/* * 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 "ConnectionsPlacer.h" #include "TownPlacer.h" #include "MinePlacer.h" #include "QuestArtifactPlacer.h" #include "../../CCreatureHandler.h" #include "../../mapObjectConstructors/AObjectTypeHandler.h" #include "../../mapObjectConstructors/CObjectClassesHandler.h" #include "../../mapObjects/CGCreature.h" #include "../../mapping/CMap.h" #include "../../mapping/CMapEditManager.h" #include "../Functions.h" #include "../RmgObject.h" VCMI_LIB_NAMESPACE_BEGIN void ObjectManager::process() { zone.fractalize(); createRequiredObjects(); } void ObjectManager::init() { DEPENDENCY(WaterAdopter); DEPENDENCY_ALL(ConnectionsPlacer); //Monoliths can be placed by other zone, too DEPENDENCY(TownPlacer); //Only secondary towns DEPENDENCY(MinePlacer); POSTFUNCTION(RoadPlacer); createDistancesPriorityQueue(); } void ObjectManager::createDistancesPriorityQueue() { RecursiveLock lock(externalAccessMutex); tilesByDistance.clear(); for(const auto & tile : zone.areaPossible().getTilesVector()) { tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile))); } } void ObjectManager::addRequiredObject(const RequiredObjectInfo & info) { RecursiveLock lock(externalAccessMutex); requiredObjects.emplace_back(info); } void ObjectManager::addCloseObject(const RequiredObjectInfo & info) { RecursiveLock lock(externalAccessMutex); closeObjects.emplace_back(info); } void ObjectManager::addNearbyObject(const RequiredObjectInfo & info) { RecursiveLock lock(externalAccessMutex); nearbyObjects.emplace_back(info); } void ObjectManager::updateDistances(const rmg::Object & obj) { updateDistances([obj](const int3& tile) -> ui32 { return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting }); } void ObjectManager::updateDistances(const int3 & pos) { updateDistances([pos](const int3& tile) -> ui32 { return pos.dist2dSQ(tile); //optimization, only relative distance is interesting }); } void ObjectManager::updateDistances(std::function distanceFunction) { RecursiveLock lock(externalAccessMutex); tilesByDistance.clear(); for (const auto & tile : zone.areaPossible().getTilesVector()) //don't need to mark distance for not possible tiles { ui32 d = distanceFunction(tile); map.setNearestObjectDistance(tile, std::min(static_cast(d), map.getNearestObjectDistance(tile))); tilesByDistance.push(std::make_pair(tile, map.getNearestObjectDistance(tile))); } } const rmg::Area & ObjectManager::getVisitableArea() const { RecursiveLock lock(externalAccessMutex); return objectsVisitableArea; } std::vector ObjectManager::getMines() const { std::vector mines; RecursiveLock lock(externalAccessMutex); for(auto * object : objects) { if (object->ID == Obj::MINE) { mines.push_back(object); } } return mines; } int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function & weightFunction, OptimizeType optimizer) const { float bestWeight = 0.f; int3 result(-1, -1, -1); //Blocked area might not cover object position if it has an offset from (0,0) auto outsideTheMap = [this, &obj]() -> bool { for (const auto& oi : obj.instances()) { if (!map.isOnMap(oi->getPosition(true))) { return true; } } return false; }; if(optimizer & OptimizeType::DISTANCE) { auto open = tilesByDistance; while(!open.empty()) { auto node = open.top(); open.pop(); int3 tile = node.first; if(!searchArea.contains(tile)) continue; obj.setPosition(tile); if (obj.getVisibleTop().y < 0) continue; if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea())) continue; if (outsideTheMap()) continue; float weight = weightFunction(tile); if(weight > bestWeight) { bestWeight = weight; result = tile; if(!(optimizer & OptimizeType::WEIGHT)) break; } } } else { for(const auto & tile : searchArea.getTilesVector()) { obj.setPosition(tile); if (obj.getVisibleTop().y < 0) continue; if(!searchArea.contains(obj.getArea()) || !searchArea.overlap(obj.getAccessibleArea())) continue; if (outsideTheMap()) continue; float weight = weightFunction(tile); if(weight > bestWeight) { bestWeight = weight; result = tile; if(!