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