ObjectManager.cpp 15 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 "../../mapObjects/CommonConstructors.h"
  24. #include "../../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.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. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  161. return -1.f;
  162. }
  163. return dist;
  164. }, optimizer);
  165. }
  166. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  167. {
  168. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  169. {
  170. auto ti = map.getTileInfo(tile);
  171. float dist = ti.getNearestObjectDistance();
  172. if(dist < min_dist)
  173. return -1.f;
  174. for(const auto & t : obj.getArea().getTilesVector())
  175. {
  176. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  177. return -1.f;
  178. }
  179. return dist;
  180. }, isGuarded, onlyStraight, optimizer);
  181. }
  182. 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
  183. {
  184. int3 pos;
  185. auto possibleArea = searchArea;
  186. while(true)
  187. {
  188. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  189. if(!pos.valid())
  190. {
  191. return rmg::Path::invalid();
  192. }
  193. possibleArea.erase(pos); //do not place again at this point
  194. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  195. //we should exclude tiles which will be covered
  196. if(isGuarded)
  197. {
  198. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  199. accessibleArea.intersect(guardedArea);
  200. accessibleArea.add(obj.instances().back()->getPosition(true));
  201. }
  202. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  203. {
  204. if(isGuarded)
  205. {
  206. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  207. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  208. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  209. return false;
  210. //guard position is always target
  211. if(obj.instances().back()->getPosition(true) == t)
  212. return true;
  213. }
  214. return !obj.getArea().contains(t);
  215. });
  216. if(path.valid())
  217. {
  218. return path;
  219. }
  220. }
  221. }
  222. bool ObjectManager::createRequiredObjects()
  223. {
  224. logGlobal->trace("Creating required objects");
  225. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  226. for(const auto & object : requiredObjects)
  227. {
  228. auto * obj = object.first;
  229. //FIXME: Invalid dObject inside object?
  230. rmg::Object rmgObject(*obj);
  231. rmgObject.setTemplate(zone.getTerrainType());
  232. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  233. Zone::Lock lock(zone.areaMutex);
  234. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  235. if(!path.valid())
  236. {
  237. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  238. return false;
  239. }
  240. zone.connectPath(path);
  241. placeObject(rmgObject, guarded, true);
  242. for(const auto & nearby : nearbyObjects)
  243. {
  244. if(nearby.second != obj)
  245. continue;
  246. rmg::Object rmgNearObject(*nearby.first);
  247. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  248. possibleArea.intersect(zone.areaPossible());
  249. if(possibleArea.empty())
  250. {
  251. rmgNearObject.clear();
  252. continue;
  253. }
  254. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  255. placeObject(rmgNearObject, false, false);
  256. }
  257. }
  258. for(const auto & object : closeObjects)
  259. {
  260. auto * obj = object.first;
  261. //TODO: Wrap into same area proxy?
  262. Zone::Lock lock(zone.areaMutex);
  263. auto possibleArea = zone.areaPossible();
  264. rmg::Object rmgObject(*obj);
  265. rmgObject.setTemplate(zone.getTerrainType());
  266. bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
  267. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  268. [this, &rmgObject](const int3 & tile)
  269. {
  270. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  271. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  272. dist = 1000000.f - dist; //some big number
  273. return dist + map.getNearestObjectDistance(tile);
  274. }, guarded, false, OptimizeType::WEIGHT);
  275. if(!path.valid())
  276. {
  277. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  278. return false;
  279. }
  280. zone.connectPath(path);
  281. placeObject(rmgObject, guarded, true);
  282. for(const auto & nearby : nearbyObjects)
  283. {
  284. if(nearby.second != obj)
  285. continue;
  286. rmg::Object rmgNearObject(*nearby.first);
  287. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  288. possibleArea.intersect(zone.areaPossible());
  289. if(possibleArea.empty())
  290. {
  291. rmgNearObject.clear();
  292. continue;
  293. }
  294. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  295. placeObject(rmgNearObject, false, false);
  296. }
  297. }
  298. //create object on specific positions
  299. //TODO: implement guards
  300. for (const auto &obj : instantObjects)
  301. {
  302. rmg::Object rmgObject(*obj.first);
  303. rmgObject.setPosition(obj.second);
  304. placeObject(rmgObject, false, false);
  305. }
  306. requiredObjects.clear();
  307. closeObjects.clear();
  308. nearbyObjects.clear();
  309. instantObjects.clear();
  310. return true;
  311. }
  312. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance)
  313. {
  314. object.finalize(map);
  315. Zone::Lock lock(zone.areaMutex);
  316. zone.areaPossible().subtract(object.getArea());