(optimizer & OptimizeType::WEIGHT)) break; } } } if(result.valid()) obj.setPosition(result); return result; } int3 ObjectManager::findPlaceForObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, OptimizeType optimizer) const { return findPlaceForObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile) { auto ti = map.getTileInfo(tile); float dist = ti.getNearestObjectDistance(); if(dist < min_dist) return -1.f; for(const auto & t : obj.getArea().getTilesVector()) { auto localDist = map.getTileInfo(t).getNearestObjectDistance(); if (localDist < min_dist) { return -1.f; } else { vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object } } return dist; }, optimizer); } rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, si32 min_dist, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const { RecursiveLock lock(externalAccessMutex); return placeAndConnectObject(searchArea, obj, [this, min_dist, &obj](const int3 & tile) { float bestDistance = 10e9; for(const auto & t : obj.getArea().getTilesVector()) { float distance = map.getTileInfo(t).getNearestObjectDistance(); if(distance < min_dist) return -1.f; else vstd::amin(bestDistance, distance); } rmg::Area perimeter; rmg::Area areaToBlock; if (obj.isGuarded()) { auto guardedArea = obj.instances().back()->getAccessibleArea(); guardedArea.add(obj.instances().back()->getVisitablePosition()); areaToBlock = obj.getAccessibleArea(true); areaToBlock.subtract(guardedArea); if (!areaToBlock.empty()) { perimeter = areaToBlock; perimeter.unite(areaToBlock.getBorderOutside()); //We could have added border around guard perimeter.subtract(guardedArea); } } else { perimeter = obj.getArea(); perimeter.subtract(obj.getAccessibleArea()); if (!perimeter.empty()) { perimeter.unite(perimeter.getBorderOutside()); perimeter.subtract(obj.getAccessibleArea()); } } //Check if perimeter of the object intersects with more than one blocked areas auto tiles = perimeter.getTiles(); vstd::erase_if(tiles, [this](const int3& tile) -> bool { //Out-of-map area also is an obstacle if (!map.isOnMap(tile)) return false; return !(map.isBlocked(tile) || map.isUsed(tile)); }); if (!tiles.empty()) { rmg::Area border(tiles); border.subtract(areaToBlock); if (!border.connected()) { //We don't want to connect two blocked areas to create impassable obstacle return -1.f; } } return bestDistance; }, isGuarded, onlyStraight, optimizer); } rmg::Path ObjectManager::placeAndConnectObject(const rmg::Area & searchArea, rmg::Object & obj, const std::function & weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const { int3 pos; auto possibleArea = searchArea; auto cachedArea = zone.areaPossible() + zone.freePaths(); 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) * cachedArea; //we should exclude tiles which will be covered if(isGuarded) { const auto & guardedArea = obj.instances().back()->getAccessibleArea(); accessibleArea.intersect(guardedArea); accessibleArea.add(obj.instances().back()->getPosition(true)); } rmg::Area subArea; if (isGuarded) { const auto & guardedArea = obj.instances().back()->getAccessibleArea(); const auto & unguardedArea = obj.getAccessibleArea(isGuarded); subArea = cachedArea.getSubarea([guardedArea, unguardedArea, obj](const int3 & t) { if(unguardedArea.contains(t) && !guardedArea.contains(t)) return false; //guard position is always target if(obj.instances().back()->getPosition(true) == t) return true; return !obj.getArea().contains(t); }); } else { subArea = cachedArea.getSubarea([obj](const int3 & t) { return !obj.getArea().contains(t); }); } auto path = zone.searchPath(accessibleArea, onlyStraight, subArea); if(path.valid()) { return path; } } } bool ObjectManager::createMonoliths() { // Special case for Junction zone only logGlobal->trace("Creating Monoliths"); for(const auto & objInfo : requiredObjects) { if (objInfo.obj->ID != Obj::MONOLITH_TWO_WAY) { continue; } rmg::Object rmgObject(*objInfo.obj); rmgObject.setTemplate(zone.getTerrainType(), zone.getRand()); bool guarded = addGuard(rmgObject, objInfo.guardStrength, true); Zone::Lock lock(zone.areaMutex); auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE); 