CRmgTemplateZone.cpp 71 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 "../spells/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. void CRmgTemplateZone::addRoadNode(const int3& node)
  29. {
  30. roadNodes.insert(node);
  31. }
  32. int CRmgTemplateZone::CTownInfo::getTownCount() const
  33. {
  34. return townCount;
  35. }
  36. void CRmgTemplateZone::CTownInfo::setTownCount(int value)
  37. {
  38. if(value < 0)
  39. throw rmgException("Negative value for town count not allowed.");
  40. townCount = value;
  41. }
  42. int CRmgTemplateZone::CTownInfo::getCastleCount() const
  43. {
  44. return castleCount;
  45. }
  46. void CRmgTemplateZone::CTownInfo::setCastleCount(int value)
  47. {
  48. if(value < 0)
  49. throw rmgException("Negative value for castle count not allowed.");
  50. castleCount = value;
  51. }
  52. int CRmgTemplateZone::CTownInfo::getTownDensity() const
  53. {
  54. return townDensity;
  55. }
  56. void CRmgTemplateZone::CTownInfo::setTownDensity(int value)
  57. {
  58. if(value < 0)
  59. throw rmgException("Negative value for town density not allowed.");
  60. townDensity = value;
  61. }
  62. int CRmgTemplateZone::CTownInfo::getCastleDensity() const
  63. {
  64. return castleDensity;
  65. }
  66. void CRmgTemplateZone::CTownInfo::setCastleDensity(int value)
  67. {
  68. if(value < 0)
  69. throw rmgException("Negative value for castle density not allowed.");
  70. castleDensity = value;
  71. }
  72. CTileInfo::CTileInfo():nearestObjectDistance(INT_MAX), terrain(ETerrainType::WRONG),roadType(ERoadType::NO_ROAD)
  73. {
  74. occupied = ETileType::POSSIBLE; //all tiles are initially possible to place objects or passages
  75. }
  76. float CTileInfo::getNearestObjectDistance() const
  77. {
  78. return nearestObjectDistance;
  79. }
  80. void CTileInfo::setNearestObjectDistance(float value)
  81. {
  82. nearestObjectDistance = std::max<float>(0, value); //never negative (or unitialized)
  83. }
  84. bool CTileInfo::shouldBeBlocked() const
  85. {
  86. return occupied == ETileType::BLOCKED;
  87. }
  88. bool CTileInfo::isBlocked() const
  89. {
  90. return occupied == ETileType::BLOCKED || occupied == ETileType::USED;
  91. }
  92. bool CTileInfo::isPossible() const
  93. {
  94. return occupied == ETileType::POSSIBLE;
  95. }
  96. bool CTileInfo::isFree() const
  97. {
  98. return occupied == ETileType::FREE;
  99. }
  100. bool CTileInfo::isRoad() const
  101. {
  102. return roadType != ERoadType::NO_ROAD;
  103. }
  104. bool CTileInfo::isUsed() const
  105. {
  106. return occupied == ETileType::USED;
  107. }
  108. void CTileInfo::setOccupied(ETileType::ETileType value)
  109. {
  110. occupied = value;
  111. }
  112. ETileType::ETileType CTileInfo::getTileType() const
  113. {
  114. return occupied;
  115. }
  116. ETerrainType CTileInfo::getTerrainType() const
  117. {
  118. return terrain;
  119. }
  120. void CTileInfo::setTerrainType(ETerrainType value)
  121. {
  122. terrain = value;
  123. }
  124. void CTileInfo::setRoadType(ERoadType::ERoadType value)
  125. {
  126. roadType = value;
  127. // setOccupied(ETileType::FREE);
  128. }
  129. CRmgTemplateZone::CRmgTemplateZone() :
  130. id(0),
  131. type(ETemplateZoneType::PLAYER_START),
  132. size(1),
  133. townsAreSameType(false),
  134. matchTerrainToTown(true),
  135. townType(ETownType::NEUTRAL),
  136. terrainType (ETerrainType::GRASS),
  137. zoneMonsterStrength(EMonsterStrength::ZONE_NORMAL),
  138. minGuardedValue(0),
  139. questArtZone(nullptr)
  140. {
  141. terrainTypes = getDefaultTerrainTypes();
  142. }
  143. TRmgTemplateZoneId CRmgTemplateZone::getId() const
  144. {
  145. return id;
  146. }
  147. void CRmgTemplateZone::setId(TRmgTemplateZoneId value)
  148. {
  149. if(value <= 0)
  150. throw rmgException(boost::to_string(boost::format("Zone %d id should be greater than 0.") %id));
  151. id = value;
  152. }
  153. ETemplateZoneType::ETemplateZoneType CRmgTemplateZone::getType() const
  154. {
  155. return type;
  156. }
  157. void CRmgTemplateZone::setType(ETemplateZoneType::ETemplateZoneType value)
  158. {
  159. type = value;
  160. }
  161. int CRmgTemplateZone::getSize() const
  162. {
  163. return size;
  164. }
  165. void CRmgTemplateZone::setSize(int value)
  166. {
  167. if(value <= 0)
  168. throw rmgException(boost::to_string(boost::format("Zone %d size needs to be greater than 0.") % id));
  169. size = value;
  170. }
  171. boost::optional<int> CRmgTemplateZone::getOwner() const
  172. {
  173. return owner;
  174. }
  175. void CRmgTemplateZone::setOwner(boost::optional<int> value)
  176. {
  177. if(!(*value >= 0 && *value <= PlayerColor::PLAYER_LIMIT_I))
  178. throw rmgException(boost::to_string(boost::format ("Owner of zone %d has to be in range 0 to max player count.") %id));
  179. owner = value;
  180. }
  181. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getPlayerTowns() const
  182. {
  183. return playerTowns;
  184. }
  185. void CRmgTemplateZone::setPlayerTowns(const CTownInfo & value)
  186. {
  187. playerTowns = value;
  188. }
  189. const CRmgTemplateZone::CTownInfo & CRmgTemplateZone::getNeutralTowns() const
  190. {
  191. return neutralTowns;
  192. }
  193. void CRmgTemplateZone::setNeutralTowns(const CTownInfo & value)
  194. {
  195. neutralTowns = value;
  196. }
  197. bool CRmgTemplateZone::getTownsAreSameType() const
  198. {
  199. return townsAreSameType;
  200. }
  201. void CRmgTemplateZone::setTownsAreSameType(bool value)
  202. {
  203. townsAreSameType = value;
  204. }
  205. const std::set<TFaction> & CRmgTemplateZone::getTownTypes() const
  206. {
  207. return townTypes;
  208. }
  209. void CRmgTemplateZone::setTownTypes(const std::set<TFaction> & value)
  210. {
  211. townTypes = value;
  212. }
  213. void CRmgTemplateZone::setMonsterTypes(const std::set<TFaction> & value)
  214. {
  215. monsterTypes = value;
  216. }
  217. std::set<TFaction> CRmgTemplateZone::getDefaultTownTypes() const
  218. {
  219. std::set<TFaction> defaultTowns;
  220. auto towns = VLC->townh->getDefaultAllowed();
  221. for(int i = 0; i < towns.size(); ++i)
  222. {
  223. if(towns[i]) defaultTowns.insert(i);
  224. }
  225. return defaultTowns;
  226. }
  227. bool CRmgTemplateZone::getMatchTerrainToTown() const
  228. {
  229. return matchTerrainToTown;
  230. }
  231. void CRmgTemplateZone::setMatchTerrainToTown(bool value)
  232. {
  233. matchTerrainToTown = value;
  234. }
  235. const std::set<ETerrainType> & CRmgTemplateZone::getTerrainTypes() const
  236. {
  237. return terrainTypes;
  238. }
  239. void CRmgTemplateZone::setTerrainTypes(const std::set<ETerrainType> & value)
  240. {
  241. assert(value.find(ETerrainType::WRONG) == value.end() && value.find(ETerrainType::BORDER) == value.end() &&
  242. value.find(ETerrainType::WATER) == value.end() && value.find(ETerrainType::ROCK) == value.end());
  243. terrainTypes = value;
  244. }
  245. std::set<ETerrainType> CRmgTemplateZone::getDefaultTerrainTypes() const
  246. {
  247. std::set<ETerrainType> terTypes;
  248. static const ETerrainType::EETerrainType allowedTerTypes[] = {ETerrainType::DIRT, ETerrainType::SAND, ETerrainType::GRASS, ETerrainType::SNOW,
  249. ETerrainType::SWAMP, ETerrainType::ROUGH, ETerrainType::SUBTERRANEAN, ETerrainType::LAVA};
  250. for (auto & allowedTerType : allowedTerTypes)
  251. terTypes.insert(allowedTerType);
  252. return terTypes;
  253. }
  254. void CRmgTemplateZone::setMinesAmount (TResource res, ui16 amount)
  255. {
  256. mines[res] = amount;
  257. }
  258. std::map<TResource, ui16> CRmgTemplateZone::getMinesInfo() const
  259. {
  260. return mines;
  261. }
  262. void CRmgTemplateZone::addConnection(TRmgTemplateZoneId otherZone)
  263. {
  264. connections.push_back (otherZone);
  265. }
  266. void CRmgTemplateZone::setQuestArtZone(CRmgTemplateZone * otherZone)
  267. {
  268. questArtZone = otherZone;
  269. }
  270. std::vector<TRmgTemplateZoneId> CRmgTemplateZone::getConnections() const
  271. {
  272. return connections;
  273. }
  274. void CRmgTemplateZone::setMonsterStrength (EMonsterStrength::EMonsterStrength val)
  275. {
  276. assert (vstd::iswithin(val, EMonsterStrength::ZONE_WEAK, EMonsterStrength::ZONE_STRONG));
  277. zoneMonsterStrength = val;
  278. }
  279. void CRmgTemplateZone::addTreasureInfo(CTreasureInfo & info)
  280. {
  281. treasureInfo.push_back(info);
  282. }
  283. std::vector<CTreasureInfo> CRmgTemplateZone::getTreasureInfo()
  284. {
  285. return treasureInfo;
  286. }
  287. std::set<int3>* CRmgTemplateZone::getFreePaths()
  288. {
  289. return &freePaths;
  290. }
  291. float3 CRmgTemplateZone::getCenter() const
  292. {
  293. return center;
  294. }
  295. void CRmgTemplateZone::setCenter(const float3 &f)
  296. {
  297. //limit boundaries to (0,1) square
  298. center = float3 (std::min(std::max(f.x, 0.f), 1.f), std::min(std::max(f.y, 0.f), 1.f), f.z);
  299. }
  300. bool CRmgTemplateZone::pointIsIn(int x, int y)
  301. {
  302. return true;
  303. }
  304. int3 CRmgTemplateZone::getPos() const
  305. {
  306. return pos;
  307. }
  308. void CRmgTemplateZone::setPos(const int3 &Pos)
  309. {
  310. pos = Pos;
  311. }
  312. void CRmgTemplateZone::addTile (const int3 &pos)
  313. {
  314. tileinfo.insert(pos);
  315. }
  316. std::set<int3> CRmgTemplateZone::getTileInfo () const
  317. {
  318. return tileinfo;
  319. }
  320. void CRmgTemplateZone::discardDistantTiles (CMapGenerator* gen, float distance)
  321. {
  322. //TODO: mark tiles beyond zone as unavailable, but allow to connect with adjacent zones
  323. //for (auto tile : tileinfo)
  324. //{
  325. // if (tile.dist2d(this->pos) > distance)
  326. // {
  327. // gen->setOccupied(tile, ETileType::USED);
  328. // //gen->setOccupied(tile, ETileType::BLOCKED); //fixme: crash at rendering?
