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vcmi/lib/rmg/CMapGenerator.cpp

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#include "StdInc.h"
#include "CMapGenerator.h"
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#include "../mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
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#include "../mapping/CMapEditManager.h"
#include "../CTownHandler.h"
#include "../StringConstants.h"
#include "../filesystem/Filesystem.h"
#include "CRmgTemplate.h"
#include "CRmgTemplateZone.h"
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#include "CZonePlacer.h"
#include "../mapObjects/CObjectClassesHandler.h"
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void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
{
for(const int3 &dir : dirs)
{
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int3 n = pos + dir;
if(map->isInTheMap(n))
foo(n);
}
}
CMapGenerator::CMapGenerator() :
zonesTotal(0), monolithIndex(0)
{
}
void CMapGenerator::initTiles()
{
map->initTerrain();
int width = map->width;
int height = map->height;
int level = map->twoLevel ? 2 : 1;
tiles = new CTileInfo**[width];
for (int i = 0; i < width; ++i)
{
tiles[i] = new CTileInfo*[height];
for (int j = 0; j < height; ++j)
{
tiles[i][j] = new CTileInfo[level];
}
}
}
CMapGenerator::~CMapGenerator()
{
if (tiles)
{
int width = mapGenOptions->getWidth();
int height = mapGenOptions->getHeight();
for (int i=0; i < width; i++)
{
for(int j=0; j < height; j++)
{
delete [] tiles[i][j];
}
delete [] tiles[i];
}
delete [] tiles;
}
}
void CMapGenerator::initPrisonsRemaining()
{
prisonsRemaining = 0;
for (auto isAllowed : map->allowedHeroes)
{
if (isAllowed)
prisonsRemaining++;
}
prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * map->players.size()); //so at least 16 heroes will be available for every player
}
std::unique_ptr<CMap> CMapGenerator::generate(CMapGenOptions * mapGenOptions, int randomSeed /*= std::time(nullptr)*/)
{
this->mapGenOptions = mapGenOptions;
this->randomSeed = randomSeed;
rand.setSeed(this->randomSeed);
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mapGenOptions->finalize(rand);
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map = make_unique<CMap>();
editManager = map->getEditManager();
try
{
editManager->getUndoManager().setUndoRedoLimit(0);
addHeaderInfo();
initTiles();
initPrisonsRemaining();
genZones();
map->calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
fillZones();
//updated guarded tiles will be calculated in CGameState::initMapObjects()
}
catch (rmgException &e)
{
logGlobal->errorStream() << "Random map generation received exception: " << e.what();
}
return std::move(map);
}
std::string CMapGenerator::getMapDescription() const
{
const std::string waterContentStr[3] = { "none", "normal", "islands" };
const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
", levels %s, humans %d, computers %d, water %s, monster %s, second expansion map") % mapGenOptions->getMapTemplate()->getName() %
randomSeed % map->width % map->height % (map->twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions->getPlayerCount()) %
static_cast<int>(mapGenOptions->getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions->getWaterContent()] %
monsterStrengthStr[mapGenOptions->getMonsterStrength()]);
for(const auto & pair : mapGenOptions->getPlayersSettings())
{
const auto & pSettings = pair.second;
if(pSettings.getPlayerType() == EPlayerType::HUMAN)
{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()] << " is human";
}
if(pSettings.getStartingTown() != CMapGenOptions::CPlayerSettings::RANDOM_TOWN)
{
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ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor().getNum()]
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<< " town choice is " << VLC->townh->factions[pSettings.getStartingTown()]->name;
}
}
return ss.str();
}
void CMapGenerator::addPlayerInfo()
{
// Calculate which team numbers exist
std::array<std::list<int>, 2> teamNumbers; // 0= cpu/human, 1= cpu only
int teamOffset = 0;
for(int i = 0; i < 2; ++i)
{
int playerCount = i == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getCompOnlyPlayerCount();
int teamCount = i == 0 ? mapGenOptions->getTeamCount() : mapGenOptions->getCompOnlyTeamCount();
if(playerCount == 0)
{
continue;
}
int playersPerTeam = playerCount /
(teamCount == 0 ? playerCount : teamCount);
int teamCountNorm = teamCount;
if(teamCountNorm == 0)
{
teamCountNorm = playerCount;
}
for(int j = 0; j < teamCountNorm; ++j)
{
for(int k = 0; k < playersPerTeam; ++k)
{
teamNumbers[i].push_back(j + teamOffset);
}
}
for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
{
teamNumbers[i].push_back(j + teamOffset);
}
teamOffset += teamCountNorm;
}
// Team numbers are assigned randomly to every player
for(const auto & pair : mapGenOptions->getPlayersSettings())
{
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = pSettings.getPlayerType() == EPlayerType::COMP_ONLY ? 1 : 0;
if(j == 0)
{
player.canHumanPlay = true;
}
auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
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player.team = TeamID(*itTeam);
teamNumbers[j].erase(itTeam);
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map->players[pSettings.getColor().getNum()] = player;
}
map->howManyTeams = (mapGenOptions->getTeamCount() == 0 ? mapGenOptions->getPlayerCount() : mapGenOptions->getTeamCount())
+ (mapGenOptions->getCompOnlyTeamCount() == 0 ? mapGenOptions->getCompOnlyPlayerCount() : mapGenOptions->getCompOnlyTeamCount());
}
void CMapGenerator::genZones()
{
editManager->clearTerrain(&rand);
editManager->getTerrainSelection().selectRange(MapRect(int3(0, 0, 0), mapGenOptions->getWidth(), mapGenOptions->getHeight()));
editManager->drawTerrain(ETerrainType::GRASS, &rand);
auto pcnt = mapGenOptions->getPlayerCount();
auto w = mapGenOptions->getWidth();
auto h = mapGenOptions->getHeight();
auto tmpl = mapGenOptions->getMapTemplate();
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zones = tmpl->getZones(); //copy from template (refactor?)
