mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-22 22:13:35 +02:00
719 lines
20 KiB
C++
719 lines
20 KiB
C++
/*
|
|
* 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<ui32(const int3 & tile)> distanceFunction)
|
|
{
|
|
RecursiveLock lock(externalAccessMutex);
|
|
tilesByDistance.clear();
|
|
for (auto tile : zone.areaPossible().getTiles()) //don't need to mark distance for not possible tiles
|
|
{
|
|
ui32 d = distanceFunction(tile);
|
|
map.setNearestObjectDistance(tile, std::min(static_cast<float>(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<CGObjectInstance*> ObjectManager::getMines() const
|
|
{
|
|
std::vector<CGObjectInstance*> 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<float(const int3)> & 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.getTiles())
|
|
{
|
|
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)
|
|
{
|
|
auto ti = map.getTileInfo(tile);
|
|
float dist = ti.getNearestObjectDistance();
|
|
if(dist < min_dist)
|
|
return -1.f;
|
|
|
|
for(const auto & t : obj.getArea().getTilesVector())
|
|
{
|
|
if(map.getTileInfo(t).getNearestObjectDistance() < min_dist)
|
|
return -1.f;
|
|
}
|
|
|
|
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 dist;
|
|
}, isGuarded, onlyStraight, optimizer);
|
|
}
|
|
|
|
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
|
|
{
|
|
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)
|
|
{
|
|
const auto & guardedArea = obj.instances().back()->getAccessibleArea();
|
|
accessibleArea.intersect(guardedArea);
|
|
accessibleArea.add(obj.instances().back()->getPosition(true));
|
|
}
|
|
|
|
auto path = zone.searchPath(accessibleArea, onlyStraight, [&obj, isGuarded](const int3 & t)
|
|
{
|
|
if(isGuarded)
|
|
{
|
|
const auto & guardedArea = obj.instances().back()->getAccessibleArea();
|
|
const auto & unguardedArea = obj.getAccessibleArea(isGuarded);
|
|
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);
|
|
});
|
|
|
|
if(path.valid())
|
|
{
|
|
return path;
|
|
}
|
|
}
|
|
}
|
|
|
|
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());
|
|
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());
|
|
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);
|
|
rmg::Area possibleArea(rmg::Area(targetObject->getBlockedPos()).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());
|
|
}
|
|
rmgNearObject.clear();
|
|
}
|
|
}
|
|
|
|
//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();
|
|
}
|
|
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::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);
|
|
}
|
|
|
|
if (updateDistance)
|
|
{
|
|
//Update distances in every adjacent zone in case of wide connection
|
|
|
|
std::set<TRmgTemplateZoneId> 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<ObjectManager>();
|
|
if (manager)
|
|
{
|
|
manager->updateDistances(object);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(auto * instance : object.instances())
|
|
{
|
|
objectsVisitableArea.add(instance->getVisitablePosition());
|
|
objects.push_back(&instance->object());
|
|
if(auto * m = zone.getModificator<RoadPlacer>())
|
|
{
|
|
//FIXME: Objects that can be removed, can be trespassed. Does not include Corpse
|
|
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
|
|
case Obj::RANDOM_RESOURCE:
|
|
{
|
|
if (auto * qap = zone.getModificator<QuestArtifactPlacer>())
|
|
{
|
|
qap->rememberPotentialArtifactToReplace(&instance->object());
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (createRoad)
|
|
{
|
|
if (auto* m = zone.getModificator<RoadPlacer>())
|
|
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)
|
|
{
|
|
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.setAnyTemplate(); //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
|
|
|
|
|