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vcmi/lib/rmg/CMapGenerator.h

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/*
* CMapGenerator.h, 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
*
*/
#pragma once
#include "../GameConstants.h"
#include "../CRandomGenerator.h"
class CMap;
class CTerrainViewPatternConfig;
class CMapEditManager;
class JsonNode;
typedef std::vector<JsonNode> JsonVector;
namespace ETemplateZoneType
{
enum ETemplateZoneType
{
PLAYER_START,
CPU_START,
TREASURE,
JUNCTION
};
}
typedef int TRmgTemplateZoneId;
/// The CRmgTemplateZone describes a zone in a template.
class DLL_LINKAGE CRmgTemplateZone
{
public:
class DLL_LINKAGE CTownInfo
{
public:
CTownInfo();
int getTownCount() const; /// Default: 0
void setTownCount(int value);
int getCastleCount() const; /// Default: 0
void setCastleCount(int value);
int getTownDensity() const; /// Default: 0
void setTownDensity(int value);
int getCastleDensity() const; /// Default: 0
void setCastleDensity(int value);
private:
int townCount, castleCount, townDensity, castleDensity;
};
CRmgTemplateZone();
TRmgTemplateZoneId getId() const; /// Default: 0
void setId(TRmgTemplateZoneId value);
ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
void setType(ETemplateZoneType::ETemplateZoneType value);
int getSize() const; /// Default: 1
void setSize(int value);
boost::optional<int> getOwner() const;
void setOwner(boost::optional<int> value);
const CTownInfo & getPlayerTowns() const;
void setPlayerTowns(const CTownInfo & value);
const CTownInfo & getNeutralTowns() const;
void setNeutralTowns(const CTownInfo & value);
bool getTownsAreSameType() const; /// Default: false
void setTownsAreSameType(bool value);
const std::set<TFaction> & getTownTypes() const; /// Default: all
void setTownTypes(const std::set<TFaction> & value);
std::set<TFaction> getDefaultTownTypes() const;
bool getMatchTerrainToTown() const; /// Default: true
void setMatchTerrainToTown(bool value);
const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
void setTerrainTypes(const std::set<ETerrainType> & value);
std::set<ETerrainType> getDefaultTerrainTypes() const;
boost::optional<TRmgTemplateZoneId> getTerrainTypeLikeZone() const;
void setTerrainTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
boost::optional<TRmgTemplateZoneId> getTownTypeLikeZone() const;
void setTownTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
private:
TRmgTemplateZoneId id;
ETemplateZoneType::ETemplateZoneType type;
int size;
boost::optional<int> owner;
CTownInfo playerTowns, neutralTowns;
bool townsAreSameType;
std::set<TFaction> townTypes;
bool matchTerrainToTown;
std::set<ETerrainType> terrainTypes;
boost::optional<TRmgTemplateZoneId> terrainTypeLikeZone, townTypeLikeZone;
};
/// The CRmgTemplateZoneConnection describes the connection between two zones.
class DLL_LINKAGE CRmgTemplateZoneConnection
{
public:
CRmgTemplateZoneConnection();
TRmgTemplateZoneId getZoneA() const; /// Default: 0
void setZoneA(TRmgTemplateZoneId value);
TRmgTemplateZoneId getZoneB() const; /// Default: 0
void setZoneB(TRmgTemplateZoneId value);
int getGuardStrength() const; /// Default: 0
void setGuardStrength(int value);
private:
TRmgTemplateZoneId zoneA, zoneB;
int guardStrength;
};
/// The CRmgTemplate describes a random map template.
