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Merge branch 'develop' into rmg-split-enum-monster-strength
This commit is contained in:
545
lib/rmg/modificators/ObjectManager.cpp
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545
lib/rmg/modificators/ObjectManager.cpp
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@ -0,0 +1,545 @@
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/*
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* ObjectManager.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ObjectManager.h"
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#include "../CMapGenerator.h"
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#include "../TileInfo.h"
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#include "../RmgMap.h"
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#include "RoadPlacer.h"
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#include "RiverPlacer.h"
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#include "WaterAdopter.h"
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#include "ConnectionsPlacer.h"
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#include "TownPlacer.h"
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#include "MinePlacer.h"
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#include "TreasurePlacer.h"
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#include "QuestArtifactPlacer.h"
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#include "../../CCreatureHandler.h"
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#include "../../mapObjects/CommonConstructors.h"
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#include "../../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
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#include "../../mapping/CMap.h"
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#include "../../mapping/CMapEditManager.h"
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#include "../Functions.h"
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#include "../RmgObject.h"
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VCMI_LIB_NAMESPACE_BEGIN
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void ObjectManager::process()
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{
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zone.fractalize();
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createRequiredObjects();
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}
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void ObjectManager::init()
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{
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DEPENDENCY(WaterAdopter);
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DEPENDENCY_ALL(ConnectionsPlacer); //Monoliths can be placed by other zone, too
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DEPENDENCY(TownPlacer); //Only secondary towns
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DEPENDENCY(MinePlacer);
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POSTFUNCTION(RoadPlacer);
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createDistancesPriorityQueue();
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}
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void ObjectManager::createDistancesPriorityQueue()
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{
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RecursiveLock lock(externalAccessMutex);
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tilesByDistance.clear();
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for(const auto & tile : zone.areaPossible().getTilesVector())
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{
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tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
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}
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}
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void ObjectManager::addRequiredObject(CGObjectInstance * obj, si32 strength)
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{
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RecursiveLock lock(externalAccessMutex);
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requiredObjects.emplace_back(obj, strength);
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}
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void ObjectManager::addCloseObject(CGObjectInstance * obj, si32 strength)
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{
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RecursiveLock lock(externalAccessMutex);
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closeObjects.emplace_back(obj, strength);
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}
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void ObjectManager::addNearbyObject(CGObjectInstance * obj, CGObjectInstance * nearbyTarget)
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{
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RecursiveLock lock(externalAccessMutex);
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nearbyObjects.emplace_back(obj, nearbyTarget);
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}
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void ObjectManager::updateDistances(const rmg::Object & obj)
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{
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RecursiveLock lock(externalAccessMutex);
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tilesByDistance.clear();
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for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
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{
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ui32 d = obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
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map.setNearestObjectDistance(tile, std::min(static_cast<float>(d), map.getNearestObjectDistance(tile)));
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tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile)));
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}
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}
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const rmg::Area & ObjectManager::getVisitableArea() const
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{
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RecursiveLock lock(externalAccessMutex);
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return objectsVisitableArea;
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}
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std::vector<CGObjectInstance*> ObjectManager::getMines() const
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{
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std::vector<CGObjectInstance*> mines;
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RecursiveLock lock(externalAccessMutex);
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for(auto * object : objects)
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{
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if (object->ID == Obj::MINE)
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{
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mines.push_back(object);
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}
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}
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return mines;
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}
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int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function<float(const int3)> & weightFunction, OptimizeType optimizer) const
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{
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float bestWeight = 0.f;
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int3 result(-1, -1, -1);
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if(optimizer & OptimizeType::DISTANCE)
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{
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auto open = tilesByDistance;
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while(!open.empty())
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{
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auto node = open.top();
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open.pop();
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int3 tile = node.first;
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if(!searchArea.contains(tile))
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continue;
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obj.setPosition(tile);
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if (obj.getVisibleTop().y < 0)
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continue;
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if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
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continue;
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float weight = weightFunction(tile);
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if(weight > bestWeight)
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{
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bestWeight = weight;
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result = tile;
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if(!(optimizer & OptimizeType::WEIGHT))
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break;
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}
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}
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}
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else
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{
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for(const auto & tile : searchArea.getTiles())
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{
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obj.setPosition(tile);
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if (obj.getVisibleTop().y < 0)
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continue;
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if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea()))
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continue;
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float weight = weightFunction(tile);
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if(weight > bestWeight)
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{
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bestWeight = weight;
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result = tile;
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if(!(optimizer & OptimizeType::WEIGHT))
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break;
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}
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}
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}
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//FIXME: Race condition for tiles? For Area?
