ObjectManager.cpp 18 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(const RequiredObjectInfo & info)
  55. {
  56. RecursiveLock lock(externalAccessMutex);
  57. requiredObjects.emplace_back(info);
  58. }
  59. void ObjectManager::addCloseObject(const RequiredObjectInfo & info)
  60. {
  61. RecursiveLock lock(externalAccessMutex);
  62. closeObjects.emplace_back(info);
  63. }
  64. void ObjectManager::addNearbyObject(const RequiredObjectInfo & info)
  65. {
  66. RecursiveLock lock(externalAccessMutex);
  67. nearbyObjects.emplace_back(info);
  68. }
  69. void ObjectManager::updateDistances(const rmg::Object & obj)
  70. {
  71. updateDistances([obj](const int3& tile) -> ui32
  72. {
  73. return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
  74. });
  75. }
  76. void ObjectManager::updateDistances(const int3 & pos)
  77. {
  78. updateDistances([pos](const int3& tile) -> ui32
  79. {
  80. return pos.dist2dSQ(tile); //optimization, only relative distance is interesting
  81. });
  82. }
  83. void ObjectManager::updateDistances(std::function<ui32(const int3 & tile)> distanceFunction)
  84. {
  85. RecursiveLock lock(externalAccessMutex);
  86. tilesByDistance.clear();
  87. for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
  88. {
  89. ui32 d = distanceFunction(tile);
  90. map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));
  91. tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
  92. }
  93. }
  94. const rmg::Area & ObjectManager::getVisitableArea() const
  95. {
  96. RecursiveLock lock(externalAccessMutex);
  97. return objectsVisitableArea;
  98. }
  99. std::vector<CGObjectInstance*> ObjectManager::getMines() const
  100. {
  101. std::vector<CGObjectInstance*> mines;
  102. RecursiveLock lock(externalAccessMutex);
  103. for(auto * object : objects)
  104. {
  105. if (object->ID == Obj::MINE)
  106. {
  107. mines.push_back(object);
  108. }
  109. }
  110. return mines;
  111. }
  112. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const
  113. {
  114. float bestWeight = 0.f;
  115. int3 result(-1, -1, -1);
  116. if(optimizer & OptimizeType::DISTANCE)
  117. {
  118. auto open = tilesByDistance;
  119. while(!open.empty())
  120. {
  121. auto node = open.top();
  122. open.pop();
  123. int3 tile = node.first;
  124. if(!searchArea.contains(tile))
  125. continue;
  126. obj.setPosition(tile);
  127. if (obj.getVisibleTop().y < 0)
  128. continue;
  129. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  130. continue;
  131. float weight = weightFunction(tile);
  132. if(weight > bestWeight)
  133. {
  134. bestWeight = weight;
  135. result = tile;
  136. if(!(optimizer & OptimizeType::WEIGHT))
  137. break;
  138. }
  139. }
  140. }
  141. else
  142. {
  143. for(const auto & tile : searchArea.getTiles())
  144. {
  145. obj.setPosition(tile);
  146. if (obj.getVisibleTop().y < 0)
  147. continue;
  148. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  149. continue;
  150. float weight = weightFunction(tile);
  151. if(weight > bestWeight)
  152. {
  153. bestWeight = weight;
  154. result = tile;
  155. if(!(optimizer & OptimizeType::WEIGHT))
  156. break;
  157. }
  158. }
  159. }
  160. if(result.valid())
  161. obj.setPosition(result);
  162. return result;
  163. }
  164. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  165. {
  166. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  167. {
  168. auto ti = map.getTileInfo(tile);
  169. float dist = ti.getNearestObjectDistance();
  170. if(dist < min_dist)
  171. return -1.f;
  172. for(const auto & t : obj.getArea().getTilesVector())
  173. {
  174. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  175. if (localDist < min_dist)
  176. {
  177. return -1.f;
  178. }
  179. else
  180. {
  181. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  182. }
  183. }
  184. return dist;
  185. }, optimizer);
  186. }
  187. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  188. {
  189. RecursiveLock lock(externalAccessMutex);
  190. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  191. {
  192. auto ti = map.getTileInfo(tile);
  193. float dist = ti.getNearestObjectDistance();
  194. if(dist < min_dist)
  195. return -1.f;
  196. for(const auto & t : obj.getArea().getTilesVector())
