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mirror of https://github.com/vcmi/vcmi.git synced 2025-10-31 00:07:39 +02:00

- Added basic mock/test generation - Added stub for terrain editing

This commit is contained in:
beegee1
2013-01-06 19:30:12 +00:00
parent d4c30667b8
commit 0311e5e6f5
28 changed files with 2096 additions and 239 deletions

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@@ -1,8 +1,10 @@
#include "StdInc.h"
#include "CMapGenOptions.h"
#include "../GameConstants.h"
CMapGenOptions::CMapGenOptions() : width(72), height(72), hasTwoLevels(true),
playersCnt(-1), teamsCnt(-1), compOnlyPlayersCnt(0), compOnlyTeamsCnt(-1),
playersCnt(RANDOM_SIZE), teamsCnt(RANDOM_SIZE), compOnlyPlayersCnt(0), compOnlyTeamsCnt(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM)
{
@@ -13,7 +15,7 @@ si32 CMapGenOptions::getWidth() const
return width;
}
void CMapGenOptions::setWidth(int value)
void CMapGenOptions::setWidth(si32 value)
{
if(value > 0)
{
@@ -21,7 +23,7 @@ void CMapGenOptions::setWidth(int value)
}
else
{
throw std::runtime_error("Map width lower than 1 not allowed.");
throw std::runtime_error("A map width lower than 1 is not allowed.");
}
}
@@ -38,7 +40,7 @@ void CMapGenOptions::setHeight(si32 value)
}
else
{
throw std::runtime_error("Map height lower than 1 not allowed.");
throw std::runtime_error("A map height lower than 1 is not allowed.");
}
}
@@ -59,13 +61,14 @@ si8 CMapGenOptions::getPlayersCnt() const
void CMapGenOptions::setPlayersCnt(si8 value)
{
if((value >= 1 && value <= 8) || value == RANDOM_SIZE)
if((value >= 1 && value <= GameConstants::PLAYER_LIMIT) || value == RANDOM_SIZE)
{
playersCnt = value;
}
else
{
throw std::runtime_error("Players count of RMG options should be between 1 and 8 or -1 for random.");
throw std::runtime_error("Players count of RMG options should be between 1 and " +
boost::lexical_cast<std::string>(GameConstants::PLAYER_LIMIT) + " or CMapGenOptions::RANDOM_SIZE for random.");
}
}
@@ -83,7 +86,7 @@ void CMapGenOptions::setTeamsCnt(si8 value)
else
{
throw std::runtime_error("Teams count of RMG options should be between 0 and <" +
boost::lexical_cast<std::string>(playersCnt) + "(players count) - 1> or -1 for random.");
boost::lexical_cast<std::string>(playersCnt) + "(players count) - 1> or CMapGenOptions::RANDOM_SIZE for random.");
}
}
@@ -94,15 +97,15 @@ si8 CMapGenOptions::getCompOnlyPlayersCnt() const
void CMapGenOptions::setCompOnlyPlayersCnt(si8 value)
{
if(value == RANDOM_SIZE || (value >= 0 && value <= 8 - playersCnt))
if(value == RANDOM_SIZE || (value >= 0 && value <= GameConstants::PLAYER_LIMIT - playersCnt))
{
compOnlyPlayersCnt = value;
}
else
{
throw std::runtime_error(std::string("Computer only players count of RMG options should be ") +
"between 0 and <8 - " + boost::lexical_cast<std::string>(playersCnt) +
"(playersCount)> or -1 for random.");
"between 0 and <GameConstants::PLAYER_LIMIT - " + boost::lexical_cast<std::string>(playersCnt) +
"(playersCount)> or CMapGenOptions::RANDOM_SIZE for random.");
}
}
@@ -113,7 +116,7 @@ si8 CMapGenOptions::getCompOnlyTeamsCnt() const
void CMapGenOptions::setCompOnlyTeamsCnt(si8 value)
{
if(value == RANDOM_SIZE || compOnlyPlayersCnt == RANDOM_SIZE || (value >= 0 && value <= compOnlyPlayersCnt - 1))
if(value == RANDOM_SIZE || compOnlyPlayersCnt == RANDOM_SIZE || (value >= 0 && value <= std::max(compOnlyPlayersCnt - 1, 0)))
{
compOnlyTeamsCnt = value;
}
@@ -121,7 +124,7 @@ void CMapGenOptions::setCompOnlyTeamsCnt(si8 value)
{
throw std::runtime_error(std::string("Computer only teams count of RMG options should be ") +
"between 0 and <" + boost::lexical_cast<std::string>(compOnlyPlayersCnt) +
"(compOnlyPlayersCnt) - 1> or -1 for random.");
"(compOnlyPlayersCnt) - 1> or CMapGenOptions::RANDOM_SIZE for random.");
}
}

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@@ -89,61 +89,61 @@ public:
void setHasTwoLevels(bool value);
/**
* Gets the count of the players. The default value is -1 representing a random
* Gets the count of the players. The default value is RANDOM_SIZE representing a random
* player count.