  329. // }
  330. //}
  331. vstd::erase_if (tileinfo, [distance, this](const int3 &tile) -> bool
  332. {
  333. return tile.dist2d(this->pos) > distance;
  334. });
  335. }
  336. void CRmgTemplateZone::clearTiles()
  337. {
  338. tileinfo.clear();
  339. }
  340. void CRmgTemplateZone::initFreeTiles (CMapGenerator* gen)
  341. {
  342. vstd::copy_if (tileinfo, vstd::set_inserter(possibleTiles), [gen](const int3 &tile) -> bool
  343. {
  344. return gen->isPossible(tile);
  345. });
  346. if (freePaths.empty())
  347. freePaths.insert(pos); //zone must have at least one free tile where other paths go - for instance in the center
  348. }
  349. void CRmgTemplateZone::createBorder(CMapGenerator* gen)
  350. {
  351. for (auto tile : tileinfo)
  352. {
  353. gen->foreach_neighbour (tile, [this, gen](int3 &pos)
  354. {
  355. if (!vstd::contains(this->tileinfo, pos))
  356. {
  357. gen->foreach_neighbour (pos, [this, gen](int3 &pos)
  358. {
  359. if (gen->isPossible(pos))
  360. gen->setOccupied (pos, ETileType::BLOCKED);
  361. });
  362. }
  363. });
  364. }
  365. }
  366. void CRmgTemplateZone::fractalize(CMapGenerator* gen)
  367. {
  368. for (auto tile : tileinfo)
  369. {
  370. if (gen->isFree(tile))
  371. freePaths.insert(tile);
  372. }
  373. std::vector<int3> clearedTiles (freePaths.begin(), freePaths.end());
  374. std::set<int3> possibleTiles;
  375. std::set<int3> tilesToIgnore; //will be erased in this iteration
  376. //the more treasure density, the greater distance between paths. Scaling is experimental.
  377. int totalDensity = 0;
  378. for (auto ti : treasureInfo)
  379. totalDensity += ti.density;
  380. const float minDistance = 10 * 10; //squared
  381. for (auto tile : tileinfo)
  382. {
  383. if (gen->isFree(tile))
  384. clearedTiles.push_back(tile);
  385. else if (gen->isPossible(tile))
  386. possibleTiles.insert(tile);
  387. }
  388. assert (clearedTiles.size()); //this should come from zone connections
  389. std::vector<int3> nodes; //connect them with a grid
  390. if (type != ETemplateZoneType::JUNCTION)
  391. {
  392. //junction is not fractalized, has only one straight path
  393. //everything else remains blocked
  394. while (possibleTiles.size())
  395. {
  396. //link tiles in random order
  397. std::vector<int3> tilesToMakePath(possibleTiles.begin(), possibleTiles.end());
  398. RandomGeneratorUtil::randomShuffle(tilesToMakePath, gen->rand);
  399. int3 nodeFound(-1, -1, -1);
  400. for (auto tileToMakePath : tilesToMakePath)
  401. {
  402. //find closest free tile
  403. float currentDistance = 1e10;
  404. int3 closestTile(-1, -1, -1);
  405. for (auto clearTile : clearedTiles)
  406. {
  407. float distance = tileToMakePath.dist2dSQ(clearTile);
  408. if (distance < currentDistance)
  409. {
  410. currentDistance = distance;
  411. closestTile = clearTile;
  412. }
  413. if (currentDistance <= minDistance)
  414. {
  415. //this tile is close enough. Forget about it and check next one
  416. tilesToIgnore.insert(tileToMakePath);
  417. break;
  418. }
  419. }
  420. //if tiles is not close enough, make path to it
  421. if (currentDistance > minDistance)
  422. {
  423. nodeFound = tileToMakePath;
  424. nodes.push_back(nodeFound);
  425. clearedTiles.push_back(nodeFound); //from now on nearby tiles will be considered handled
  426. break; //next iteration - use already cleared tiles
  427. }
  428. }
  429. for (auto tileToClear : tilesToIgnore)
  430. {
  431. //these tiles are already connected, ignore them
  432. vstd::erase_if_present(possibleTiles, tileToClear);
  433. }
  434. if (!nodeFound.valid()) //nothing else can be done (?)
  435. break;
  436. tilesToIgnore.clear();
  437. }
  438. }
  439. for (auto node : nodes)
  440. {
  441. boost::sort(nodes, [&node](const int3& ourNode, const int3& otherNode) -> bool
  442. {
  443. return node.dist2dSQ(ourNode) < node.dist2dSQ(otherNode);
  444. }
  445. );
  446. std::vector <int3> nearbyNodes;
  447. if (nodes.size() >= 2)
  448. {
  449. nearbyNodes.push_back(nodes[1]); //node[0] is our node we want to connect
  450. }
  451. if (nodes.size() >= 3)
  452. {
  453. nearbyNodes.push_back(nodes[2]);
  454. }
  455. //connect with all the paths
  456. crunchPath(gen, node, findClosestTile(freePaths, node), &freePaths);
  457. //connect with nearby nodes
  458. for (auto nearbyNode : nearbyNodes)
  459. {
  460. crunchPath(gen, node, nearbyNode, &freePaths);
  461. }
  462. }
  463. for (auto node : nodes)
  464. gen->setOccupied(node, ETileType::FREE); //make sure they are clear
  465. //now block most distant tiles away from passages
  466. float blockDistance = minDistance * 0.25f;
  467. for (auto tile : tileinfo)
  468. {
  469. if (!gen->isPossible(tile))
  470. continue;
  471. bool closeTileFound = false;
  472. for (auto clearTile : freePaths)
  473. {
  474. float distance = tile.dist2dSQ(clearTile);
  475. if (distance < blockDistance)
  476. {
  477. closeTileFound = true;
  478. break;
  479. }
  480. }
  481. if (!closeTileFound) //this tile is far enough from passages
  482. gen->setOccupied(tile, ETileType::BLOCKED);
  483. }
  484. #define PRINT_FRACTALIZED_MAP false
  485. if (PRINT_FRACTALIZED_MAP) //enable to debug
  486. {
  487. std::ofstream out(boost::to_string(boost::format("zone %d") % id));
  488. int levels = gen->map->twoLevel ? 2 : 1;
  489. int width = gen->map->width;
  490. int height = gen->map->height;
  491. for (int k = 0; k < levels; k++)
  492. {
  493. for(int j=0; j<height; j++)
  494. {
  495. for (int i=0; i<width; i++)
  496. {
  497. char t = '?';
  498. switch (gen->getTile(int3(i, j, k)).getTileType())
  499. {
  500. case ETileType::FREE:
  501. t = ' '; break;
  502. case ETileType::BLOCKED:
  503. t = '#'; break;
  504. case ETileType::POSSIBLE:
  505. t = '-'; break;
  506. case ETileType::USED:
  507. t = 'O'; break;
  508. }
  509. out << t;
  510. }
  511. out << std::endl;
  512. }
  513. out << std::endl;
  514. }
  515. out << std::endl;
  516. }
  517. //logGlobal->infoStream() << boost::format ("Zone %d subdivided fractally") %id;
  518. }
  519. bool CRmgTemplateZone::crunchPath(CMapGenerator* gen, const int3 &src, const int3 &dst, std::set<int3>* clearedTiles)
  520. {
  521. /*
  522. make shortest path with free tiles, reachning dst or closest already free tile. Avoid blocks.
  523. do not leave zone border
  524. */
  525. bool result = false;
  526. bool end = false;
  527. int3 currentPos = src;
  528. float distance = currentPos.dist2dSQ (dst);
  529. while (!end)
  530. {
  531. if (currentPos == dst)
  532. {
  533. result = true;
  534. break;
  535. }
  536. auto lastDistance = distance;
  537. auto processNeighbours = [this, gen, &currentPos, dst, &distance, &result, &end, clearedTiles](int3 &pos)
  538. {
  539. if (!result) //not sure if lambda is worth it...
  540. {
  541. if (pos == dst)
  542. {
  543. result = true;
  544. end = true;
  545. }
  546. if (pos.dist2dSQ (dst) < distance)
  547. {
  548. if (!gen->isBlocked(pos))
  549. {
  550. if (vstd::contains (tileinfo, pos))
  551. {
  552. if (gen->isPossible(pos))
  553. {
  554. gen->setOccupied (pos, ETileType::FREE);
  555. if (clearedTiles)
  556. clearedTiles->insert(pos);
  557. currentPos = pos;
  558. distance = currentPos.dist2dSQ (dst);
  559. }
  560. else if (gen->isFree(pos))
  561. {
  562. end = true;
  563. result = true;
  564. }
  565. }
  566. }
  567. }
  568. }
  569. };
  570. gen->foreach_neighbour (currentPos,processNeighbours);
  571. int3 anotherPos(-1, -1, -1);
  572. if (!(result || distance < lastDistance)) //we do not advance, use more advanced pathfinding algorithm?
  573. {
  574. //try any nearby tiles, even if its not closer than current
  575. float lastDistance = 2 * distance; //start with significantly larger value
  576. auto processNeighbours2 = [this, gen, &currentPos, dst, &lastDistance, &anotherPos, &end, clearedTiles](int3 &pos)
  577. {
  578. if (currentPos.dist2dSQ(dst) < lastDistance) //try closest tiles from all surrounding unused tiles
  579. {
  580. if (vstd::contains(tileinfo, pos))
  581. {
  582. if (gen->isPossible(pos))
  583. {
  584. if (clearedTiles)
  585. clearedTiles->insert(pos);
  586. anotherPos = pos;
  587. lastDistance = currentPos.dist2dSQ(dst);
  588. }
  589. }
  590. }
  591. };
  592. gen->foreach_neighbour (currentPos,processNeighbours2);
  593. if (anotherPos.valid())
  594. {
  595. if (clearedTiles)
  596. clearedTiles->insert(anotherPos);
  597. gen->setOccupied(anotherPos, ETileType::FREE);
  598. currentPos = anotherPos;
  599. }
  600. }
  601. if (!(result || distance < lastDistance || anotherPos.valid()))
  602. {
  603. //FIXME: seemingly this condition is messed up, tells nothing
  604. //logGlobal->warnStream() << boost::format("No tile closer than %s found on path from %s to %s") % currentPos %src %dst;
  605. break;
  606. }
  607. }
  608. return result;
  609. }
  610. bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int3& dst)
  611. {
  612. //A* algorithm taken from Wiki http://en.wikipedia.org/wiki/A*_search_algorithm
  613. std::set<int3> closed; // The set of nodes already evaluated.
  614. std::set<int3> open{src}; // The set of tentative nodes to be evaluated, initially containing the start node
  615. std::map<int3, int3> cameFrom; // The map of navigated nodes.
  616. std::map<int3, int> distances;
  617. int3 currentNode = src;
  618. cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
  619. distances[src] = 0;
  620. // Cost from start along best known path.
