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vcmi/lib/rmg/CMapGenerator.cpp

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/*
* CMapGenerator.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 "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"
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#include "CZonePlacer.h"
#include "../mapObjects/CObjectClassesHandler.h"
#include "TileInfo.h"
#include "Zone.h"
#include "Functions.h"
#include "RmgMap.h"
#include "ObjectManager.h"
#include "TreasurePlacer.h"
#include "RoadPlacer.h"
VCMI_LIB_NAMESPACE_BEGIN
CMapGenerator::CMapGenerator(CMapGenOptions& mapGenOptions, int RandomSeed) :
mapGenOptions(mapGenOptions), randomSeed(RandomSeed),
prisonsRemaining(0), monolithIndex(0)
{
loadConfig();
rand.setSeed(this->randomSeed);
mapGenOptions.finalize(rand);
map = std::make_unique<RmgMap>(mapGenOptions);
}
int CMapGenerator::getRandomSeed() const
{
return randomSeed;
}
void CMapGenerator::loadConfig()
{
static const ResourceID path("config/randomMap.json");
JsonNode randomMapJson(path);
config.shipyardGuard = randomMapJson["waterZone"]["shipyard"]["value"].Integer();
for(auto & treasure : randomMapJson["waterZone"]["treasure"].Vector())
{
config.waterTreasure.emplace_back(treasure["min"].Integer(), treasure["max"].Integer(), treasure["density"].Integer());
}
config.mineExtraResources = randomMapJson["mines"]["extraResourcesLimit"].Integer();
config.minGuardStrength = randomMapJson["minGuardStrength"].Integer();
config.defaultRoadType = randomMapJson["defaultRoadType"].String();
config.secondaryRoadType = randomMapJson["secondaryRoadType"].String();
config.treasureValueLimit = randomMapJson["treasureValueLimit"].Integer();
for(auto & i : randomMapJson["prisons"]["experience"].Vector())
config.prisonExperience.push_back(i.Integer());
for(auto & i : randomMapJson["prisons"]["value"].Vector())
config.prisonValues.push_back(i.Integer());
for(auto & i : randomMapJson["scrolls"]["value"].Vector())
config.scrollValues.push_back(i.Integer());
for(auto & i : randomMapJson["pandoras"]["creaturesValue"].Vector())
config.pandoraCreatureValues.push_back(i.Integer());
for(auto & i : randomMapJson["quests"]["value"].Vector())
config.questValues.push_back(i.Integer());
for(auto & i : randomMapJson["quests"]["rewardValue"].Vector())
config.questRewardValues.push_back(i.Integer());
config.pandoraMultiplierGold = randomMapJson["pandoras"]["valueMultiplierGold"].Integer();
config.pandoraMultiplierExperience = randomMapJson["pandoras"]["valueMultiplierExperience"].Integer();
config.pandoraMultiplierSpells = randomMapJson["pandoras"]["valueMultiplierSpells"].Integer();
config.pandoraSpellSchool = randomMapJson["pandoras"]["valueSpellSchool"].Integer();
config.pandoraSpell60 = randomMapJson["pandoras"]["valueSpell60"].Integer();
//override config with game options
if(!mapGenOptions.isRoadEnabled(config.secondaryRoadType))
config.secondaryRoadType = "";
if(!mapGenOptions.isRoadEnabled(config.defaultRoadType))
config.defaultRoadType = config.secondaryRoadType;
}
const CMapGenerator::Config & CMapGenerator::getConfig() const
{
return config;
}
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//must be instantiated in .cpp file for access to complete types of all member fields
CMapGenerator::~CMapGenerator() = default;
const CMapGenOptions& CMapGenerator::getMapGenOptions() const
{
return mapGenOptions;
}
void CMapGenerator::initPrisonsRemaining()
{
prisonsRemaining = 0;
for (auto isAllowed : map->map().allowedHeroes)
{
if (isAllowed)
prisonsRemaining++;
}
prisonsRemaining = std::max<int> (0, prisonsRemaining - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player
}
void CMapGenerator::initQuestArtsRemaining()
{
for (auto art : VLC->arth->objects)
{
if (art->aClass == CArtifact::ART_TREASURE && VLC->arth->legalArtifact(art->getId()) && art->constituentOf.empty()) //don't use parts of combined artifacts
questArtifacts.push_back(art->getId());
}
}
std::unique_ptr<CMap> CMapGenerator::generate()
{
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Load::Progress::reset();
Load::Progress::setupStepsTill(5, 30);
try
{
addHeaderInfo();
map->initTiles(*this);
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Load::Progress::step();
initPrisonsRemaining();
initQuestArtsRemaining();
genZones();
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Load::Progress::step();
map->map().calculateGuardingGreaturePositions(); //clear map so that all tiles are unguarded
map->addModificators();
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Load::Progress::step(3);
fillZones();
//updated guarded tiles will be calculated in CGameState::initMapObjects()
map->getZones().clear();
}
catch (rmgException &e)
{
logGlobal->error("Random map generation received exception: %s", e.what());
}
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Load::Progress::finish();
return std::move(map->mapInstance);
}
std::string CMapGenerator::getMapDescription() const
{
assert(map);
const std::string waterContentStr[3] = { "none", "normal", "islands" };
const std::string monsterStrengthStr[3] = { "weak", "normal", "strong" };
int monsterStrengthIndex = mapGenOptions.getMonsterStrength() - EMonsterStrength::GLOBAL_WEAK; //does not start from 0
const auto * mapTemplate = mapGenOptions.getMapTemplate();
if(!mapTemplate)
throw rmgException("Map template for Random Map Generator is not found. Could not start the game.");
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 %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
randomSeed % map->map().width % map->map().height % map->map().levels() % static_cast<int>(mapGenOptions.getPlayerCount()) %
static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
monsterStrengthStr[monsterStrengthIndex]);
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()]
<< " town choice is " << (*VLC->townh)[pSettings.getStartingTown()]->getNameTranslated();
}
}
return ss.str();
}
void CMapGenerator::addPlayerInfo()
{
// Calculate which team numbers exist
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enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2};
std::array<std::list<int>, 2> teamNumbers;
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std::set<int> teamsTotal;
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int teamOffset = 0;