*
* @return the count of the players ranging from 1 to 8 or -1 for random
* @return the count of the players ranging from 1 to GameConstants::PLAYER_LIMIT or RANDOM_SIZE for random
*/
si8 getPlayersCnt() const;
/**
* Sets the count of the players.
*
* @param value the count of the players ranging from 1 to 8, -1 for random
* @param value the count of the players ranging from 1 to GameConstants::PLAYER_LIMIT, RANDOM_SIZE for random
*/
void setPlayersCnt(si8 value);
/**
* Gets the count of the teams. The default value is -1 representing a random
* Gets the count of the teams. The default value is RANDOM_SIZE representing a random
* team count.
*
* @return the count of the teams ranging from 0 to <players count - 1> or -1 for random
* @return the count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random
*/
si8 getTeamsCnt() const;
/**
* Sets the count of the teams
*
* @param value the count of the teams ranging from 0 to <players count - 1>, -1 for random
* @param value the count of the teams ranging from 0 to <players count - 1>, RANDOM_SIZE for random
*/
void setTeamsCnt(si8 value);
/**
* Gets the count of the computer only players. The default value is 0.
*
* @return the count of the computer only players ranging from 0 to <8 - players count> or -1 for random
* @return the count of the computer only players ranging from 0 to <GameConstants::PLAYER_LIMIT - players count> or RANDOM_SIZE for random
*/
si8 getCompOnlyPlayersCnt() const;
/**
* Sets the count of the computer only players.
*
* @param value the count of the computer only players ranging from 0 to <8 - players count>, -1 for random
* @param value the count of the computer only players ranging from 0 to <GameConstants::PLAYER_LIMIT - players count>, RANDOM_SIZE for random
*/
void setCompOnlyPlayersCnt(si8 value);
/**
* Gets the count of the computer only teams. The default value is -1 representing
* Gets the count of the computer only teams. The default value is RANDOM_SIZE representing
* a random computer only team count.
*
* @return the count of the computer only teams ranging from 0 to <comp only players - 1> or -1 for random
* @return the count of the computer only teams ranging from 0 to <comp only players - 1> or RANDOM_SIZE for random
*/
si8 getCompOnlyTeamsCnt() const;
/**
* Sets the count of the computer only teams.
*
* @param value the count of the computer only teams ranging from 0 to <comp only players - 1>, -1 for random
* @param value the count of the computer only teams ranging from 0 to <comp only players - 1>, RANDOM_SIZE for random
*/
void setCompOnlyTeamsCnt(si8 value);
@@ -213,6 +213,8 @@ public:
template <typename Handler>
void serialize(Handler & h, const int version)
{
//FIXME: Enum is not a fixed with data type. Add enum class to both enums
// later. For now it is ok.
