ObjectManager.cpp 14 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 "../CCreatureHandler.h"
  19. #include "../mapObjects/CommonConstructors.h"
  20. #include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
  21. #include "../mapping/CMap.h"
  22. #include "../mapping/CMapEditManager.h"
  23. #include "Functions.h"
  24. #include "RmgObject.h"
  25. void ObjectManager::process()
  26. {
  27. zone.fractalize();
  28. createRequiredObjects();
  29. }
  30. void ObjectManager::init()
  31. {
  32. DEPENDENCY(WaterAdopter);
  33. POSTFUNCTION(RoadPlacer);
  34. createDistancesPriorityQueue();
  35. }
  36. void ObjectManager::createDistancesPriorityQueue()
  37. {
  38. tilesByDistance.clear();
  39. for (auto & tile : zone.areaPossible().getTilesVector())
  40. {
  41. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  42. }
  43. }
  44. void ObjectManager::addRequiredObject(CGObjectInstance * obj, si32 strength)
  45. {
  46. requiredObjects.push_back(std::make_pair(obj, strength));
  47. }
  48. void ObjectManager::addCloseObject(CGObjectInstance * obj, si32 strength)
  49. {
  50. closeObjects.push_back(std::make_pair(obj, strength));
  51. }
  52. void ObjectManager::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
  53. {
  54. nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));
  55. }
  56. void ObjectManager::updateDistances(const rmg::Object & obj)
  57. {
  58. tilesByDistance.clear();
  59. for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
  60. {
  61. ui32 d = obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
  62. map.setNearestObjectDistance(tile, std::min((float)d, map.getNearestObjectDistance(tile)));
  63. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  64. }
  65. }
  66. const rmg::Area & ObjectManager::getVisitableArea() const
  67. {
  68. return objectsVisitableArea;
  69. }
  70. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, OptimizeType optimizer) const
  71. {
  72. float bestWeight = 0.f;
  73. int3 result(-1, -1, -1);
  74. if(optimizer & OptimizeType::DISTANCE)
  75. {
  76. auto open = tilesByDistance;
  77. while(!open.empty())
  78. {
  79. auto node = open.top();
  80. open.pop();
  81. int3 tile = node.first;
  82. if(!searchArea.contains(tile))
  83. continue;
  84. obj.setPosition(tile);
  85. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  86. continue;
  87. float weight = weightFunction(tile);
  88. if(weight > bestWeight)
  89. {
  90. bestWeight = weight;
  91. result = tile;
  92. if(!(optimizer & OptimizeType::WEIGHT))
  93. break;
  94. }
  95. }
  96. }
  97. else
  98. {
  99. for(const auto & tile : searchArea.getTiles())
  100. {
  101. obj.setPosition(tile);
  102. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  103. continue;
  104. float weight = weightFunction(tile);
  105. if(weight > bestWeight)
  106. {
  107. bestWeight = weight;
  108. result = tile;
  109. if(!(optimizer & OptimizeType::WEIGHT))
  110. break;
  111. }
  112. }
  113. }
  114. if(result.valid())
  115. obj.setPosition(result);
  116. return result;
  117. }
  118. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  119. {
  120. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  121. {
  122. auto ti = map.getTile(tile);
  123. float dist = ti.getNearestObjectDistance();
  124. if(dist < min_dist)
  125. return -1.f;
  126. for(auto & t : obj.getArea().getTilesVector())
  127. {
  128. if(map.getTile(t).getNearestObjectDistance() < min_dist)
  129. return -1.f;
  130. }
  131. return dist;
  132. }, optimizer);
  133. }
  134. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  135. {
  136. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  137. {
  138. auto ti = map.getTile(tile);
  139. float dist = ti.getNearestObjectDistance();
  140. if(dist < min_dist)
  141. return -1.f;
  142. for(auto & t : obj.getArea().getTilesVector())
  143. {
  144. if(map.getTile(t).getNearestObjectDistance() < min_dist)
  145. return -1.f;
  146. }
  147. return dist;
  148. }, isGuarded, onlyStraight, optimizer);
  149. }
  150. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  151. {
  152. int3 pos;
  153. auto possibleArea = searchArea;
  154. while(true)
  155. {
  156. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  157. if(!pos.valid())
  158. {
  159. return rmg::Path::invalid();
  160. }
  161. possibleArea.erase(pos); //do not place again at this point
  162. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  163. //we should exclude tiles which will be covered