  621. // Estimated total cost from start to goal through y.
  622. while (open.size())
  623. {
  624. int3 currentNode = *boost::min_element(open, [&distances](const int3 &pos1, const int3 &pos2) -> bool
  625. {
  626. return distances[pos1] < distances[pos2];
  627. });
  628. vstd::erase_if_present(open, currentNode);
  629. closed.insert(currentNode);
  630. if (currentNode == dst || gen->isRoad(currentNode))
  631. {
  632. // The goal node was reached. Trace the path using
  633. // the saved parent information and return path
  634. int3 backTracking = currentNode;
  635. while (cameFrom[backTracking].valid())
  636. {
  637. // add node to path
  638. roads.insert(backTracking);
  639. gen->setRoad(backTracking, ERoadType::COBBLESTONE_ROAD);
  640. logGlobal->traceStream() << boost::format("Setting road at tile %s") % backTracking;
  641. // do the same for the predecessor
  642. backTracking = cameFrom[backTracking];
  643. }
  644. return true;
  645. }
  646. else
  647. {
  648. bool directNeighbourFound = false;
  649. auto foo = [gen, this, &open, &closed, &cameFrom, &currentNode, &distances, &dst, &directNeighbourFound](int3& pos) -> void
  650. {
  651. int distance = distances[currentNode] + 1;
  652. int bestDistanceSoFar = 1e6; //FIXME: boost::limits
  653. auto it = distances.find(pos);
  654. if (it != distances.end())
  655. bestDistanceSoFar = it->second;
  656. if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
  657. {
  658. auto obj = gen->map->getTile(pos).topVisitableObj();
  659. //if (gen->map->checkForVisitableDir(currentNode, &gen->map->getTile(pos), pos)) //TODO: why it has no effect?
  660. if (gen->isFree(pos) || pos == dst || (obj && obj->ID == Obj::MONSTER))
  661. {
  662. //if (vstd::contains(this->tileinfo, pos))
  663. //{
  664. cameFrom[pos] = currentNode;
  665. open.insert(pos);
  666. distances[pos] = distance;
  667. directNeighbourFound = true;
  668. logGlobal->traceStream() << boost::format("Found connection between node %s and %s, current distance %d") % currentNode % pos % distance;
  669. //}
  670. }
  671. }
  672. };
  673. gen->foreachDirectNeighbour(currentNode, foo); // roads cannot be rendered correctly for diagonal directions
  674. if (!directNeighbourFound)
  675. gen->foreach_neighbour(currentNode, foo);
  676. }
  677. }
  678. logGlobal->warnStream() << boost::format("Failed to create road from %s to %s") % src %dst;
  679. return false;
  680. }
  681. void CRmgTemplateZone::addRequiredObject(CGObjectInstance * obj, si32 strength)
  682. {
  683. requiredObjects.push_back(std::make_pair(obj, strength));
  684. }
  685. void CRmgTemplateZone::addCloseObject(CGObjectInstance * obj, si32 strength)
  686. {
  687. closeObjects.push_back(std::make_pair(obj, strength));
  688. }
  689. bool CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles, bool zoneGuard)
  690. {
  691. //precalculate actual (randomized) monster strength based on this post
  692. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  693. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  694. int monsterStrength = (zoneGuard ? 0 : zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  695. static const int value1[] = {2500, 1500, 1000, 500, 0};
  696. static const int value2[] = {7500, 7500, 7500, 5000, 5000};
  697. static const float multiplier1[] = {0.5, 0.75, 1.0, 1.5, 1.5};
  698. static const float multiplier2[] = {0.5, 0.75, 1.0, 1.0, 1.5};
  699. int strength1 = std::max(0.f, (strength - value1[monsterStrength]) * multiplier1[monsterStrength]);
  700. int strength2 = std::max(0.f, (strength - value2[monsterStrength]) * multiplier2[monsterStrength]);
  701. strength = strength1 + strength2;
  702. if (strength < 2000)
  703. return false; //no guard at all
  704. CreatureID creId = CreatureID::NONE;
  705. int amount = 0;
  706. std::vector<CreatureID> possibleCreatures;
  707. for (auto cre : VLC->creh->creatures)
  708. {
  709. if (cre->special)
  710. continue;
  711. if (!vstd::contains(monsterTypes, cre->faction))
  712. continue;
  713. if ((cre->AIValue * (cre->ammMin + cre->ammMax) / 2 < strength) && (strength < cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
  714. {
  715. possibleCreatures.push_back(cre->idNumber);
  716. }
  717. }
  718. if (possibleCreatures.size())
  719. {
  720. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, gen->rand);
  721. amount = strength / VLC->creh->creatures[creId]->AIValue;
  722. if (amount >= 4)
  723. amount *= gen->rand.nextDouble(0.75, 1.25);
  724. }
  725. else //just pick any available creature
  726. {
  727. creId = CreatureID(132); //Azure Dragon
  728. amount = strength / VLC->creh->creatures[creId]->AIValue;
  729. }
  730. auto guard = new CGCreature();
  731. guard->ID = Obj::MONSTER;
  732. guard->subID = creId;
  733. guard->character = CGCreature::HOSTILE;
  734. auto hlp = new CStackInstance(creId, amount);
  735. //will be set during initialization
  736. guard->putStack(SlotID(0), hlp);
  737. //logGlobal->traceStream() << boost::format ("Adding stack of %d %s. Map monster strenght %d, zone monster strength %d, base monster value %d")
  738. // % amount % VLC->creh->creatures[creId]->namePl % mapMonsterStrength % zoneMonsterStrength % strength;
  739. placeObject(gen, guard, pos);
  740. if (clearSurroundingTiles)
  741. {
  742. //do not spawn anything near monster
  743. gen->foreach_neighbour (pos, [gen](int3 pos)
  744. {
  745. if (gen->isPossible(pos))
  746. gen->setOccupied(pos, ETileType::FREE);
  747. });
  748. }
  749. return true;
  750. }
  751. bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float minDistance, const CTreasureInfo& treasureInfo)
  752. {
  753. CTreasurePileInfo info;
  754. std::map<int3, CGObjectInstance *> treasures;
  755. std::set<int3> boundary;
  756. int3 guardPos (-1,-1,-1);
  757. info.nextTreasurePos = pos;
  758. int maxValue = treasureInfo.max;
  759. int minValue = treasureInfo.min;
  760. ui32 desiredValue = (gen->rand.nextInt(minValue, maxValue));
  761. int currentValue = 0;
  762. CGObjectInstance * object = nullptr;
  763. while (currentValue <= desiredValue - 100) //no objects with value below 100 are avaiable
  764. {
  765. treasures[info.nextTreasurePos] = nullptr;
  766. for (auto treasurePos : treasures)
  767. {
  768. gen->foreach_neighbour(treasurePos.first, [gen, &boundary](int3 pos)
  769. {
  770. boundary.insert(pos);
  771. });
  772. }
  773. for (auto treasurePos : treasures)
  774. {
  775. //leaving only boundary around objects
  776. vstd::erase_if_present(boundary, treasurePos.first);
  777. }
  778. for (auto tile : boundary)
  779. {
  780. //we can't extend boundary anymore
  781. if (!(gen->isBlocked(tile) || gen->isPossible(tile)))
  782. break;
  783. }
  784. ObjectInfo oi = getRandomObject(gen, info, desiredValue, maxValue, currentValue);
  785. if (!oi.value) //0 value indicates no object
  786. {
  787. vstd::erase_if_present(treasures, info.nextTreasurePos);
  788. break;
  789. }
  790. else
  791. {
  792. object = oi.generateObject();
  793. //remove from possible objects
  794. auto oiptr = std::find(possibleObjects.begin(), possibleObjects.end(), oi);
  795. assert (oiptr != possibleObjects.end());
  796. oiptr->maxPerZone--;
  797. if (!oiptr->maxPerZone)
  798. possibleObjects.erase(oiptr);
  799. //update treasure pile area
  800. int3 visitablePos = info.nextTreasurePos;
  801. if (oi.templ.isVisitableFromTop())
  802. info.visitableFromTopPositions.insert(visitablePos); //can be accessed from any direction
  803. else
  804. info.visitableFromBottomPositions.insert(visitablePos); //can be accessed only from bottom or side
  805. for (auto blockedOffset : oi.templ.getBlockedOffsets())
  806. {
  807. int3 blockPos = info.nextTreasurePos + blockedOffset + oi.templ.getVisitableOffset(); //object will be moved to align vistable pos to treasure pos
  808. info.occupiedPositions.insert(blockPos);
  809. info.blockedPositions.insert(blockPos);
  810. }
  811. info.occupiedPositions.insert(visitablePos);
  812. currentValue += oi.value;
  813. treasures[info.nextTreasurePos] = object;
  814. //now find place for next object
  815. int3 placeFound(-1,-1,-1);
  816. //randomize next position from among possible ones
  817. std::vector<int3> boundaryCopy (boundary.begin(), boundary.end());
  818. //RandomGeneratorUtil::randomShuffle(boundaryCopy, gen->rand);
  819. auto chooseTopTile = [](const int3 & lhs, const int3 & rhs) -> bool
  820. {
  821. return lhs.y < rhs.y;
  822. };
  823. boost::sort(boundaryCopy, chooseTopTile); //start from top tiles to allow objects accessible from bottom
  824. for (auto tile : boundaryCopy)
  825. {
  826. if (gen->isPossible(tile)) //we can place new treasure only on possible tile
  827. {
  828. bool here = true;
  829. gen->foreach_neighbour (tile, [gen, &here, minDistance](int3 pos)
  830. {
  831. if (!(gen->isBlocked(pos) || gen->isPossible(pos)) || gen->getNearestObjectDistance(pos) < minDistance)
  832. here = false;
  833. });
  834. if (here)
  835. {
  836. placeFound = tile;
  837. break;
  838. }
  839. }
  840. }
  841. if (placeFound.valid())
  842. info.nextTreasurePos = placeFound;
  843. else
  844. break; //no more place to add any objects
  845. }
  846. }
  847. if (treasures.size())
  848. {
  849. //find object closest to zone center, then connect it to the middle of the zone
  850. int3 closestFreeTile (-1,-1,-1);
  851. if (info.visitableFromBottomPositions.size()) //get random treasure tile, starting from objects accessible only from bottom
  852. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromBottomPositions, gen->rand));
  853. else
  854. closestFreeTile = findClosestTile (freePaths, *RandomGeneratorUtil::nextItem(info.visitableFromTopPositions, gen->rand));
  855. int3 closestTile = int3(-1,-1,-1);
  856. float minDistance = 1e10;
  857. for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
  858. {
  859. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  860. {
  861. closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
  862. minDistance = closestFreeTile.dist2d(visitablePos);
  863. }
  864. }
  865. if (!closestTile.valid())
  866. {
  867. for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
  868. {
  869. if (closestFreeTile.dist2d(visitablePos) < minDistance)
  870. {
  871. closestTile = visitablePos;
  872. minDistance = closestFreeTile.dist2d(visitablePos);
  873. }
  874. }
  875. }
  876. assert (closestTile.valid());
  877. for (auto tile : info.occupiedPositions)
  878. {
  879. if (gen->map->isInTheMap(tile)) //pile boundary may reach map border
  880. gen->setOccupied(tile, ETileType::BLOCKED); //so that crunch path doesn't cut through objects
  881. }
  882. if (!crunchPath (gen, closestTile, closestFreeTile))
  883. {
  884. //we can't connect this pile, just block it off and start over
  885. for (auto treasure : treasures)
  886. {
  887. if (gen->isPossible(treasure.first))
  888. gen->setOccupied (treasure.first, ETileType::BLOCKED);
  889. }
  890. return true;
  891. }
  892. //update boundary around our objects, including knowledge about objects visitable from bottom
  893. boundary.clear();
  894. for (auto tile : info.visitableFromBottomPositions)
  895. {
  896. gen->foreach_neighbour(tile, [tile, &boundary](int3 pos)
  897. {
  898. if (pos.y >= tile.y) //don't block these objects from above
  899. boundary.insert(pos);
  900. });
  901. }
  902. for (auto tile : info.visitableFromTopPositions)
  903. {
  904. gen->foreach_neighbour(tile, [&boundary](int3 pos)
  905. {
  906. boundary.insert(pos);
  907. });
  908. }
  909. bool isPileGuarded = currentValue >= minGuardedValue;
  910. for (auto tile : boundary) //guard must be standing there
  911. {
  912. if (gen->isFree(tile)) //this tile could be already blocked, don't place a monster here
  913. {
  914. guardPos = tile;
  915. break;
  916. }
  917. }
  918. if (guardPos.valid())
  919. {
  920. for (auto treasure : treasures)
  921. {
  922. int3 visitableOffset = treasure.second->getVisitableOffset();
  923. placeObject(gen, treasure.second, treasure.first + visitableOffset);
  924. }
  925. if (addMonster(gen, guardPos, currentValue, false))
  926. {//block only if the object is guarded
  927. for (auto tile : boundary)
  928. {
  929. if (gen->isPossible(tile))
  930. gen->setOccupied(tile, ETileType::BLOCKED);
  931. }
  932. //do not spawn anything near monster
  933. gen->foreach_neighbour(guardPos, [gen](int3 pos)
  934. {
  935. if (gen->isPossible(pos))
  936. gen->setOccupied(pos, ETileType::FREE);
  937. });
  938. }
  939. else //mo monster in this pile, make some free space (needed?)
