  1150. {
  1151. //si32 min_dist = sqrt(tileinfo.size()/density);
  1152. float best_distance = 0;
  1153. bool result = false;
  1154. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1155. for(auto tile : possibleTiles)
  1156. {
  1157. auto dist = gen->getNearestObjectDistance(tile);
  1158. if ((dist >= min_dist) && (dist > best_distance))
  1159. {
  1160. bool allTilesAvailable = true;
  1161. gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
  1162. {
  1163. if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour)))
  1164. {
  1165. allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
  1166. }
  1167. });
  1168. if (allTilesAvailable)
  1169. {
  1170. best_distance = dist;
  1171. pos = tile;
  1172. result = true;
  1173. }
  1174. }
  1175. }
  1176. if (result)
  1177. {
  1178. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1179. }
  1180. return result;
  1181. }
  1182. bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
  1183. {
  1184. if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
  1185. return false;
  1186. auto tilesBlockedByObject = temp.getBlockedOffsets();
  1187. for (auto blockingTile : tilesBlockedByObject)
  1188. {
  1189. int3 t = pos + blockingTile;
  1190. if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
  1191. {
  1192. return false; //if at least one tile is not possible, object can't be placed here
  1193. }
  1194. }
  1195. return true;
  1196. }
  1197. bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
  1198. {
  1199. bool accessible = false;
  1200. for (int x = -1; x < 2; x++)
  1201. {
  1202. for (int y = -1; y <2; y++)
  1203. {
  1204. if (x && y) //check only if object is visitable from another tile
  1205. {
  1206. int3 offset = appearance.getVisitableOffset() + int3(x, y, 0);
  1207. if (!vstd::contains(tilesBlockedByObject, offset))
  1208. {
  1209. int3 nearbyPos = tile + offset;
  1210. if (gen->map->isInTheMap(nearbyPos))
  1211. {
  1212. if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
  1213. accessible = true;
  1214. }
  1215. }
  1216. }
  1217. };
  1218. }
  1219. return accessible;
  1220. }
  1221. bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
  1222. {
  1223. //we need object apperance to deduce free tiles
  1224. if (obj->appearance.id == Obj::NO_OBJ)
  1225. {
  1226. auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
  1227. if (templates.empty())
  1228. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") %obj->ID %obj->subID %pos));
  1229. obj->appearance = templates.front();
  1230. }
  1231. //si32 min_dist = sqrt(tileinfo.size()/density);
  1232. int best_distance = 0;
  1233. bool result = false;
  1234. //si32 w = gen->map->width;
  1235. //si32 h = gen->map->height;
  1236. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1237. auto tilesBlockedByObject = obj->getBlockedOffsets();
  1238. for (auto tile : tileinfo)
  1239. {
  1240. //object must be accessible from at least one surounding tile
  1241. if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
  1242. continue;
  1243. auto ti = gen->getTile(tile);
  1244. auto dist = ti.getNearestObjectDistance();
  1245. //avoid borders
  1246. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1247. {
  1248. bool allTilesAvailable = true;
  1249. for (auto blockingTile : tilesBlockedByObject)
  1250. {
  1251. int3 t = tile + blockingTile;
  1252. if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
  1253. {
  1254. allTilesAvailable = false; //if at least one tile is not possible, object can't be placed here
  1255. break;
  1256. }
  1257. }
  1258. if (allTilesAvailable)
  1259. {
  1260. best_distance = dist;
  1261. pos = tile;
  1262. result = true;
  1263. }
  1264. }
  1265. }
  1266. if (result)
  1267. {
  1268. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1269. }
  1270. return result;
  1271. }
  1272. void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1273. {
  1274. if (!gen->map->isInTheMap(pos))
  1275. throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
  1276. object->pos = pos;
  1277. if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
  1278. 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()));
  1279. for (auto tile : object->getBlockedPos())
  1280. {
  1281. if (!gen->map->isInTheMap(tile))
  1282. throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
  1283. }
  1284. if (object->appearance.id == Obj::NO_OBJ)
  1285. {
  1286. auto terrainType = gen->map->getTile(pos).terType;