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if(result.valid())
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obj.setPosition(result);
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return result;
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}
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int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const
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{
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return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
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{
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auto ti = map.getTileInfo(tile);
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float dist = ti.getNearestObjectDistance();
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if(dist < min_dist)
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return -1.f;
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for(const auto & t : obj.getArea().getTilesVector())
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{
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if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
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return -1.f;
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}
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return dist;
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}, optimizer);
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}
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rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
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{
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return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile)
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{
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auto ti = map.getTileInfo(tile);
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float dist = ti.getNearestObjectDistance();
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if(dist < min_dist)
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return -1.f;
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for(const auto & t : obj.getArea().getTilesVector())
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{
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if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
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return -1.f;
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}
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return dist;
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}, isGuarded, onlyStraight, optimizer);
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}
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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
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{
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int3 pos;
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auto possibleArea = searchArea;
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while(true)
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{
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pos = findPlaceForObject(possibleArea, obj, weightFunction, optimizer);
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if(!pos.valid())
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{
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return rmg::Path::invalid();
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}
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possibleArea.erase(pos); //do not place again at this point
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auto accessibleArea = obj.getAccessibleArea(isGuarded) * (zone.areaPossible() + zone.freePaths());
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//we should exclude tiles which will be covered
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if(isGuarded)
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{
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const auto & guardedArea = obj.instances().back()->getAccessibleArea();
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accessibleArea.intersect(guardedArea);
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accessibleArea.add(obj.instances().back()->getPosition(true));
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}
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auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
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{
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if(isGuarded)
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{
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const auto & guardedArea = obj.instances().back()->getAccessibleArea();
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const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
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if(unguardedArea.contains(t) && !guardedArea.contains(t))
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return false;
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//guard position is always target
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if(obj.instances().back()->getPosition(true) == t)
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return true;
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}
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return !obj.getArea().contains(t);
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});
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if(path.valid())
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{
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return path;
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}
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}
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}
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bool ObjectManager::createRequiredObjects()
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{
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logGlobal->trace("Creating required objects");
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//RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop?
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for(const auto & object : requiredObjects)
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{
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auto * obj = object.first;
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//FIXME: Invalid dObject inside object?
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rmg::Object rmgObject(*obj);
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rmgObject.setTemplate(zone.getTerrainType());
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bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
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Zone::Lock lock(zone.areaMutex);
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auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE);
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if(!path.valid())
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{
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logGlobal->error("Failed to fill zone %d due to lack of space", zone.getId());
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return false;
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}
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zone.connectPath(path);
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placeObject(rmgObject, guarded, true);
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for(const auto & nearby : nearbyObjects)
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{
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if(nearby.second != obj)
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continue;
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rmg::Object rmgNearObject(*nearby.first);
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rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
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possibleArea.intersect(zone.areaPossible());
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if(possibleArea.empty())
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{
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rmgNearObject.clear();
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continue;
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}
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rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
|
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placeObject(rmgNearObject, false, false);
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}
|
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}
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for(const auto & object : closeObjects)
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{
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auto * obj = object.first;
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//TODO: Wrap into same area proxy?
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Zone::Lock lock(zone.areaMutex);
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auto possibleArea = zone.areaPossible();
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rmg::Object rmgObject(*obj);
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rmgObject.setTemplate(zone.getTerrainType());
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bool guarded = addGuard(rmgObject, object.second, (obj->ID == Obj::MONOLITH_TWO_WAY));
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auto path = placeAndConnectObject(zone.areaPossible(), rmgObject,
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[this, &rmgObject](const int3 & tile)
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{
|
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float dist = rmgObject.getArea().distanceSqr(zone.getPos());
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dist *= (dist > 12.f * 12.f) ? 10.f : 1.f; //tiles closer 12 are preferrable
|
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dist = 1000000.f - dist; //some big number
|
||||
return dist + map.getNearestObjectDistance(tile);
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||||
}, guarded, false, OptimizeType::WEIGHT);
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||||
|
||||
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(), zone.getRand()));
|
||||
placeObject(rmgNearObject, false, false);
|
||||
}
|
||||
}
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||||
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||||
//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::Lock lock(zone.areaMutex);
|
||||
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(const 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 (instance->object().ID)
|
||||
{
|
||||
case Obj::RANDOM_TREASURE_ART:
|
||||
case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts
|
||||
{
|
||||
if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
|
||||
{
|
||||
qap->rememberPotentialArtifactToReplace(&instance->object());
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
if(!zoneGuard && zone.monsterStrength == EMonsterStrength::ZONE_NONE)
|
||||
return nullptr; //no guards inside this zone except for zone guards
|
||||
|
||||
int mapMonsterStrength = map.getMapGenOptions().getMonsterStrength();
|
||||
int monsterStrength = (zoneGuard ? 0 : zone.monsterStrength - EMonsterStrength::ZONE_NORMAL) + 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->getAIValue()) //bug #2681
|
||||
continue;
|
||||
if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction()))
|
||||
continue;
|
||||
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
|
||||
{
|
||||
possibleCreatures.push_back(cre->getId());
|
||||
}
|
||||
}
|
||||
if(!possibleCreatures.empty())
|
||||
{
|
||||
creId = *RandomGeneratorUtil::nextItem(possibleCreatures, zone.getRand());
|
||||
amount = strength / VLC->creh->objects[creId]->getAIValue();
|
||||
if (amount >= 4)
|
||||
amount = static_cast<int>(amount * zone.getRand().nextDouble(0.75, 1.25));
|
||||
}
|
||||
else //just pick any available creature
|
||||
{
|
||||
creId = CreatureID(132); //Azure Dragon
|
||||
amount = strength / VLC->creh->objects[creId]->getAIValue();
|
||||
}
|
||||
|
||||
auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId);
|
||||
|
||||
auto * guard = dynamic_cast<CGCreature *>(guardFactory->create());
|
||||
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());
|
||||
instance.setAnyTemplate(); //terrain is irrelevant for monsters, but monsters need some template now
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
Reference in New Issue
Block a user