| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630 | /* * ObjectManager.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "ObjectManager.h"#include "../CMapGenerator.h"#include "../TileInfo.h"#include "../RmgMap.h"#include "RoadPlacer.h"#include "RiverPlacer.h"#include "WaterAdopter.h"#include "ConnectionsPlacer.h"#include "TownPlacer.h"#include "MinePlacer.h"#include "QuestArtifactPlacer.h"#include "../../CCreatureHandler.h"#include "../../mapObjectConstructors/AObjectTypeHandler.h"#include "../../mapObjectConstructors/CObjectClassesHandler.h"#include "../../mapObjects/CGCreature.h"#include "../../mapping/CMap.h"#include "../../mapping/CMapEditManager.h"#include "../Functions.h"#include "../RmgObject.h"VCMI_LIB_NAMESPACE_BEGINvoid ObjectManager::process(){	zone.fractalize();	createRequiredObjects();}void ObjectManager::init(){	DEPENDENCY(WaterAdopter);	DEPENDENCY_ALL(ConnectionsPlacer); //Monoliths can be placed by other zone, too	DEPENDENCY(TownPlacer); //Only secondary towns	DEPENDENCY(MinePlacer);	POSTFUNCTION(RoadPlacer);	createDistancesPriorityQueue();}void ObjectManager::createDistancesPriorityQueue(){	RecursiveLock lock(externalAccessMutex);	tilesByDistance.clear();	for(const auto & tile : zone.areaPossible().getTilesVector())	{		tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));	}}void ObjectManager::addRequiredObject(const RequiredObjectInfo & info){	RecursiveLock lock(externalAccessMutex);	requiredObjects.emplace_back(info);}void ObjectManager::addCloseObject(const RequiredObjectInfo & info){	RecursiveLock lock(externalAccessMutex);	closeObjects.emplace_back(info);}void ObjectManager::addNearbyObject(const RequiredObjectInfo & info){	RecursiveLock lock(externalAccessMutex);	nearbyObjects.emplace_back(info);}void ObjectManager::updateDistances(const rmg::Object & obj){	updateDistances([obj](const int3& tile) -> ui32	{		return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting	});}void ObjectManager::updateDistances(const int3 & pos){	updateDistances([pos](const int3& tile) -> ui32	{		return pos.dist2dSQ(tile); //optimization, only relative distance is interesting	});}void ObjectManager::updateDistances(std::function<ui32(const int3 & tile)> distanceFunction){	RecursiveLock lock(externalAccessMutex);	tilesByDistance.clear();	for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles	{		ui32 d = distanceFunction(tile);		map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));		tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));	}}const rmg::Area & ObjectManager::getVisitableArea() const{	RecursiveLock lock(externalAccessMutex);	return objectsVisitableArea;}std::vector<CGObjectInstance*> ObjectManager::getMines() const{	std::vector<CGObjectInstance*> mines;	RecursiveLock lock(externalAccessMutex);	for(auto * object : objects)	{		if (object->ID == Obj::MINE)		{			mines.push_back(object);		}	}	return mines;}int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const{	float bestWeight = 0.f;	int3 result(-1, -1, -1);		if(optimizer & OptimizeType::DISTANCE)	{		auto open = tilesByDistance;		while(!open.empty())		{			auto node = open.top();			open.pop();			int3 tile = node.first;						if(!searchArea.contains(tile))				continue;						obj.setPosition(tile);			if (obj.getVisibleTop().y < 0)				continue;						if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))				continue;						float weight = weightFunction(tile);			if(weight > bestWeight)			{				bestWeight = weight;				result = tile;				if(!(optimizer & OptimizeType::WEIGHT))					break;			}		}	}	else	{		for(const auto & tile : searchArea.getTiles())		{			obj.setPosition(tile);			if (obj.getVisibleTop().y < 0)				continue;						if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))				continue;						float weight = weightFunction(tile);			if(weight > bestWeight)			{				bestWeight = weight;				result = tile;				if(!(optimizer & OptimizeType::WEIGHT))					break;			}		}	}		if(result.valid())		obj.setPosition(result);	return result;}int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const{	return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)	{		auto ti = map.getTileInfo(tile);		float dist = ti.getNearestObjectDistance();		if(dist < min_dist)			return -1.f;		for(const auto & t : obj.getArea().getTilesVector())		{			auto localDist = map.getTileInfo(t).getNearestObjectDistance();			if (localDist < min_dist)			{				return -1.f;			}			else			{				vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object			}		}				return dist;	}, optimizer);}rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const{	return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)	{		auto ti = map.getTileInfo(tile);		float dist = ti.getNearestObjectDistance();		if(dist < min_dist)			return -1.f;		for(const auto & t : obj.getArea().getTilesVector())		{			if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)				return -1.f;		}				rmg::Area perimeter;		rmg::Area areaToBlock;		if (obj.isGuarded())		{			auto guardedArea = obj.instances().back()->getAccessibleArea();			guardedArea.add(obj.instances().back()->getVisitablePosition());			areaToBlock = obj.getAccessibleArea(true);			areaToBlock.subtract(guardedArea);					if (!areaToBlock.empty())			{				perimeter = areaToBlock;				perimeter.unite(areaToBlock.getBorderOutside());				//We could have added border around guard				perimeter.subtract(guardedArea);			}		}		else		{			perimeter = obj.getArea();			perimeter.subtract(obj.getAccessibleArea());			if (!perimeter.empty())			{				perimeter.unite(perimeter.getBorderOutside());				perimeter.subtract(obj.getAccessibleArea());			}		}		//Check if perimeter of the object intersects with more than one blocked areas		auto tiles = perimeter.getTiles();		vstd::erase_if(tiles, [this](const int3& tile) -> bool		{			//Out-of-map area also is an obstacle			if (!map.isOnMap(tile))				return false;			return !