  1287. auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
  1288. if (templates.empty())
  1289. 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));
  1290. object->appearance = templates.front();
  1291. }
  1292. gen->editManager->insertObject(object, pos);
  1293. //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
  1294. }
  1295. void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
  1296. {
  1297. //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
  1298. checkAndPlaceObject (gen, object, pos);
  1299. auto points = object->getBlockedPos();
  1300. if (object->isVisitable())
  1301. points.insert(pos + object->getVisitableOffset());
  1302. points.insert(pos);
  1303. for(auto p : points)
  1304. {
  1305. if (gen->map->isInTheMap(p))
  1306. {
  1307. gen->setOccupied(p, ETileType::USED);
  1308. }
  1309. }
  1310. if (updateDistance)
  1311. {
  1312. for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
  1313. {
  1314. si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  1315. gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
  1316. }
  1317. }
  1318. }
  1319. void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
  1320. {
  1321. placeObject(gen, object, pos);
  1322. guardObject(gen, object, str, zoneGuard);
  1323. }
  1324. std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
  1325. {
  1326. //get all tiles from which this object can be accessed
  1327. int3 visitable = object->visitablePos();
  1328. std::vector<int3> tiles;
  1329. auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
  1330. gen->foreach_neighbour(visitable, [&](int3& pos)
  1331. {
  1332. if (gen->isPossible(pos))
  1333. {
  1334. if (!vstd::contains(tilesBlockedByObject, pos))
  1335. {
  1336. if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
  1337. {
  1338. tiles.push_back(pos);
  1339. }
  1340. }
  1341. };
  1342. });
  1343. return tiles;
  1344. }
  1345. bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
  1346. {
  1347. logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
  1348. std::vector<int3> tiles = getAccessibleOffsets (gen, object);
  1349. int3 guardTile(-1,-1,-1);
  1350. for (auto tile : tiles)
  1351. {
  1352. //crunching path may fail if center of teh zone is dirrectly over wide object
  1353. //make sure object is accessible before surrounding it with blocked tiles
  1354. if (crunchPath (gen, tile, findClosestTile(freePaths, tile), id, addToFreePaths ? &freePaths : nullptr))
  1355. {
  1356. guardTile = tile;
  1357. break;
  1358. }
  1359. }
  1360. if (!guardTile.valid())
  1361. {
  1362. logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
  1363. return false;
  1364. }
  1365. if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
  1366. {
  1367. for (auto pos : tiles)
  1368. {
  1369. if (!gen->isFree(pos))
  1370. gen->setOccupied(pos, ETileType::BLOCKED);
  1371. }
  1372. gen->foreach_neighbour (guardTile, [&](int3& pos)
  1373. {
  1374. if (gen->isPossible(pos))
  1375. gen->setOccupied (pos, ETileType::FREE);
  1376. });
  1377. gen->setOccupied (guardTile, ETileType::USED);
  1378. }
  1379. else //allow no guard or other object in front of this object
  1380. {
  1381. for (auto tile : tiles)
  1382. if (gen->isPossible(tile))
  1383. gen->setOccupied (tile, ETileType::FREE);
  1384. }
  1385. return true;
  1386. }
  1387. ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
  1388. {
  1389. //int objectsVisitableFromBottom = 0; //for debug
  1390. std::vector<std::pair<ui32, ObjectInfo>> tresholds;
  1391. ui32 total = 0;
  1392. //calculate actual treasure value range based on remaining value
  1393. ui32 maxVal = maxValue - currentValue;
  1394. ui32 minValue = 0.25f * (desiredValue - currentValue);
  1395. //roulette wheel
  1396. for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
  1397. {
  1398. if (oi.value >= minValue && oi.value <= maxVal && oi.maxPerZone > 0)
  1399. {
  1400. int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
  1401. int3 newVisitablePos = info.nextTreasurePos;
  1402. if (!oi.templ.isVisitableFromTop())
  1403. {
  1404. //objectsVisitableFromBottom++;
  1405. //there must be free tiles under object
  1406. auto blockedOffsets = oi.templ.getBlockedOffsets();
  1407. if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos, blockedOffsets))
  1408. continue;
  1409. }
  1410. //NOTE: y coordinate grows downwards
  1411. if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
  1412. {
  1413. bool fitsHere = false;