  940. {
  941. for (auto tile : boundary)
  942. if (gen->isPossible(tile))
  943. gen->setOccupied(tile, ETileType::FREE);
  944. }
  945. }
  946. else if (isPileGuarded)//we couldn't make a connection to this location, block it
  947. {
  948. for (auto treasure : treasures)
  949. {
  950. if (gen->isPossible(treasure.first))
  951. gen->setOccupied(treasure.first, ETileType::BLOCKED);
  952. delete treasure.second;
  953. }
  954. }
  955. return true;
  956. }
  957. else //we did not place eveyrthing successfully
  958. return false;
  959. }
  960. void CRmgTemplateZone::initTownType (CMapGenerator* gen)
  961. {
  962. //FIXME: handle case that this player is not present -> towns should be set to neutral
  963. int totalTowns = 0;
  964. auto cutPathAroundTown = [gen, this](const CGTownInstance * town)
  965. {
  966. //cut contour around town in case it was placed in a middle of path. TODO: find better solution
  967. for (auto tile : town->getBlockedPos())
  968. {
  969. gen->foreach_neighbour(tile, [gen, &tile](int3& pos)
  970. {
  971. if (gen->isPossible(pos))
  972. {
  973. gen->setOccupied(pos, ETileType::FREE);
  974. }
  975. });
  976. }
  977. };
  978. auto addNewTowns = [&totalTowns, gen, this, &cutPathAroundTown](int count, bool hasFort, PlayerColor player)
  979. {
  980. for (int i = 0; i < count; i++)
  981. {
  982. auto town = new CGTownInstance();
  983. town->ID = Obj::TOWN;
  984. if (this->townsAreSameType)
  985. town->subID = townType;
  986. else
  987. {
  988. if (townTypes.size())
  989. town->subID = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  990. else
  991. town->subID = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  992. }
  993. town->tempOwner = player;
  994. if (hasFort)
  995. town->builtBuildings.insert(BuildingID::FORT);
  996. town->builtBuildings.insert(BuildingID::DEFAULT);
  997. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  998. {
  999. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1000. town->possibleSpells.push_back(spell->id);
  1001. }
  1002. if (!totalTowns)
  1003. {
  1004. //first town in zone sets the facton of entire zone
  1005. town->subID = townType;
  1006. //register MAIN town of zone
  1007. gen->registerZone(town->subID);
  1008. //first town in zone goes in the middle
  1009. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
  1010. cutPathAroundTown(town);
  1011. }
  1012. else
  1013. addRequiredObject (town);
  1014. totalTowns++;
  1015. }
  1016. };
  1017. if ((type == ETemplateZoneType::CPU_START) || (type == ETemplateZoneType::PLAYER_START))
  1018. {
  1019. //set zone types to player faction, generate main town
  1020. logGlobal->infoStream() << "Preparing playing zone";
  1021. int player_id = *owner - 1;
  1022. auto & playerInfo = gen->map->players[player_id];
  1023. if (playerInfo.canAnyonePlay())
  1024. {
  1025. PlayerColor player(player_id);
  1026. townType = gen->mapGenOptions->getPlayersSettings().find(player)->second.getStartingTown();
  1027. if (townType == CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
  1028. {
  1029. if (townTypes.size())
  1030. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1031. else
  1032. townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  1033. }
  1034. auto town = new CGTownInstance();
  1035. town->ID = Obj::TOWN;
  1036. town->subID = townType;
  1037. town->tempOwner = player;
  1038. town->builtBuildings.insert(BuildingID::FORT);
  1039. town->builtBuildings.insert(BuildingID::DEFAULT);
  1040. for (auto spell : VLC->spellh->objects) //add all regular spells to town
  1041. {
  1042. if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
  1043. town->possibleSpells.push_back(spell->id);
  1044. }
  1045. //towns are big objects and should be centered around visitable position
  1046. placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
  1047. cutPathAroundTown(town);
  1048. totalTowns++;
  1049. //register MAIN town of zone only
  1050. gen->registerZone (town->subID);
  1051. logGlobal->traceStream() << "Fill player info " << player_id;
  1052. // Update player info
  1053. playerInfo.allowedFactions.clear();
  1054. playerInfo.allowedFactions.insert (townType);
  1055. playerInfo.hasMainTown = true;
  1056. playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
  1057. playerInfo.generateHeroAtMainTown = true;
  1058. //now create actual towns
  1059. addNewTowns (playerTowns.getCastleCount() - 1, true, player);
  1060. addNewTowns (playerTowns.getTownCount(), false, player);
  1061. //requiredObjects.push_back(town);
  1062. }
  1063. else
  1064. {
  1065. type = ETemplateZoneType::TREASURE;
  1066. if (townTypes.size())
  1067. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1068. else
  1069. townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  1070. }
  1071. }
  1072. else //no player
  1073. {
  1074. if (townTypes.size())
  1075. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1076. else
  1077. townType = *RandomGeneratorUtil::nextItem(getDefaultTownTypes(), gen->rand); //it is possible to have zone with no towns allowed
  1078. }
  1079. addNewTowns (neutralTowns.getCastleCount(), true, PlayerColor::NEUTRAL);
  1080. addNewTowns (neutralTowns.getTownCount(), false, PlayerColor::NEUTRAL);
  1081. if (!totalTowns) //if there's no town present, get random faction for dwellings and pandoras
  1082. {
  1083. //25% chance for neutral
  1084. if (gen->rand.nextInt(1, 100) <= 25)
  1085. {
  1086. townType = ETownType::NEUTRAL;
  1087. }
  1088. else
  1089. {
  1090. if (townTypes.size())
  1091. townType = *RandomGeneratorUtil::nextItem(townTypes, gen->rand);
  1092. else if (monsterTypes.size())
  1093. townType = *RandomGeneratorUtil::nextItem(monsterTypes, gen->rand); //this happens in Clash of Dragons in treasure zones, where all towns are banned
  1094. }
  1095. }
  1096. }
  1097. void CRmgTemplateZone::initTerrainType (CMapGenerator* gen)
  1098. {
  1099. if (matchTerrainToTown && townType != ETownType::NEUTRAL)
  1100. terrainType = VLC->townh->factions[townType]->nativeTerrain;
  1101. else
  1102. terrainType = *RandomGeneratorUtil::nextItem(terrainTypes, gen->rand);
  1103. //TODO: allow new types of terrain?
  1104. if (pos.z)
  1105. {
  1106. if (terrainType != ETerrainType::LAVA)
  1107. terrainType = ETerrainType::SUBTERRANEAN;
  1108. }
  1109. else
  1110. {
  1111. if (terrainType == ETerrainType::SUBTERRANEAN)
  1112. terrainType = ETerrainType::DIRT;
  1113. }
  1114. paintZoneTerrain (gen, terrainType);
  1115. }
  1116. void CRmgTemplateZone::paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType)
  1117. {
  1118. std::vector<int3> tiles;
  1119. for (auto tile : tileinfo)
  1120. {
  1121. tiles.push_back (tile);
  1122. }
  1123. gen->editManager->getTerrainSelection().setSelection(tiles);
  1124. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1125. }
  1126. bool CRmgTemplateZone::placeMines (CMapGenerator* gen)
  1127. {
  1128. std::vector<Res::ERes> required_mines;
  1129. required_mines.push_back(Res::ERes::WOOD);
  1130. required_mines.push_back(Res::ERes::ORE);
  1131. static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
  1132. static const Res::ERes preciousResources[] = {Res::ERes::GEMS, Res::ERes::CRYSTAL, Res::ERes::MERCURY, Res::ERes::SULFUR};
  1133. for (const auto & res : woodOre)
  1134. {
  1135. for (int i = 0; i < mines[res]; i++)
  1136. {
  1137. auto mine = new CGMine();
  1138. mine->ID = Obj::MINE;
  1139. mine->subID = static_cast<si32>(res);
  1140. mine->producedResource = res;
  1141. mine->producedQuantity = mine->defaultResProduction();
  1142. addCloseObject(mine, 1500);
  1143. }
  1144. }
  1145. for (const auto & res : preciousResources)
  1146. {
  1147. for (int i = 0; i < mines[res]; i++)
  1148. {
  1149. auto mine = new CGMine();
  1150. mine->ID = Obj::MINE;
  1151. mine->subID = static_cast<si32>(res);
  1152. mine->producedResource = res;
  1153. mine->producedQuantity = mine->defaultResProduction();
  1154. addRequiredObject(mine, 3500);
  1155. }
  1156. }
  1157. for (int i = 0; i < mines[Res::GOLD]; i++)
  1158. {
  1159. auto mine = new CGMine();
  1160. mine->ID = Obj::MINE;
  1161. mine->subID = static_cast<si32>(Res::GOLD);
  1162. mine->producedResource = Res::GOLD;
  1163. mine->producedQuantity = mine->defaultResProduction();
  1164. addRequiredObject(mine, 7000);
  1165. }
  1166. return true;
  1167. }
  1168. bool CRmgTemplateZone::createRequiredObjects(CMapGenerator* gen)
  1169. {
  1170. logGlobal->traceStream() << "Creating required objects";
  1171. for(const auto &obj : requiredObjects)
  1172. {
  1173. int3 pos;
  1174. if ( ! findPlaceForObject(gen, obj.first, 3, pos))
  1175. {
  1176. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") %id;
  1177. //TODO CLEANUP!