int player_per_side = zones.size() > 4 ? 3 : 2;
logGlobal->infoStream() << boost::format("Map size %d %d, players per side %d") % w % h % player_per_side;
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CZonePlacer placer(this);
placer.placeZones(mapGenOptions, &rand);
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placer.assignZones(mapGenOptions);
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int i = 0;
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for(auto const it : zones)
{
CRmgTemplateZone * zone = it.second;
zone->setType(i < pcnt ? ETemplateZoneType::PLAYER_START : ETemplateZoneType::TREASURE);
this->zones[it.first] = zone;
++i;
}
logGlobal->infoStream() << "Zones generated successfully";
}
void CMapGenerator::fillZones()
{
//init native town count with 0
for (auto faction : VLC->townh->getAllowedFactions())
zonesPerFaction[faction] = 0;
logGlobal->infoStream() << "Started filling zones";
//initialize possible tiles before any object is actually placed
for (auto it : zones)
{
it.second->initFreeTiles(this);
}
createConnections();
//make sure all connections are passable before creating borders
for (auto it : zones)
{
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it.second->createBorder(this);
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
it.second->initTownType(this);
}
for (auto it : zones)
{
it.second->fill(this);
}
logGlobal->infoStream() << "Zones filled successfully";
}
void CMapGenerator::createConnections()
{
for (auto connection : mapGenOptions->getMapTemplate()->getConnections())
{
auto zoneA = connection.getZoneA();
auto zoneB = connection.getZoneB();
//rearrange tiles in random order
auto tilesCopy = zoneA->getTileInfo();
std::vector<int3> tiles(tilesCopy.begin(), tilesCopy.end());
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RandomGeneratorUtil::randomShuffle(tiles, rand);
int3 guardPos(-1,-1,-1);
auto otherZoneTiles = zoneB->getTileInfo();
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int3 posA = zoneA->getPos();
int3 posB = zoneB->getPos();
if (posA.z == posB.z)
{
for (auto tile : tiles)
{
if (isBlocked(tile)) //tiles may be occupied by subterranean gates already placed
continue;
foreach_neighbour (tile, [&guardPos, tile, &otherZoneTiles, this](int3 &pos)
{
//if (vstd::contains(otherZoneTiles, pos) && !this->isBlocked(pos))
if (vstd::contains(otherZoneTiles, pos))
guardPos = tile;
});
if (guardPos.valid())
{
setOccupied (guardPos, ETileType::FREE); //just in case monster is too weak to spawn
zoneA->addMonster (this, guardPos, connection.getGuardStrength(), false, true);
//zones can make paths only in their own area
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zoneA->crunchPath (this, guardPos, posA, zoneA->getId(), zoneA->getFreePaths()); //make connection towards our zone center
zoneB->crunchPath (this, guardPos, posB, zoneB->getId(), zoneB->getFreePaths()); //make connection towards other zone center
break; //we're done with this connection
}
}
}
else //create subterranean gates between two zones
{
//find point on the path between zones
float3 offset (posB.x - posA.x, posB.y - posA.y, 0);
float distance = posB.dist2d(posA);
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vstd::amax (distance, 0.5f);
offset /= distance; //get unit vector
float3 vec (0, 0, 0);
//use reduced size of underground zone - make sure gate does not stand on rock
int3 tile = posA;
int3 otherTile = tile;
bool stop = false;
while (!stop)
{
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vec += offset; //this vector may extend beyond line between zone centers, in case they are directly over each other
tile = posA + int3(vec.x, vec.y, 0);
float distanceFromA = posA.dist2d(tile);
float distanceFromB = posB.dist2d(tile);
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if (distanceFromA + distanceFromB > std::max<int>(zoneA->getSize() + zoneB->getSize(), distance))
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break; //we are too far away to ever connect
//if zone is underground, gate must fit within its (reduced) radius
if (distanceFromA > 5 && (!posA.z || distanceFromA < zoneA->getSize() - 3) &&
distanceFromB > 5 && (!posB.z || distanceFromB < zoneB->getSize() - 3))
{
otherTile = tile;
otherTile.z = posB.z;
if (vstd::contains(tiles, tile) && vstd::contains(otherZoneTiles, otherTile))
{
bool withinZone = true;