class DLL_LINKAGE CRmgTemplate
{
public:
class CSize
{
public:
CSize();
CSize(int width, int height, bool under);
int getWidth() const; /// Default: CMapHeader::MAP_SIZE_MIDDLE
void setWidth(int value);
int getHeight() const; /// Default: CMapHeader::MAP_SIZE_MIDDLE
void setHeight(int value);
bool getUnder() const; /// Default: true
void setUnder(bool value);
bool operator<=(const CSize & value) const;
bool operator>=(const CSize & value) const;
private:
int width, height;
bool under;
};
class CPlayerCountRange
{
public:
void addRange(int lower, int upper);
void addNumber(int value);
bool isInRange(int count) const;
std::set<int> getNumbers() const;
private:
std::list<std::pair<int, int> > range;
};
CRmgTemplate();
const std::string & getName() const;
void setName(const std::string & value);
const CSize & getMinSize() const;
void setMinSize(const CSize & value);
const CSize & getMaxSize() const;
void setMaxSize(const CSize & value);
const CPlayerCountRange & getPlayers() const;
void setPlayers(const CPlayerCountRange & value);
const CPlayerCountRange & getCpuPlayers() const;
void setCpuPlayers(const CPlayerCountRange & value);
const std::map<TRmgTemplateZoneId, CRmgTemplateZone> & getZones() const;
void setZones(const std::map<TRmgTemplateZoneId, CRmgTemplateZone> & value);
const std::list<CRmgTemplateZoneConnection> & getConnections() const;
void setConnections(const std::list<CRmgTemplateZoneConnection> & value);
void validate() const; /// Tests template on validity and throws exception on failure
private:
std::string name;
CSize minSize, maxSize;
CPlayerCountRange players, cpuPlayers;
std::map<TRmgTemplateZoneId, CRmgTemplateZone> zones;
std::list<CRmgTemplateZoneConnection> connections;
};
namespace EWaterContent
{
enum EWaterContent
{
RANDOM = -1,
NONE,
NORMAL,
ISLANDS
};
}
namespace EMonsterStrength
{
enum EMonsterStrength
{
RANDOM = -1,
WEAK,
NORMAL,
STRONG
};
}
namespace EPlayerType
{
enum EPlayerType
{
HUMAN,
AI,
COMP_ONLY
};
}
/// The map gen options class holds values about general map generation settings
/// e.g. the size of the map, the count of players,...
class DLL_LINKAGE CMapGenOptions
{
public:
/// The player settings class maps the player color, starting town and human player flag.
class DLL_LINKAGE CPlayerSettings
{
public:
CPlayerSettings();
/// The color of the player ranging from 0 to PlayerColor::PLAYER_LIMIT - 1.
/// The default value is 0.
PlayerColor getColor() const;
void setColor(PlayerColor value);
/// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
/// The default value is RANDOM_TOWN.
si32 getStartingTown() const;
void setStartingTown(si32 value);
/// The default value is EPlayerType::AI.
EPlayerType::EPlayerType getPlayerType() const;
void setPlayerType(EPlayerType::EPlayerType value);
/// Constant for a random town selection.
static const si32 RANDOM_TOWN = -1;
private:
PlayerColor color;
si32 startingTown;
EPlayerType::EPlayerType playerType;
public:
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & color & startingTown & playerType;
}
};
CMapGenOptions();
si32 getWidth() const;
void setWidth(si32 value);
si32 getHeight() const;
void setHeight(si32 value);
bool getHasTwoLevels() const;
void setHasTwoLevels(bool value);
/// The count of the players ranging from 1 to PlayerColor::PLAYER_LIMIT or RANDOM_SIZE for random. If you call
/// this method, all player settings are reset to default settings.
si8 getPlayerCount() const;
void setPlayerCount(si8 value);
/// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
si8 getTeamCount() const;
void setTeamCount(si8 value);
/// The count of the computer only players ranging from 0 to <PlayerColor::PLAYER_LIMIT - players count> or RANDOM_SIZE for random.
/// If you call this method, all player settings are reset to default settings.
si8 getCompOnlyPlayerCount() const;
void setCompOnlyPlayerCount(si8 value);
/// The count of the computer only teams ranging from 0 to <comp only players - 1> or RANDOM_SIZE for random.
si8 getCompOnlyTeamCount() const;
void setCompOnlyTeamCount(si8 value);
EWaterContent::EWaterContent getWaterContent() const;
void setWaterContent(EWaterContent::EWaterContent value);
EMonsterStrength::EMonsterStrength getMonsterStrength() const;
void setMonsterStrength(EMonsterStrength::EMonsterStrength value);
/// The first player colors belong to standard players and the last player colors belong to comp only players.