  1178. return false;
  1179. }
  1180. placeObject (gen, obj.first, pos);
  1181. guardObject (gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  1182. //paths to required objects constitute main paths of zone. otherwise they just may lead to middle and create dead zones
  1183. }
  1184. for (const auto &obj : closeObjects)
  1185. {
  1186. std::vector<int3> tiles(possibleTiles.begin(), possibleTiles.end()); //new tiles vector after each object has been placed
  1187. // smallest distance to zone center, greatest distance to nearest object
  1188. auto isCloser = [this, gen](const int3 & lhs, const int3 & rhs) -> bool
  1189. {
  1190. return (this->pos.dist2dSQ(lhs) * 0.5f - gen->getNearestObjectDistance(lhs)) < (this->pos.dist2dSQ(rhs) * 0.5f - gen->getNearestObjectDistance(rhs));
  1191. };
  1192. boost::sort (tiles, isCloser);
  1193. setTemplateForObject(gen, obj.first);
  1194. auto tilesBlockedByObject = obj.first->getBlockedOffsets();
  1195. bool result = false;
  1196. for (auto tile : tiles)
  1197. {
  1198. //object must be accessible from at least one surounding tile
  1199. if (!isAccessibleFromAnywhere(gen, obj.first->appearance, tile, tilesBlockedByObject))
  1200. continue;
  1201. //avoid borders
  1202. if (gen->isPossible(tile))
  1203. {
  1204. if (areAllTilesAvailable(gen, obj.first, tile, tilesBlockedByObject))
  1205. {
  1206. placeObject(gen, obj.first, tile);
  1207. guardObject(gen, obj.first, obj.second, (obj.first->ID == Obj::MONOLITH_TWO_WAY), true);
  1208. result = true;
  1209. break;
  1210. }
  1211. }
  1212. }
  1213. if (!result)
  1214. {
  1215. logGlobal->errorStream() << boost::format("Failed to fill zone %d due to lack of space") % id;
  1216. //TODO CLEANUP!
  1217. return false;
  1218. }
  1219. }
  1220. return true;
  1221. }
  1222. void CRmgTemplateZone::createTreasures(CMapGenerator* gen)
  1223. {
  1224. int mapMonsterStrength = gen->mapGenOptions->getMonsterStrength();
  1225. int monsterStrength = zoneMonsterStrength + mapMonsterStrength - 1; //array index from 0 to 4
  1226. static int minGuardedValues[] = { 6500, 4167, 3000, 1833, 1333 };
  1227. minGuardedValue = minGuardedValues[monsterStrength];
  1228. auto valueComparator = [](const CTreasureInfo & lhs, const CTreasureInfo & rhs) -> bool
  1229. {
  1230. return lhs.max > rhs.max;
  1231. };
  1232. //place biggest treasures first at large distance, place smaller ones inbetween
  1233. boost::sort(treasureInfo, valueComparator);
  1234. int totalDensity = 0;
  1235. for (auto t : treasureInfo)
  1236. {
  1237. //discard objects with too high value to be ever placed
  1238. vstd::erase_if(possibleObjects, [t](const ObjectInfo& oi) -> bool
  1239. {
  1240. return oi.value > t.max;
  1241. });
  1242. totalDensity += t.density;
  1243. //treasure density is inversely proportional to zone size but must be scaled back to map size
  1244. //also, normalize it to zone count - higher count means relatively smaller zones
  1245. //this is squared distance for optimization purposes
  1246. const double minDistance = std::max<float>((125.f / totalDensity), 2);
  1247. //distance lower than 2 causes objects to overlap and crash
  1248. do {
  1249. //optimization - don't check tiles which are not allowed
  1250. vstd::erase_if(possibleTiles, [gen](const int3 &tile) -> bool
  1251. {
  1252. return !gen->isPossible(tile);
  1253. });
  1254. int3 pos;
  1255. //If we are able to place at least one object with value lower than minGuardedValue, it's ok
  1256. if (!findPlaceForTreasurePile(gen, minDistance, pos, t.min))
  1257. {
  1258. break;
  1259. }
  1260. createTreasurePile(gen, pos, minDistance, t);
  1261. } while (true);
  1262. }
  1263. }
  1264. void CRmgTemplateZone::createObstacles1(CMapGenerator * gen)
  1265. {
  1266. if (pos.z) //underground
  1267. {
  1268. //now make sure all accessible tiles have no additional rock on them
  1269. std::vector<int3> accessibleTiles;
  1270. for (auto tile : tileinfo)
  1271. {
  1272. if (gen->isFree(tile) || gen->isUsed(tile))
  1273. {
  1274. accessibleTiles.push_back(tile);
  1275. }
  1276. }
  1277. gen->editManager->getTerrainSelection().setSelection(accessibleTiles);
  1278. gen->editManager->drawTerrain(terrainType, &gen->rand);
  1279. }
  1280. }
  1281. void CRmgTemplateZone::createObstacles2(CMapGenerator* gen)
  1282. {
  1283. typedef std::vector<ObjectTemplate> obstacleVector;
  1284. //obstacleVector possibleObstacles;
  1285. std::map <ui8, obstacleVector> obstaclesBySize;
  1286. typedef std::pair <ui8, obstacleVector> obstaclePair;
  1287. std::vector<obstaclePair> possibleObstacles;
  1288. //get all possible obstacles for this terrain
  1289. for (auto primaryID : VLC->objtypeh->knownObjects())
  1290. {
  1291. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1292. {
  1293. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1294. if (handler->isStaticObject())
  1295. {
  1296. for (auto temp : handler->getTemplates())
  1297. {
  1298. if (temp.canBePlacedAt(terrainType) && temp.getBlockMapOffset().valid())
  1299. obstaclesBySize[temp.getBlockedOffsets().size()].push_back(temp);
  1300. }
  1301. }
  1302. }
  1303. }
  1304. for (auto o : obstaclesBySize)
  1305. {
  1306. possibleObstacles.push_back (std::make_pair(o.first, o.second));
  1307. }
  1308. boost::sort (possibleObstacles, [](const obstaclePair &p1, const obstaclePair &p2) -> bool
  1309. {
  1310. return p1.first > p2.first; //bigger obstacles first
  1311. });
  1312. auto sel = gen->editManager->getTerrainSelection();
  1313. sel.clearSelection();
  1314. auto tryToPlaceObstacleHere = [this, gen, &possibleObstacles](int3& tile, int index)-> bool
  1315. {
  1316. auto temp = *RandomGeneratorUtil::nextItem(possibleObstacles[index].second, gen->rand);
  1317. int3 obstaclePos = tile + temp.getBlockMapOffset();
  1318. if (canObstacleBePlacedHere(gen, temp, obstaclePos)) //can be placed here
  1319. {
  1320. auto obj = VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1321. placeObject(gen, obj, obstaclePos, false);
  1322. return true;
  1323. }
  1324. return false;
  1325. };
  1326. //reverse order, since obstacles begin in bottom-right corner, while the map coordinates begin in top-left
  1327. for (auto tile : boost::adaptors::reverse(tileinfo))
  1328. {
  1329. //fill tiles that should be blocked with obstacles or are just possible (with some probability)
  1330. if (gen->shouldBeBlocked(tile) || (gen->isPossible(tile) && gen->rand.nextInt(1,100) < 60))
  1331. {
  1332. //start from biggets obstacles
  1333. for (int i = 0; i < possibleObstacles.size(); i++)
  1334. {
  1335. if (tryToPlaceObstacleHere(tile, i))
  1336. break;
  1337. }
  1338. }
  1339. }
  1340. }
  1341. void CRmgTemplateZone::connectRoads(CMapGenerator* gen)
  1342. {
  1343. logGlobal->debug("Started building roads");
  1344. std::set<int3> processed;
  1345. while(!roadNodes.empty())
  1346. {
  1347. int3 node = *roadNodes.begin();
  1348. roadNodes.erase(node);
  1349. if(roads.empty())
  1350. {
  1351. //start road network
  1352. roads.insert(node);
  1353. logGlobal->debugStream() << "First node of road network: " << node;
  1354. }
  1355. else
  1356. {
  1357. auto comparator = [=](int3 lhs, int3 rhs) { return node.dist2dSQ(lhs) < node.dist2dSQ(rhs); };
  1358. int3 cross = * boost::range::min_element(processed, comparator);
  1359. logGlobal->debugStream() << "Building road from " << node << " to " << cross;
  1360. createRoad(gen, node, cross);
  1361. }
  1362. processed.insert(node);
  1363. }
  1364. drawRoads(gen);
  1365. logGlobal->debug("Finished building roads");
  1366. }
  1367. void CRmgTemplateZone::drawRoads(CMapGenerator* gen)
  1368. {
  1369. std::vector<int3> tiles;
  1370. for (auto tile : roads)
  1371. {
  1372. if(gen->map->isInTheMap(tile))
  1373. tiles.push_back (tile);
  1374. }
  1375. gen->editManager->getTerrainSelection().setSelection(tiles);
  1376. gen->editManager->drawRoad(ERoadType::COBBLESTONE_ROAD, &gen->rand);
  1377. }
  1378. bool CRmgTemplateZone::fill(CMapGenerator* gen)
  1379. {
  1380. initTerrainType(gen);
  1381. freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
  1382. addAllPossibleObjects (gen);
  1383. fractalize(gen);
  1384. placeMines(gen);
  1385. createRequiredObjects(gen);
  1386. createTreasures(gen);
  1387. logGlobal->infoStream() << boost::format ("Zone %d filled successfully") %id;
  1388. return true;
  1389. }
  1390. bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_dist, int3 &pos, int value)
  1391. {
  1392. float best_distance = 0;
  1393. bool result = false;
  1394. bool needsGuard = value > minGuardedValue;
  1395. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1396. for(auto tile : possibleTiles)
  1397. {
  1398. auto dist = gen->getNearestObjectDistance(tile);
  1399. if ((dist >= min_dist) && (dist > best_distance))
  1400. {
  1401. bool allTilesAvailable = true;
  1402. gen->foreach_neighbour (tile, [&gen, &allTilesAvailable, needsGuard](int3 neighbour)
  1403. {
  1404. if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour) || (!needsGuard && gen->isFree(neighbour))))
  1405. {
  1406. allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
  1407. }
  1408. });
  1409. if (allTilesAvailable)
  1410. {
  1411. best_distance = dist;
  1412. pos = tile;
  1413. result = true;
  1414. }
  1415. }
  1416. }
  1417. if (result)
  1418. {
  1419. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile //FIXME: why?