foreach_neighbour (tile, [&withinZone, &tiles](int3 &pos)
{
if (!vstd::contains(tiles, pos))
withinZone = false;
});
foreach_neighbour (otherTile, [&withinZone, &otherZoneTiles](int3 &pos)
{
if (!vstd::contains(otherZoneTiles, pos))
withinZone = false;
});
if (withinZone)
{
auto gate1 = new CGTeleport;
gate1->ID = Obj::SUBTERRANEAN_GATE;
gate1->subID = 0;
zoneA->placeAndGuardObject(this, gate1, tile, connection.getGuardStrength());
auto gate2 = new CGTeleport(*gate1);
zoneB->placeAndGuardObject(this, gate2, otherTile, connection.getGuardStrength());
stop = true; //we are done, go to next connection
}
}
}
}
if (stop)
continue;
}
if (!guardPos.valid())
{
auto teleport1 = new CGTeleport;
teleport1->ID = Obj::MONOLITH_TWO_WAY;
teleport1->subID = getNextMonlithIndex();
auto teleport2 = new CGTeleport(*teleport1);
zoneA->addRequiredObject (teleport1, connection.getGuardStrength());
zoneB->addRequiredObject (teleport2, connection.getGuardStrength());
}
}
}
void CMapGenerator::addHeaderInfo()
{
map->version = EMapFormat::SOD;
map->width = mapGenOptions->getWidth();
map->height = mapGenOptions->getHeight();
map->twoLevel = mapGenOptions->getHasTwoLevels();
map->name = VLC->generaltexth->allTexts[740];
map->description = getMapDescription();
map->difficulty = 1;
addPlayerInfo();
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}
std::map<TRmgTemplateZoneId, CRmgTemplateZone*> CMapGenerator::getZones() const
{
return zones;
}
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bool CMapGenerator::isBlocked(const int3 &tile) const
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
return tiles[tile.x][tile.y][tile.z].isBlocked();
}
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bool CMapGenerator::shouldBeBlocked(const int3 &tile) const
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
return tiles[tile.x][tile.y][tile.z].shouldBeBlocked();
}
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bool CMapGenerator::isPossible(const int3 &tile) const
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
return tiles[tile.x][tile.y][tile.z].isPossible();
}
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bool CMapGenerator::isFree(const int3 &tile) const
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
return tiles[tile.x][tile.y][tile.z].isFree();
}
bool CMapGenerator::isUsed(const int3 &tile) const
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
return tiles[tile.x][tile.y][tile.z].isUsed();
}
void CMapGenerator::setOccupied(const int3 &tile, ETileType::ETileType state)
{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
tiles[tile.x][tile.y][tile.z].setOccupied(state);
}
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CTileInfo CMapGenerator::getTile(const int3& tile) const
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{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z];
}
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void CMapGenerator::setNearestObjectDistance(int3 &tile, float value)
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{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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tiles[tile.x][tile.y][tile.z].setNearestObjectDistance(value);
}
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float CMapGenerator::getNearestObjectDistance(const int3 &tile) const
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{
if (!map->isInTheMap(tile))
throw rmgException(boost::to_string(boost::format("Tile %s is outside the map") % tile));
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return tiles[tile.x][tile.y][tile.z].getNearestObjectDistance();
}
int CMapGenerator::getNextMonlithIndex()
{
if (monolithIndex >= VLC->objtypeh->knownSubObjects(Obj::MONOLITH_TWO_WAY).size())
throw rmgException(boost::to_string(boost::format("There is no Monolith Two Way with index %d available!") % monolithIndex));
else
return monolithIndex++;
}
int CMapGenerator::getPrisonsRemaning() const
{
return prisonsRemaining;
}
void CMapGenerator::decreasePrisonsRemaining()
{
prisonsRemaining = std::max (0, prisonsRemaining - 1);
}
void CMapGenerator::registerZone (TFaction faction)
{
zonesPerFaction[faction]++;
zonesTotal++;
}
ui32 CMapGenerator::getZoneCount(TFaction faction)
{
return zonesPerFaction[faction];
}
ui32 CMapGenerator::getTotalZoneCount() const
{
return zonesTotal;
}