ObjectManager.cpp 18 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. if(optimizer & OptimizeType::DISTANCE)
  117. {
  118. auto open = tilesByDistance;
  119. while(!open.empty())
  120. {
  121. auto node = open.top();
  122. open.pop();
  123. int3 tile = node.first;
  124. if(!searchArea.contains(tile))
  125. continue;
  126. obj.setPosition(tile);
  127. if (obj.getVisibleTop().y < 0)
  128. continue;
  129. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  130. continue;
  131. float weight = weightFunction(tile);
  132. if(weight > bestWeight)
  133. {
  134. bestWeight = weight;
  135. result = tile;
  136. if(!(optimizer & OptimizeType::WEIGHT))
  137. break;
  138. }
  139. }
  140. }
  141. else
  142. {
  143. for(const auto & tile : searchArea.getTiles())
  144. {
  145. obj.setPosition(tile);
  146. if (obj.getVisibleTop().y < 0)
  147. continue;
  148. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  149. continue;
  150. float weight = weightFunction(tile);
  151. if(weight > bestWeight)
  152. {
  153. bestWeight = weight;
  154. result = tile;
  155. if(!(optimizer & OptimizeType::WEIGHT))
  156. break;
  157. }
  158. }
  159. }
  160. if(result.valid())
  161. obj.setPosition(result);
  162. return result;
  163. }
  164. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  165. {
  166. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  167. {
  168. auto ti = map.getTileInfo(tile);
  169. float dist = ti.getNearestObjectDistance();
  170. if(dist < min_dist)
  171. return -1.f;
  172. for(const auto & t : obj.getArea().getTilesVector())
  173. {
  174. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  175. if (localDist < min_dist)
  176. {
  177. return -1.f;
  178. }
  179. else
  180. {
  181. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  182. }
  183. }
  184. return dist;
  185. }, optimizer);
  186. }
  187. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  188. {
  189. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  190. {
  191. auto ti = map.getTileInfo(tile);
  192. float dist = ti.getNearestObjectDistance();
  193. if(dist < min_dist)
  194. return -1.f;
  195. for(const auto & t : obj.getArea().getTilesVector())
  196. {
  197. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  198. return -1.f;
  199. }
  200. rmg::Area perimeter;
  201. rmg::Area areaToBlock;
  202. if (obj.isGuarded())
  203. {
  204. auto guardedArea = obj.instances().back()->getAccessibleArea();
  205. guardedArea.add(obj.instances().back()->getVisitablePosition());
  206. areaToBlock = obj.getAccessibleArea(true);
  207. areaToBlock.subtract(guardedArea);
  208. if (!areaToBlock.empty())
  209. {
  210. perimeter = areaToBlock;
  211. perimeter.unite(areaToBlock.getBorderOutside());
  212. //We could have added border around guard
  213. perimeter.subtract(guardedArea);
  214. }
  215. }
  216. else
  217. {
  218. perimeter = obj.getArea();
  219. perimeter.subtract(obj.getAccessibleArea());
  220. if (!perimeter.empty())
  221. {
  222. perimeter.unite(perimeter.getBorderOutside());
  223. perimeter.subtract(obj.getAccessibleArea());
  224. }
  225. }
  226. //Check if perimeter of the object intersects with more than one blocked areas
  227. auto tiles = perimeter.getTiles();
  228. vstd::erase_if(tiles, [this](const int3& tile) -> bool
  229. {
  230. //Out-of-map area also is an obstacle
  231. if (!map.isOnMap(tile))
  232. return false;
  233. return !(map.isBlocked(tile) || map.isUsed(tile));
  234. });
  235. if (!tiles.empty())
  236. {
  237. rmg::Area border(tiles);
  238. border.subtract(areaToBlock);
  239. if (!border.connected())
  240. {
  241. //We don't want to connect two blocked areas to create impassable obstacle
  242. return -1.f;
  243. }
  244. }
  245. return dist;
  246. }, isGuarded, onlyStraight, optimizer);
  247. }
  248. 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
  249. {
  250. int3 pos;
  251. auto possibleArea = searchArea;
  252. while(true)
  253. {
  254. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  255. if(!pos.valid())
  256. {
  257. return rmg::Path::invalid();
  258. }
  259. possibleArea.erase(pos); //do not place again at this point
  260. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  261. //we should exclude tiles which will be covered
  262. if(isGuarded)
  263. {
  264. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  265. accessibleArea.intersect(guardedArea);
  266. accessibleArea.add(obj.instances().back()->getPosition(true));
  267. }
  268. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  269. {
  270. if(isGuarded)
  271. {
  272. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  273. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  274. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  275. return false;
