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vcmi/lib/rmg/CMapGenOptions.h

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/*
* CMapGenOptions.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 "../serializer/Serializeable.h"
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#include "CRmgTemplate.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace vstd
{
class RNG;
}
enum class 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 Serializeable
{
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;
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void setColor(const PlayerColor & value);
/// The starting town of the player ranging from 0 to town max count or RANDOM_TOWN.
/// The default value is RANDOM_TOWN.
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FactionID getStartingTown() const;
void setStartingTown(FactionID value);
/// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO.
/// The default value is RANDOM_HERO
HeroTypeID getStartingHero() const;
void setStartingHero(HeroTypeID value);
/// The default value is EPlayerType::AI.
EPlayerType getPlayerType() const;
void setPlayerType(EPlayerType value);
/// Team id for this player. TeamID::NO_TEAM by default - team will be randomly assigned
TeamID getTeam() const;
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void setTeam(const TeamID & value);
private:
PlayerColor color;
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FactionID startingTown;
HeroTypeID startingHero;
EPlayerType playerType;
TeamID team;
public:
template <typename Handler>
void serialize(Handler & h)
{
h & color;
h & startingTown;
h & playerType;
h & team;
h & startingHero;
}
};
CMapGenOptions();
CMapGenOptions(const CMapGenOptions&) = delete;
si32 getWidth() const;
void setWidth(si32 value);
si32 getHeight() const;
void setHeight(si32 value);
bool getHasTwoLevels() const;
void setHasTwoLevels(bool value);
/// The count of all (human or computer) 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.
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si8 getHumanOrCpuPlayerCount() const;
void setHumanOrCpuPlayerCount(si8 value);
si8 getMinPlayersCount(bool withTemplateLimit = true) const;
si8 getMaxPlayersCount(bool withTemplateLimit = true) const;
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si8 getPlayerLimit() const;
/// 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);
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EMonsterStrength::EMonsterStrength getMonsterStrength() const;
void setMonsterStrength(EMonsterStrength::EMonsterStrength value);
bool isRoadEnabled(const RoadId & roadType) const;
bool isRoadEnabled() const;
void setRoadEnabled(const RoadId & roadType, bool enable);
/// 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;
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const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
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void setStartingTownForPlayer(const PlayerColor & color, FactionID town);
void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero);
/// 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(const PlayerColor & color, EPlayerType playerType);
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void setPlayerTeam(const PlayerColor & color, const TeamID & team = TeamID::NO_TEAM);
/// 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);
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void setMapTemplate(const std::string & name);
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std::vector<const CRmgTemplate *> getPossibleTemplates() 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(vstd::RNG & rand);
/// Returns false if there is no template available which fits to the currently selected options.
bool checkOptions() const;
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/// Returns true if player colors or teams were set in game GUI
bool arePlayersCustomized() const;
static const si8 RANDOM_SIZE = -1;
private:
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void initPlayersMap();
void resetPlayersMap();
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void savePlayersMap();
int countHumanPlayers() const;
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int countCompOnlyPlayers() const;
PlayerColor getNextPlayerColor() const;
void updateCompOnlyPlayers();
void updatePlayers();
const CRmgTemplate * getPossibleTemplate(vstd::RNG & rand) const;
si32 width;
si32 height;
bool hasTwoLevels;
si8 humanOrCpuPlayerCount;
si8 teamCount;
si8 compOnlyPlayerCount;
si8 compOnlyTeamCount;
EWaterContent::EWaterContent waterContent;
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EMonsterStrength::EMonsterStrength monsterStrength;
std::map<PlayerColor, CPlayerSettings> players;
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std::map<PlayerColor, CPlayerSettings> savedPlayerSettings;
std::set<RoadId> enabledRoads;
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bool customizedPlayers;
const CRmgTemplate * mapTemplate;
public:
template <typename Handler>
void serialize(Handler & h)
{
h & width;
h & height;
h & hasTwoLevels;
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h & humanOrCpuPlayerCount;
h & teamCount;
h & compOnlyPlayerCount;
h & compOnlyTeamCount;
h & waterContent;
h & monsterStrength;
h & players;
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std::string templateName;
if(mapTemplate && h.saving)
{
templateName = mapTemplate->getId();
}
h & templateName;
if(!h.saving)
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{
setMapTemplate(templateName);
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}
h & enabledRoads;
}
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void serializeJson(JsonSerializeFormat & handler);
};
VCMI_LIB_NAMESPACE_END