ObjectManager.cpp 21 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 (const 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. //Blocked area might not cover object position if it has an offset from (0,0)
  117. auto outsideTheMap = [this, &obj]() -> bool
  118. {
  119. for (const auto& oi : obj.instances())
  120. {
  121. if (!map.isOnMap(oi->getPosition(true)))
  122. {
  123. return true;
  124. }
  125. }
  126. return false;
  127. };
  128. if(optimizer & OptimizeType::DISTANCE)
  129. {
  130. auto open = tilesByDistance;
  131. while(!open.empty())
  132. {
  133. auto node = open.top();
  134. open.pop();
  135. int3 tile = node.first;
  136. if(!searchArea.contains(tile))
  137. continue;
  138. obj.setPosition(tile);
  139. if (obj.getVisibleTop().y < 0)
  140. continue;
  141. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  142. continue;
  143. if (outsideTheMap())
  144. continue;
  145. float weight = weightFunction(tile);
  146. if(weight > bestWeight)
  147. {
  148. bestWeight = weight;
  149. result = tile;
  150. if(!(optimizer & OptimizeType::WEIGHT))
  151. break;
  152. }
  153. }
  154. }
  155. else
  156. {
  157. for(const auto & tile : searchArea.getTiles())
  158. {
  159. obj.setPosition(tile);
  160. if (obj.getVisibleTop().y < 0)
  161. continue;
  162. if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
  163. continue;
  164. if (outsideTheMap())
  165. continue;
  166. float weight = weightFunction(tile);
  167. if(weight > bestWeight)
  168. {
  169. bestWeight = weight;
  170. result = tile;
  171. if(!(optimizer & OptimizeType::WEIGHT))
  172. break;
  173. }
  174. }
  175. }
  176. if(result.valid())
  177. obj.setPosition(result);
  178. return result;
  179. }
  180. int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
  181. {
  182. return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  183. {
  184. auto ti = map.getTileInfo(tile);
  185. float dist = ti.getNearestObjectDistance();
  186. if(dist < min_dist)
  187. return -1.f;
  188. for(const auto & t : obj.getArea().getTilesVector())
  189. {
  190. auto localDist = map.getTileInfo(t).getNearestObjectDistance();
  191. if (localDist < min_dist)
  192. {
  193. return -1.f;
  194. }
  195. else
  196. {
  197. vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
  198. }
  199. }
  200. return dist;
  201. }, optimizer);
  202. }
  203. rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
  204. {
  205. RecursiveLock lock(externalAccessMutex);
  206. return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
  207. {
  208. float bestDistance = 10e9;
  209. for(const auto & t : obj.getArea().getTilesVector())
  210. {
  211. float distance = map.getTileInfo(t).getNearestObjectDistance();
  212. if(distance < min_dist)
  213. return -1.f;
  214. else
  215. vstd::amin(bestDistance, distance);
  216. }
  217. rmg::Area perimeter;
  218. rmg::Area areaToBlock;
  219. if (obj.isGuarded())
  220. {
  221. auto guardedArea = obj.instances().back()->getAccessibleArea();
  222. guardedArea.add(obj.instances().back()->getVisitablePosition());
  223. areaToBlock = obj.getAccessibleArea(true);
  224. areaToBlock.subtract(guardedArea);
  225. if (!areaToBlock.empty())
  226. {
  227. perimeter = areaToBlock;
  228. perimeter.unite(areaToBlock.getBorderOutside());
  229. //We could have added border around guard
  230. perimeter.subtract(guardedArea);
  231. }
  232. }
  233. else
  234. {
  235. perimeter = obj.getArea();
  236. perimeter.subtract(obj.getAccessibleArea());
  237. if (!perimeter.empty())
  238. {
  239. perimeter.unite(perimeter.getBorderOutside());
  240. perimeter.subtract(obj.getAccessibleArea());
  241. }
  242. }
  243. //Check if perimeter of the object intersects with more than one blocked areas
  244. auto tiles = perimeter.getTiles();
  245. vstd::erase_if(tiles, [this](const int3& tile) -> bool
  246. {
  247. //Out-of-map area also is an obstacle
  248. if (!map.isOnMap(tile))
  249. return false;
  250. return !(map.isBlocked(tile) || map.isUsed(tile));
  251. });
  252. if (!tiles.empty())
  253. {
  254. rmg::Area border(tiles);
  255. border.subtract(areaToBlock);
  256. if (!border.connected())
  257. {
  258. //We don't want to connect two blocked areas to create impassable obstacle
  259. return -1.f;
  260. }
  261. }
  262. return bestDistance;
  263. }, isGuarded, onlyStraight, optimizer);
  264. }
  265. 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
  266. {
  267. int3 pos;
  268. auto possibleArea = searchArea;
  269. auto cachedArea = zone.areaPossible() + zone.freePaths();
  270. while(true)
