ObjectManager.cpp 17 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 "../../mapping/CMap.h"
  26. #include "../../mapping/CMapEditManager.h"
  27. #include "../Functions.h"
  28. #include "../RmgObject.h"
  29. VCMI_LIB_NAMESPACE_BEGIN
  30. void ObjectManager::process()
  31. {
  32. zone.fractalize();
  33. createRequiredObjects();
  34. }
  35. void ObjectManager::init()
  36. {
  37. DEPENDENCY(WaterAdopter);
  38. DEPENDENCY_ALL(ConnectionsPlacer); //Monoliths can be placed by other zone, too
  39. DEPENDENCY(TownPlacer); //Only secondary towns
  40. DEPENDENCY(MinePlacer);
  41. POSTFUNCTION(RoadPlacer);
  42. createDistancesPriorityQueue();
  43. }
  44. void ObjectManager::createDistancesPriorityQueue()
  45. {
  46. RecursiveLock lock(externalAccessMutex);
  47. tilesByDistance.clear();
  48. for(const auto & tile : zone.areaPossible().getTilesVector())
  49. {
  50. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  51. }
  52. }
  53. void ObjectManager::addRequiredObject(CGObjectInstance * obj, si32 strength)
  54. {
  55. RecursiveLock lock(externalAccessMutex);
  56. requiredObjects.emplace_back(obj, strength);
  57. }
  58. void ObjectManager::addCloseObject(CGObjectInstance * obj, si32 strength)
  59. {
  60. RecursiveLock lock(externalAccessMutex);
  61. closeObjects.emplace_back(obj, strength);
  62. }
  63. void ObjectManager::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
  64. {
  65. RecursiveLock lock(externalAccessMutex);
  66. nearbyObjects.emplace_back(obj, nearbyTarget);
  67. }
  68. void ObjectManager::updateDistances(const rmg::Object & obj)
  69. {
  70. updateDistances([obj](const int3& tile) -> ui32
  71. {
  72. return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
  73. });
  74. }
  75. void ObjectManager::updateDistances(const int3 & pos)
  76. {
  77. updateDistances([pos](const int3& tile) -> ui32
  78. {
  79. return pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  80. });
  81. }
  82. void ObjectManager::updateDistances(std::function<ui32(const int3 & tile)> distanceFunction)
  83. {
  84. RecursiveLock lock(externalAccessMutex);
  85. tilesByDistance.clear();
  86. for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
  87. {
  88. ui32 d = distanceFunction(tile);
  89. map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));
  90. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  91. }
  92. }
  93. const rmg::Area & ObjectManager::getVisitableArea() const
  94. {
  95. RecursiveLock lock(externalAccessMutex);
  96. return objectsVisitableArea;
  97. }
  98. std::vector<CGObjectInstance*> ObjectManager::getMines() const
  99. {
  100. std::vector<CGObjectInstance*> mines;
  101. RecursiveLock lock(externalAccessMutex);
  102. for(auto * object : objects)
  103. {
  104. if (object->ID == Obj::MINE)
  105. {
  106. mines.push_back(object);
  107. }
  108. }
  109. return mines;
  110. }
  111. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const
  112. {
  113. float bestWeight = 0.f;
  114. int3 result(-1, -1, -1);
  115. if(optimizer & OptimizeType::DISTANCE)
  116. {
  117. auto open = tilesByDistance;
  118. while(!open.empty())
  119. {
  120. auto node = open.top();
  121. open.pop();
  122. int3 tile = node.first;
  123. if(!searchArea.contains(tile))
  124. continue;
  125. obj.setPosition(tile);
  126. if (obj.getVisibleTop().y < 0)
  127. continue;
  128. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  129. continue;
  130. float weight = weightFunction(tile);
  131. if(weight > bestWeight)
  132. {
  133. bestWeight = weight;
  134. result = tile;
  135. if(!(optimizer & OptimizeType::WEIGHT))
  136. break;
  137. }
  138. }
  139. }
  140. else
  141. {
  142. for(const auto & tile : searchArea.getTiles())
  143. {
  144. obj.setPosition(tile);
  145. if (obj.getVisibleTop().y < 0)
  146. continue;
  147. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  148. continue;
  149. float weight = weightFunction(tile);
  150. if(weight > bestWeight)
  151. {
  152. bestWeight = weight;
  153. result = tile;
  154. if(!(optimizer & OptimizeType::WEIGHT))
  155. break;
  156. }
  157. }
  158. }
  159. if(result.valid())