  1414. if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
  1415. {
  1416. for (auto tile : info.visitableFromTopPositions)
  1417. {
  1418. int3 actualTile = tile + newVisitableOffset;
  1419. if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
  1420. {
  1421. fitsHere = true;
  1422. break;
  1423. }
  1424. }
  1425. for (auto tile : info.visitableFromBottomPositions)
  1426. {
  1427. int3 actualTile = tile + newVisitableOffset;
  1428. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
  1429. {
  1430. fitsHere = true;
  1431. break;
  1432. }
  1433. }
  1434. }
  1435. else //if new object is not visitable from top, it must be accessible from below or side
  1436. {
  1437. for (auto tile : info.visitableFromTopPositions)
  1438. {
  1439. int3 actualTile = tile + newVisitableOffset;
  1440. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
  1441. {
  1442. fitsHere = true;
  1443. break;
  1444. }
  1445. }
  1446. for (auto tile : info.visitableFromBottomPositions)
  1447. {
  1448. int3 actualTile = tile + newVisitableOffset;
  1449. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
  1450. {
  1451. fitsHere = true;
  1452. break;
  1453. }
  1454. }
  1455. }
  1456. if (!fitsHere)
  1457. continue;
  1458. }
  1459. //now check blockmap, including our already reserved pile area
  1460. bool fitsBlockmap = true;
  1461. std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
  1462. blockedOffsets.insert (newVisitableOffset);
  1463. for (auto blockingTile : blockedOffsets)
  1464. {
  1465. int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
  1466. if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
  1467. {
  1468. fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
  1469. break;
  1470. }
  1471. if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
  1472. {
  1473. fitsBlockmap = false;
  1474. break;
  1475. }
  1476. }
  1477. if (!fitsBlockmap)
  1478. continue;
  1479. total += oi.probability;
  1480. //assert (oi.value > 0);
  1481. tresholds.push_back (std::make_pair (total, oi));
  1482. }
  1483. }
  1484. //logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
  1485. if (tresholds.empty())
  1486. {
  1487. ObjectInfo oi;
  1488. //Generate pandora Box with gold if the value is extremely high
  1489. if (minValue > 20000) //we don't have object valuable enough
  1490. {
  1491. oi.generateObject = [minValue]() -> CGObjectInstance *
  1492. {
  1493. auto obj = new CGPandoraBox();
  1494. obj->ID = Obj::PANDORAS_BOX;
  1495. obj->subID = 0;
  1496. obj->resources[Res::GOLD] = minValue;
  1497. return obj;
  1498. };
  1499. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1500. oi.value = minValue;
  1501. oi.probability = 0;
  1502. }
  1503. else //generate empty object with 0 value if the value if we can't spawn anything
  1504. {
  1505. oi.generateObject = [gen]() -> CGObjectInstance *
  1506. {
  1507. return nullptr;
  1508. };
  1509. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
  1510. oi.value = 0; // this field is checked to determine no object
  1511. oi.probability = 0;
  1512. }
  1513. return oi;
  1514. }
  1515. else
  1516. {
  1517. int r = gen->rand.nextInt (1, total);
  1518. for (auto t : tresholds)
  1519. {
  1520. if (r <= t.first)
  1521. return t.second;
  1522. }
  1523. assert (0); //we should never be here
  1524. }
  1525. //FIXME: control reaches end of non-void function. Missing return?
  1526. }
  1527. void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
  1528. {
  1529. ObjectInfo oi;
  1530. oi.maxPerMap = std::numeric_limits<ui32>().max();
  1531. int numZones = gen->getZones().size();
  1532. for (auto primaryID : VLC->objtypeh->knownObjects())
  1533. {
  1534. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1535. {
  1536. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1537. if (!handler->isStaticObject() && handler->getRMGInfo().value)
  1538. {
  1539. for (auto temp : handler->getTemplates())
  1540. {
  1541. if (temp.canBePlacedAt(terrainType))
  1542. {
  1543. oi.generateObject = [gen, temp]() -> CGObjectInstance *
  1544. {
  1545. return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1546. };
  1547. auto rmgInfo = handler->getRMGInfo();
  1548. oi.value = rmgInfo.value;
  1549. oi.probability = rmgInfo.rarity;
  1550. oi.templ = temp;
  1551. oi.maxPerZone = rmgInfo.zoneLimit;
  1552. vstd::amin (oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
  1553. possibleObjects.push_back (oi);
  1554. }
  1555. }
  1556. }
  1557. }
  1558. }