  197. {
  198. if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
  199. return -1.f;
  200. }
  201. rmg::Area perimeter;
  202. rmg::Area areaToBlock;
  203. if (obj.isGuarded())
  204. {
  205. auto guardedArea = obj.instances().back()->getAccessibleArea();
  206. guardedArea.add(obj.instances().back()->getVisitablePosition());
  207. areaToBlock = obj.getAccessibleArea(true);
  208. areaToBlock.subtract(guardedArea);
  209. if (!areaToBlock.empty())
  210. {
  211. perimeter = areaToBlock;
  212. perimeter.unite(areaToBlock.getBorderOutside());
  213. //We could have added border around guard
  214. perimeter.subtract(guardedArea);
  215. }
  216. }
  217. else
  218. {
  219. perimeter = obj.getArea();
  220. perimeter.subtract(obj.getAccessibleArea());
  221. if (!perimeter.empty())
  222. {
  223. perimeter.unite(perimeter.getBorderOutside());
  224. perimeter.subtract(obj.getAccessibleArea());
  225. }
  226. }
  227. //Check if perimeter of the object intersects with more than one blocked areas
  228. auto tiles = perimeter.getTiles();
  229. vstd::erase_if(tiles, [this](const int3& tile) -> bool
  230. {
  231. //Out-of-map area also is an obstacle
  232. if (!map.isOnMap(tile))
  233. return false;
  234. return !(map.isBlocked(tile) || map.isUsed(tile));
  235. });
  236. if (!tiles.empty())
  237. {
  238. rmg::Area border(tiles);
  239. border.subtract(areaToBlock);
  240. if (!border.connected())
  241. {
  242. //We don't want to connect two blocked areas to create impassable obstacle
  243. return -1.f;
  244. }
  245. }
  246. return dist;
  247. }, isGuarded, onlyStraight, optimizer);
  248. }
  249. 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
  250. {
  251. int3 pos;
  252. auto possibleArea = searchArea;
  253. while(true)
  254. {
  255. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  256. if(!pos.valid())
  257. {
  258. return rmg::Path::invalid();
  259. }
  260. possibleArea.erase(pos); //do not place again at this point
  261. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  262. //we should exclude tiles which will be covered
  263. if(isGuarded)
  264. {
  265. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  266. accessibleArea.intersect(guardedArea);
  267. accessibleArea.add(obj.instances().back()->getPosition(true));
  268. }
  269. auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
  270. {
  271. if(isGuarded)
  272. {
  273. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  274. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  275. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  276. return false;
  277. //guard position is always target
  278. if(obj.instances().back()->getPosition(true) == t)
  279. return true;
  280. }
  281. return !obj.getArea().contains(t);
  282. });
  283. if(path.valid())
  284. {
  285. return path;
  286. }
  287. }
  288. }
  289. bool ObjectManager::createRequiredObjects()
  290. {
  291. logGlobal->trace("Creating required objects");
  292. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  293. for(const auto & objInfo : requiredObjects)
  294. {
  295. rmg::Object rmgObject(*objInfo.obj);
  296. rmgObject.setTemplate(zone.getTerrainType());
  297. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  298. Zone::Lock lock(zone.areaMutex);
  299. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  300. if(!path.valid())
  301. {
  302. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  303. return false;
  304. }
  305. zone.connectPath(path);
  306. placeObject(rmgObject, guarded, true, objInfo.createRoad);
  307. for(const auto & nearby : nearbyObjects)
  308. {
  309. if(nearby.nearbyTarget != nearby.obj)
  310. continue;
  311. rmg::Object rmgNearObject(*nearby.obj);
  312. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  313. possibleArea.intersect(zone.areaPossible());
  314. if(possibleArea.empty())
  315. {
  316. rmgNearObject.clear();
  317. continue;
  318. }
  319. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  320. placeObject(rmgNearObject, false, false, nearby.createRoad);
  321. }
  322. }
  323. for(const auto & objInfo : closeObjects)
  324. {
  325. Zone::Lock lock(zone.areaMutex);
  326. auto possibleArea = zone.areaPossible();