h & width & height & hasTwoLevels & playersCnt & teamsCnt & compOnlyPlayersCnt;
h & compOnlyTeamsCnt & waterContent & monsterStrength;
}

399
lib/RMG/CMapGenerator.cpp Normal file
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@@ -0,0 +1,399 @@
#include "StdInc.h"
#include "CMapGenerator.h"
#include "../Mapping/CMap.h"
#include "../VCMI_Lib.h"
#include "../CGeneralTextHandler.h"
#include "../Mapping/CMapEditManager.h"
#include "../CObjectHandler.h"
#include "../CDefObjInfoHandler.h"
#include "../GameConstants.h"
#include "../CTownHandler.h"
#include "../StringConstants.h"
CMapGenerator::CMapGenerator(const CMapGenOptions & mapGenOptions, const std::map<TPlayerColor, CPlayerSettings> & players, int randomSeed) :
mapGenOptions(mapGenOptions), randomSeed(randomSeed), players(players)
{
gen.seed(randomSeed);
validateOptions();
}
CMapGenerator::~CMapGenerator()
{
}
std::unique_ptr<CMap> CMapGenerator::generate()
{
finalizeMapGenOptions();
//TODO select a template based on the map gen options or adapt it if necessary
map = std::unique_ptr<CMap>(new CMap());
addHeaderInfo();
terViewPatternConfig = std::unique_ptr<CTerrainViewPatternConfig>(new CTerrainViewPatternConfig());
mapMgr = std::unique_ptr<CMapEditManager>(new CMapEditManager(terViewPatternConfig.get(), map.get(), randomSeed));
genTerrain();
genTowns();
return std::move(map);
}
void CMapGenerator::validateOptions() const
{
int playersCnt = 0;
int compOnlyPlayersCnt = 0;
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
{
if(pair.second.getPlayerType() == CPlayerSettings::COMP_ONLY)
{
++compOnlyPlayersCnt;
}
else
{
++playersCnt;
}
}
if(mapGenOptions.getPlayersCnt() == CMapGenOptions::RANDOM_SIZE)
{
if(playersCnt != GameConstants::PLAYER_LIMIT)
{
throw std::runtime_error(std::string("If the count of players is random size, ")
+ "the count of the items in the players map should equal GameConstants::PLAYER_LIMIT.");
}
if(playersCnt == mapGenOptions.getPlayersCnt())
{
throw std::runtime_error(std::string("If the count of players is random size, ")
+ "all items in the players map should be either of player type AI or HUMAN.");
}
}
else
{
if(mapGenOptions.getCompOnlyPlayersCnt() != CMapGenOptions::RANDOM_SIZE)
{
if(playersCnt != mapGenOptions.getPlayersCnt() || compOnlyPlayersCnt != mapGenOptions.getCompOnlyPlayersCnt())
{
throw std::runtime_error(std::string("The count of players and computer only players in the players map ")
+ "doesn't conform with the specified map gen options.");
}
}
else
{
if(playersCnt != mapGenOptions.getPlayersCnt() || (playersCnt == mapGenOptions.getPlayersCnt()
&& compOnlyPlayersCnt != GameConstants::PLAYER_LIMIT - playersCnt))
{
throw std::runtime_error(std::string("If the count of players is fixed and the count of comp only players random, ")
+ "the items in the players map should equal GameConstants::PLAYER_LIMIT.");
}
}
}
if(countHumanPlayers() < 1)
{
throw std::runtime_error("1 human player is required at least");
}
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
{
if(pair.first != pair.second.getColor())
{
throw std::runtime_error("The color of an item in player settings and the key of it has to be the same.");
}
}
}
void CMapGenerator::finalizeMapGenOptions()
{
if(mapGenOptions.getPlayersCnt() == CMapGenOptions::RANDOM_SIZE)
{
mapGenOptions.setPlayersCnt(gen.getInteger(countHumanPlayers(), GameConstants::PLAYER_LIMIT));
// Remove AI players only from the end of the players map if necessary
