ObjectManager.cpp 20 KB

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  1. /*
  2. * ObjectManager.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 "ObjectManager.h"
  12. #include "../CMapGenerator.h"
  13. #include "../TileInfo.h"
  14. #include "../RmgMap.h"
  15. #include "RoadPlacer.h"
  16. #include "RiverPlacer.h"
  17. #include "WaterAdopter.h"
  18. #include "ConnectionsPlacer.h"
  19. #include "TownPlacer.h"
  20. #include "MinePlacer.h"
  21. #include "QuestArtifactPlacer.h"
  22. #include "../../CCreatureHandler.h"
  23. #include "../../mapObjectConstructors/AObjectTypeHandler.h"
  24. #include "../../mapObjectConstructors/CObjectClassesHandler.h"
  25. #include "../../mapObjects/CGCreature.h"
  26. #include "../../mapping/CMap.h"
  27. #include "../../mapping/CMapEditManager.h"
  28. #include "../Functions.h"
  29. #include "../RmgObject.h"
  30. VCMI_LIB_NAMESPACE_BEGIN
  31. void ObjectManager::process()
  32. {
  33. zone.fractalize();
  34. createRequiredObjects();
  35. }
  36. void ObjectManager::init()
  37. {
  38. DEPENDENCY(WaterAdopter);
  39. DEPENDENCY_ALL(ConnectionsPlacer); //Monoliths can be placed by other zone, too
  40. DEPENDENCY(TownPlacer); //Only secondary towns
  41. DEPENDENCY(MinePlacer);
  42. POSTFUNCTION(RoadPlacer);
  43. createDistancesPriorityQueue();
  44. }
  45. void ObjectManager::createDistancesPriorityQueue()
  46. {
  47. RecursiveLock lock(externalAccessMutex);
  48. tilesByDistance.clear();
  49. for(const auto & tile : zone.areaPossible().getTilesVector())
  50. {
  51. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  52. }
  53. }
  54. void ObjectManager::addRequiredObject(const RequiredObjectInfo & info)
  55. {
  56. RecursiveLock lock(externalAccessMutex);
  57. requiredObjects.emplace_back(info);
  58. }
  59. void ObjectManager::addCloseObject(const RequiredObjectInfo & info)
  60. {
  61. RecursiveLock lock(externalAccessMutex);
  62. closeObjects.emplace_back(info);
  63. }
  64. void ObjectManager::addNearbyObject(const RequiredObjectInfo & info)
  65. {
  66. RecursiveLock lock(externalAccessMutex);
  67. nearbyObjects.emplace_back(info);
  68. }
  69. void ObjectManager::updateDistances(const rmg::Object & obj)
  70. {
  71. updateDistances([obj](const int3& tile) -> ui32
  72. {
  73. return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
  74. });
  75. }
  76. void ObjectManager::updateDistances(const int3 & pos)
  77. {
  78. updateDistances([pos](const int3& tile) -> ui32
  79. {
  80. return pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  81. });
  82. }
  83. void ObjectManager::updateDistances(std::function<ui32(const int3 & tile)> distanceFunction)
  84. {
  85. RecursiveLock lock(externalAccessMutex);
  86. tilesByDistance.clear();
  87. for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
  88. {
  89. ui32 d = distanceFunction(tile);
  90. map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));
  91. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  92. }
  93. }
  94. const rmg::Area & ObjectManager::getVisitableArea() const
  95. {
  96. RecursiveLock lock(externalAccessMutex);
  97. return objectsVisitableArea;
  98. }
  99. std::vector<CGObjectInstance*> ObjectManager::getMines() const
  100. {
  101. std::vector<CGObjectInstance*> mines;
  102. RecursiveLock lock(externalAccessMutex);
  103. for(auto * object : objects)
  104. {
  105. if (object->ID == Obj::MINE)
  106. {
  107. mines.push_back(object);
  108. }
  109. }
  110. return mines;
  111. }
  112. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const
  113. {
  114. float bestWeight = 0.f;
  115. int3 result(-1, -1, -1);
  116. //Blocked area might not cover object position if it has an offset from (0,0)
  117. auto outsideTheMap = [this, &obj]() -> bool
  118. {
  119. for (const auto& oi : obj.instances())
  120. {
  121. if (!map.isOnMap(oi->getPosition(true)))
  122. {
  123. return true;
  124. }
  125. }
  126. return false;
  127. };
  128. if(optimizer & OptimizeType::DISTANCE)
  129. {
  130. auto open = tilesByDistance;
  131. while(!open.empty())
  132. {
  133. auto node = open.top();
  134. open.pop();
  135. int3 tile = node.first;