  327. rmg::Object rmgObject(*objInfo.obj);
  328. rmgObject.setTemplate(zone.getTerrainType());
  329. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  330. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  331. [this, &rmgObject](const int3 & tile)
  332. {
  333. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  334. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  335. dist = 1000000.f - dist; //some big number
  336. return dist + map.getNearestObjectDistance(tile);
  337. }, guarded, false, OptimizeType::WEIGHT);
  338. if(!path.valid())
  339. {
  340. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  341. return false;
  342. }
  343. zone.connectPath(path);
  344. placeObject(rmgObject, guarded, true);
  345. for(const auto & nearby : nearbyObjects)
  346. {
  347. if(nearby.nearbyTarget != objInfo.obj)
  348. continue;
  349. rmg::Object rmgNearObject(*nearby.obj);
  350. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  351. possibleArea.intersect(zone.areaPossible());
  352. if(possibleArea.empty())
  353. {
  354. rmgNearObject.clear();
  355. continue;
  356. }
  357. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  358. placeObject(rmgNearObject, false, false);
  359. }
  360. }
  361. //create object on specific positions
  362. //TODO: implement guards
  363. for (const auto &objInfo : instantObjects)
  364. {
  365. rmg::Object rmgObject(*objInfo.obj);
  366. rmgObject.setPosition(objInfo.pos);
  367. placeObject(rmgObject, false, false);
  368. }
  369. requiredObjects.clear();
  370. closeObjects.clear();
  371. nearbyObjects.clear();
  372. instantObjects.clear();
  373. return true;
  374. }
  375. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool createRoad/* = false*/)
  376. {
  377. object.finalize(map);
  378. Zone::Lock lock(zone.areaMutex);
  379. zone.areaPossible().subtract(object.getArea());
  380. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  381. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  382. if(keepVisitable)
  383. zone.freePaths().add(object.getVisitablePosition());
  384. zone.areaUsed().unite(object.getArea());
  385. zone.areaUsed().erase(object.getVisitablePosition());
  386. if(guarded)
  387. {
  388. auto guardedArea = object.instances().back()->getAccessibleArea();
  389. guardedArea.add(object.instances().back()->getVisitablePosition());
  390. auto areaToBlock = object.getAccessibleArea(true);
  391. areaToBlock.subtract(guardedArea);
  392. zone.areaPossible().subtract(areaToBlock);
  393. for(const auto & i : areaToBlock.getTilesVector())
  394. if(map.isOnMap(i) && map.isPossible(i))
  395. map.setOccupied(i, ETileType::BLOCKED);
  396. }
  397. if (updateDistance)
  398. {
  399. //Update distances in every adjacent zone in case of wide connection
  400. std::set<TRmgTemplateZoneId> adjacentZones;
  401. auto objectArea = object.getArea();
  402. objectArea.unite(objectArea.getBorderOutside());
  403. for (auto tile : objectArea.getTilesVector())
  404. {
  405. if (map.isOnMap(tile))
  406. {
  407. adjacentZones.insert(map.getZoneID(tile));
  408. }
  409. }
  410. for (auto id : adjacentZones)
  411. {
  412. auto manager = map.getZones().at(id)->getModificator<ObjectManager>();
  413. if (manager)
  414. {
  415. manager->updateDistances(object);
  416. }
  417. }
  418. }
  419. for(auto * instance : object.instances())
  420. {
  421. objectsVisitableArea.add(instance->getVisitablePosition());
  422. objects.push_back(&instance->object());
  423. if(auto * m = zone.getModificator<RoadPlacer>())
  424. {
  425. //FIXME: Objects that can be removed, can be trespassed. Does not include Corpse
  426. if(instance->object().appearance->isVisitableFromTop())
  427. m->areaForRoads().add(instance->getVisitablePosition());
  428. else
  429. {
  430. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  431. }
  432. }
  433. switch (instance->object().ID)
  434. {
  435. case Obj::RANDOM_TREASURE_ART:
  436. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  437. {
  438. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  439. {
  440. qap->rememberPotentialArtifactToReplace(&instance->object());
  441. }
  442. break;
  443. }
  444. default:
  445. break;
  446. }
  447. }
  448. if (createRoad)