  271. {
  272. pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
  273. if(!pos.valid())
  274. {
  275. return rmg::Path::invalid();
  276. }
  277. possibleArea.erase(pos); //do not place again at this point
  278. auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
  279. //we should exclude tiles which will be covered
  280. if(isGuarded)
  281. {
  282. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  283. accessibleArea.intersect(guardedArea);
  284. accessibleArea.add(obj.instances().back()->getPosition(true));
  285. }
  286. rmg::Area subArea;
  287. if (isGuarded)
  288. {
  289. const auto & guardedArea = obj.instances().back()->getAccessibleArea();
  290. const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
  291. subArea = cachedArea.getSubarea([guardedArea, unguardedArea, obj](const int3 & t)
  292. {
  293. if(unguardedArea.contains(t) && !guardedArea.contains(t))
  294. return false;
  295. //guard position is always target
  296. if(obj.instances().back()->getPosition(true) == t)
  297. return true;
  298. return !obj.getArea().contains(t);
  299. });
  300. }
  301. else
  302. {
  303. subArea = cachedArea.getSubarea([obj](const int3 & t)
  304. {
  305. return !obj.getArea().contains(t);
  306. });
  307. }
  308. auto path = zone.searchPath(accessibleArea, onlyStraight, cachedArea);
  309. if(path.valid())
  310. {
  311. return path;
  312. }
  313. }
  314. }
  315. bool ObjectManager::createRequiredObjects()
  316. {
  317. logGlobal->trace("Creating required objects");
  318. //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
  319. for(const auto & objInfo : requiredObjects)
  320. {
  321. rmg::Object rmgObject(*objInfo.obj);
  322. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  323. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  324. Zone::Lock lock(zone.areaMutex);
  325. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
  326. if(!path.valid())
  327. {
  328. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  329. return false;
  330. }
  331. zone.connectPath(path);
  332. placeObject(rmgObject, guarded, true, objInfo.createRoad);
  333. for(const auto & nearby : nearbyObjects)
  334. {
  335. if(nearby.nearbyTarget != nearby.obj)
  336. continue;
  337. rmg::Object rmgNearObject(*nearby.obj);
  338. rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
  339. possibleArea.intersect(zone.areaPossible());
  340. if(possibleArea.empty())
  341. {
  342. rmgNearObject.clear();
  343. continue;
  344. }
  345. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  346. placeObject(rmgNearObject, false, false, nearby.createRoad);
  347. }
  348. }
  349. for(const auto & objInfo : closeObjects)
  350. {
  351. Zone::Lock lock(zone.areaMutex);
  352. auto possibleArea = zone.areaPossible();
  353. rmg::Object rmgObject(*objInfo.obj);
  354. rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
  355. bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
  356. auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
  357. [this, &rmgObject](const int3 & tile)
  358. {
  359. float dist = rmgObject.getArea().distanceSqr(zone.getPos());
  360. dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
  361. dist = 1000000.f - dist; //some big number
  362. return dist + map.getNearestObjectDistance(tile);
  363. }, guarded, false, OptimizeType::WEIGHT);
  364. if(!path.valid())
  365. {
  366. logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
  367. return false;
  368. }
  369. zone.connectPath(path);
  370. placeObject(rmgObject, guarded, true);
  371. }
  372. for(const auto & nearby : nearbyObjects)
  373. {
  374. auto * targetObject = nearby.nearbyTarget;
  375. if (!targetObject || !targetObject->appearance)
  376. {
  377. continue;
  378. }
  379. rmg::Object rmgNearObject(*nearby.obj);
  380. rmg::Area possibleArea(rmg::Area(targetObject->getBlockedPos()).getBorderOutside());
  381. possibleArea.intersect(zone.areaPossible());
  382. if(possibleArea.empty())
  383. {
  384. rmgNearObject.clear();
  385. continue;
  386. }
  387. rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
  388. placeObject(rmgNearObject, false, false);
  389. auto path = zone.searchPath(rmgNearObject.getVisitablePosition(), false);
  390. if (path.valid())
  391. {
  392. zone.connectPath(path);
  393. }
  394. else
  395. {
  396. for (auto* instance : rmgNearObject.instances())
  397. {
  398. logGlobal->error("Failed to connect nearby object %s at %s",
  399. instance->object().getObjectName(), instance->getPosition(true).toString());
  400. mapProxy->removeObject(&instance->object());
