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https://github.com/vcmi/vcmi.git
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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
833 lines
23 KiB
C++
833 lines
23 KiB
C++
/*
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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 "QuestArtifactPlacer.h"
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#include "../../CCreatureHandler.h"
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#include "../../mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../mapObjects/CGCreature.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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#include <vstd/RNG.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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//Monoliths can be placed by other zone, too
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// Consider only connected zones
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auto id = zone.getId();
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std::set<TRmgTemplateZoneId> connectedZones;
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for(auto c : map.getMapGenOptions().getMapTemplate()->getConnectedZoneIds())
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{
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// Only consider connected zones
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if (c.getZoneA() == id || c.getZoneB() == id)
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{
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connectedZones.insert(c.getZoneA());
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connectedZones.insert(c.getZoneB());
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}
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}
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auto zones = map.getZones();
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for (auto zoneId : connectedZones)
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{
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auto * cp = zones.at(zoneId)->getModificator<ConnectionsPlacer>();
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if (cp)
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{
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dependency(cp);
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}
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}
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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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const auto tiles = zone.areaPossible()->getTilesVector();
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RecursiveLock lock(externalAccessMutex);
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tilesByDistance.clear();
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for(const auto & tile : tiles)
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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(const RequiredObjectInfo & info)
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{
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RecursiveLock lock(externalAccessMutex);
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requiredObjects.emplace_back(info);
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}
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void ObjectManager::addCloseObject(const RequiredObjectInfo & info)
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{
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RecursiveLock lock(externalAccessMutex);
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closeObjects.emplace_back(info);
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}
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void ObjectManager::addNearbyObject(const RequiredObjectInfo & info)
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{
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RecursiveLock lock(externalAccessMutex);
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nearbyObjects.emplace_back(info);
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}
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void ObjectManager::updateDistances(const rmg::Object & obj)
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{
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updateDistances([obj](const int3& tile) -> ui32
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{
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return obj.getArea().distanceSqr(tile); //optimization, only relative distance is interesting
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});
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}
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void ObjectManager::updateDistances(const int3 & pos)
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{
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updateDistances([pos](const int3& tile) -> ui32
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{
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return pos.dist2dSQ(tile); //optimization, only relative distance is interesting
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});
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}
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void ObjectManager::updateDistances(std::function<ui32(const int3 & tile)> distanceFunction)
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{
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// Workaround to avoid deadlock when accessed from other zone
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RecursiveLock lock(zone.areaMutex, boost::try_to_lock);
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if (!lock.owns_lock())
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{
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// Unsolvable problem of mutual access
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return;
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}
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const auto tiles = zone.areaPossible()->getTilesVector();
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//RecursiveLock lock(externalAccessMutex);
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tilesByDistance.clear();
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for (const auto & tile : tiles) //don't need to mark distance for not possible tiles
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{
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ui32 d = distanceFunction(tile);
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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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//Blocked area might not cover object position if it has an offset from (0,0)
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auto outsideTheMap = [this, &obj]() -> bool
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{
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for (const auto& oi : obj.instances())
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{
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if (!map.isOnMap(oi->getPosition(true)))
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{
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return true;
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}
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}
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return false;
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};
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if(optimizer & OptimizeType::DISTANCE)
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{
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// Do not add or remove tiles while we iterate on them
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//RecursiveLock lock(externalAccessMutex);
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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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if (outsideTheMap())
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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.getTilesVector())
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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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if (outsideTheMap())
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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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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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auto localDist = map.getTileInfo(t).getNearestObjectDistance();
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if (localDist < min_dist)
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{
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return -1.f;
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}
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else
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{
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vstd::amin(dist, localDist); //Evaluate object tile which will be closest to another object
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}
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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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float bestDistance = 10e9;
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for(const auto & t : obj.getArea().getTilesVector())
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{
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float distance = map.getTileInfo(t).getNearestObjectDistance();
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if(distance < min_dist)
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return -1.f;
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else
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vstd::amin(bestDistance, distance);
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}
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rmg::Area perimeter;
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rmg::Area areaToBlock;
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if (obj.isGuarded())
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{
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auto guardedArea = obj.instances().back()->getAccessibleArea();
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guardedArea.add(obj.instances().back()->getVisitablePosition());
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areaToBlock = obj.getAccessibleArea(true);
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areaToBlock.subtract(guardedArea);
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if (!areaToBlock.empty())
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{
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perimeter = areaToBlock;
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perimeter.unite(areaToBlock.getBorderOutside());
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//We could have added border around guard
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perimeter.subtract(guardedArea);
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}
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}
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else
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{
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perimeter = obj.getArea();
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perimeter.subtract(obj.getAccessibleArea());
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if (!perimeter.empty())
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{
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perimeter.unite(perimeter.getBorderOutside());
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perimeter.subtract(obj.getAccessibleArea());