  160. obj.setPosition(result);
  161. return result;
  162. }
  163. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  164. {
  165. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  166. {
  167. auto ti = map.getTileInfo(tile);
  168. float dist = ti.getNearestObjectDistance();
  169. if(dist < min_dist)
  170. return -1.f;
  171. for(const auto & t : obj.getArea().getTilesVector())
  172. {
  173. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  174. if (localDist < min_dist)
  175. {
  176. return -1.f;
  177. }
  178. else
  179. {
  180. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  181. }
  182. }
  183. return dist;
  184. }, optimizer);
  185. }
  186. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  187. {
  188. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  189. {
  190. auto ti = map.getTileInfo(tile);
  191. float dist = ti.getNearestObjectDistance();
  192. if(dist < min_dist)
  193. return -1.f;
  194. for(const auto & t : obj.getArea().getTilesVector())
  195. {
  196. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  197. return -1.f;
  198. }
  199. rmg::Area perimeter;
  200. rmg::Area areaToBlock;
  201. if (obj.isGuarded())
  202. {
  203. auto guardedArea = obj.instances().back()->getAccessibleArea();
  204. guardedArea.add(obj.instances().back()->getVisitablePosition());
  205. areaToBlock = obj.getAccessibleArea(true);
  206. areaToBlock.subtract(guardedArea);
  207. if (!areaToBlock.empty())
  208. {
  209. perimeter = areaToBlock;
  210. perimeter.unite(areaToBlock.getBorderOutside());
  211. //We could have added border around guard
  212. perimeter.subtract(guardedArea);
  213. }
  214. }
  215. else
  216. {
  217. perimeter = obj.getArea();
  218. perimeter.subtract(obj.getAccessibleArea());
  219. if (!perimeter.empty())
  220. {
  221. perimeter.unite(perimeter.getBorderOutside());
  222. perimeter.subtract(obj.getAccessibleArea());
  223. }
  224. }
  225. //Check if perimeter of the object intersects with more than one blocked areas
  226. auto tiles = perimeter.getTiles();
  227. vstd::erase_if(tiles, [this](const int3& tile) -> bool
  228. {
  229. //Out-of-map area also is an obstacle
  230. if (!map.isOnMap(tile))
  231. return false;
  232. return !(map.isBlocked(tile) || map.isUsed(tile));
  233. });
  234. if (!tiles.empty())
  235. {
  236. rmg::Area border(tiles);
  237. border.subtract(areaToBlock);
  238. if (!border.connected())
  239. {
  240. //We don't want to connect two blocked areas to create impassable obstacle
  241. return -1.f;
  242. }
  243. }
  244. return dist;
  245. }, isGuarded, onlyStraight, optimizer);
  246. }
  247. 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
  248. {
  249. int3 pos;
  250. auto possibleArea = searchArea;
  251. while(true)
  252. {
  253. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  254. if(!pos.valid())
  255. {
  256. return rmg::Path::invalid();
  257. }
  258. possibleArea.erase(pos); //do not place again at this point
  259. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  260. //we should exclude tiles which will be covered
  261. if(isGuarded)
  262. {
  263. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  264. accessibleArea.intersect(guardedArea);
  265. accessibleArea.add(obj.instances().back()->getPosition(true));
  266. }
  267. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  268. {
  269. if(isGuarded)
  270. {
  271. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  272. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  273. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  274. return false;
  275. //guard position is always target
  276. if(obj.instances().back()->getPosition(true) == t)
  277. return true;
  278. }
  279. return !obj.getArea().contains(t);
  280. });
  281. if(path.valid())
  282. {
  283. return path;
  284. }
  285. }
  286. }
  287. bool ObjectManager::createRequiredObjects()
  288. {
  289. logGlobal->trace("Creating required objects");
  290. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  291. for(const auto & object : requiredObjects)
  292. {
  293. auto * obj = object.first;
  294. //FIXME: Invalid dObject inside object?