  136. if(!searchArea.contains(tile))
  137. continue;
  138. obj.setPosition(tile);
  139. if (obj.getVisibleTop().y < 0)
  140. continue;
  141. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  142. continue;
  143. if (outsideTheMap())
  144. continue;
  145. float weight = weightFunction(tile);
  146. if(weight > bestWeight)
  147. {
  148. bestWeight = weight;
  149. result = tile;
  150. if(!(optimizer & OptimizeType::WEIGHT))
  151. break;
  152. }
  153. }
  154. }
  155. else
  156. {
  157. for(const auto & tile : searchArea.getTiles())
  158. {
  159. obj.setPosition(tile);
  160. if (obj.getVisibleTop().y < 0)
  161. continue;
  162. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  163. continue;
  164. if (outsideTheMap())
  165. continue;
  166. float weight = weightFunction(tile);
  167. if(weight > bestWeight)
  168. {
  169. bestWeight = weight;
  170. result = tile;
  171. if(!(optimizer & OptimizeType::WEIGHT))
  172. break;
  173. }
  174. }
  175. }
  176. if(result.valid())
  177. obj.setPosition(result);
  178. return result;
  179. }
  180. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  181. {
  182. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  183. {
  184. auto ti = map.getTileInfo(tile);
  185. float dist = ti.getNearestObjectDistance();
  186. if(dist < min_dist)
  187. return -1.f;
  188. for(const auto & t : obj.getArea().getTilesVector())
  189. {
  190. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  191. if (localDist < min_dist)
  192. {
  193. return -1.f;
  194. }
  195. else
  196. {
  197. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  198. }
  199. }
  200. return dist;
  201. }, optimizer);
  202. }
  203. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  204. {
  205. RecursiveLock lock(externalAccessMutex);
  206. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  207. {
  208. auto ti = map.getTileInfo(tile);
  209. float dist = ti.getNearestObjectDistance();
  210. if(dist < min_dist)
  211. return -1.f;
  212. for(const auto & t : obj.getArea().getTilesVector())
  213. {
  214. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  215. return -1.f;
  216. }
  217. rmg::Area perimeter;
  218. rmg::Area areaToBlock;
  219. if (obj.isGuarded())
  220. {
  221. auto guardedArea = obj.instances().back()->getAccessibleArea();
  222. guardedArea.add(obj.instances().back()->getVisitablePosition());
  223. areaToBlock = obj.getAccessibleArea(true);
  224. areaToBlock.subtract(guardedArea);
  225. if (!areaToBlock.empty())
  226. {
  227. perimeter = areaToBlock;
  228. perimeter.unite(areaToBlock.getBorderOutside());
  229. //We could have added border around guard
  230. perimeter.subtract(guardedArea);
  231. }
  232. }
  233. else
  234. {
  235. perimeter = obj.getArea();
  236. perimeter.subtract(obj.getAccessibleArea());
  237. if (!perimeter.empty())
  238. {
  239. perimeter.unite(perimeter.getBorderOutside());
  240. perimeter.subtract(obj.getAccessibleArea());
  241. }
  242. }
  243. //Check if perimeter of the object intersects with more than one blocked areas
  244. auto tiles = perimeter.getTiles();
  245. vstd::erase_if(tiles, [this](const int3& tile) -> bool
  246. {
  247. //Out-of-map area also is an obstacle
  248. if (!map.isOnMap(tile))
  249. return false;
  250. return !(map.isBlocked(tile) || map.isUsed(tile));
  251. });
  252. if (!tiles.empty())
  253. {
  254. rmg::Area border(tiles);
  255. border.subtract(areaToBlock);
  256. if (!border.connected())
  257. {
  258. //We don't want to connect two blocked areas to create impassable obstacle
  259. return -1.f;
  260. }
  261. }
  262. return dist;
  263. }, isGuarded, onlyStraight, optimizer);
  264. }
  265. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  266. {
  267. int3 pos;
  268. auto possibleArea = searchArea;
  269. while(true)
  270. {
  271. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  272. if(!pos.valid())
  273. {
  274. return rmg::Path::invalid();
  275. }
  276. possibleArea.erase(pos); //do not place again at this point
  277. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  278. //we should exclude tiles which will be covered
