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