ObjectManager.cpp 16 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. RecursiveLock lock(externalAccessMutex);
  71. tilesByDistance.clear();
  72. for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
  73. {
  74. ui32 d = obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
  75. map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));
  76. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  77. }
  78. }
  79. const rmg::Area & ObjectManager::getVisitableArea() const
  80. {
  81. RecursiveLock lock(externalAccessMutex);
  82. return objectsVisitableArea;
  83. }
  84. std::vector<CGObjectInstance*> ObjectManager::getMines() const
  85. {
  86. std::vector<CGObjectInstance*> mines;
  87. RecursiveLock lock(externalAccessMutex);
  88. for(auto * object : objects)
  89. {
  90. if (object->ID == Obj::MINE)
  91. {
  92. mines.push_back(object);
  93. }
  94. }
  95. return mines;
  96. }
  97. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const
  98. {
  99. float bestWeight = 0.f;
  100. int3 result(-1, -1, -1);
  101. if(optimizer & OptimizeType::DISTANCE)
  102. {
  103. auto open = tilesByDistance;
  104. while(!open.empty())
  105. {
  106. auto node = open.top();
  107. open.pop();
  108. int3 tile = node.first;
  109. if(!searchArea.contains(tile))
  110. continue;
  111. obj.setPosition(tile);
  112. if (obj.getVisibleTop().y < 0)
  113. continue;
  114. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  115. continue;
  116. float weight = weightFunction(tile);
  117. if(weight > bestWeight)
  118. {
  119. bestWeight = weight;
  120. result = tile;
  121. if(!(optimizer & OptimizeType::WEIGHT))
  122. break;
  123. }
  124. }
  125. }
  126. else
  127. {
  128. for(const auto & tile : searchArea.getTiles())
  129. {
  130. obj.setPosition(tile);
  131. if (obj.getVisibleTop().y < 0)
  132. continue;
  133. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  134. continue;
  135. float weight = weightFunction(tile);
  136. if(weight > bestWeight)
  137. {
  138. bestWeight = weight;
  139. result = tile;
  140. if(!(optimizer & OptimizeType::WEIGHT))
  141. break;
  142. }
  143. }
  144. }
  145. //FIXME: Race condition for tiles? For Area?
  146. if(result.valid())
  147. obj.setPosition(result);
  148. return result;
  149. }
  150. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  151. {
  152. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  153. {
  154. auto ti = map.getTileInfo(tile);
  155. float dist = ti.getNearestObjectDistance();
  156. if(dist < min_dist)
  157. return -1.f;
  158. for(const auto & t : obj.getArea().getTilesVector())
  159. {
  160. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  161. if (localDist < min_dist)
  162. {
  163. return -1.f;
  164. }
  165. else
  166. {
  167. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  168. }
  169. }
  170. return dist;
  171. }, optimizer);
  172. }
  173. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  174. {
  175. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  176. {
  177. auto ti = map.getTileInfo(tile);
  178. float dist = ti.getNearestObjectDistance();
  179. if(dist < min_dist)
  180. return -1.f;
  181. for(const auto & t : obj.getArea().getTilesVector())
  182. {
  183. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  184. return -1.f;
  185. }
  186. return dist;
  187. }, isGuarded, onlyStraight, optimizer);
  188. }
  189. 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
  190. {
  191. int3 pos;
  192. auto possibleArea = searchArea;
  193. while(true)
  194. {
  195. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  196. if(!pos.valid())
  197. {
  198. return rmg::Path::invalid();
  199. }
  200. possibleArea.erase(pos); //do not place again at this point
  201. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  202. //we should exclude tiles which will be covered
  203. if(isGuarded)
  204. {
  205. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  206. accessibleArea.intersect(guardedArea);
  207. accessibleArea.add(obj.instances().back()->getPosition(true));
  208. }
  209. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  210. {
  211. if(isGuarded)
  212. {
  213. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  214. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  215. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  216. return false;
  217. //guard position is always target
  218. if(obj.instances().back()->getPosition(true) == t)
  219. return true;
  220. }
  221. return !obj.getArea().contains(t);
  222. });
  223. if(path.valid())
  224. {
  225. return path;
  226. }
  227. }
  228. }
  229. bool ObjectManager::createRequiredObjects()
  230. {
  231. logGlobal->trace("Creating required objects");
  232. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  233. for(const auto & object : requiredObjects)
  234. {
  235. auto * obj = object.first;
  236. //FIXME: Invalid dObject inside object?
