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