  279. if(isGuarded)
  280. {
  281. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  282. accessibleArea.intersect(guardedArea);
  283. accessibleArea.add(obj.instances().back()->getPosition(true));
  284. }
  285. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  286. {
  287. if(isGuarded)
  288. {
  289. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  290. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  291. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  292. return false;
  293. //guard position is always target
  294. if(obj.instances().back()->getPosition(true) == t)
  295. return true;
  296. }
  297. return !obj.getArea().contains(t);
  298. });
  299. if(path.valid())
  300. {
  301. return path;
  302. }
  303. }
  304. }
  305. bool ObjectManager::createRequiredObjects()
  306. {
  307. logGlobal->trace("Creating required objects");
  308. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  309. for(const auto & objInfo : requiredObjects)
  310. {
  311. rmg::Object rmgObject(*objInfo.obj);
  312. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  313. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  314. Zone::Lock lock(zone.areaMutex);
  315. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  316. if(!path.valid())
  317. {
  318. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  319. return false;
  320. }
  321. zone.connectPath(path);
  322. placeObject(rmgObject, guarded, true, objInfo.createRoad);
  323. for(const auto & nearby : nearbyObjects)
  324. {
  325. if(nearby.nearbyTarget != nearby.obj)
  326. continue;
  327. rmg::Object rmgNearObject(*nearby.obj);
  328. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  329. possibleArea.intersect(zone.areaPossible());
  330. if(possibleArea.empty())
  331. {
  332. rmgNearObject.clear();
  333. continue;
  334. }
  335. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  336. placeObject(rmgNearObject, false, false, nearby.createRoad);
  337. }
  338. }
  339. for(const auto & objInfo : closeObjects)
  340. {
  341. Zone::Lock lock(zone.areaMutex);
  342. auto possibleArea = zone.areaPossible();
  343. rmg::Object rmgObject(*objInfo.obj);
  344. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  345. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  346. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  347. [this, &rmgObject](const int3 & tile)
  348. {
  349. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  350. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  351. dist = 1000000.f - dist; //some big number
  352. return dist + map.getNearestObjectDistance(tile);
  353. }, guarded, false, OptimizeType::WEIGHT);
  354. if(!path.valid())
  355. {
  356. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  357. return false;
  358. }
  359. zone.connectPath(path);
  360. placeObject(rmgObject, guarded, true);
  361. }
  362. for(const auto & nearby : nearbyObjects)
  363. {
  364. auto * targetObject = nearby.nearbyTarget;
  365. if (!targetObject || !targetObject->appearance)
  366. {
  367. continue;
  368. }
  369. rmg::Object rmgNearObject(*nearby.obj);
  370. rmg::Area possibleArea(rmg::Area(targetObject->getBlockedPos()).getBorderOutside());
  371. possibleArea.intersect(zone.areaPossible());
  372. if(possibleArea.empty())
  373. {
  374. rmgNearObject.clear();
  375. continue;
  376. }
  377. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  378. placeObject(rmgNearObject, false, false);
  379. auto path = zone.searchPath(rmgNearObject.getVisitablePosition(), false);
  380. if (path.valid())
  381. {
  382. zone.connectPath(path);
  383. }
  384. else
  385. {
  386. for (auto* instance : rmgNearObject.instances())
  387. {
  388. logGlobal->error("Failed to connect nearby object %s at %s",
  389. instance->object().getObjectName(), instance->getPosition(true).toString());
  390. mapProxy->removeObject(&instance->object());
  391. }
  392. rmgNearObject.clear();
  393. }
  394. }
  395. //create object on specific positions
  396. //TODO: implement guards
  397. for (const auto &objInfo : instantObjects) //Unused ATM
  398. {
  399. rmg::Object rmgObject(*objInfo.obj);
  400. rmgObject.setPosition(objInfo.pos);