  401. }
  402. }
  403. }
  404. //create object on specific positions
  405. //TODO: implement guards
  406. for (const auto &objInfo : instantObjects) //Unused ATM
  407. {
  408. rmg::Object rmgObject(*objInfo.obj);
  409. rmgObject.setPosition(objInfo.pos);
  410. placeObject(rmgObject, false, false);
  411. }
  412. requiredObjects.clear();
  413. closeObjects.clear();
  414. nearbyObjects.clear();
  415. instantObjects.clear();
  416. return true;
  417. }
  418. void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool createRoad/* = false*/)
  419. {
  420. //object.finalize(map);
  421. if (object.instances().size() == 1 && object.instances().front()->object().ID == Obj::MONSTER)
  422. {
  423. //Fix for HoTA offset - lonely guards
  424. auto monster = object.instances().front();
  425. if (!monster->object().appearance)
  426. {
  427. //Needed to determine visitable offset
  428. monster->setAnyTemplate(zone.getRand());
  429. }
  430. object.getPosition();
  431. auto visitableOffset = monster->object().getVisitableOffset();
  432. auto fixedPos = monster->getPosition(true) + visitableOffset;
  433. //Do not place guard outside the map
  434. vstd::abetween(fixedPos.x, visitableOffset.x, map.width() - 1);
  435. vstd::abetween(fixedPos.y, visitableOffset.y, map.height() - 1);
  436. int3 parentOffset = monster->getPosition(true) - monster->getPosition(false);
  437. monster->setPosition(fixedPos - parentOffset);
  438. }
  439. object.finalize(map, zone.getRand());
  440. Zone::Lock lock(zone.areaMutex);
  441. zone.areaPossible().subtract(object.getArea());
  442. bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
  443. zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
  444. if(keepVisitable)
  445. zone.freePaths().add(object.getVisitablePosition());
  446. zone.areaUsed().unite(object.getArea());
  447. zone.areaUsed().erase(object.getVisitablePosition());
  448. if(guarded) //We assume the monster won't be guarded
  449. {
  450. auto guardedArea = object.instances().back()->getAccessibleArea();
  451. guardedArea.add(object.instances().back()->getVisitablePosition());
  452. auto areaToBlock = object.getAccessibleArea(true);
  453. areaToBlock.subtract(guardedArea);
  454. zone.areaPossible().subtract(areaToBlock);
  455. for(const auto & i : areaToBlock.getTilesVector())
  456. if(map.isOnMap(i) && map.isPossible(i))
  457. map.setOccupied(i, ETileType::BLOCKED);
  458. }
  459. lock.unlock();
  460. if (updateDistance)
  461. {
  462. //Update distances in every adjacent zone in case of wide connection
  463. std::set<TRmgTemplateZoneId> adjacentZones;
  464. auto objectArea = object.getArea();
  465. objectArea.unite(objectArea.getBorderOutside());
  466. for (auto tile : objectArea.getTilesVector())
  467. {
  468. if (map.isOnMap(tile))
  469. {
  470. adjacentZones.insert(map.getZoneID(tile));
  471. }
  472. }
  473. for (auto id : adjacentZones)
  474. {
  475. auto manager = map.getZones().at(id)->getModificator<ObjectManager>();
  476. if (manager)
  477. {
  478. // TODO: Update distances for perimeter of guarded object, not just treasures
  479. manager->updateDistances(object);
  480. }
  481. }
  482. }
  483. for(auto * instance : object.instances())
  484. {
  485. objectsVisitableArea.add(instance->getVisitablePosition());
  486. objects.push_back(&instance->object());
  487. if(auto * m = zone.getModificator<RoadPlacer>())
  488. {
  489. if (instance->object().blockVisit && !instance->object().removable)
  490. {
  491. //Cannot be trespassed (Corpse)
  492. continue;
  493. }
  494. else if(instance->object().appearance->isVisitableFromTop())
  495. m->areaForRoads().add(instance->getVisitablePosition());
  496. else
  497. {
  498. m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
  499. }
  500. }
  501. switch (instance->object().ID.toEnum())
  502. {
  503. case Obj::RANDOM_TREASURE_ART:
  504. case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
  505. case Obj::RANDOM_RESOURCE:
  506. {
  507. if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
  508. {
  509. qap->rememberPotentialArtifactToReplace(&instance->object());
  510. }
  511. break;
  512. }
  513. default:
  514. break;
  515. }
  516. }
  517. if (createRoad)
  518. {
  519. if (auto* m = zone.getModificator<RoadPlacer>())
  520. m->addRoadNode(object.instances().front()->getVisitablePosition());
  521. }
  522. //TODO: Add road node to these objects:
  523. /*
  524. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  525. case Obj::RANDOM_TOWN:
  526. case Obj::MONOLITH_ONE_WAY_EXIT:
  527. */