  317. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  318. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  319. if(keepVisitable)
  320. zone.freePaths().add(object.getVisitablePosition());
  321. zone.areaUsed().unite(object.getArea());
  322. zone.areaUsed().erase(object.getVisitablePosition());
  323. if(guarded)
  324. {
  325. auto guardedArea = object.instances().back()->getAccessibleArea();
  326. guardedArea.add(object.instances().back()->getVisitablePosition());
  327. auto areaToBlock = object.getAccessibleArea(true);
  328. areaToBlock.subtract(guardedArea);
  329. zone.areaPossible().subtract(areaToBlock);
  330. for(const auto & i : areaToBlock.getTilesVector())
  331. if(map.isOnMap(i) && map.isPossible(i))
  332. map.setOccupied(i, ETileType::BLOCKED);
  333. }
  334. if(updateDistance)
  335. updateDistances(object);
  336. for(auto * instance : object.instances())
  337. {
  338. objectsVisitableArea.add(instance->getVisitablePosition());
  339. objects.push_back(&instance->object());
  340. if(auto * m = zone.getModificator<RoadPlacer>())
  341. {
  342. if(instance->object().appearance->isVisitableFromTop())
  343. m->areaForRoads().add(instance->getVisitablePosition());
  344. else
  345. {
  346. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  347. }
  348. }
  349. switch (instance->object().ID)
  350. {
  351. case Obj::RANDOM_TREASURE_ART:
  352. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  353. {
  354. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  355. {
  356. qap->rememberPotentialArtifactToReplace(&instance->object());
  357. }
  358. break;
  359. }
  360. default:
  361. break;
  362. }
  363. }
  364. switch(object.instances().front()->object().ID)
  365. {
  366. case Obj::TOWN:
  367. case Obj::RANDOM_TOWN:
  368. case Obj::MONOLITH_TWO_WAY:
  369. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  370. case Obj::MONOLITH_ONE_WAY_EXIT:
  371. case Obj::SUBTERRANEAN_GATE:
  372. case Obj::SHIPYARD:
  373. if(auto * m = zone.getModificator<RoadPlacer>())
  374. m->addRoadNode(object.instances().front()->getVisitablePosition());
  375. break;
  376. case Obj::WATER_WHEEL:
  377. if(auto * m = zone.getModificator<RiverPlacer>())
  378. m->addRiverNode(object.instances().front()->getVisitablePosition());
  379. break;
  380. default:
  381. break;
  382. }
  383. }
  384. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  385. {
  386. //precalculate actual (randomized) monster strength based on this post
  387. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  388. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  389. int monsterStrength = (zoneGuard ? 0 : zone.zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
  390. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  391. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  392. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  393. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  394. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  395. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  396. strength = strength1 + strength2;
  397. if (strength < generator.getConfig().minGuardStrength)
  398. return nullptr; //no guard at all
  399. CreatureID creId = CreatureID::NONE;
  400. int amount = 0;
  401. std::vector<CreatureID> possibleCreatures;
  402. for(auto cre : VLC->creh->objects)
  403. {
  404. if(cre->special)
  405. continue;
  406. if(!cre->getAIValue()) //bug #2681
  407. continue;
  408. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  409. continue;
  410. 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
  411. {
  412. possibleCreatures.push_back(cre->getId());
  413. }
  414. }
  415. if(!possibleCreatures.empty())
  416. {
  417. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  418. amount = strength / VLC->creh->objects[creId]->getAIValue();
  419. if (amount >= 4)
  420. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  421. }
  422. else //just pick any available creature
  423. {
  424. creId = CreatureID(132); //Azure Dragon
  425. amount = strength / VLC->creh->objects[creId]->getAIValue();
  426. }
  427. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  428. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  429. guard->character = CGCreature::HOSTILE;
  430. auto * hlp = new CStackInstance(creId, amount);
  431. //will be set during initialization
  432. guard->putStack(SlotID(0), hlp);
  433. return guard;
  434. }
  435. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  436. {
  437. auto * guard = chooseGuard(strength, zoneGuard);
  438. if(!guard)
  439. return false;
  440. rmg::Area visitablePos({object.getVisitablePosition()});
  441. visitablePos.unite(visitablePos.getBorderOutside());
  442. auto accessibleArea = object.getAccessibleArea();
  443. accessibleArea.intersect(visitablePos);
  444. if(accessibleArea.empty())
  445. {
  446. delete guard;
  447. return false;
  448. }
  449. auto guardTiles = accessibleArea.getTilesVector();
  450. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  451. {
  452. auto p = object.getVisitablePosition();
  453. if(l.y > r.y)
  454. return true;
  455. if(l.y == r.y)
  456. return abs(l.x - p.x) < abs(r.x - p.x);
  457. return false;
  458. });
  459. auto & instance = object.addInstance(*guard);
  460. instance.setPosition(guardPos - object.getPosition());
  461. instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
  462. return true;
  463. }
  464. VCMI_LIB_NAMESPACE_END