  237. rmg::Object rmgObject(*obj);
  238. rmgObject.setTemplate(zone.getTerrainType());
  239. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  240. Zone::Lock lock(zone.areaMutex);
  241. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  242. if(!path.valid())
  243. {
  244. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  245. return false;
  246. }
  247. zone.connectPath(path);
  248. placeObject(rmgObject, guarded, true);
  249. for(const auto & nearby : nearbyObjects)
  250. {
  251. if(nearby.second != obj)
  252. continue;
  253. rmg::Object rmgNearObject(*nearby.first);
  254. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  255. possibleArea.intersect(zone.areaPossible());
  256. if(possibleArea.empty())
  257. {
  258. rmgNearObject.clear();
  259. continue;
  260. }
  261. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  262. placeObject(rmgNearObject, false, false);
  263. }
  264. }
  265. for(const auto & object : closeObjects)
  266. {
  267. auto * obj = object.first;
  268. //TODO: Wrap into same area proxy?
  269. Zone::Lock lock(zone.areaMutex);
  270. auto possibleArea = zone.areaPossible();
  271. rmg::Object rmgObject(*obj);
  272. rmgObject.setTemplate(zone.getTerrainType());
  273. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  274. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  275. [this, &rmgObject](const int3 & tile)
  276. {
  277. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  278. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  279. dist = 1000000.f - dist; //some big number
  280. return dist + map.getNearestObjectDistance(tile);
  281. }, guarded, false, OptimizeType::WEIGHT);
  282. if(!path.valid())
  283. {
  284. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  285. return false;
  286. }
  287. zone.connectPath(path);
  288. placeObject(rmgObject, guarded, true);
  289. for(const auto & nearby : nearbyObjects)
  290. {
  291. if(nearby.second != obj)
  292. continue;
  293. rmg::Object rmgNearObject(*nearby.first);
  294. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  295. possibleArea.intersect(zone.areaPossible());
  296. if(possibleArea.empty())
  297. {
  298. rmgNearObject.clear();
  299. continue;
  300. }
  301. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  302. placeObject(rmgNearObject, false, false);
  303. }
  304. }
  305. //create object on specific positions
  306. //TODO: implement guards
  307. for (const auto &obj : instantObjects)
  308. {
  309. rmg::Object rmgObject(*obj.first);
  310. rmgObject.setPosition(obj.second);
  311. placeObject(rmgObject, false, false);
  312. }
  313. requiredObjects.clear();
  314. closeObjects.clear();
  315. nearbyObjects.clear();
  316. instantObjects.clear();
  317. return true;
  318. }
  319. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance)
  320. {
  321. object.finalize(map);
  322. Zone::Lock lock(zone.areaMutex);
  323. zone.areaPossible().subtract(object.getArea());
  324. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  325. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  326. if(keepVisitable)
  327. zone.freePaths().add(object.getVisitablePosition());
  328. zone.areaUsed().unite(object.getArea());
  329. zone.areaUsed().erase(object.getVisitablePosition());
  330. if(guarded)
  331. {
  332. auto guardedArea = object.instances().back()->getAccessibleArea();
  333. guardedArea.add(object.instances().back()->getVisitablePosition());
  334. auto areaToBlock = object.getAccessibleArea(true);
  335. areaToBlock.subtract(guardedArea);
  336. zone.areaPossible().subtract(areaToBlock);
  337. for(const auto & i : areaToBlock.getTilesVector())
  338. if(map.isOnMap(i) && map.isPossible(i))
  339. map.setOccupied(i, ETileType::BLOCKED);
  340. }
  341. if(updateDistance)
  342. updateDistances(object);
  343. for(auto * instance : object.instances())
  344. {
  345. objectsVisitableArea.add(instance->getVisitablePosition());
  346. objects.push_back(&instance->object());
  347. if(auto * m = zone.getModificator<RoadPlacer>())
  348. {
  349. if(instance->object().appearance->isVisitableFromTop())
  350. m->areaForRoads().add(instance->getVisitablePosition());
  351. else
  352. {
  353. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  354. }