  276. //guard position is always target
  277. if(obj.instances().back()->getPosition(true) == t)
  278. return true;
  279. }
  280. return !obj.getArea().contains(t);
  281. });
  282. if(path.valid())
  283. {
  284. return path;
  285. }
  286. }
  287. }
  288. bool ObjectManager::createRequiredObjects()
  289. {
  290. logGlobal->trace("Creating required objects");
  291. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  292. for(const auto & objInfo : requiredObjects)
  293. {
  294. rmg::Object rmgObject(*objInfo.obj);
  295. rmgObject.setTemplate(zone.getTerrainType());
  296. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  297. Zone::Lock lock(zone.areaMutex);
  298. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  299. if(!path.valid())
  300. {
  301. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  302. return false;
  303. }
  304. zone.connectPath(path);
  305. placeObject(rmgObject, guarded, true, objInfo.createRoad);
  306. for(const auto & nearby : nearbyObjects)
  307. {
  308. if(nearby.nearbyTarget != nearby.obj)
  309. continue;
  310. rmg::Object rmgNearObject(*nearby.obj);
  311. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  312. possibleArea.intersect(zone.areaPossible());
  313. if(possibleArea.empty())
  314. {
  315. rmgNearObject.clear();
  316. continue;
  317. }
  318. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  319. placeObject(rmgNearObject, false, false, nearby.createRoad);
  320. }
  321. }
  322. for(const auto & objInfo : closeObjects)
  323. {
  324. Zone::Lock lock(zone.areaMutex);
  325. auto possibleArea = zone.areaPossible();
  326. rmg::Object rmgObject(*objInfo.obj);
  327. rmgObject.setTemplate(zone.getTerrainType());
  328. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  329. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  330. [this, &rmgObject](const int3 & tile)
  331. {
  332. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  333. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  334. dist = 1000000.f - dist; //some big number
  335. return dist + map.getNearestObjectDistance(tile);
  336. }, guarded, false, OptimizeType::WEIGHT);
  337. if(!path.valid())
  338. {
  339. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  340. return false;
  341. }
  342. zone.connectPath(path);
  343. placeObject(rmgObject, guarded, true);
  344. for(const auto & nearby : nearbyObjects)
  345. {
  346. if(nearby.nearbyTarget != objInfo.obj)
  347. continue;
  348. rmg::Object rmgNearObject(*nearby.obj);
  349. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  350. possibleArea.intersect(zone.areaPossible());
  351. if(possibleArea.empty())
  352. {
  353. rmgNearObject.clear();
  354. continue;
  355. }
  356. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  357. placeObject(rmgNearObject, false, false);
  358. }
  359. }
  360. //create object on specific positions
  361. //TODO: implement guards
  362. for (const auto &objInfo : instantObjects)
  363. {
  364. rmg::Object rmgObject(*objInfo.obj);
  365. rmgObject.setPosition(objInfo.pos);
  366. placeObject(rmgObject, false, false);
  367. }
  368. requiredObjects.clear();
  369. closeObjects.clear();
  370. nearbyObjects.clear();
  371. instantObjects.clear();
  372. return true;
  373. }
  374. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool createRoad/* = false*/)
  375. {
  376. object.finalize(map);
  377. Zone::Lock lock(zone.areaMutex);
  378. zone.areaPossible().subtract(object.getArea());
  379. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  380. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  381. if(keepVisitable)
  382. zone.freePaths().add(object.getVisitablePosition());
  383. zone.areaUsed().unite(object.getArea());
  384. zone.areaUsed().erase(object.getVisitablePosition());
  385. if(guarded)
  386. {
  387. auto guardedArea = object.instances().back()->getAccessibleArea();
  388. guardedArea.add(object.instances().back()->getVisitablePosition());
  389. auto areaToBlock = object.getAccessibleArea(true);
  390. areaToBlock.subtract(guardedArea);
  391. zone.areaPossible().subtract(areaToBlock);
  392. for(const auto & i : areaToBlock.getTilesVector())
  393. if(map.isOnMap(i) && map.isPossible(i))
  394. map.setOccupied(i, ETileType::BLOCKED);
  395. }
  396. if(updateDistance)
  397. updateDistances(object);
  398. for(auto * instance : object.instances())
  399. {
  400. objectsVisitableArea.add(instance->getVisitablePosition());
  401. objects.push_back(&instance->object());
  402. if(auto * m = zone.getModificator<RoadPlacer>())
  403. {
  404. //FIXME: Objects that can be removed, can be trespassed. Does not include Corpse
  405. if(instance->object().appearance->isVisitableFromTop())