(map.isBlocked(tile) || map.isUsed(tile));		});		if (!tiles.empty())		{			rmg::Area border(tiles);			border.subtract(areaToBlock);			if (!border.connected())			{				//We don't want to connect two blocked areas to create impassable obstacle				return -1.f;			}		}				return dist;	}, isGuarded, onlyStraight, optimizer);}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{	int3 pos;	auto possibleArea = searchArea;	while(true)	{		pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);		if(!pos.valid())		{			return rmg::Path::invalid();		}		possibleArea.erase(pos); //do not place again at this point		auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());		//we should exclude tiles which will be covered		if(isGuarded)		{			const auto & guardedArea = obj.instances().back()->getAccessibleArea();			accessibleArea.intersect(guardedArea);			accessibleArea.add(obj.instances().back()->getPosition(true));		}		auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)		{			if(isGuarded)			{				const auto & guardedArea = obj.instances().back()->getAccessibleArea();				const auto & unguardedArea = obj.getAccessibleArea(isGuarded);				if(unguardedArea.contains(t) && !guardedArea.contains(t))					return false;								//guard position is always target				if(obj.instances().back()->getPosition(true) == t)					return true;			}			return !obj.getArea().contains(t);		});				if(path.valid())		{			return path;		}	}}bool ObjectManager::createRequiredObjects(){	logGlobal->trace("Creating required objects");		//RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?	for(const auto & objInfo : requiredObjects)	{		rmg::Object rmgObject(*objInfo.obj);		rmgObject.setTemplate(zone.getTerrainType());		bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));		Zone::Lock lock(zone.areaMutex);		auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);				if(!path.valid())		{			logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());			return false;		}				zone.connectPath(path);		placeObject(rmgObject, guarded, true);				for(const auto & nearby : nearbyObjects)		{			if(nearby.nearbyTarget != nearby.obj)				continue;						rmg::Object rmgNearObject(*nearby.obj);			rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());			possibleArea.intersect(zone.areaPossible());			if(possibleArea.empty())			{				rmgNearObject.clear();				continue;			}						rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));			placeObject(rmgNearObject, false, false);		}	}		for(const auto & objInfo : closeObjects)	{		Zone::Lock lock(zone.areaMutex);		auto possibleArea = zone.areaPossible();		rmg::Object rmgObject(*objInfo.obj);		rmgObject.setTemplate(zone.getTerrainType());		bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));		auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,										  [this, &rmgObject](const int3 & tile)		{			float dist = rmgObject.getArea().distanceSqr(zone.getPos());			dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable			dist = 1000000.f - dist; //some big number			return dist + map.getNearestObjectDistance(tile);		}, guarded, false, OptimizeType::WEIGHT);				if(!path.valid())		{			logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());			return false;		}				zone.connectPath(path);		placeObject(rmgObject, guarded, true);				for(const auto & nearby : nearbyObjects)		{			if(nearby.nearbyTarget != objInfo.obj)				continue;						rmg::Object rmgNearObject(*nearby.obj);			rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());			possibleArea.intersect(zone.areaPossible());			if(possibleArea.empty())			{				rmgNearObject.clear();				continue;			}						rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));			placeObject(rmgNearObject, false, false);		}	}		//create object on specific positions	//TODO: implement guards	for (const auto &objInfo : instantObjects)	{		rmg::Object rmgObject(*objInfo.obj);		rmgObject.setPosition(objInfo.pos);		placeObject(rmgObject, false, false);	}		requiredObjects.clear();	closeObjects.clear();	nearbyObjects.clear();	instantObjects.clear();		return true;}void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool allowRoad/* = true*/){		object.finalize(map);	Zone::Lock lock(zone.areaMutex);	zone.areaPossible().subtract(object.getArea());	bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());	zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping	if(keepVisitable)		