  449. {
  450. if (auto* m = zone.getModificator<RoadPlacer>())
  451. m->addRoadNode(object.instances().front()->getVisitablePosition());
  452. }
  453. //TODO: Add road node to these objects:
  454. /*
  455. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  456. case Obj::RANDOM_TOWN:
  457. case Obj::MONOLITH_ONE_WAY_EXIT:
  458. */
  459. switch (object.instances().front()->object().ID)
  460. {
  461. case Obj::WATER_WHEEL:
  462. if (auto* m = zone.getModificator<RiverPlacer>())
  463. m->addRiverNode(object.instances().front()->getVisitablePosition());
  464. break;
  465. default:
  466. break;
  467. }
  468. }
  469. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  470. {
  471. //precalculate actual (randomized) monster strength based on this post
  472. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  473. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  474. return nullptr; //no guards inside this zone except for zone guards
  475. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  476. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  477. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  478. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  479. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  480. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  481. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  482. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  483. strength = strength1 + strength2;
  484. if (strength < generator.getConfig().minGuardStrength)
  485. return nullptr; //no guard at all
  486. CreatureID creId = CreatureID::NONE;
  487. int amount = 0;
  488. std::vector<CreatureID> possibleCreatures;
  489. for(auto cre : VLC->creh->objects)
  490. {
  491. if(cre->special)
  492. continue;
  493. if(!cre->getAIValue()) //bug #2681
  494. continue;
  495. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  496. continue;
  497. 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
  498. {
  499. possibleCreatures.push_back(cre->getId());
  500. }
  501. }
  502. if(!possibleCreatures.empty())
  503. {
  504. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  505. amount = strength / VLC->creh->objects[creId]->getAIValue();
  506. if (amount >= 4)
  507. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  508. }
  509. else //just pick any available creature
  510. {
  511. creId = CreatureID(132); //Azure Dragon
  512. amount = strength / VLC->creh->objects[creId]->getAIValue();
  513. }
  514. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  515. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  516. guard->character = CGCreature::HOSTILE;
  517. auto * hlp = new CStackInstance(creId, amount);
  518. //will be set during initialization
  519. guard->putStack(SlotID(0), hlp);
  520. return guard;
  521. }
  522. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  523. {
  524. auto * guard = chooseGuard(strength, zoneGuard);
  525. if(!guard)
  526. return false;
  527. rmg::Area visitablePos({object.getVisitablePosition()});
  528. visitablePos.unite(visitablePos.getBorderOutside());
  529. auto accessibleArea = object.getAccessibleArea();
  530. accessibleArea.intersect(visitablePos);
  531. if(accessibleArea.empty())
  532. {
  533. delete guard;
  534. return false;
  535. }
  536. auto guardTiles = accessibleArea.getTilesVector();
  537. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  538. {
  539. auto p = object.getVisitablePosition();
  540. if(l.y > r.y)
  541. return true;
  542. if(l.y == r.y)
  543. return abs(l.x - p.x) < abs(r.x - p.x);
  544. return false;
  545. });
  546. auto & instance = object.addInstance(*guard);
  547. instance.setPosition(guardPos - object.getPosition());
  548. instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
  549. return true;
  550. }
  551. RequiredObjectInfo::RequiredObjectInfo():
  552. obj(nullptr),
  553. nearbyTarget(nullptr),
  554. guardStrength(0),
  555. createRoad(true)
  556. {}
  557. RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool createRoad, CGObjectInstance* nearbyTarget):
  558. obj(obj),
  559. nearbyTarget(nearbyTarget),
  560. guardStrength(guardStrength),
  561. createRoad(createRoad)
  562. {}
  563. VCMI_LIB_NAMESPACE_END