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vcmi/lib/rmg/ObjectManager.cpp

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/*
* ObjectManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ObjectManager.h"
#include "CMapGenerator.h"
#include "TileInfo.h"
#include "RmgMap.h"
#include "RoadPlacer.h"
#include "RiverPlacer.h"
#include "WaterAdopter.h"
#include "../CCreatureHandler.h"
#include "../mapObjects/CommonConstructors.h"
#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
#include "../mapping/CMap.h"
#include "../mapping/CMapEditManager.h"
#include "Functions.h"
#include "RmgObject.h"
void ObjectManager::process()
{
zone.fractalize();
createRequiredObjects();
}
void ObjectManager::init()
{
DEPENDENCY(WaterAdopter);
POSTFUNCTION(RoadPlacer);
}
void ObjectManager::addRequiredObject(CGObjectInstance * obj, si32 strength)
{
requiredObjects.push_back(std::make_pair(obj, strength));
}
void ObjectManager::addCloseObject(CGObjectInstance * obj, si32 strength)
{
closeObjects.push_back(std::make_pair(obj, strength));
}
void ObjectManager::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
{
nearbyObjects.push_back(std::make_pair(obj, nearbyTarget));
}
void ObjectManager::updateDistances(const rmg::Object & obj)
{
for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
{
ui32 d = obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
map.setNearestObjectDistance(tile, std::min((float)d, map.getNearestObjectDistance(tile)));
}
}
const rmg::Area & ObjectManager::getVisitableArea() const
{
return objectsVisitableArea;
}
int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, bool optimizer) const
{
float bestWeight = 0.f;
int3 result(-1, -1, -1);
for(const auto & tile : searchArea.getTiles())
{
obj.setPosition(tile);
if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
continue;
float weight = weightFunction(tile);
if(weight > bestWeight)
{
bestWeight = weight;
result = tile;
if(!optimizer)
break;
}
}
if(result.valid())
obj.setPosition(result);
return result;
}
int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool optimizer) const
{
return findPlaceForObject(searchArea, obj, [this, min_dist](const int3 & tile)
{
auto ti = map.getTile(tile);
float dist = ti.getNearestObjectDistance();
if(dist < min_dist)
return -1.f;
return dist;
}, optimizer);
}
rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, bool optimizer) const
{
return placeAndConnectObject(searchArea, obj, [this, min_dist](const int3 & tile)
{
auto ti = map.getTile(tile);
float dist = ti.getNearestObjectDistance();
if(dist < min_dist)
return -1.f;
return dist;
}, isGuarded, onlyStraight, optimizer);
}
rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, std::function<float(const int3)> weightFunction, bool isGuarded, bool onlyStraight, bool optimizer) const
{
int3 pos;
auto possibleArea = searchArea;
while(true)
{
pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
if(!pos.valid())
{
return rmg::Path::invalid();
}
possibleArea.erase(pos); //do not place again at this point
auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
//we should exclude tiles which will be covered
if(isGuarded)
{
auto & guardedArea = obj.instances().back()->getAccessibleArea();
accessibleArea.intersect(guardedArea);
}
auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
{
if(isGuarded)
{
auto & guardedArea = obj.instances().back()->getAccessibleArea();
auto & unguardedArea = obj.getAccessibleArea(isGuarded);
if(unguardedArea.contains(t) && !guardedArea.contains(t))
return false;
}
return !obj.getArea().contains(t);
});
if(path.valid())
{
return path;
}
}
}
bool ObjectManager::createRequiredObjects()
{
logGlobal->trace("Creating required objects");
for(const auto & object : requiredObjects)
{
auto * obj = object.first;
int3 pos;
rmg::Object rmgObject(*obj);
rmgObject.setTemplate(zone.getTerrainType());
bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, true);
if(!path.valid())
{
logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
return false;
}
zone.connectPath(path);
placeObject(rmgObject, guarded, true);
for(const auto & nearby : nearbyObjects)
{
if(nearby.second != obj)
continue;
rmg::Object rmgNearObject(*nearby.first);
rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
possibleArea.intersect(zone.areaPossible());
if(possibleArea.empty())
{
rmgNearObject.clear();
continue;
}
rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));
placeObject(rmgNearObject, false, false);
}
}
for(const auto & object : closeObjects)
{
auto * obj = object.first;
int3 pos;
auto possibleArea = zone.areaPossible();
rmg::Object rmgObject(*obj);
rmgObject.setTemplate(zone.getTerrainType());
bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
[this, &rmgObject](const int3 & tile)
{
float dist = rmgObject.getArea().distanceSqr(zone.getPos());
dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
dist = 1000000.f - dist; //some big number
return dist + map.getNearestObjectDistance(tile);
}, guarded, false, true);
if(!path.valid())
{
logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
return false;
}
zone.connectPath(path);
placeObject(rmgObject, guarded, true);
for(const auto & nearby : nearbyObjects)
{
if(nearby.second != obj)
continue;
rmg::Object rmgNearObject(*nearby.first);
rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
possibleArea.intersect(zone.areaPossible());