  164. if(isGuarded)
  165. {
  166. auto & guardedArea = obj.instances().back()->getAccessibleArea();
  167. accessibleArea.intersect(guardedArea);
  168. accessibleArea.add(obj.instances().back()->getPosition(true));
  169. }
  170. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  171. {
  172. if(isGuarded)
  173. {
  174. auto & guardedArea = obj.instances().back()->getAccessibleArea();
  175. auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  176. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  177. return false;
  178. //guard position is always target
  179. if(obj.instances().back()->getPosition(true) == t)
  180. return true;
  181. }
  182. return !obj.getArea().contains(t);
  183. });
  184. if(path.valid())
  185. {
  186. return path;
  187. }
  188. }
  189. }
  190. bool ObjectManager::createRequiredObjects()
  191. {
  192. logGlobal->trace("Creating required objects");
  193. for(const auto & object : requiredObjects)
  194. {
  195. auto * obj = object.first;
  196. int3 pos;
  197. rmg::Object rmgObject(*obj);
  198. rmgObject.setTemplate(zone.getTerrainType());
  199. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  200. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  201. if(!path.valid())
  202. {
  203. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  204. return false;
  205. }
  206. zone.connectPath(path);
  207. placeObject(rmgObject, guarded, true);
  208. for(const auto & nearby : nearbyObjects)
  209. {
  210. if(nearby.second != obj)
  211. continue;
  212. rmg::Object rmgNearObject(*nearby.first);
  213. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  214. possibleArea.intersect(zone.areaPossible());
  215. if(possibleArea.empty())
  216. {
  217. rmgNearObject.clear();
  218. continue;
  219. }
  220. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));
  221. placeObject(rmgNearObject, false, false);
  222. }
  223. }
  224. for(const auto & object : closeObjects)
  225. {
  226. auto * obj = object.first;
  227. int3 pos;
  228. auto possibleArea = zone.areaPossible();
  229. rmg::Object rmgObject(*obj);
  230. rmgObject.setTemplate(zone.getTerrainType());
  231. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  232. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  233. [this, &rmgObject](const int3 & tile)
  234. {
  235. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  236. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  237. dist = 1000000.f - dist; //some big number
  238. return dist + map.getNearestObjectDistance(tile);
  239. }, guarded, false, OptimizeType::WEIGHT);
  240. if(!path.valid())
  241. {
  242. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  243. return false;
  244. }
  245. zone.connectPath(path);
  246. placeObject(rmgObject, guarded, true);
  247. for(const auto & nearby : nearbyObjects)
  248. {
  249. if(nearby.second != obj)
  250. continue;
  251. rmg::Object rmgNearObject(*nearby.first);
  252. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  253. possibleArea.intersect(zone.areaPossible());
  254. if(possibleArea.empty())
  255. {
  256. rmgNearObject.clear();
  257. continue;
  258. }
  259. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));
  260. placeObject(rmgNearObject, false, false);
  261. }
  262. }
  263. //create object on specific positions
  264. //TODO: implement guards
  265. for (const auto &obj : instantObjects)
  266. {
  267. rmg::Object rmgObject(*obj.first);
  268. rmgObject.setPosition(obj.second);
  269. placeObject(rmgObject, false, false);
  270. }
  271. requiredObjects.clear();
  272. closeObjects.clear();
  273. nearbyObjects.clear();
  274. instantObjects.clear();
  275. return true;
  276. }
  277. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance)
  278. {
  279. object.finalize(map);
  280. zone.areaPossible().subtract(object.getArea());
  281. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  282. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  283. if(keepVisitable)
  284. zone.freePaths().add(object.getVisitablePosition());
  285. zone.areaUsed().unite(object.getArea());
  286. zone.areaUsed().erase(object.getVisitablePosition());
  287. if(guarded)
  288. {
  289. auto guardedArea = object.instances().back()->getAccessibleArea();
  290. guardedArea.add(object.instances().back()->getVisitablePosition());
  291. auto areaToBlock = object.getAccessibleArea(true);
  292. areaToBlock.subtract(guardedArea);
  293. zone.areaPossible().subtract(areaToBlock);