  401. placeObject(rmgObject, false, false);
  402. }
  403. requiredObjects.clear();
  404. closeObjects.clear();
  405. nearbyObjects.clear();
  406. instantObjects.clear();
  407. return true;
  408. }
  409. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool createRoad/* = false*/)
  410. {
  411. //object.finalize(map);
  412. if (object.instances().size() == 1 && object.instances().front()->object().ID == Obj::MONSTER)
  413. {
  414. //Fix for HoTA offset - lonely guards
  415. auto monster = object.instances().front();
  416. if (!monster->object().appearance)
  417. {
  418. //Needed to determine visitable offset
  419. monster->setAnyTemplate(zone.getRand());
  420. }
  421. object.getPosition();
  422. auto visitableOffset = monster->object().getVisitableOffset();
  423. auto fixedPos = monster->getPosition(true) + visitableOffset;
  424. //Do not place guard outside the map
  425. vstd::abetween(fixedPos.x, visitableOffset.x, map.width() - 1);
  426. vstd::abetween(fixedPos.y, visitableOffset.y, map.height() - 1);
  427. int3 parentOffset = monster->getPosition(true) - monster->getPosition(false);
  428. monster->setPosition(fixedPos - parentOffset);
  429. }
  430. object.finalize(map, zone.getRand());
  431. Zone::Lock lock(zone.areaMutex);
  432. zone.areaPossible().subtract(object.getArea());
  433. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  434. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  435. if(keepVisitable)
  436. zone.freePaths().add(object.getVisitablePosition());
  437. zone.areaUsed().unite(object.getArea());
  438. zone.areaUsed().erase(object.getVisitablePosition());
  439. if(guarded) //We assume the monster won't be guarded
  440. {
  441. auto guardedArea = object.instances().back()->getAccessibleArea();
  442. guardedArea.add(object.instances().back()->getVisitablePosition());
  443. auto areaToBlock = object.getAccessibleArea(true);
  444. areaToBlock.subtract(guardedArea);
  445. zone.areaPossible().subtract(areaToBlock);
  446. for(const auto & i : areaToBlock.getTilesVector())
  447. if(map.isOnMap(i) && map.isPossible(i))
  448. map.setOccupied(i, ETileType::BLOCKED);
  449. }
  450. if (updateDistance)
  451. {
  452. //Update distances in every adjacent zone in case of wide connection
  453. std::set<TRmgTemplateZoneId> adjacentZones;
  454. auto objectArea = object.getArea();
  455. objectArea.unite(objectArea.getBorderOutside());
  456. for (auto tile : objectArea.getTilesVector())
  457. {
  458. if (map.isOnMap(tile))
  459. {
  460. adjacentZones.insert(map.getZoneID(tile));
  461. }
  462. }
  463. for (auto id : adjacentZones)
  464. {
  465. auto manager = map.getZones().at(id)->getModificator<ObjectManager>();
  466. if (manager)
  467. {
  468. manager->updateDistances(object);
  469. }
  470. }
  471. }
  472. for(auto * instance : object.instances())
  473. {
  474. objectsVisitableArea.add(instance->getVisitablePosition());
  475. objects.push_back(&instance->object());
  476. if(auto * m = zone.getModificator<RoadPlacer>())
  477. {
  478. //FIXME: Objects that can be removed, can be trespassed. Does not include Corpse
  479. if(instance->object().appearance->isVisitableFromTop())
  480. m->areaForRoads().add(instance->getVisitablePosition());
  481. else
  482. {
  483. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  484. }
  485. }
  486. switch (instance->object().ID.toEnum())
  487. {
  488. case Obj::RANDOM_TREASURE_ART:
  489. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  490. case Obj::RANDOM_RESOURCE:
  491. {
  492. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  493. {
  494. qap->rememberPotentialArtifactToReplace(&instance->object());
  495. }
  496. break;
  497. }
  498. default:
  499. break;
  500. }
  501. }
  502. if (createRoad)
  503. {
  504. if (auto* m = zone.getModificator<RoadPlacer>())
  505. m->addRoadNode(object.instances().front()->getVisitablePosition());
  506. }
  507. //TODO: Add road node to these objects:
  508. /*
  509. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  510. case Obj::RANDOM_TOWN:
  511. case Obj::MONOLITH_ONE_WAY_EXIT:
  512. */
  513. switch(object.instances().front()->object().ID.toEnum())