  1420. }
  1421. return result;
  1422. }
  1423. bool CRmgTemplateZone::canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, int3 &pos)
  1424. {
  1425. if (!gen->map->isInTheMap(pos)) //blockmap may fit in the map, but botom-right corner does not
  1426. return false;
  1427. auto tilesBlockedByObject = temp.getBlockedOffsets();
  1428. for (auto blockingTile : tilesBlockedByObject)
  1429. {
  1430. int3 t = pos + blockingTile;
  1431. if (!gen->map->isInTheMap(t) || !(gen->isPossible(t) || gen->shouldBeBlocked(t)))
  1432. {
  1433. return false; //if at least one tile is not possible, object can't be placed here
  1434. }
  1435. }
  1436. return true;
  1437. }
  1438. bool CRmgTemplateZone::isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, const std::set<int3> &tilesBlockedByObject) const
  1439. {
  1440. bool accessible = false;
  1441. for (int x = -1; x < 2; x++)
  1442. {
  1443. for (int y = -1; y <2; y++)
  1444. {
  1445. if (x && y) //check only if object is visitable from another tile
  1446. {
  1447. int3 offset = appearance.getVisitableOffset() + int3(x, y, 0);
  1448. if (!vstd::contains(tilesBlockedByObject, offset))
  1449. {
  1450. int3 nearbyPos = tile + offset;
  1451. if (gen->map->isInTheMap(nearbyPos))
  1452. {
  1453. if (appearance.isVisitableFrom(x, y) && !gen->isBlocked(nearbyPos))
  1454. accessible = true;
  1455. }
  1456. }
  1457. }
  1458. };
  1459. }
  1460. return accessible;
  1461. }
  1462. void CRmgTemplateZone::setTemplateForObject(CMapGenerator* gen, CGObjectInstance* obj)
  1463. {
  1464. if (obj->appearance.id == Obj::NO_OBJ)
  1465. {
  1466. auto templates = VLC->objtypeh->getHandlerFor(obj->ID, obj->subID)->getTemplates(gen->map->getTile(getPos()).terType);
  1467. if (templates.empty())
  1468. throw rmgException(boost::to_string(boost::format("Did not find graphics for object (%d,%d) at %s") % obj->ID %obj->subID %pos));
  1469. obj->appearance = templates.front();
  1470. }
  1471. }
  1472. bool CRmgTemplateZone::areAllTilesAvailable(CMapGenerator* gen, CGObjectInstance* obj, int3& tile, std::set<int3>& tilesBlockedByObject) const
  1473. {
  1474. for (auto blockingTile : tilesBlockedByObject)
  1475. {
  1476. int3 t = tile + blockingTile;
  1477. if (!gen->map->isInTheMap(t) || !gen->isPossible(t))
  1478. {
  1479. //if at least one tile is not possible, object can't be placed here
  1480. return false;
  1481. }
  1482. }
  1483. return true;
  1484. }
  1485. bool CRmgTemplateZone::findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos)
  1486. {
  1487. //we need object apperance to deduce free tile
  1488. setTemplateForObject(gen, obj);
  1489. //si32 min_dist = sqrt(tileinfo.size()/density);
  1490. int best_distance = 0;
  1491. bool result = false;
  1492. //si32 w = gen->map->width;
  1493. //si32 h = gen->map->height;
  1494. //logGlobal->infoStream() << boost::format("Min dist for density %f is %d") % density % min_dist;
  1495. auto tilesBlockedByObject = obj->getBlockedOffsets();
  1496. for (auto tile : tileinfo)
  1497. {
  1498. //object must be accessible from at least one surounding tile
  1499. if (!isAccessibleFromAnywhere(gen, obj->appearance, tile, tilesBlockedByObject))
  1500. continue;
  1501. auto ti = gen->getTile(tile);
  1502. auto dist = ti.getNearestObjectDistance();
  1503. //avoid borders
  1504. if (gen->isPossible(tile) && (dist >= min_dist) && (dist > best_distance))
  1505. {
  1506. if (areAllTilesAvailable(gen, obj, tile, tilesBlockedByObject))
  1507. {
  1508. best_distance = dist;
  1509. pos = tile;
  1510. result = true;
  1511. }
  1512. }
  1513. }
  1514. if (result)
  1515. {
  1516. gen->setOccupied(pos, ETileType::BLOCKED); //block that tile
  1517. }
  1518. return result;
  1519. }
  1520. void CRmgTemplateZone::checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos)
  1521. {
  1522. if (!gen->map->isInTheMap(pos))
  1523. throw rmgException(boost::to_string(boost::format("Position of object %d at %s is outside the map") % object->id % pos));
  1524. object->pos = pos;
  1525. if (object->isVisitable() && !gen->map->isInTheMap(object->visitablePos()))
  1526. 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()));
  1527. for (auto tile : object->getBlockedPos())
  1528. {
  1529. if (!gen->map->isInTheMap(tile))
  1530. throw rmgException(boost::to_string(boost::format("Tile %s of object %d at %s is outside the map") % tile() % object->id % object->pos()));
  1531. }
  1532. if (object->appearance.id == Obj::NO_OBJ)
  1533. {
  1534. auto terrainType = gen->map->getTile(pos).terType;
  1535. auto templates = VLC->objtypeh->getHandlerFor(object->ID, object->subID)->getTemplates(terrainType);
  1536. if (templates.empty())
  1537. 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));
  1538. object->appearance = templates.front();
  1539. }
  1540. gen->editManager->insertObject(object, pos);
  1541. //logGlobal->traceStream() << boost::format ("Successfully inserted object (%d,%d) at pos %s") %object->ID %object->subID %pos();
  1542. }
  1543. void CRmgTemplateZone::placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, bool updateDistance)
  1544. {
  1545. //logGlobal->traceStream() << boost::format("Inserting object at %d %d") % pos.x % pos.y;
  1546. checkAndPlaceObject (gen, object, pos);
  1547. auto points = object->getBlockedPos();
  1548. if (object->isVisitable())
  1549. points.insert(pos + object->getVisitableOffset());
  1550. points.insert(pos);
  1551. for(auto p : points)
  1552. {
  1553. if (gen->map->isInTheMap(p))
  1554. {
  1555. gen->setOccupied(p, ETileType::USED);
  1556. }
  1557. }
  1558. if (updateDistance)
  1559. {
  1560. for(auto tile : possibleTiles) //don't need to mark distance for not possible tiles
  1561. {
  1562. si32 d = pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  1563. gen->setNearestObjectDistance(tile, std::min<float>(d, gen->getNearestObjectDistance(tile)));
  1564. }
  1565. }
  1566. if (object->ID == Obj::SEER_HUT) //debug
  1567. {
  1568. CGSeerHut * sh = dynamic_cast<CGSeerHut *>(object);
  1569. auto artid = sh->quest->m5arts.front();
  1570. logGlobal->warnStream() << boost::format("Placed Seer Hut at %s, quest artifact %d is %s") % object->pos % artid % VLC->arth->artifacts[artid]->Name();
  1571. }
  1572. switch (object->ID)
  1573. {
  1574. case Obj::TOWN:
  1575. case Obj::RANDOM_TOWN:
  1576. case Obj::MONOLITH_TWO_WAY:
  1577. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  1578. case Obj::MONOLITH_ONE_WAY_EXIT:
  1579. case Obj::SUBTERRANEAN_GATE:
  1580. {
  1581. roadNodes.insert(object->visitablePos());
  1582. }
  1583. break;
  1584. default:
  1585. break;
  1586. }
  1587. }
  1588. void CRmgTemplateZone::placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str, bool zoneGuard)
  1589. {
  1590. placeObject(gen, object, pos);
  1591. guardObject(gen, object, str, zoneGuard);
  1592. }
  1593. std::vector<int3> CRmgTemplateZone::getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object)
  1594. {
  1595. //get all tiles from which this object can be accessed
  1596. int3 visitable = object->visitablePos();
  1597. std::vector<int3> tiles;
  1598. auto tilesBlockedByObject = object->getBlockedPos(); //absolue value, as object is already placed
  1599. gen->foreach_neighbour(visitable, [&](int3& pos)
  1600. {
  1601. if (gen->isPossible(pos))
  1602. {
  1603. if (!vstd::contains(tilesBlockedByObject, pos))
  1604. {
  1605. if (object->appearance.isVisitableFrom(pos.x - visitable.x, pos.y - visitable.y) && !gen->isBlocked(pos)) //TODO: refactor - info about visitability from absolute coordinates
  1606. {
  1607. tiles.push_back(pos);
  1608. }
  1609. }
  1610. };
  1611. });
  1612. return tiles;
  1613. }
  1614. bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str, bool zoneGuard, bool addToFreePaths)
  1615. {
  1616. logGlobal->traceStream() << boost::format("Guard object at %s") % object->pos();
  1617. std::vector<int3> tiles = getAccessibleOffsets (gen, object);
  1618. int3 guardTile(-1,-1,-1);
  1619. for (auto tile : tiles)
  1620. {
  1621. //crunching path may fail if center of the zone is directly over wide object
  1622. //make sure object is accessible before surrounding it with blocked tiles
  1623. if (crunchPath (gen, tile, findClosestTile(freePaths, tile), addToFreePaths ? &freePaths : nullptr))
  1624. {
  1625. guardTile = tile;
  1626. break;
  1627. }
  1628. }
  1629. if (!guardTile.valid())
  1630. {
  1631. logGlobal->errorStream() << boost::format("Failed to crunch path to object at %s") % object->pos();
  1632. return false;
  1633. }
  1634. if (addMonster (gen, guardTile, str, false, zoneGuard)) //do not place obstacles around unguarded object
  1635. {
  1636. for (auto pos : tiles)
  1637. {
  1638. if (!gen->isFree(pos))
  1639. gen->setOccupied(pos, ETileType::BLOCKED);
  1640. }
  1641. gen->foreach_neighbour (guardTile, [&](int3& pos)
  1642. {
  1643. if (gen->isPossible(pos))
  1644. gen->setOccupied (pos, ETileType::FREE);
  1645. });
  1646. gen->setOccupied (guardTile, ETileType::USED);
  1647. }
  1648. else //allow no guard or other object in front of this object
  1649. {
  1650. for (auto tile : tiles)
  1651. if (gen->isPossible(tile))
  1652. gen->setOccupied (tile, ETileType::FREE);
  1653. }
  1654. return true;
  1655. }
  1656. ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileInfo &info, ui32 desiredValue, ui32 maxValue, ui32 currentValue)
  1657. {
  1658. //int objectsVisitableFromBottom = 0; //for debug
  1659. std::vector<std::pair<ui32, ObjectInfo>> tresholds;
  1660. ui32 total = 0;
  1661. //calculate actual treasure value range based on remaining value
  1662. ui32 maxVal = desiredValue - currentValue;
  1663. ui32 minValue = 0.25f * (desiredValue - currentValue);
  1664. //roulette wheel