  294. for(auto & i : areaToBlock.getTilesVector())
  295. if(map.isOnMap(i) && map.isPossible(i))
  296. map.setOccupied(i, ETileType::BLOCKED);
  297. }
  298. if(updateDistance)
  299. updateDistances(object);
  300. for(auto * instance : object.instances())
  301. {
  302. objectsVisitableArea.add(instance->getVisitablePosition());
  303. objects.push_back(&instance->object());
  304. if(auto * m = zone.getModificator<RoadPlacer>())
  305. {
  306. if(instance->object().appearance.isVisitableFromTop())
  307. m->areaForRoads().add(instance->getVisitablePosition());
  308. else
  309. {
  310. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  311. }
  312. }
  313. }
  314. switch(object.instances().front()->object().ID)
  315. {
  316. case Obj::TOWN:
  317. case Obj::RANDOM_TOWN:
  318. case Obj::MONOLITH_TWO_WAY:
  319. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  320. case Obj::MONOLITH_ONE_WAY_EXIT:
  321. case Obj::SUBTERRANEAN_GATE:
  322. case Obj::SHIPYARD:
  323. if(auto * m = zone.getModificator<RoadPlacer>())
  324. m->addRoadNode(object.instances().front()->getVisitablePosition());
  325. break;
  326. case Obj::WATER_WHEEL:
  327. if(auto * m = zone.getModificator<RiverPlacer>())
  328. m->addRiverNode(object.instances().front()->getVisitablePosition());
  329. break;
  330. default:
  331. break;
  332. }
  333. }
  334. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  335. {
  336. //precalculate actual (randomized) monster strength based on this post
  337. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  338. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  339. int monsterStrength = (zoneGuard ? 0 : zone.zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  340. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  341. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  342. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  343. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  344. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  345. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  346. strength = strength1 + strength2;
  347. if (strength < generator.getConfig().minGuardStrength)
  348. return nullptr; //no guard at all
  349. CreatureID creId = CreatureID::NONE;
  350. int amount = 0;
  351. std::vector<CreatureID> possibleCreatures;
  352. for(auto cre : VLC->creh->objects)
  353. {
  354. if(cre->special)
  355. continue;
  356. if(!cre->AIValue) //bug #2681
  357. continue;
  358. if(!vstd::contains(zone.getMonsterTypes(), cre->faction))
  359. continue;
  360. if(((si32)(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < (si32)cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
  361. {
  362. possibleCreatures.push_back(cre->idNumber);
  363. }
  364. }
  365. if(possibleCreatures.size())
  366. {
  367. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, generator.rand);
  368. amount = strength / VLC->creh->objects[creId]->AIValue;
  369. if (amount >= 4)
  370. amount = static_cast<int>(amount * generator.rand.nextDouble(0.75, 1.25));
  371. }
  372. else //just pick any available creature
  373. {
  374. creId = CreatureID(132); //Azure Dragon
  375. amount = strength / VLC->creh->objects[creId]->AIValue;
  376. }
  377. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  378. auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
  379. guard->character = CGCreature::HOSTILE;
  380. auto hlp = new CStackInstance(creId, amount);
  381. //will be set during initialization
  382. guard->putStack(SlotID(0), hlp);
  383. return guard;
  384. }
  385. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  386. {
  387. auto * guard = chooseGuard(strength, zoneGuard);
  388. if(!guard)
  389. return false;
  390. rmg::Area visitablePos({object.getVisitablePosition()});
  391. visitablePos.unite(visitablePos.getBorderOutside());
  392. auto accessibleArea = object.getAccessibleArea();
  393. accessibleArea.intersect(visitablePos);
  394. if(accessibleArea.empty())
  395. {
  396. delete guard;
  397. return false;
  398. }
  399. auto guardTiles = accessibleArea.getTilesVector();
  400. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  401. {
  402. auto p = object.getVisitablePosition();
  403. if(l.y > r.y)
  404. return true;
  405. if(l.y == r.y)
  406. return abs(l.x - p.x) < abs(r.x - p.x);
  407. return false;
  408. });
  409. auto & instance = object.addInstance(*guard);
  410. instance.setPosition(guardPos - object.getPosition());
  411. return true;
  412. }