  406. m->areaForRoads().add(instance->getVisitablePosition());
  407. else
  408. {
  409. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  410. }
  411. }
  412. switch (instance->object().ID)
  413. {
  414. case Obj::RANDOM_TREASURE_ART:
  415. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  416. {
  417. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  418. {
  419. qap->rememberPotentialArtifactToReplace(&instance->object());
  420. }
  421. break;
  422. }
  423. default:
  424. break;
  425. }
  426. }
  427. if (createRoad)
  428. {
  429. if (auto* m = zone.getModificator<RoadPlacer>())
  430. m->addRoadNode(object.instances().front()->getVisitablePosition());
  431. }
  432. //TODO: Add road node to these objects:
  433. /*
  434. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  435. case Obj::RANDOM_TOWN:
  436. case Obj::MONOLITH_ONE_WAY_EXIT:
  437. */
  438. switch (object.instances().front()->object().ID)
  439. {
  440. case Obj::WATER_WHEEL:
  441. if (auto* m = zone.getModificator<RiverPlacer>())
  442. m->addRiverNode(object.instances().front()->getVisitablePosition());
  443. break;
  444. default:
  445. break;
  446. }
  447. }
  448. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  449. {
  450. //precalculate actual (randomized) monster strength based on this post
  451. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  452. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  453. return nullptr; //no guards inside this zone except for zone guards
  454. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  455. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  456. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  457. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  458. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  459. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  460. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  461. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  462. strength = strength1 + strength2;
  463. if (strength < generator.getConfig().minGuardStrength)
  464. return nullptr; //no guard at all
  465. CreatureID creId = CreatureID::NONE;
  466. int amount = 0;
  467. std::vector<CreatureID> possibleCreatures;
  468. for(auto cre : VLC->creh->objects)
  469. {
  470. if(cre->special)
  471. continue;
  472. if(!cre->getAIValue()) //bug #2681
  473. continue;
  474. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  475. continue;
  476. 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
  477. {
  478. possibleCreatures.push_back(cre->getId());
  479. }
  480. }
  481. if(!possibleCreatures.empty())
  482. {
  483. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  484. amount = strength / VLC->creh->objects[creId]->getAIValue();
  485. if (amount >= 4)
  486. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  487. }
  488. else //just pick any available creature
  489. {
  490. creId = CreatureID(132); //Azure Dragon
  491. amount = strength / VLC->creh->objects[creId]->getAIValue();
  492. }
  493. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  494. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  495. guard->character = CGCreature::HOSTILE;
  496. auto * hlp = new CStackInstance(creId, amount);
  497. //will be set during initialization
  498. guard->putStack(SlotID(0), hlp);
  499. return guard;
  500. }
  501. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  502. {
  503. auto * guard = chooseGuard(strength, zoneGuard);
  504. if(!guard)
  505. return false;
  506. rmg::Area visitablePos({object.getVisitablePosition()});
  507. visitablePos.unite(visitablePos.getBorderOutside());
  508. auto accessibleArea = object.getAccessibleArea();
  509. accessibleArea.intersect(visitablePos);
  510. if(accessibleArea.empty())
  511. {
  512. delete guard;
  513. return false;
  514. }
  515. auto guardTiles = accessibleArea.getTilesVector();
  516. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  517. {
  518. auto p = object.getVisitablePosition();
  519. if(l.y > r.y)
  520. return true;
  521. if(l.y == r.y)
  522. return abs(l.x - p.x) < abs(r.x - p.x);
  523. return false;
  524. });
  525. auto & instance = object.addInstance(*guard);
  526. instance.setPosition(guardPos - object.getPosition());
  527. instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
  528. return true;
  529. }
  530. RequiredObjectInfo::RequiredObjectInfo():
  531. obj(nullptr),
  532. nearbyTarget(nullptr),
  533. guardStrength(0),
  534. createRoad(true)
  535. {}
  536. RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool createRoad, CGObjectInstance* nearbyTarget):
  537. obj(obj),
  538. nearbyTarget(nearbyTarget),
  539. guardStrength(guardStrength),
  540. createRoad(createRoad)
  541. {}
  542. VCMI_LIB_NAMESPACE_END