zone.freePaths().add(object.getVisitablePosition());	zone.areaUsed().unite(object.getArea());	zone.areaUsed().erase(object.getVisitablePosition());		if(guarded)	{		auto guardedArea = object.instances().back()->getAccessibleArea();		guardedArea.add(object.instances().back()->getVisitablePosition());		auto areaToBlock = object.getAccessibleArea(true);		areaToBlock.subtract(guardedArea);		zone.areaPossible().subtract(areaToBlock);		for(const auto & i : areaToBlock.getTilesVector())			if(map.isOnMap(i) && map.isPossible(i))				map.setOccupied(i, ETileType::BLOCKED);	}		if(updateDistance)		updateDistances(object);		for(auto * instance : object.instances())	{		objectsVisitableArea.add(instance->getVisitablePosition());		objects.push_back(&instance->object());		if(auto * m = zone.getModificator<RoadPlacer>())		{			if(instance->object().appearance->isVisitableFromTop())				m->areaForRoads().add(instance->getVisitablePosition());			else			{				m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));			}		}		switch (instance->object().ID)		{			case Obj::RANDOM_TREASURE_ART:			case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts			{				if (auto * qap = zone.getModificator<QuestArtifactPlacer>())				{					qap->rememberPotentialArtifactToReplace(&instance->object());				}				break;			}			default:				break;		}	}		if (allowRoad)	{		switch (object.instances().front()->object().ID)		{		case Obj::TOWN:		case Obj::RANDOM_TOWN:		case Obj::MONOLITH_TWO_WAY:		case Obj::MONOLITH_ONE_WAY_ENTRANCE:		case Obj::MONOLITH_ONE_WAY_EXIT:		case Obj::SUBTERRANEAN_GATE:		case Obj::SHIPYARD:			if (auto* m = zone.getModificator<RoadPlacer>())				m->addRoadNode(object.instances().front()->getVisitablePosition());			break;		case Obj::WATER_WHEEL:			if (auto* m = zone.getModificator<RiverPlacer>())				m->addRiverNode(object.instances().front()->getVisitablePosition());			break;		default:			break;		}	}}CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard){	//precalculate actual (randomized) monster strength based on this post	//http://forum.vcmi.eu/viewtopic.php?p=12426#12426		if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)		return nullptr; //no guards inside this zone except for zone guards		int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();	int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4	static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};	static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};	static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};	static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};		int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));	int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));		strength = strength1 + strength2;	if (strength < generator.getConfig().minGuardStrength)		return nullptr; //no guard at all		CreatureID creId = CreatureID::NONE;	int amount = 0;	std::vector<CreatureID> possibleCreatures;	for(auto cre : VLC->creh->objects)	{		if(cre->special)			continue;		if(!cre->getAIValue()) //bug #2681			continue;		if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))			continue;		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		{			possibleCreatures.push_back(cre->getId());		}	}	if(!possibleCreatures.empty())	{		creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());		amount = strength / VLC->creh->objects[creId]->getAIValue();		if (amount >= 4)			amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));	}	else //just pick any available creature	{		creId = CreatureID(132); //Azure Dragon		amount = strength / VLC->creh->objects[creId]->getAIValue();	}		auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);	auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());	guard->character = CGCreature::HOSTILE;	auto * hlp = new CStackInstance(creId, amount);	//will be set during initialization	guard->putStack(SlotID(0), hlp);	return guard;}bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard){	auto * guard = chooseGuard(strength, zoneGuard);	if(!guard)		return false;		rmg::Area visitablePos({object.getVisitablePosition()});	visitablePos.unite(visitablePos.getBorderOutside());		auto accessibleArea = object.getAccessibleArea();	accessibleArea.intersect(visitablePos);	if(accessibleArea.empty())	{		delete guard;		return false;	}	auto guardTiles = accessibleArea.getTilesVector();	auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)	{		auto p = object.getVisitablePosition();		if(l.y > r.y)			return true;				if(l.y == r.y)			return abs(l.x - p.x) < abs(r.x - p.x);				return false;	});		auto & instance = object.addInstance(*guard);	instance.setPosition(guardPos - object.getPosition());	instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now			return true;}VCMI_LIB_NAMESPACE_ENDRequiredObjectInfo::RequiredObjectInfo():	obj(nullptr),	nearbyTarget(nullptr),	guardStrength(0),	allowRoad(true){}RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool allowRoad, CGObjectInstance* nearbyTarget):	obj(obj),	nearbyTarget(nearbyTarget),	guardStrength(guardStrength),	allowRoad(allowRoad){}
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