  1665. for (ObjectInfo &oi : possibleObjects) //copy constructor turned out to be costly
  1666. {
  1667. if (oi.value >= minValue && oi.value <= maxVal && oi.maxPerZone > 0)
  1668. {
  1669. int3 newVisitableOffset = oi.templ.getVisitableOffset(); //visitablePos assumes object will be shifter by visitableOffset
  1670. int3 newVisitablePos = info.nextTreasurePos;
  1671. if (!oi.templ.isVisitableFromTop())
  1672. {
  1673. //objectsVisitableFromBottom++;
  1674. //there must be free tiles under object
  1675. auto blockedOffsets = oi.templ.getBlockedOffsets();
  1676. if (!isAccessibleFromAnywhere(gen, oi.templ, newVisitablePos, blockedOffsets))
  1677. continue;
  1678. }
  1679. //NOTE: y coordinate grows downwards
  1680. if (info.visitableFromBottomPositions.size() + info.visitableFromTopPositions.size()) //do not try to match first object in zone
  1681. {
  1682. bool fitsHere = false;
  1683. if (oi.templ.isVisitableFromTop()) //new can be accessed from any direction
  1684. {
  1685. for (auto tile : info.visitableFromTopPositions)
  1686. {
  1687. int3 actualTile = tile + newVisitableOffset;
  1688. if (newVisitablePos.areNeighbours(actualTile)) //we access other removable object from any position
  1689. {
  1690. fitsHere = true;
  1691. break;
  1692. }
  1693. }
  1694. for (auto tile : info.visitableFromBottomPositions)
  1695. {
  1696. int3 actualTile = tile + newVisitableOffset;
  1697. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y >= actualTile.y) //we access existing static object from side or bottom only
  1698. {
  1699. fitsHere = true;
  1700. break;
  1701. }
  1702. }
  1703. }
  1704. else //if new object is not visitable from top, it must be accessible from below or side
  1705. {
  1706. for (auto tile : info.visitableFromTopPositions)
  1707. {
  1708. int3 actualTile = tile + newVisitableOffset;
  1709. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y <= actualTile.y) //we access existing removable object from top or side only
  1710. {
  1711. fitsHere = true;
  1712. break;
  1713. }
  1714. }
  1715. for (auto tile : info.visitableFromBottomPositions)
  1716. {
  1717. int3 actualTile = tile + newVisitableOffset;
  1718. if (newVisitablePos.areNeighbours(actualTile) && newVisitablePos.y == actualTile.y) //we access other static object from side only
  1719. {
  1720. fitsHere = true;
  1721. break;
  1722. }
  1723. }
  1724. }
  1725. if (!fitsHere)
  1726. continue;
  1727. }
  1728. //now check blockmap, including our already reserved pile area
  1729. bool fitsBlockmap = true;
  1730. std::set<int3> blockedOffsets = oi.templ.getBlockedOffsets();
  1731. blockedOffsets.insert (newVisitableOffset);
  1732. for (auto blockingTile : blockedOffsets)
  1733. {
  1734. int3 t = info.nextTreasurePos + newVisitableOffset + blockingTile;
  1735. if (!gen->map->isInTheMap(t) || vstd::contains(info.occupiedPositions, t))
  1736. {
  1737. fitsBlockmap = false; //if at least one tile is not possible, object can't be placed here
  1738. break;
  1739. }
  1740. if (!(gen->isPossible(t) || gen->isBlocked(t))) //blocked tiles of object may cover blocked tiles, but not used or free tiles
  1741. {
  1742. fitsBlockmap = false;
  1743. break;
  1744. }
  1745. }
  1746. if (!fitsBlockmap)
  1747. continue;
  1748. total += oi.probability;
  1749. //assert (oi.value > 0);
  1750. tresholds.push_back (std::make_pair (total, oi));
  1751. }
  1752. }
  1753. //logGlobal->infoStream() << boost::format ("Number of objects visitable from bottom: %d") % objectsVisitableFromBottom;
  1754. if (tresholds.empty())
  1755. {
  1756. ObjectInfo oi;
  1757. //Generate pandora Box with gold if the value is extremely high
  1758. if (minValue > 20000) //we don't have object valuable enough
  1759. {
  1760. oi.generateObject = [minValue]() -> CGObjectInstance *
  1761. {
  1762. auto obj = new CGPandoraBox();
  1763. obj->ID = Obj::PANDORAS_BOX;
  1764. obj->subID = 0;
  1765. obj->resources[Res::GOLD] = minValue;
  1766. return obj;
  1767. };
  1768. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1769. oi.value = minValue;
  1770. oi.probability = 0;
  1771. }
  1772. else //generate empty object with 0 value if the value if we can't spawn anything
  1773. {
  1774. oi.generateObject = [gen]() -> CGObjectInstance *
  1775. {
  1776. return nullptr;
  1777. };
  1778. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType); //TODO: null template or something? should be never used, but hell knows
  1779. oi.value = 0; // this field is checked to determine no object
  1780. oi.probability = 0;
  1781. }
  1782. return oi;
  1783. }
  1784. else
  1785. {
  1786. int r = gen->rand.nextInt (1, total);
  1787. for (auto t : tresholds)
  1788. {
  1789. if (r <= t.first)
  1790. return t.second;
  1791. }
  1792. assert (0); //we should never be here
  1793. }
  1794. //FIXME: control reaches end of non-void function. Missing return?
  1795. }
  1796. void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
  1797. {
  1798. ObjectInfo oi;
  1799. oi.maxPerMap = std::numeric_limits<ui32>().max();
  1800. int numZones = gen->getZones().size();
  1801. std::vector<CCreature *> creatures; //native creatures for this zone
  1802. for (auto cre : VLC->creh->creatures)
  1803. {
  1804. if (!cre->special && cre->faction == townType)
  1805. {
  1806. creatures.push_back(cre);
  1807. }
  1808. }
  1809. for (auto primaryID : VLC->objtypeh->knownObjects())
  1810. {
  1811. for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
  1812. {
  1813. auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
  1814. if (!handler->isStaticObject() && handler->getRMGInfo().value)
  1815. {
  1816. for (auto temp : handler->getTemplates())
  1817. {
  1818. if (temp.canBePlacedAt(terrainType))
  1819. {
  1820. oi.generateObject = [gen, temp]() -> CGObjectInstance *
  1821. {
  1822. return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
  1823. };
  1824. auto rmgInfo = handler->getRMGInfo();
  1825. oi.value = rmgInfo.value;
  1826. oi.probability = rmgInfo.rarity;
  1827. oi.templ = temp;
  1828. oi.maxPerZone = rmgInfo.zoneLimit;
  1829. vstd::amin(oi.maxPerZone, rmgInfo.mapLimit / numZones); //simple, but should distribute objects evenly on large maps
  1830. possibleObjects.push_back(oi);
  1831. }
  1832. }
  1833. }
  1834. }
  1835. }
  1836. //prisons
  1837. //levels 1, 5, 10, 20, 30
  1838. static int prisonExp[] = { 0, 5000, 15000, 90000, 500000 };
  1839. static int prisonValues[] = { 2500, 5000, 10000, 20000, 30000 };
  1840. for (int i = 0; i < 5; i++)
  1841. {
  1842. oi.generateObject = [i, gen, this]() -> CGObjectInstance *
  1843. {
  1844. auto obj = new CGHeroInstance;
  1845. obj->ID = Obj::PRISON;
  1846. std::vector<ui32> possibleHeroes;
  1847. for (int j = 0; j < gen->map->allowedHeroes.size(); j++)
  1848. {
  1849. if (gen->map->allowedHeroes[j])
  1850. possibleHeroes.push_back(j);
  1851. }
  1852. auto hid = *RandomGeneratorUtil::nextItem(possibleHeroes, gen->rand);
  1853. obj->subID = hid; //will be initialized later
  1854. obj->exp = prisonExp[i];
  1855. obj->setOwner(PlayerColor::NEUTRAL);
  1856. gen->map->allowedHeroes[hid] = false; //ban this hero
  1857. gen->decreasePrisonsRemaining();
  1858. obj->appearance = VLC->objtypeh->getHandlerFor(Obj::PRISON, 0)->getTemplates(terrainType).front(); //can't init template with hero subID
  1859. return obj;
  1860. };
  1861. oi.setTemplate(Obj::PRISON, 0, terrainType);
  1862. oi.value = prisonValues[i];
  1863. oi.probability = 30;
  1864. oi.maxPerZone = gen->getPrisonsRemaning() / 5; //probably not perfect, but we can't generate more prisons than hereos.
  1865. possibleObjects.push_back(oi);
  1866. }
  1867. //all following objects are unlimited
  1868. oi.maxPerZone = std::numeric_limits<ui32>().max();
  1869. //dwellings
  1870. auto subObjects = VLC->objtypeh->knownSubObjects(Obj::CREATURE_GENERATOR1);
  1871. //don't spawn original "neutral" dwellings that got replaced by Conflux dwellings in AB
  1872. static int elementalConfluxROE[] = { 7, 13, 16, 47 };
  1873. for (int i = 0; i < 4; i++)
  1874. vstd::erase_if_present(subObjects, elementalConfluxROE[i]);
  1875. for (auto secondaryID : subObjects)
  1876. {
  1877. auto dwellingHandler = dynamic_cast<const CDwellingInstanceConstructor*>(VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID).get());
  1878. auto creatures = dwellingHandler->getProducedCreatures();
  1879. if (creatures.empty())
  1880. continue;
  1881. auto cre = creatures.front();
  1882. if (cre->faction == townType)
  1883. {
  1884. float nativeZonesCount = gen->getZoneCount(cre->faction);
  1885. oi.value = cre->AIValue * cre->growth * (1 + (nativeZonesCount / gen->getTotalZoneCount()) + (nativeZonesCount / 2));
  1886. oi.probability = 40;
  1887. for (auto temp : dwellingHandler->getTemplates())
  1888. {
  1889. if (temp.canBePlacedAt(terrainType))
  1890. {
  1891. oi.generateObject = [gen, temp, secondaryID, dwellingHandler]() -> CGObjectInstance *
  1892. {
  1893. auto obj = VLC->objtypeh->getHandlerFor(Obj::CREATURE_GENERATOR1, secondaryID)->create(temp);
  1894. //dwellingHandler->configureObject(obj, gen->rand);
  1895. obj->tempOwner = PlayerColor::NEUTRAL;
  1896. return obj;
  1897. };
  1898. oi.templ = temp;
  1899. possibleObjects.push_back(oi);
  1900. }
  1901. }
  1902. }
  1903. }
  1904. static const int scrollValues[] = { 500, 2000, 3000, 4000, 5000 };
  1905. for (int i = 0; i < 5; i++)
  1906. {
  1907. oi.generateObject = [i, gen]() -> CGObjectInstance *
  1908. {
  1909. auto obj = new CGArtifact();
  1910. obj->ID = Obj::SPELL_SCROLL;
  1911. obj->subID = 0;
  1912. std::vector<SpellID> out;
  1913. //TODO: unify with cb->getAllowedSpells?
  1914. for (ui32 spellid = 0; spellid < gen->map->allowedSpell.size(); spellid++) //spellh size appears to be greater (?)