  1559. //prisons
  1560. //levels 1, 5, 10, 20, 30
  1561. static int prisonExp[] = {0, 5000, 15000, 90000, 500000};
  1562. static int prisonValues[] = {2500, 5000, 10000, 20000, 30000};
  1563. for (int i = 0; i < 5; i++)
  1564. {
  1565. oi.generateObject = [i, gen, this]() -> CGObjectInstance *
  1566. {
  1567. auto obj = new CGHeroInstance;
  1568. obj->ID = Obj::PRISON;
  1569. std::vector<ui32> possibleHeroes;
  1570. for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
  1571. {
  1572. if (gen->map->allowedHeroes[j])
  1573. possibleHeroes.push_back(j);
  1574. }
  1575. auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
  1576. obj->subID = hid; //will be initialized later
  1577. obj->exp = prisonExp[i]; //game crashes at hero level up
  1578. //obj->exp = 0;
  1579. obj->setOwner(PlayerColor::NEUTRAL);
  1580. gen->map->allowedHeroes[hid] = false; //ban this hero
  1581. gen->decreasePrisonsRemaining();
  1582. obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
  1583. return obj;
  1584. };
  1585. oi.setTemplate (Obj::PRISON, 0, terrainType);
  1586. oi.value = prisonValues[i];
  1587. oi.probability = 30;
  1588. oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
  1589. possibleObjects.push_back (oi);
  1590. }
  1591. //all following objects are unlimited
  1592. oi.maxPerZone = std::numeric_limits<ui32>().max();
  1593. //dwellings
  1594. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
  1595. //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
  1596. static int elementalConfluxROE[] = {7, 13, 16, 47};
  1597. for (int i = 0; i < 4; i++)
  1598. vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
  1599. for (auto secondaryID : subObjects)
  1600. {
  1601. auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
  1602. auto creatures = dwellingHandler->getProducedCreatures();
  1603. if (creatures.empty())
  1604. continue;
  1605. auto cre = creatures.front();
  1606. if (cre->faction == townType)
  1607. {
  1608. float nativeZonesCount = gen->getZoneCount(cre->faction);
  1609. oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
  1610. oi.probability = 40;
  1611. for (auto temp : dwellingHandler->getTemplates())
  1612. {
  1613. if (temp.canBePlacedAt(terrainType))
  1614. {
  1615. oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
  1616. {
  1617. auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
  1618. //dwellingHandler->configureObject(obj, gen->rand);
  1619. obj->tempOwner = PlayerColor::NEUTRAL;
  1620. return obj;
  1621. };
  1622. oi.templ = temp;
  1623. possibleObjects.push_back (oi);
  1624. }
  1625. }
  1626. }
  1627. }
  1628. static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
  1629. for (int i = 0; i < 5; i++)
  1630. {
  1631. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1632. {
  1633. auto obj = new CGArtifact();
  1634. obj->ID = Obj::SPELL_SCROLL;
  1635. obj->subID = 0;
  1636. std::vector<SpellID> out;
  1637. //TODO: unify with cb->getAllowedSpells?
  1638. for (ui32 i = 0; i < gen->map->allowedSpell.size(); i++) //spellh size appears to be greater (?)
  1639. {
  1640. const CSpell *spell = SpellID(i).toSpell();
  1641. if (gen->map->allowedSpell[spell->id] && spell->level == i+1)
  1642. {
  1643. out.push_back(spell->id);
  1644. }
  1645. }
  1646. auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
  1647. gen->map->addNewArtifactInstance(a);
  1648. obj->storedArtifact = a;
  1649. return obj;
  1650. };
  1651. oi.setTemplate (Obj::SPELL_SCROLL, 0, terrainType);
  1652. oi.value = scrollValues[i];
  1653. oi.probability = 30;
  1654. possibleObjects.push_back (oi);
  1655. }
  1656. //pandora box with gold
  1657. for (int i = 1; i < 5; i++)
  1658. {
  1659. oi.generateObject = [i]() -> CGObjectInstance *
  1660. {
  1661. auto obj = new CGPandoraBox();
  1662. obj->ID = Obj::PANDORAS_BOX;
  1663. obj->subID = 0;
  1664. obj->resources[Res::GOLD] = i * 5000;
  1665. return obj;
  1666. };
  1667. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1668. oi.value = i * 5000;;
  1669. oi.probability = 5;
  1670. possibleObjects.push_back (oi);
  1671. }
  1672. //pandora box with experience
  1673. for (int i = 1; i < 5; i++)
  1674. {
  1675. oi.generateObject = [i]() -> CGObjectInstance *
  1676. {
  1677. auto obj = new CGPandoraBox();
  1678. obj->ID = Obj::PANDORAS_BOX;
  1679. obj->subID = 0;
  1680. obj->gainedExp = i * 5000;
  1681. return obj;
  1682. };
  1683. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1684. oi.value = i * 6000;;