for(auto itrev = players.end(); itrev != players.begin();)
{
auto it = itrev;
--it;
if(players.size() == mapGenOptions.getPlayersCnt())
{
break;
}
const CPlayerSettings & pSettings = it->second;
if(pSettings.getPlayerType() == CPlayerSettings::AI)
{
players.erase(it);
}
else
{
--itrev;
}
}
}
if(mapGenOptions.getTeamsCnt() == CMapGenOptions::RANDOM_SIZE)
{
mapGenOptions.setTeamsCnt(gen.getInteger(0, mapGenOptions.getPlayersCnt() - 1));
}
if(mapGenOptions.getCompOnlyPlayersCnt() == CMapGenOptions::RANDOM_SIZE)
{
mapGenOptions.setCompOnlyPlayersCnt(gen.getInteger(0, 8 - mapGenOptions.getPlayersCnt()));
int totalPlayersCnt = mapGenOptions.getPlayersCnt() + mapGenOptions.getCompOnlyPlayersCnt();
// Remove comp only players only from the end of the players map if necessary
for(auto itrev = players.end(); itrev != players.begin();)
{
auto it = itrev;
--it;
if(players.size() <= totalPlayersCnt)
{
break;
}
const CPlayerSettings & pSettings = it->second;
if(pSettings.getPlayerType() == CPlayerSettings::COMP_ONLY)
{
players.erase(it);
}
else
{
--itrev;
}
}
// Add some comp only players if necessary
int compOnlyPlayersToAdd = totalPlayersCnt - players.size();
for(int i = 0; i < compOnlyPlayersToAdd; ++i)
{
CPlayerSettings pSettings;
pSettings.setPlayerType(CPlayerSettings::COMP_ONLY);
pSettings.setColor(getNextPlayerColor());
players[pSettings.getColor()] = pSettings;
}
}
if(mapGenOptions.getCompOnlyTeamsCnt() == CMapGenOptions::RANDOM_SIZE)
{
mapGenOptions.setCompOnlyTeamsCnt(gen.getInteger(0, std::max(mapGenOptions.getCompOnlyPlayersCnt() - 1, 0)));
}
// There should be at least 2 players (1-player-maps aren't allowed)
if(mapGenOptions.getPlayersCnt() + mapGenOptions.getCompOnlyPlayersCnt() < 2)
{
CPlayerSettings pSettings;
pSettings.setPlayerType(CPlayerSettings::AI);
pSettings.setColor(getNextPlayerColor());
players[pSettings.getColor()] = pSettings;
mapGenOptions.setPlayersCnt(2);
}
// 1 team isn't allowed
if(mapGenOptions.getTeamsCnt() == 1 && mapGenOptions.getCompOnlyPlayersCnt() == 0)
{
mapGenOptions.setTeamsCnt(0);
}
if(mapGenOptions.getWaterContent() == EWaterContent::RANDOM)
{
mapGenOptions.setWaterContent(static_cast<EWaterContent::EWaterContent>(gen.getInteger(0, 2)));
}
if(mapGenOptions.getMonsterStrength() == EMonsterStrength::RANDOM)
{
mapGenOptions.setMonsterStrength(static_cast<EMonsterStrength::EMonsterStrength>(gen.getInteger(0, 2)));
}
}
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 << "Map created by the Random Map Generator.\nTemplate was <MOCK>, ";
ss << "Random seed was " << randomSeed << ", size " << map->width << "x";
ss << map->height << ", levels " << (map->twoLevel ? "2" : "1") << ", ";
ss << "humans " << static_cast<int>(mapGenOptions.getPlayersCnt()) << ", computers ";
ss << static_cast<int>(mapGenOptions.getCompOnlyPlayersCnt()) << ", water " << waterContentStr[mapGenOptions.getWaterContent()];
ss << ", monster " << monsterStrengthStr[mapGenOptions.getMonsterStrength()] << ", second expansion map";
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
{
const CPlayerSettings & pSettings = pair.second;
if(pSettings.getPlayerType() == CPlayerSettings::HUMAN)
{
ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor()] << " is human";
}
if(pSettings.getStartingTown() != CPlayerSettings::RANDOM_TOWN)
{
ss << ", " << GameConstants::PLAYER_COLOR_NAMES[pSettings.getColor()]
<< " town choice is " << ETownType::names[pSettings.getStartingTown()];
