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/*
* ObjectManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ObjectManager.h"
#include "../CMapGenerator.h"
#include "../TileInfo.h"
#include "../RmgMap.h"
#include "RoadPlacer.h"
#include "RiverPlacer.h"
#include "WaterAdopter.h"
#include "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"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
void ObjectManager::process()
{
zone.fractalize();
createRequiredObjects();
}
void ObjectManager::init()
{
DEPENDENCY(WaterAdopter);
//Monoliths can be placed by other zone, too
// Consider only connected zones
auto id = zone.getId();
std::set<TRmgTemplateZoneId> connectedZones;
for(auto c : map.getMapGenOptions().getMapTemplate()->getConnectedZoneIds())
{
// Only consider connected zones
if (c.getZoneA() == id || c.getZoneB() == id)
{
connectedZones.insert(c.getZoneA());
connectedZones.insert(c.getZoneB());
}
}
auto zones = map.getZones();
for (auto zoneId : connectedZones)
{
auto * cp = zones.at(zoneId)->getModificator<ConnectionsPlacer>();
if (cp)
{
dependency(cp);
}
}
DEPENDENCY(TownPlacer); //Only secondary towns
DEPENDENCY(MinePlacer);
POSTFUNCTION(RoadPlacer);
createDistancesPriorityQueue();
}
void ObjectManager::createDistancesPriorityQueue()
{
const auto tiles = zone.areaPossible()->getTilesVector();
RecursiveLock lock(externalAccessMutex);
tilesByDistance.clear();
for(const auto & tile : tiles)
{
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)
{
// Workaround to avoid deadlock when accessed from other zone
RecursiveLock lock(zone.areaMutex, boost::try_to_lock);
if (!lock.owns_lock())
{
// Unsolvable problem of mutual access
return;
}
const auto tiles = zone.areaPossible()->getTilesVector();
//RecursiveLock lock(externalAccessMutex);
tilesByDistance.clear();
for (const auto & tile : tiles) //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)
{
// Do not add or remove tiles while we iterate on them
//RecursiveLock lock(externalAccessMutex);
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
{
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<float(const int3)> & weightFunction, bool isGuarded, bool onlyStraight, OptimizeType optimizer) const
{
int3 pos;
auto possibleArea = searchArea;
auto cachedArea = zone.areaForRoads();
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().get(), 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;
}
// Object must be placed first so that curved path won't go through occupied tiles
placeObject(rmgObject, guarded, true, objInfo.createRoad);
// Once it can be created, replace with curved path.
replaceWithCurvedPath(path, zone, rmgObject.getVisitablePosition());
zone.connectPath(path);
}
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); //In case someone adds more objects
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().get(), 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;
}
placeObject(rmgObject, guarded, true, objInfo.createRoad);
if (objInfo.createRoad)
{
// Once valid path can be created, replace with curved path
replaceWithCurvedPath(path, zone, rmgObject.getVisitablePosition());
}
zone.connectPath(path);
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().get());
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);
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().get(), 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 preferable
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<int3> blockedArea = targetObject->getBlockedPos();
rmg::Area areaForObject(rmg::Area(rmg::Tileset(blockedArea.begin(), blockedArea.end())).getBorderOutside());
areaForObject.intersect(zone.areaPossible().get());
if(areaForObject.empty())
{
rmgNearObject.clear();
continue;
}
rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(areaForObject.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*/)
{
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 = object.isVisitable() && zone.freePaths()->contains(object.getVisitablePosition());
zone.freePaths()->subtract(object.getArea()); //just to avoid areas overlapping
zone.areaUsed()->unite(object.getArea());
if (keepVisitable)
{
zone.freePaths()->add(object.getVisitablePosition());
zone.areaUsed()->erase(object.getVisitablePosition());
}
if(guarded) //We assume the monster won't be guarded
{
auto guardedArea = object.instances().back()->getAccessibleArea();
if (object.isVisitable())
{
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())
{
if (instance->object().isVisitable())
{
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())
{
// Do not route roads through guarded objects
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
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