  295. rmg::Object rmgObject(*obj);
  296. rmgObject.setTemplate(zone.getTerrainType());
  297. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  298. Zone::Lock lock(zone.areaMutex);
  299. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  300. if(!path.valid())
  301. {
  302. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  303. return false;
  304. }
  305. zone.connectPath(path);
  306. placeObject(rmgObject, guarded, true);
  307. for(const auto & nearby : nearbyObjects)
  308. {
  309. if(nearby.second != obj)
  310. continue;
  311. rmg::Object rmgNearObject(*nearby.first);
  312. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  313. possibleArea.intersect(zone.areaPossible());
  314. if(possibleArea.empty())
  315. {
  316. rmgNearObject.clear();
  317. continue;
  318. }
  319. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  320. placeObject(rmgNearObject, false, false);
  321. }
  322. }
  323. for(const auto & object : closeObjects)
  324. {
  325. auto * obj = object.first;
  326. //TODO: Wrap into same area proxy?
  327. Zone::Lock lock(zone.areaMutex);
  328. auto possibleArea = zone.areaPossible();
  329. rmg::Object rmgObject(*obj);
  330. rmgObject.setTemplate(zone.getTerrainType());
  331. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  332. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  333. [this, &rmgObject](const int3 & tile)
  334. {
  335. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  336. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  337. dist = 1000000.f - dist; //some big number
  338. return dist + map.getNearestObjectDistance(tile);
  339. }, guarded, false, OptimizeType::WEIGHT);
  340. if(!path.valid())
  341. {
  342. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  343. return false;
  344. }
  345. zone.connectPath(path);
  346. placeObject(rmgObject, guarded, true);
  347. for(const auto & nearby : nearbyObjects)
  348. {
  349. if(nearby.second != obj)
  350. continue;
  351. rmg::Object rmgNearObject(*nearby.first);
  352. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  353. possibleArea.intersect(zone.areaPossible());
  354. if(possibleArea.empty())
  355. {
  356. rmgNearObject.clear();
  357. continue;
  358. }
  359. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  360. placeObject(rmgNearObject, false, false);
  361. }
  362. }
  363. //create object on specific positions
  364. //TODO: implement guards
  365. for (const auto &obj : instantObjects)
  366. {
  367. rmg::Object rmgObject(*obj.first);
  368. rmgObject.setPosition(obj.second);
  369. placeObject(rmgObject, false, false);
  370. }
  371. requiredObjects.clear();
  372. closeObjects.clear();
  373. nearbyObjects.clear();
  374. instantObjects.clear();
  375. return true;
  376. }
  377. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance)
  378. {
  379. object.finalize(map);
  380. Zone::Lock lock(zone.areaMutex);
  381. zone.areaPossible().subtract(object.getArea());
  382. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  383. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  384. if(keepVisitable)
  385. zone.freePaths().add(object.getVisitablePosition());
  386. zone.areaUsed().unite(object.getArea());
  387. zone.areaUsed().erase(object.getVisitablePosition());
  388. if(guarded)
  389. {
  390. auto guardedArea = object.instances().back()->getAccessibleArea();
  391. guardedArea.add(object.instances().back()->getVisitablePosition());
  392. auto areaToBlock = object.getAccessibleArea(true);
  393. areaToBlock.subtract(guardedArea);
  394. zone.areaPossible().subtract(areaToBlock);
  395. for(const auto & i : areaToBlock.getTilesVector())
  396. if(map.isOnMap(i) && map.isPossible(i))
  397. map.setOccupied(i, ETileType::BLOCKED);
  398. }
  399. if(updateDistance)
  400. updateDistances(object);
  401. for(auto * instance : object.instances())
  402. {
  403. objectsVisitableArea.add(instance->getVisitablePosition());
  404. objects.push_back(&instance->object());
  405. if(auto * m = zone.getModificator<RoadPlacer>())
  406. {
  407. if(instance->object().appearance->isVisitableFromTop())
  408. m->areaForRoads().add(instance->getVisitablePosition());
  409. else
  410. {
  411. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  412. }