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}
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}
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//Check if perimeter of the object intersects with more than one blocked areas
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auto tiles = perimeter.getTiles();
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vstd::erase_if(tiles, [this](const int3& tile) -> bool
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{
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//Out-of-map area also is an obstacle
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if (!map.isOnMap(tile))
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return false;
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return !(map.isBlocked(tile) || map.isUsed(tile));
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});
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if (!tiles.empty())
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{
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rmg::Area border(tiles);
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border.subtract(areaToBlock);
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if (!border.connected())
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{
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//We don't want to connect two blocked areas to create impassable obstacle
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return -1.f;
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}
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}
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return bestDistance;
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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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auto cachedArea = zone.areaPossible() + zone.freePaths();
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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) * cachedArea;
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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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rmg::Area subArea;
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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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subArea = cachedArea.getSubarea([guardedArea, unguardedArea, obj](const int3 & t)
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{
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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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return !obj.getArea().contains(t);
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});
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}
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else
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{
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subArea = cachedArea.getSubarea([obj](const int3 & t)
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{
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return !obj.getArea().contains(t);
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});
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}
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auto path = zone.searchPath(accessibleArea, onlyStraight, subArea);
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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::createMonoliths()
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{
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// Special case for Junction zone only
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logGlobal->trace("Creating Monoliths");
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for(const auto & objInfo : requiredObjects)
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{
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if (objInfo.obj->ID != Obj::MONOLITH_TWO_WAY)
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{
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continue;
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}
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rmg::Object rmgObject(*objInfo.obj);
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rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
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bool guarded = addGuard(rmgObject, objInfo.guardStrength, true);
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Zone::Lock lock(zone.areaMutex);
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auto path = placeAndConnectObject(zone.areaPossible().get(), 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, objInfo.createRoad);
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}
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vstd::erase_if(requiredObjects, [](const auto & objInfo)
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{
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return objInfo.obj->ID == Obj::MONOLITH_TWO_WAY;
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});
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return true;
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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); //In case someone adds more objects
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for(const auto & objInfo : requiredObjects)
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{
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rmg::Object rmgObject(*objInfo.obj);
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rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
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bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
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Zone::Lock lock(zone.areaMutex);
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auto path = placeAndConnectObject(zone.areaPossible().get(), 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, objInfo.createRoad);
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for(const auto & nearby : nearbyObjects)
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{
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if(nearby.nearbyTarget != nearby.obj)
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continue;
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rmg::Object rmgNearObject(*nearby.obj);
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rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside());
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possibleArea.intersect(zone.areaPossible().get());
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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, nearby.createRoad);
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}
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}
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for(const auto & objInfo : closeObjects)
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{
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Zone::Lock lock(zone.areaMutex);
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rmg::Object rmgObject(*objInfo.obj);
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rmgObject.setTemplate(zone.getTerrainType(), zone.getRand());
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bool guarded = addGuard(rmgObject, objInfo.guardStrength, (objInfo.obj->ID == Obj::MONOLITH_TWO_WAY));
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auto path = placeAndConnectObject(zone.areaPossible().get(), 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 preferable
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dist = 1000000.f - dist; //some big number
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return dist + map.getNearestObjectDistance(tile);
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}, guarded, false, OptimizeType::WEIGHT);
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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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}
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for(const auto & nearby : nearbyObjects)
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{
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auto * targetObject = nearby.nearbyTarget;
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if (!targetObject || !targetObject->appearance)
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{
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continue;
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}
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rmg::Object rmgNearObject(*nearby.obj);
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std::set<int3> blockedArea = targetObject->getBlockedPos();
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rmg::Area areaForObject(rmg::Area(rmg::Tileset(blockedArea.begin(), blockedArea.end())).getBorderOutside());
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areaForObject.intersect(zone.areaPossible().get());
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if(areaForObject.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(areaForObject.getTiles(), zone.getRand()));
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placeObject(rmgNearObject, false, false);
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auto path = zone.searchPath(rmgNearObject.getVisitablePosition(), false);
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if (path.valid())
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{
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zone.connectPath(path);
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}
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else
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{
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for (auto* instance : rmgNearObject.instances())
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{
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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*/)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (updateDistance)
|
|
{
|
|
//Update distances in every adjacent zone (including this one) 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 otherZone = map.getZones().at(id);
|
|
if ((otherZone->getType() == ETemplateZoneType::WATER) == (zone.getType() == ETemplateZoneType::WATER))
|
|
{
|
|
// Do not update other zone if only one is water
|
|
auto manager = otherZone->getModificator<ObjectManager>();
|
|
if (manager)
|
|
{
|
|
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 * rp = zone.getModificator<RoadPlacer>())
|
|
{
|
|
if (instance->object().blockVisit && !instance->object().removable)
|
|
{
|
|
//Cannot be trespassed (Corpse)
|
|
continue;
|
|
}
|
|
else if(instance->object().appearance->isVisitableFromTop())
|
|
{
|
|
//Passable objects
|
|
rp->areaForRoads().add(instance->getVisitablePosition());
|
|
}
|
|
else if(!instance->object().appearance->isVisitableFromTop())
|
|
{
|
|
// Do not route road behind visitable tile
|
|
auto borderAbove = instance->getBorderAbove();
|
|
rp->areaIsolated().unite(borderAbove);
|
|
}
|
|
|
|
if (object.isGuarded())
|
|
{
|
|
rp->areaVisitable().add(instance->getVisitablePosition());
|
|
}
|
|
}
|
|
|
|
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<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.toEnum())
|
|
{
|
|
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 const & cre : VLC->creh->objects)
|
|
{
|
|
if(cre->special)
|
|
continue;
|
|
if(!cre->getAIValue()) //bug #2681
|
|
continue;
|
|
if(!vstd::contains(zone.getMonsterTypes(), cre->getFactionID()))
|
|
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 / creId.toEntity(VLC)->getAIValue();
|
|
if (amount >= 4)
|
|
amount = static_cast<int>(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<CGCreature *>(guardFactory->create(map.mapInstance->cb, nullptr));
|
|
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
|
|
|
|
|