  528. switch(object.instances().front()->object().ID.toEnum())
  529. {
  530. case Obj::WATER_WHEEL:
  531. if (auto* m = zone.getModificator<RiverPlacer>())
  532. m->addRiverNode(object.instances().front()->getVisitablePosition());
  533. break;
  534. default:
  535. break;
  536. }
  537. }
  538. CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
  539. {
  540. //precalculate actual (randomized) monster strength based on this post
  541. //http://forum.vcmi.eu/viewtopic.php?p=12426#12426
  542. if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
  543. return nullptr; //no guards inside this zone except for zone guards
  544. int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
  545. int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + mapMonsterStrength - 1; //array index from 0 to 4
  546. static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
  547. static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
  548. static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
  549. static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
  550. int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
  551. int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
  552. strength = strength1 + strength2;
  553. if (strength < generator.getConfig().minGuardStrength)
  554. return nullptr; //no guard at all
  555. CreatureID creId = CreatureID::NONE;
  556. int amount = 0;
  557. std::vector<CreatureID> possibleCreatures;
  558. for(auto cre : VLC->creh->objects)
  559. {
  560. if(cre->special)
  561. continue;
  562. if(!cre->getAIValue()) //bug #2681
  563. continue;
  564. if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
  565. continue;
  566. 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
  567. {
  568. possibleCreatures.push_back(cre->getId());
  569. }
  570. }
  571. if(!possibleCreatures.empty())
  572. {
  573. creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
  574. amount = strength / creId.toEntity(VLC)->getAIValue();
  575. if (amount >= 4)
  576. amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
  577. }
  578. else //just pick any available creature
  579. {
  580. creId = CreatureID::AZURE_DRAGON; //Azure Dragon
  581. amount = strength / creId.toEntity(VLC)->getAIValue();
  582. }
  583. auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
  584. auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
  585. guard->character = CGCreature::HOSTILE;
  586. auto * hlp = new CStackInstance(creId, amount);
  587. //will be set during initialization
  588. guard->putStack(SlotID(0), hlp);
  589. return guard;
  590. }
  591. bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
  592. {
  593. auto * guard = chooseGuard(strength, zoneGuard);
  594. if(!guard)
  595. return false;
  596. // Prefer non-blocking tiles, if any
  597. const auto & entrableTiles = object.getEntrableArea().getTiles();
  598. int3 entrableTile(-1, -1, -1);
  599. if (entrableTiles.empty())
  600. {
  601. entrableTile = object.getVisitablePosition();
  602. }
  603. else
  604. {
  605. entrableTile = *RandomGeneratorUtil::nextItem(entrableTiles, zone.getRand());
  606. }
  607. rmg::Area visitablePos({entrableTile});
  608. visitablePos.unite(visitablePos.getBorderOutside());
  609. auto accessibleArea = object.getAccessibleArea();
  610. accessibleArea.intersect(visitablePos);
  611. if(accessibleArea.empty())
  612. {
  613. delete guard;
  614. return false;
  615. }
  616. auto guardTiles = accessibleArea.getTilesVector();
  617. auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
  618. {
  619. auto p = object.getVisitablePosition();
  620. if(l.y > r.y)
  621. return true;
  622. if(l.y == r.y)
  623. return abs(l.x - p.x) < abs(r.x - p.x);
  624. return false;
  625. });
  626. auto & instance = object.addInstance(*guard);
  627. instance.setAnyTemplate(zone.getRand()); //terrain is irrelevant for monsters, but monsters need some template now
  628. //Fix HoTA monsters with offset template
  629. auto visitableOffset = instance.object().getVisitableOffset();
  630. auto fixedPos = guardPos - object.getPosition() + visitableOffset;
  631. instance.setPosition(fixedPos);
  632. return true;
  633. }
  634. RequiredObjectInfo::RequiredObjectInfo():
  635. obj(nullptr),
  636. nearbyTarget(nullptr),
  637. guardStrength(0),
  638. createRoad(true)
  639. {}
  640. RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool createRoad, CGObjectInstance* nearbyTarget):
  641. obj(obj),
  642. nearbyTarget(nearbyTarget),
  643. guardStrength(guardStrength),
  644. createRoad(createRoad)
  645. {}
  646. VCMI_LIB_NAMESPACE_END