| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496 | /* * 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 "../CCreatureHandler.h"#include "../mapObjects/CommonConstructors.h"#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.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);	POSTFUNCTION(RoadPlacer);	createDistancesPriorityQueue();}void ObjectManager::createDistancesPriorityQueue(){	tilesByDistance.clear();	for (auto & tile : zone.areaPossible().getTilesVector())	{		tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));	}}void ObjectManager::addRequiredObject(CGObjectInstance * obj, si32 strength){	requiredObjects.push_back(std::make_pair(obj, strength));}void ObjectManager::addCloseObject(CGObjectInstance * obj, si32 strength){	closeObjects.push_back(std::make_pair(obj, strength));}void ObjectManager::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget){	nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));}void ObjectManager::updateDistances(const rmg::Object & obj){	tilesByDistance.clear();	for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles	{		ui32 d = obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting		map.setNearestObjectDistance(tile, std::min((float)d, map.getNearestObjectDistance(tile)));		tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));	}}const rmg::Area & ObjectManager::getVisitableArea() const{	return objectsVisitableArea;}std::vector<CGObjectInstance*> ObjectManager::getMines() const{	std::vector<CGObjectInstance*> mines;		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, 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(!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(!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.getTile(tile);		float dist = ti.getNearestObjectDistance();		if(dist < min_dist)			return -1.f;				for(auto & t : obj.getArea().getTilesVector())		{			if(map.getTile(t).getNearestObjectDistance() < min_dist)				return -1.f;		}				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.getTile(tile);		float dist = ti.getNearestObjectDistance();		if(dist < min_dist)			return -1.f;				for(auto & t : obj.getArea().getTilesVector())		{			if(map.getTile(t).getNearestObjectDistance() < min_dist)				return -1.f;		}				return dist;	}, isGuarded, onlyStraight, optimizer);}rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, 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)		{			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)			{				auto & guardedArea =  obj.instances().back()->getAccessibleArea();				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");		RandomGeneratorUtil::randomShuffle(requiredObjects, generator.rand);		for(const auto & object : requiredObjects)	{		auto * obj = object.first;		rmg::Object rmgObject(*obj);		rmgObject.setTemplate(zone.getTerrainType());		bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));		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.second != obj)				continue;						rmg::Object rmgNearObject(*nearby.first);			rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());			possibleArea.intersect(zone.areaPossible());			if(possibleArea.empty())			{				rmgNearObject.clear();				continue;			}						rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));			placeObject(rmgNearObject, false, false);		}	}		for(const auto & object : closeObjects)	{		auto * obj = object.first;		auto possibleArea = zone.areaPossible();		rmg::Object rmgObject(*obj);		rmgObject.setTemplate(zone.getTerrainType());		bool guarded = addGuard(rmgObject, object.second, (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.second != obj)				continue;						rmg::Object rmgNearObject(*nearby.first);			rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());			possibleArea.intersect(zone.areaPossible());			if(possibleArea.empty())			{				rmgNearObject.clear();				continue;			}						rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));			placeObject(rmgNearObject, false, false);		}	}		//create object on specific positions	//TODO: implement guards	for (const auto &obj : instantObjects)	{		rmg::Object rmgObject(*obj.first);		rmgObject.setPosition(obj.second);		placeObject(rmgObject, false, false);	}		requiredObjects.clear();	closeObjects.clear();	nearbyObjects.clear();	instantObjects.clear();		return true;}void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance){		object.finalize(map);	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(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(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		int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();	int monsterStrength = (zoneGuard ? 0 : zone.zoneMonsterStrength) + 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->AIValue) //bug #2681			continue;		if(!vstd::contains(zone.getMonsterTypes(), cre->faction))			continue;		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		{			possibleCreatures.push_back(cre->idNumber);		}	}	if(possibleCreatures.size())	{		creId = *RandomGeneratorUtil::nextItem(possibleCreatures, generator.rand);		amount = strength / VLC->creh->objects[creId]->AIValue;		if (amount >= 4)			amount = static_cast<int>(amount * generator.rand.nextDouble(0.75, 1.25));	}	else //just pick any available creature	{		creId = CreatureID(132); //Azure Dragon		amount = strength / VLC->creh->objects[creId]->AIValue;	}		auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);		auto guard = (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_END
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