/// All standard players are by default of type EPlayerType::AI.
const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
void setStartingTownForPlayer(PlayerColor color, si32 town);
/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
void setPlayerTypeForStandardPlayer(PlayerColor color, EPlayerType::EPlayerType playerType);
/// The random map template to generate the map with or empty/not set if the template should be chosen randomly.
/// Default: Not set/random.
const CRmgTemplate * getMapTemplate() const;
void setMapTemplate(const CRmgTemplate * value);
const std::map<std::string, CRmgTemplate> & getAvailableTemplates() const;
/// Finalizes the options. All random sizes for various properties will be overwritten by numbers from
/// a random number generator by keeping the options in a valid state. Check options should return true, otherwise
/// this function fails.
void finalize();
void finalize(CRandomGenerator & gen);
/// Returns false if there is no template available which fits to the currently selected options.
bool checkOptions() const;
static const si8 RANDOM_SIZE = -1;
private:
void resetPlayersMap();
int countHumanPlayers() const;
PlayerColor getNextPlayerColor() const;
void updateCompOnlyPlayers();
void updatePlayers();
const CRmgTemplate * getPossibleTemplate(CRandomGenerator & gen) const;
si32 width, height;
bool hasTwoLevels;
si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
EWaterContent::EWaterContent waterContent;
EMonsterStrength::EMonsterStrength monsterStrength;
std::map<PlayerColor, CPlayerSettings> players;
const CRmgTemplate * mapTemplate;
public:
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & width & height & hasTwoLevels & playerCount & teamCount & compOnlyPlayerCount;
h & compOnlyTeamCount & waterContent & monsterStrength & players;
//TODO add name of template to class, enables selection of a template by a user
}
};
/// The map generator creates a map randomly.
class DLL_LINKAGE CMapGenerator
{
public:
explicit CMapGenerator(const CMapGenOptions & mapGenOptions, int randomSeed = std::time(nullptr));
~CMapGenerator(); // required due to unique_ptr
std::unique_ptr<CMap> generate();
private:
/// Generation methods
std::string getMapDescription() const;
void addPlayerInfo();
void addHeaderInfo();
void genTerrain();
void genTowns();
CMapGenOptions mapGenOptions;
std::unique_ptr<CMap> map;
CRandomGenerator gen;
int randomSeed;
CMapEditManager * editManager;
};
/* ---------------------------------------------------------------------------- */
/* Implementation/Detail classes, Private API */
/* ---------------------------------------------------------------------------- */
/// The CRmgTemplateLoader is a abstract base class for loading templates.
class DLL_LINKAGE CRmgTemplateLoader
{
public:
virtual ~CRmgTemplateLoader() { };
virtual void loadTemplates() = 0;
const std::map<std::string, CRmgTemplate> & getTemplates() const;
protected:
std::map<std::string, CRmgTemplate> templates;
};
/// The CJsonRmgTemplateLoader loads templates from a JSON file.
class DLL_LINKAGE CJsonRmgTemplateLoader : public CRmgTemplateLoader
{
public:
void loadTemplates() override;
private:
CRmgTemplate::CSize parseMapTemplateSize(const std::string & text) const;
CRmgTemplateZone::CTownInfo parseTemplateZoneTowns(const JsonNode & node) const;
ETemplateZoneType::ETemplateZoneType parseZoneType(const std::string & type) const;
std::set<TFaction> parseTownTypes(const JsonVector & townTypesVector, const std::set<TFaction> & defaultTownTypes) const;
std::set<ETerrainType> parseTerrainTypes(const JsonVector & terTypeStrings, const std::set<ETerrainType> & defaultTerrainTypes) const;
CRmgTemplate::CPlayerCountRange parsePlayers(const std::string & players) const;
};
/// The CRmgTemplateStorage is a singleton object where templates are stored and which can be accessed from anywhere.
class DLL_LINKAGE CRmgTemplateStorage
{
public:
static CRmgTemplateStorage & get();
const std::map<std::string, CRmgTemplate> & getTemplates() const;
private:
CRmgTemplateStorage();
~CRmgTemplateStorage();
static boost::mutex smx;
std::map<std::string, CRmgTemplate> templates; /// Key: Template name
};