  1685. oi.probability = 20;
  1686. possibleObjects.push_back (oi);
  1687. }
  1688. //pandora box with creatures
  1689. static const int tierValues[] = {5000, 7000, 9000, 12000, 16000, 21000, 27000};
  1690. for (auto creature : VLC->creh->creatures)
  1691. {
  1692. if (!creature->special && VLC->townh->factions[creature->faction]->nativeTerrain == terrainType)
  1693. {
  1694. int actualTier = creature->level > 7 ? 6 : creature->level-1;
  1695. int creaturesAmount = tierValues[actualTier] / creature->AIValue;
  1696. if (creaturesAmount <= 5)
  1697. {
  1698. }
  1699. else if (creaturesAmount <= 12)
  1700. {
  1701. (creaturesAmount /= 2) *= 2;
  1702. }
  1703. else if (creaturesAmount <= 50)
  1704. {
  1705. creaturesAmount = boost::math::round((float)creaturesAmount / 5) * 5;
  1706. }
  1707. else if (creaturesAmount <= 12)
  1708. {
  1709. creaturesAmount = boost::math::round((float)creaturesAmount / 10) * 10;
  1710. }
  1711. oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
  1712. {
  1713. auto obj = new CGPandoraBox();
  1714. obj->ID = Obj::PANDORAS_BOX;
  1715. obj->subID = 0;
  1716. auto stack = new CStackInstance(creature, creaturesAmount);
  1717. obj->creatures.putStack(SlotID(0), stack);
  1718. return obj;
  1719. };
  1720. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1721. oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount()))/3; //TODO: count number of towns on the map
  1722. oi.probability = 3;
  1723. possibleObjects.push_back (oi);
  1724. }
  1725. }
  1726. //Pandora with 12 spells of certain level
  1727. for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
  1728. {
  1729. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1730. {
  1731. auto obj = new CGPandoraBox();
  1732. obj->ID = Obj::PANDORAS_BOX;
  1733. obj->subID = 0;
  1734. std::vector <CSpell *> spells;
  1735. for (auto spell : VLC->spellh->objects)
  1736. {
  1737. if (!spell->isSpecialSpell() && spell->level == i)
  1738. spells.push_back(spell);
  1739. }
  1740. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1741. for (int j = 0; j < std::min<int>(12, spells.size()); j++)
  1742. {
  1743. obj->spells.push_back (spells[j]->id);
  1744. }
  1745. return obj;
  1746. };
  1747. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1748. oi.value = (i + 1) * 2500; //5000 - 15000
  1749. oi.probability = 2;
  1750. possibleObjects.push_back (oi);
  1751. }
  1752. //Pandora with 15 spells of certain school
  1753. for (int i = 1; i <= 4; i++)
  1754. {
  1755. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1756. {
  1757. auto obj = new CGPandoraBox();
  1758. obj->ID = Obj::PANDORAS_BOX;
  1759. obj->subID = 0;
  1760. std::vector <CSpell *> spells;
  1761. for (auto spell : VLC->spellh->objects)
  1762. {
  1763. if (!spell->isSpecialSpell())
  1764. {
  1765. bool school = false; //TODO: we could have better interface for iterating schools
  1766. switch (i)
  1767. {
  1768. case 1:
  1769. school = spell->air;
  1770. case 2:
  1771. school = spell->earth;
  1772. case 3:
  1773. school = spell->fire;
  1774. case 4:
  1775. school = spell->water;
  1776. }
  1777. if (school)
  1778. spells.push_back(spell);
  1779. }
  1780. }
  1781. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1782. for (int j = 0; j < std::min<int>(15, spells.size()); j++)
  1783. {
  1784. obj->spells.push_back (spells[j]->id);
  1785. }
  1786. return obj;
  1787. };
  1788. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1789. oi.value = 15000;
  1790. oi.probability = 2;
  1791. possibleObjects.push_back (oi);
  1792. }
  1793. // Pandora box with 60 random spells
  1794. oi.generateObject = [gen]() -> CGObjectInstance *
  1795. {
  1796. auto obj = new CGPandoraBox();
  1797. obj->ID = Obj::PANDORAS_BOX;
  1798. obj->subID = 0;
  1799. std::vector <CSpell *> spells;
  1800. for (auto spell : VLC->spellh->objects)
  1801. {
  1802. if (!spell->isSpecialSpell())
  1803. spells.push_back(spell);
  1804. }
  1805. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  1806. for (int j = 0; j < std::min<int>(60, spells.size()); j++)
  1807. {
  1808. obj->spells.push_back (spells[j]->id);
  1809. }
  1810. return obj;
  1811. };
  1812. oi.setTemplate (Obj::PANDORAS_BOX, 0, terrainType);
  1813. oi.value = 3000;
  1814. oi.probability = 2;
  1815. possibleObjects.push_back (oi);
  1816. }
  1817. void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
  1818. {
  1819. templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
  1820. }