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, objInfo.createRoad); } vstd::erase_if(requiredObjects, [](const auto & objInfo) { return objInfo.obj->ID == Obj::MONOLITH_TWO_WAY; }); return true; } bool ObjectManager::createRequiredObjects() { logGlobal->trace("Creating required objects"); //RecursiveLock lock(externalAccessMutex); //Why could requiredObjects be modified during the loop? for(const auto & objInfo : requiredObjects) { rmg::Object rmgObject(*objInfo.obj); rmgObject.setTemplate(zone.getTerrainType(), zone.getRand()); bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY)); Zone::Lock lock(zone.areaMutex); auto path = placeAndConnectObject(zone.areaPossible(), rmgObject, 3, guarded, false, OptimizeType::DISTANCE); 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, objInfo.createRoad); for(const auto & nearby : nearbyObjects) { if(nearby.nearbyTarget != nearby.obj) continue; rmg::Object rmgNearObject(*nearby.obj); 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, nearby.createRoad); } } for(const auto & objInfo : closeObjects) { Zone::Lock lock(zone.areaMutex); auto possibleArea = zone.areaPossible(); rmg::Object rmgObject(*objInfo.obj); rmgObject.setTemplate(zone.getTerrainType(), zone.getRand()); bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.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, OptimizeType::WEIGHT); 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) { auto * targetObject = nearby.nearbyTarget; if (!targetObject || !targetObject->appearance) { continue; } rmg::Object rmgNearObject(*nearby.obj); std::set blockedArea = targetObject->getBlockedPos(); rmg::Area possibleArea(rmg::Area(rmg::Tileset(blockedArea.begin(), blockedArea.end())).getBorderOutside()); possibleArea.intersect(zone.areaPossible()); if(possibleArea.empty()) { rmgNearObject.clear(); continue; } rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand())); placeObject(rmgNearObject, false, false); auto path = zone.searchPath(rmgNearObject.getVisitablePosition(), false); if (path.valid()) { zone.connectPath(path); } else { for (auto* instance : rmgNearObject.instances()) { logGlobal->error("Failed to connect nearby object %s at %s", instance->object().getObjectName(), instance->getPosition(true).toString()); mapProxy->removeObject(&instance->object()); } } } //create object on specific positions //TODO: implement guards for (const auto &objInfo : instantObjects) //Unused ATM { rmg::Object rmgObject(*objInfo.obj); rmgObject.setPosition(objInfo.pos); placeObject(rmgObject, false, false); } requiredObjects.clear(); closeObjects.clear(); nearbyObjects.clear(); instantObjects.clear(); return true; } void ObjectManager::placeObject(rmg::Object & object, bool guarded, bool updateDistance, bool createRoad/* = false*/) { //object.finalize(map); if (object.instances().size() == 1 && object.instances().front()->object().ID == Obj::MONSTER) { //Fix for HoTA offset - lonely guards auto monster = object.instances().front(); if (!monster->object().appearance) { //Needed to determine visitable offset monster->setAnyTemplate(zone.getRand()); } object.getPosition(); auto visitableOffset = monster->object().getVisitableOffset(); auto fixedPos = monster->getPosition(true) + visitableOffset; //Do not place guard outside the map vstd::abetween(fixedPos.x, visitableOffset.x, map.width() - 1); vstd::abetween(fixedPos.y, visitableOffset.y, map.height() - 1); int3 parentOffset = monster->getPosition(true) - monster->getPosition(false); monster->setPosition(fixedPos - parentOffset); } object.finalize(map, zone.getRand()); 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) //We assume the monster won't be 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); } lock.unlock(); if (updateDistance) { //Update distances in every adjacent zone in case of wide connection std::set adjacentZones; auto objectArea = object.getArea(); objectArea.unite(objectArea.getBorderOutside()); for (auto tile : objectArea.getTilesVector()) { if (map.isOnMap(tile)) { adjacentZones.insert(map.getZoneID(tile)); } } for (auto id : adjacentZones) { auto manager = map.getZones().at(id)->getModificator(); if (manager) { // TODO: Update distances for perimeter of guarded object, not just treasures manager->updateDistances(object); } } } // TODO: Add multiple tiles in one operation to avoid multiple invalidation for(auto * instance : object.instances()) { objectsVisitableArea.add(instance->getVisitablePosition()); objects.push_back(&instance->object()); if(auto * m = zone.getModificator()) { if (instance->object().blockVisit && !instance->object().removable) { //Cannot be trespassed (Corpse) continue; } else if(instance->object().appearance->isVisitableFromTop()) { //Passable objects m->areaForRoads().add(instance->getVisitablePosition()); } else if(!instance->object().appearance->isVisitableFromTop()) { // Do not route road behind visitable tile int3 visitablePos = instance->getVisitablePosition(); auto areaVisitable = rmg::Area({visitablePos}); auto borderAbove = areaVisitable.getBorderOutside(); vstd::erase_if(borderAbove, [&](const int3 & tile) { return tile.y >= visitablePos.y || (!instance->object().blockingAt(tile + int3(0, 1, 0)) && instance->object().blockingAt(tile)); }); m->areaIsolated().unite(borderAbove); } } switch (instance->object().ID.toEnum()) { case Obj::RANDOM_TREASURE_ART: case Obj::RANDOM_MINOR_ART: //In OH3 quest artifacts have higher value than normal arts case Obj::RANDOM_RESOURCE: { if (auto * qap = zone.getModificator()) { qap->rememberPotentialArtifactToReplace(&instance->object()); } break; } default: break; } } if (createRoad) { if (auto* m = zone.getModificator()) m->addRoadNode(object.instances().front()->getVisitablePosition()); } //TODO: Add road node to these objects: /* case Obj::MONOLITH_ONE_WAY_ENTRANCE: case Obj::RANDOM_TOWN: case Obj::MONOLITH_ONE_WAY_EXIT: */ switch(object.instances().front()->object().ID.toEnum()) { case Obj::WATER_WHEEL: if (auto* m = zone.getModificator()) 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 value1{2500, 1500, 1000, 500, 0}; static const std::array value2{7500, 7500, 7500, 5000, 5000}; static const std::array multiplier1{0.5, 0.75, 1.0, 1.5, 1.5}; static const std::array multiplier2{0.5, 0.75, 1.0, 1.0, 1.5}; int strength1 = static_cast(std::max(0.f, (strength - value1.at(monsterStrength)) * multiplier1.at(monsterStrength))); int strength2 = static_cast(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 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(cre->getAIValue() * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < static_cast(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 / creId.toEntity(VLC)->getAIValue(); if (amount >= 4) amount = static_cast(amount * zone.getRand().nextDouble(0.75, 1.25)); } else //just pick any available creature { creId = CreatureID::AZURE_DRAGON; //Azure Dragon amount = strength / creId.toEntity(VLC)->getAIValue(); } auto guardFactory = VLC->objtypeh->getHandlerFor(Obj::MONSTER, creId); auto * guard = dynamic_cast(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; // Prefer non-blocking tiles, if any auto entrableArea = object.getEntrableArea(); if (entrableArea.empty()) { entrableArea.add(object.getVisitablePosition()); } rmg::Area entrableBorder = entrableArea.getBorderOutside(); auto accessibleArea = object.getAccessibleArea(); accessibleArea.erase_if([&](const int3 & tile) { return !entrableBorder.contains(tile); }); 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.setAnyTemplate(zone.getRand()); //terrain is irrelevant for monsters, but monsters need some template now //Fix HoTA monsters with offset template auto visitableOffset = instance.object().getVisitableOffset(); auto fixedPos = guardPos - object.getPosition() + visitableOffset; instance.setPosition(fixedPos); return true; } RequiredObjectInfo::RequiredObjectInfo(): obj(nullptr), nearbyTarget(nullptr), guardStrength(0), createRoad(true) {} RequiredObjectInfo::RequiredObjectInfo(CGObjectInstance* obj, ui32 guardStrength, bool createRoad, CGObjectInstance* nearbyTarget): obj(obj), nearbyTarget(nearbyTarget), guardStrength(guardStrength), createRoad(createRoad) {} VCMI_LIB_NAMESPACE_END