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int playerCount = 0;
int teamCount = 0;
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for (int i = CPHUMAN; i < AFTER_LAST; ++i)
{
if (i == CPHUMAN)
{
playerCount = mapGenOptions.getPlayerCount();
teamCount = mapGenOptions.getTeamCount();
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}
else
{
playerCount = mapGenOptions.getCompOnlyPlayerCount();
teamCount = mapGenOptions.getCompOnlyTeamCount();
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}
if(playerCount == 0)
{
continue;
}
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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
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//TODO: allow customize teams in rmg template
for(const auto & pair : mapGenOptions.getPlayersSettings())
{
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
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int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
if (j == CPHUMAN)
{
player.canHumanPlay = true;
}
if(pSettings.getTeam() != TeamID::NO_TEAM)
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{
player.team = pSettings.getTeam();
}
else
{
if (teamNumbers[j].empty())
{
logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human"));
assert (teamNumbers[j].size());
}
auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
player.team = TeamID(*itTeam);
teamNumbers[j].erase(itTeam);
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}
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teamsTotal.insert(player.team.getNum());
map->map().players[pSettings.getColor().getNum()] = player;
}
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map->map().howManyTeams = teamsTotal.size();
}
void CMapGenerator::genZones()
{
CZonePlacer placer(*map);
placer.placeZones(&rand);
placer.assignZones(&rand);
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logGlobal->info("Zones generated successfully");
}
void CMapGenerator::createWaterTreasures()
{
if(!getZoneWater())
return;
//add treasures on water
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for(const auto & treasureInfo : getConfig().waterTreasure)
{
getZoneWater()->addTreasureInfo(treasureInfo);
}
}
void CMapGenerator::fillZones()
{
findZonesForQuestArts();
createWaterTreasures();
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logGlobal->info("Started filling zones");
//we need info about all town types to evaluate dwellings and pandoras with creatures properly
//place main town in the middle
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Load::Progress::setupStepsTill(map->getZones().size(), 50);
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for(const auto & it : map->getZones())
{
it.second->initFreeTiles();
it.second->initModificators();
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Progress::Progress::step();
}
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Load::Progress::setupStepsTill(map->getZones().size(), 240);
std::vector<std::shared_ptr<Zone>> treasureZones;
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for(const auto & it : map->getZones())
{
it.second->processModificators();
if (it.second->getType() == ETemplateZoneType::TREASURE)
treasureZones.push_back(it.second);
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Progress::Progress::step();
}
//find place for Grail
if(treasureZones.empty())
{
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for(const auto & it : map->getZones())
if(it.second->getType() != ETemplateZoneType::WATER)
treasureZones.push_back(it.second);
}
auto grailZone = *RandomGeneratorUtil::nextItem(treasureZones, rand);
map->map().grailPos = *RandomGeneratorUtil::nextItem(grailZone->freePaths().getTiles(), rand);
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logGlobal->info("Zones filled successfully");
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Load::Progress::set(250);
}
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void CMapGenerator::findZonesForQuestArts()
{
//we want to place arties in zones that were not yet filled (higher index)
for (auto connection : mapGenOptions.getMapTemplate()->getConnections())
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{
auto zoneA = map->getZones()[connection.getZoneA()];
auto zoneB = map->getZones()[connection.getZoneB()];
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if (zoneA->getId() > zoneB->getId())
{
if(auto * m = zoneB->getModificator<TreasurePlacer>())
m->setQuestArtZone(zoneA.get());
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}
else if (zoneA->getId() < zoneB->getId())
{
if(auto * m = zoneA->getModificator<TreasurePlacer>())
m->setQuestArtZone(zoneB.get());
}
}
}
void CMapGenerator::addHeaderInfo()
{
map->map().version = EMapFormat::VCMI;
map->map().width = mapGenOptions.getWidth();
map->map().height = mapGenOptions.getHeight();
map->map().twoLevel = mapGenOptions.getHasTwoLevels();
map->map().name = VLC->generaltexth->allTexts[740];
map->map().description = getMapDescription();
map->map().difficulty = 1;
addPlayerInfo();
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}
int CMapGenerator::getNextMonlithIndex()
{
while (true)
{
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
{
//Skip modded Monoliths which can't beplaced on every terrain
auto templates = VLC->objtypeh->getHandlerFor(Obj::MONOLITH_TWO_WAY, monolithIndex)->getTemplates();
if (templates.empty() || !templates[0]->canBePlacedAtAnyTerrain())
{
monolithIndex++;
}
else
{
return monolithIndex++;
}
}
}
}
int CMapGenerator::getPrisonsRemaning() const
{
return prisonsRemaining;
}
void CMapGenerator::decreasePrisonsRemaining()
{
prisonsRemaining = std::max (0, prisonsRemaining - 1);
}
const std::vector<ArtifactID> & CMapGenerator::getQuestArtsRemaning() const
{
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return questArtifacts;
}
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void CMapGenerator::banQuestArt(const ArtifactID & id)
{
map->map().allowedArtifact[id] = false;
vstd::erase_if_present(questArtifacts, id);
}
Zone * CMapGenerator::getZoneWater() const
{
for(auto & z : map->getZones())
if(z.second->getType() == ETemplateZoneType::WATER)
return z.second.get();
return nullptr;
}
VCMI_LIB_NAMESPACE_END