  514. {
  515. case Obj::WATER_WHEEL:
  516. if (auto* m = zone.getModificator<RiverPlacer>())
  517. m->addRiverNode(object.instances().front()->getVisitablePosition());
  518. break;
  519. default:
  520. break;
  521. }
  522. }
  523. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  524. {
  525. //precalculate actual (randomized) monster strength based on this post
  526. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  527. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  528. return nullptr; //no guards inside this zone except for zone guards
  529. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  530. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  531. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  532. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  533. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  534. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  535. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  536. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  537. strength = strength1 + strength2;
  538. if (strength < generator.getConfig().minGuardStrength)
  539. return nullptr; //no guard at all
  540. CreatureID creId = CreatureID::NONE;
  541. int amount = 0;
  542. std::vector<CreatureID> possibleCreatures;
  543. for(auto cre : VLC->creh->objects)
  544. {
  545. if(cre->special)
  546. continue;
  547. if(!cre->getAIValue()) //bug #2681
  548. continue;
  549. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  550. continue;
  551. if((static_cast<si32>(cre->getAIValue() * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < static_cast<si32>(cre->getAIValue()) * 100)) //at least one full monster. size between average size of given stack and 100
  552. {
  553. possibleCreatures.push_back(cre->getId());
  554. }
  555. }
  556. if(!possibleCreatures.empty())
  557. {
  558. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  559. amount = strength / VLC->creh->objects[creId]->getAIValue();
  560. if (amount >= 4)
  561. amount = static_cast<int>(amount * zone.getRand().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->objects[creId]->getAIValue();
  567. }
  568. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  569. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  570. guard->character = CGCreature::HOSTILE;
  571. auto * hlp = new CStackInstance(creId, amount);
  572. //will be set during initialization
  573. guard->putStack(SlotID(0), hlp);
  574. return guard;
  575. }
  576. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  577. {
  578. auto * guard = chooseGuard(strength, zoneGuard);
  579. if(!guard)
  580. return false;
  581. rmg::Area visitablePos({object.getVisitablePosition()});
  582. visitablePos.unite(visitablePos.getBorderOutside());
  583. auto accessibleArea = object.getAccessibleArea();
  584. accessibleArea.intersect(visitablePos);
  585. if(accessibleArea.empty())
  586. {
  587. delete guard;
  588. return false;
  589. }
  590. auto guardTiles = accessibleArea.getTilesVector();
  591. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  592. {
  593. auto p = object.getVisitablePosition();
  594. if(l.y > r.y)
  595. return true;
  596. if(l.y == r.y)
  597. return abs(l.x - p.x) < abs(r.x - p.x);
  598. return false;
  599. });
  600. auto & instance = object.addInstance(*guard);
  601. instance.setAnyTemplate(zone.getRand()); //terrain is irrelevant for monsters, but monsters need some template now
  602. //Fix HoTA monsters with offset template
  603. auto visitableOffset = instance.object().getVisitableOffset();
  604. auto fixedPos = guardPos - object.getPosition() + visitableOffset;
  605. instance.setPosition(fixedPos);
  606. return true;
  607. }
  608. RequiredObjectInfo::RequiredObjectInfo():
  609. obj(nullptr),
  610. nearbyTarget(nullptr),
  611. guardStrength(0),
  612. createRoad(true)
  613. {}
  614. RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool createRoad, CGObjectInstance* nearbyTarget):
  615. obj(obj),
  616. nearbyTarget(nearbyTarget),
  617. guardStrength(guardStrength),
  618. createRoad(createRoad)
  619. {}
  620. VCMI_LIB_NAMESPACE_END