  1915. {
  1916. const CSpell *spell = SpellID(spellid).toSpell();
  1917. if (gen->map->allowedSpell[spell->id] && spell->level == i + 1)
  1918. {
  1919. out.push_back(spell->id);
  1920. }
  1921. }
  1922. auto a = CArtifactInstance::createScroll(RandomGeneratorUtil::nextItem(out, gen->rand)->toSpell());
  1923. gen->map->addNewArtifactInstance(a);
  1924. obj->storedArtifact = a;
  1925. return obj;
  1926. };
  1927. oi.setTemplate(Obj::SPELL_SCROLL, 0, terrainType);
  1928. oi.value = scrollValues[i];
  1929. oi.probability = 30;
  1930. possibleObjects.push_back(oi);
  1931. }
  1932. //pandora box with gold
  1933. for (int i = 1; i < 5; i++)
  1934. {
  1935. oi.generateObject = [i]() -> CGObjectInstance *
  1936. {
  1937. auto obj = new CGPandoraBox();
  1938. obj->ID = Obj::PANDORAS_BOX;
  1939. obj->subID = 0;
  1940. obj->resources[Res::GOLD] = i * 5000;
  1941. return obj;
  1942. };
  1943. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1944. oi.value = i * 5000;;
  1945. oi.probability = 5;
  1946. possibleObjects.push_back(oi);
  1947. }
  1948. //pandora box with experience
  1949. for (int i = 1; i < 5; i++)
  1950. {
  1951. oi.generateObject = [i]() -> CGObjectInstance *
  1952. {
  1953. auto obj = new CGPandoraBox();
  1954. obj->ID = Obj::PANDORAS_BOX;
  1955. obj->subID = 0;
  1956. obj->gainedExp = i * 5000;
  1957. return obj;
  1958. };
  1959. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  1960. oi.value = i * 6000;;
  1961. oi.probability = 20;
  1962. possibleObjects.push_back(oi);
  1963. }
  1964. //pandora box with creatures
  1965. static const int tierValues[] = { 5000, 7000, 9000, 12000, 16000, 21000, 27000 };
  1966. auto creatureToCount = [](CCreature * creature) -> int
  1967. {
  1968. int actualTier = creature->level > 7 ? 6 : creature->level - 1;
  1969. float creaturesAmount = ((float)tierValues[actualTier]) / creature->AIValue;
  1970. if (creaturesAmount <= 5)
  1971. {
  1972. creaturesAmount = boost::math::round(creaturesAmount); //allow single monsters
  1973. if (creaturesAmount < 1)
  1974. return 0;
  1975. }
  1976. else if (creaturesAmount <= 12)
  1977. {
  1978. (creaturesAmount /= 2) *= 2;
  1979. }
  1980. else if (creaturesAmount <= 50)
  1981. {
  1982. creaturesAmount = boost::math::round(creaturesAmount / 5) * 5;
  1983. }
  1984. else
  1985. {
  1986. creaturesAmount = boost::math::round(creaturesAmount / 10) * 10;
  1987. }
  1988. return creaturesAmount;
  1989. };
  1990. for (auto creature : creatures)
  1991. {
  1992. int creaturesAmount = creatureToCount(creature);
  1993. if (!creaturesAmount)
  1994. continue;
  1995. oi.generateObject = [creature, creaturesAmount]() -> CGObjectInstance *
  1996. {
  1997. auto obj = new CGPandoraBox();
  1998. obj->ID = Obj::PANDORAS_BOX;
  1999. obj->subID = 0;
  2000. auto stack = new CStackInstance(creature, creaturesAmount);
  2001. obj->creatures.putStack(SlotID(0), stack);
  2002. return obj;
  2003. };
  2004. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2005. oi.value = (2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) / 3;
  2006. oi.probability = 3;
  2007. possibleObjects.push_back(oi);
  2008. }
  2009. //Pandora with 12 spells of certain level
  2010. for (int i = 1; i <= GameConstants::SPELL_LEVELS; i++)
  2011. {
  2012. oi.generateObject = [i, gen]() -> CGObjectInstance *
  2013. {
  2014. auto obj = new CGPandoraBox();
  2015. obj->ID = Obj::PANDORAS_BOX;
  2016. obj->subID = 0;
  2017. std::vector <CSpell *> spells;
  2018. for (auto spell : VLC->spellh->objects)
  2019. {
  2020. if (!spell->isSpecialSpell() && spell->level == i)
  2021. spells.push_back(spell);
  2022. }
  2023. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2024. for (int j = 0; j < std::min<int>(12, spells.size()); j++)
  2025. {
  2026. obj->spells.push_back(spells[j]->id);
  2027. }
  2028. return obj;
  2029. };
  2030. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2031. oi.value = (i + 1) * 2500; //5000 - 15000
  2032. oi.probability = 2;
  2033. possibleObjects.push_back(oi);
  2034. }
  2035. //Pandora with 15 spells of certain school
  2036. for (int i = 0; i < 4; i++)
  2037. {
  2038. oi.generateObject = [i,gen]() -> CGObjectInstance *
  2039. {
  2040. auto obj = new CGPandoraBox();
  2041. obj->ID = Obj::PANDORAS_BOX;
  2042. obj->subID = 0;
  2043. std::vector <CSpell *> spells;
  2044. for (auto spell : VLC->spellh->objects)
  2045. {
  2046. if (!spell->isSpecialSpell() && spell->school[(ESpellSchool)i])
  2047. spells.push_back(spell);
  2048. }
  2049. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2050. for (int j = 0; j < std::min<int>(15, spells.size()); j++)
  2051. {
  2052. obj->spells.push_back(spells[j]->id);
  2053. }
  2054. return obj;
  2055. };
  2056. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2057. oi.value = 15000;
  2058. oi.probability = 2;
  2059. possibleObjects.push_back(oi);
  2060. }
  2061. // Pandora box with 60 random spells
  2062. oi.generateObject = [gen]() -> CGObjectInstance *
  2063. {
  2064. auto obj = new CGPandoraBox();
  2065. obj->ID = Obj::PANDORAS_BOX;
  2066. obj->subID = 0;
  2067. std::vector <CSpell *> spells;
  2068. for (auto spell : VLC->spellh->objects)
  2069. {
  2070. if (!spell->isSpecialSpell())
  2071. spells.push_back(spell);
  2072. }
  2073. RandomGeneratorUtil::randomShuffle(spells, gen->rand);
  2074. for (int j = 0; j < std::min<int>(60, spells.size()); j++)
  2075. {
  2076. obj->spells.push_back(spells[j]->id);
  2077. }
  2078. return obj;
  2079. };
  2080. oi.setTemplate(Obj::PANDORAS_BOX, 0, terrainType);
  2081. oi.value = 30000;
  2082. oi.probability = 2;
  2083. possibleObjects.push_back(oi);
  2084. //seer huts with creatures or generic rewards
  2085. //if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
  2086. if (false) //FIXME: Seer Huts are bugged
  2087. {
  2088. static const int genericSeerHuts = 8;
  2089. int seerHutsPerType = 0;
  2090. const int questArtsRemaining = gen->getQuestArtsRemaning().size();
  2091. //general issue is that not many artifact types are available for quests
  2092. if (questArtsRemaining >= genericSeerHuts + creatures.size())
  2093. {
  2094. seerHutsPerType = questArtsRemaining / (genericSeerHuts + creatures.size());
  2095. }
  2096. else if (questArtsRemaining >= genericSeerHuts)
  2097. {
  2098. seerHutsPerType = 1;
  2099. }
  2100. oi.maxPerZone = seerHutsPerType;
  2101. RandomGeneratorUtil::randomShuffle(creatures, gen->rand);
  2102. auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
  2103. {
  2104. ObjectInfo artInfo;
  2105. artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
  2106. artInfo.maxPerZone = 1;
  2107. artInfo.value = 2000; //treasure art
  2108. artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
  2109. artInfo.generateObject = [id]() -> CGObjectInstance *
  2110. {
  2111. auto handler = VLC->objtypeh->getHandlerFor(Obj::ARTIFACT, id);
  2112. return handler->create(handler->getTemplates().front());
  2113. };
  2114. return artInfo;
  2115. };
  2116. for (int i = 0; i < std::min<int>(creatures.size(), questArtsRemaining - genericSeerHuts); i++)
  2117. {
  2118. auto creature = creatures[i];
  2119. int creaturesAmount = creatureToCount(creature);
  2120. if (!creaturesAmount)
  2121. continue;
  2122. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2123. oi.generateObject = [creature, creaturesAmount, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2124. {
  2125. auto obj = new CGSeerHut();
  2126. obj->ID = Obj::SEER_HUT;
  2127. obj->subID = randomAppearance;
  2128. obj->rewardType = CGSeerHut::CREATURE;
  2129. obj->rID = creature->idNumber;
  2130. obj->rVal = creaturesAmount;
  2131. obj->quest->missionType = CQuest::MISSION_ART;
  2132. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2133. obj->quest->m5arts.push_back(artid);
  2134. gen->banQuestArt(artid);
  2135. gen->map->addQuest(obj);
  2136. this->questArtZone->possibleObjects.push_back (generateArtInfo(artid));
  2137. return obj;
  2138. };
  2139. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2140. oi.value = ((2 * (creature->AIValue) * creaturesAmount * (1 + (float)(gen->getZoneCount(creature->faction)) / gen->getTotalZoneCount())) - 4000) / 3;
  2141. oi.probability = 3;
  2142. possibleObjects.push_back(oi);
  2143. }
  2144. static int seerExpGold[] = { 5000, 10000, 15000, 20000 };
  2145. static int seerValues[] = { 2000, 5333, 8666, 12000 };
  2146. for (int i = 0; i < 4; i++) //seems that code for exp and gold reward is similiar
  2147. {
  2148. int randomAppearance = *RandomGeneratorUtil::nextItem(VLC->objtypeh->knownSubObjects(Obj::SEER_HUT), gen->rand);
  2149. oi.setTemplate(Obj::SEER_HUT, randomAppearance, terrainType);
  2150. oi.value = seerValues[i];
  2151. oi.probability = 10;
  2152. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2153. {
  2154. auto obj = new CGSeerHut();
  2155. obj->ID = Obj::SEER_HUT;
  2156. obj->subID = randomAppearance;
  2157. obj->rewardType = CGSeerHut::EXPERIENCE;
  2158. obj->rID = 0; //unitialized?
  2159. obj->rVal = seerExpGold[i];
  2160. obj->quest->missionType = CQuest::MISSION_ART;
  2161. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2162. obj->quest->m5arts.push_back(artid);
  2163. gen->banQuestArt(artid);
  2164. gen->map->addQuest(obj);
  2165. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2166. return obj;
  2167. };
  2168. possibleObjects.push_back(oi);
  2169. oi.generateObject = [i, randomAppearance, gen, this, generateArtInfo]() -> CGObjectInstance *
  2170. {
  2171. auto obj = new CGSeerHut();
  2172. obj->ID = Obj::SEER_HUT;
  2173. obj->subID = randomAppearance;
  2174. obj->rewardType = CGSeerHut::RESOURCES;
  2175. obj->rID = Res::GOLD;
  2176. obj->rVal = seerExpGold[i];
  2177. obj->quest->missionType = CQuest::MISSION_ART;
  2178. ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
  2179. obj->quest->m5arts.push_back(artid);
  2180. gen->banQuestArt(artid);
  2181. gen->map->addQuest(obj);
  2182. this->questArtZone->possibleObjects.push_back(generateArtInfo(artid));
  2183. return obj;
  2184. };
  2185. possibleObjects.push_back(oi);
  2186. }
  2187. }
  2188. }
  2189. void ObjectInfo::setTemplate (si32 type, si32 subtype, ETerrainType terrainType)
  2190. {
  2191. templ = VLC->objtypeh->getHandlerFor(type, subtype)->getTemplates(terrainType).front();
  2192. }