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