  413. }
  414. switch (instance->object().ID)
  415. {
  416. case Obj::RANDOM_TREASURE_ART:
  417. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  418. {
  419. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  420. {
  421. qap->rememberPotentialArtifactToReplace(&instance->object());
  422. }
  423. break;
  424. }
  425. default:
  426. break;
  427. }
  428. }
  429. switch(object.instances().front()->object().ID)
  430. {
  431. case Obj::TOWN:
  432. case Obj::RANDOM_TOWN:
  433. case Obj::MONOLITH_TWO_WAY:
  434. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  435. case Obj::MONOLITH_ONE_WAY_EXIT:
  436. case Obj::SUBTERRANEAN_GATE:
  437. case Obj::SHIPYARD:
  438. if(auto * m = zone.getModificator<RoadPlacer>())
  439. m->addRoadNode(object.instances().front()->getVisitablePosition());
  440. break;
  441. case Obj::WATER_WHEEL:
  442. if(auto * m = zone.getModificator<RiverPlacer>())
  443. m->addRiverNode(object.instances().front()->getVisitablePosition());
  444. break;
  445. default:
  446. break;
  447. }
  448. }
  449. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  450. {
  451. //precalculate actual (randomized) monster strength based on this post
  452. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  453. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  454. return nullptr; //no guards inside this zone except for zone guards
  455. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  456. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  457. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  458. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  459. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  460. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  461. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  462. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  463. strength = strength1 + strength2;
  464. if (strength < generator.getConfig().minGuardStrength)
  465. return nullptr; //no guard at all
  466. CreatureID creId = CreatureID::NONE;
  467. int amount = 0;
  468. std::vector<CreatureID> possibleCreatures;
  469. for(auto cre : VLC->creh->objects)
  470. {
  471. if(cre->special)
  472. continue;
  473. if(!cre->getAIValue()) //bug #2681
  474. continue;
  475. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  476. continue;
  477. 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
  478. {
  479. possibleCreatures.push_back(cre->getId());
  480. }
  481. }
  482. if(!possibleCreatures.empty())
  483. {
  484. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  485. amount = strength / VLC->creh->objects[creId]->getAIValue();
  486. if (amount >= 4)
  487. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  488. }
  489. else //just pick any available creature
  490. {
  491. creId = CreatureID(132); //Azure Dragon
  492. amount = strength / VLC->creh->objects[creId]->getAIValue();
  493. }
  494. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  495. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  496. guard->character = CGCreature::HOSTILE;
  497. auto * hlp = new CStackInstance(creId, amount);
  498. //will be set during initialization
  499. guard->putStack(SlotID(0), hlp);
  500. return guard;
  501. }
  502. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  503. {
  504. auto * guard = chooseGuard(strength, zoneGuard);
  505. if(!guard)
  506. return false;
  507. rmg::Area visitablePos({object.getVisitablePosition()});
  508. visitablePos.unite(visitablePos.getBorderOutside());
  509. auto accessibleArea = object.getAccessibleArea();
  510. accessibleArea.intersect(visitablePos);
  511. if(accessibleArea.empty())
  512. {
  513. delete guard;
  514. return false;
  515. }
  516. auto guardTiles = accessibleArea.getTilesVector();
  517. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  518. {
  519. auto p = object.getVisitablePosition();
  520. if(l.y > r.y)
  521. return true;
  522. if(l.y == r.y)
  523. return abs(l.x - p.x) < abs(r.x - p.x);
  524. return false;
  525. });
  526. auto & instance = object.addInstance(*guard);
  527. instance.setPosition(guardPos - object.getPosition());
  528. instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
  529. return true;
  530. }
  531. VCMI_LIB_NAMESPACE_END