if(possibleArea.empty())
{
rmgNearObject.clear();
continue;
}
rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), generator.rand));
placeObject(rmgNearObject, false, false);
}
}
//create object on specific positions
//TODO: implement guards
for (const auto &obj : instantObjects)
{
rmg::Object rmgObject(*obj.first);
rmgObject.setPosition(obj.second);
placeObject(rmgObject, false, false);
}
requiredObjects.clear();
closeObjects.clear();
nearbyObjects.clear();
instantObjects.clear();
return true;
}
void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance)
{
object.finalize(map);
zone.areaPossible().subtract(object.getArea());
bool keepVisitable = zone.freePaths().contains(object.getVisitablePosition());
zone.freePaths().subtract(object.getArea()); //just to avoid areas overlapping
if(keepVisitable)
zone.freePaths().add(object.getVisitablePosition());
zone.areaUsed().unite(object.getArea());
zone.areaUsed().erase(object.getVisitablePosition());
if(guarded)
{
auto guardedArea = object.instances().back()->getAccessibleArea();
guardedArea.add(object.instances().back()->getVisitablePosition());
auto areaToBlock = object.getAccessibleArea(true);
areaToBlock.subtract(guardedArea);
zone.areaPossible().subtract(areaToBlock);
for(auto & i : areaToBlock.getTilesVector())
if(map.isOnMap(i) && map.isPossible(i))
map.setOccupied(i, ETileType::BLOCKED);
}
if(updateDistance)
updateDistances(object);
for(auto * instance : object.instances())
{
objectsVisitableArea.add(instance->getVisitablePosition());
objects.push_back(&instance->object());
if(auto * m = zone.getModificator<RoadPlacer>())
{
if(instance->object().appearance.isVisitableFromTop())
m->areaForRoads().add(instance->getVisitablePosition());
else
{
m->areaIsolated().add(instance->getVisitablePosition() + int3(0, -1, 0));
}
}
}
switch(object.instances().front()->object().ID)
{
case Obj::TOWN:
case Obj::RANDOM_TOWN:
case Obj::MONOLITH_TWO_WAY:
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::SUBTERRANEAN_GATE:
case Obj::SHIPYARD:
if(auto * m = zone.getModificator<RoadPlacer>())
m->addRoadNode(object.instances().front()->getVisitablePosition());
break;
case Obj::WATER_WHEEL:
if(auto * m = zone.getModificator<RiverPlacer>())
m->addRiverNode(object.instances().front()->getVisitablePosition());
break;
default:
break;
}
}
CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard)
{
//precalculate actual (randomized) monster strength based on this post
//http://forum.vcmi.eu/viewtopic.php?p=12426#12426
int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
int monsterStrength = (zoneGuard ? 0 : zone.zoneMonsterStrength) + mapMonsterStrength - 1; //array index from 0 to 4
static const std::array<int, 5> value1{2500, 1500, 1000, 500, 0};
static const std::array<int, 5> value2{7500, 7500, 7500, 5000, 5000};
static const std::array<float, 5> multiplier1{0.5, 0.75, 1.0, 1.5, 1.5};
static const std::array<float, 5> multiplier2{0.5, 0.75, 1.0, 1.0, 1.5};
int strength1 = static_cast<int>(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength)));
int strength2 = static_cast<int>(std::max(0.f, (strength - value2.at(monsterStrength)) * multiplier2.at(monsterStrength)));
strength = strength1 + strength2;
if (strength < generator.getConfig().minGuardStrength)
return nullptr; //no guard at all
CreatureID creId = CreatureID::NONE;
int amount = 0;
std::vector<CreatureID> possibleCreatures;
for(auto cre : VLC->creh->objects)
{
if(cre->special)
continue;
if(!cre->AIValue) //bug #2681
continue;
if(!vstd::contains(zone.getMonsterTypes(), cre->faction))
continue;
if(((si32)(cre->AIValue * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < (si32)cre->AIValue * 100)) //at least one full monster. size between average size of given stack and 100
{
possibleCreatures.push_back(cre->idNumber);
}
}
if(possibleCreatures.size())
{
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, generator.rand);
amount = strength / VLC->creh->objects[creId]->AIValue;
if (amount >= 4)
amount = static_cast<int>(amount * generator.rand.nextDouble(0.75, 1.25));
}
else //just pick any available creature
{
creId = CreatureID(132); //Azure Dragon
amount = strength / VLC->creh->objects[creId]->AIValue;
}
auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
auto guard = (CGCreature *) guardFactory->create(ObjectTemplate());
guard->character = CGCreature::HOSTILE;
auto hlp = new CStackInstance(creId, amount);
//will be set during initialization
guard->putStack(SlotID(0), hlp);
return guard;
}
bool ObjectManager::addGuard(rmg::Object & object, si32 strength, bool zoneGuard)
{
auto * guard = chooseGuard(strength, zoneGuard);
if(!guard)
return false;
rmg::Area visitablePos({object.getVisitablePosition()});
visitablePos.unite(visitablePos.getBorderOutside());
auto accessibleArea = object.getAccessibleArea();
accessibleArea.intersect(visitablePos);
if(accessibleArea.empty())
{
delete guard;
return false;
}
auto guardTiles = accessibleArea.getTilesVector();
auto guardPos = *std::min_element(guardTiles.begin(), guardTiles.end(), [&object](const int3 & l, const int3 & r)
{
auto p = object.getVisitablePosition();
if(l.y > r.y)
return true;
if(l.y == r.y)
return abs(l.x - p.x) < abs(r.x - p.x);
return false;
});
auto & instance = object.addInstance(*guard);
instance.setPosition(guardPos - object.getPosition());
return true;
}