  355. }
  356. switch (instance->object().ID)
  357. {
  358. case Obj::RANDOM_TREASURE_ART:
  359. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  360. {
  361. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  362. {
  363. qap->rememberPotentialArtifactToReplace(&instance->object());
  364. }
  365. break;
  366. }
  367. default:
  368. break;
  369. }
  370. }
  371. switch(object.instances().front()->object().ID)
  372. {
  373. case Obj::TOWN:
  374. case Obj::RANDOM_TOWN:
  375. case Obj::MONOLITH_TWO_WAY:
  376. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  377. case Obj::MONOLITH_ONE_WAY_EXIT:
  378. case Obj::SUBTERRANEAN_GATE:
  379. case Obj::SHIPYARD:
  380. if(auto * m = zone.getModificator<RoadPlacer>())
  381. m->addRoadNode(object.instances().front()->getVisitablePosition());
  382. break;
  383. case Obj::WATER_WHEEL:
  384. if(auto * m = zone.getModificator<RiverPlacer>())
  385. m->addRiverNode(object.instances().front()->getVisitablePosition());
  386. break;
  387. default:
  388. break;
  389. }
  390. }
  391. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  392. {
  393. //precalculate actual (randomized) monster strength based on this post
  394. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  395. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  396. return nullptr; //no guards inside this zone except for zone guards
  397. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  398. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  399. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  400. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  401. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  402. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  403. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  404. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  405. strength = strength1 + strength2;
  406. if (strength < generator.getConfig().minGuardStrength)
  407. return nullptr; //no guard at all
  408. CreatureID creId = CreatureID::NONE;
  409. int amount = 0;
  410. std::vector<CreatureID> possibleCreatures;
  411. for(auto cre : VLC->creh->objects)
  412. {
  413. if(cre->special)
  414. continue;
  415. if(!cre->getAIValue()) //bug #2681
  416. continue;
  417. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  418. continue;
  419. 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
  420. {
  421. possibleCreatures.push_back(cre->getId());
  422. }
  423. }
  424. if(!possibleCreatures.empty())
  425. {
  426. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  427. amount = strength / VLC->creh->objects[creId]->getAIValue();
  428. if (amount >= 4)
  429. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  430. }
  431. else //just pick any available creature
  432. {
  433. creId = CreatureID(132); //Azure Dragon
  434. amount = strength / VLC->creh->objects[creId]->getAIValue();
  435. }
  436. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  437. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  438. guard->character = CGCreature::HOSTILE;
  439. auto * hlp = new CStackInstance(creId, amount);
  440. //will be set during initialization
  441. guard->putStack(SlotID(0), hlp);
  442. return guard;
  443. }
  444. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  445. {
  446. auto * guard = chooseGuard(strength, zoneGuard);
  447. if(!guard)
  448. return false;
  449. rmg::Area visitablePos({object.getVisitablePosition()});
  450. visitablePos.unite(visitablePos.getBorderOutside());
  451. auto accessibleArea = object.getAccessibleArea();
  452. accessibleArea.intersect(visitablePos);
  453. if(accessibleArea.empty())
  454. {
  455. delete guard;
  456. return false;
  457. }
  458. auto guardTiles = accessibleArea.getTilesVector();
  459. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  460. {
  461. auto p = object.getVisitablePosition();
  462. if(l.y > r.y)
  463. return true;
  464. if(l.y == r.y)
  465. return abs(l.x - p.x) < abs(r.x - p.x);
  466. return false;
  467. });
  468. auto & instance = object.addInstance(*guard);
  469. instance.setPosition(guardPos - object.getPosition());
  470. instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
  471. return true;
  472. }
  473. VCMI_LIB_NAMESPACE_END