}
}
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 playersCnt = i == 0 ? mapGenOptions.getPlayersCnt() : mapGenOptions.getCompOnlyPlayersCnt();
int teamsCnt = i == 0 ? mapGenOptions.getTeamsCnt() : mapGenOptions.getCompOnlyTeamsCnt();
if(playersCnt == 0)
{
continue;
}
int playersPerTeam = playersCnt /
(teamsCnt == 0 ? playersCnt : teamsCnt);
int teamsCntNorm = teamsCnt;
if(teamsCntNorm == 0)
{
teamsCntNorm = playersCnt;
}
for(int j = 0; j < teamsCntNorm; ++j)
{
for(int k = 0; k < playersPerTeam; ++k)
{
teamNumbers[i].push_back(j + teamOffset);
}
}
for(int j = 0; j < playersCnt - teamsCntNorm * playersPerTeam; ++j)
{
teamNumbers[i].push_back(j + teamOffset);
}
teamOffset += teamsCntNorm;
}
// Team numbers are assigned randomly to every player
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
{
const CPlayerSettings & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = pSettings.getPlayerType() == CPlayerSettings::COMP_ONLY ? 1 : 0;
if(j == 0)
{
player.canHumanPlay = true;
}
auto itTeam = std::next(teamNumbers[j].begin(), gen.getInteger(0, teamNumbers[j].size() - 1));
player.team = *itTeam;
teamNumbers[j].erase(itTeam);
map->players[pSettings.getColor()] = player;
}
map->howManyTeams = (mapGenOptions.getTeamsCnt() == 0 ? mapGenOptions.getPlayersCnt() : mapGenOptions.getTeamsCnt())
+ (mapGenOptions.getCompOnlyTeamsCnt() == 0 ? mapGenOptions.getCompOnlyPlayersCnt() : mapGenOptions.getCompOnlyTeamsCnt());
}
int CMapGenerator::countHumanPlayers() const
{
return static_cast<int>(std::count_if(players.begin(), players.end(), [](const std::pair<TPlayerColor, CPlayerSettings> & pair)
{
return pair.second.getPlayerType() == CPlayerSettings::HUMAN;
}));
}
void CMapGenerator::genTerrain()
{
map->initTerrain(); //FIXME nicer solution
mapMgr->clearTerrain();
mapMgr->drawTerrain(ETerrainType::GRASS, 10, 10, 20, 30, false);
}
void CMapGenerator::genTowns()
{
//FIXME mock gen
const int3 townPos[2] = { int3(17, 13, 0), int3(25,13, 0) };
const TFaction townTypes[2] = { ETownType::CASTLE, ETownType::DUNGEON };
for(auto it = players.begin(); it != players.end(); ++it)
{
TPlayerColor owner = it->first;
int pos = std::distance(players.begin(), it);
int side = pos % 2;
CGTownInstance * town = new CGTownInstance();
town->ID = Obj::TOWN;
town->subID = townTypes[side];
town->tempOwner = owner;
town->defInfo = VLC->dobjinfo->gobjs[town->ID][town->subID];
town->builtBuildings.insert(EBuilding::FORT);
town->builtBuildings.insert(-50);
mapMgr->insertObject(town, townPos[side].x, townPos[side].y + (pos / 2) * 5, false);
map->players[owner].allowedFactions.clear();
map->players[owner].allowedFactions.insert(townTypes[side]);
}
}
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();
}
TPlayerColor CMapGenerator::getNextPlayerColor() const
{
for(TPlayerColor i = 0; i < GameConstants::PLAYER_LIMIT; ++i)
{
if(players.find(i) == players.end())
{
return i;
}
}
throw std::runtime_error("Shouldn't happen. No free player color exists.");
}
CMapGenerator::CPlayerSettings::CPlayerSettings() : color(0), startingTown(RANDOM_TOWN), playerType(AI)
{
}
int CMapGenerator::CPlayerSettings::getColor() const
{
return color;
}
void CMapGenerator::CPlayerSettings::setColor(int value)
{
if(value >= 0 && value < GameConstants::PLAYER_LIMIT)
{
color = value;
}
else
{
throw std::runtime_error("The color of the player is not in a valid range.");
}
}
int CMapGenerator::CPlayerSettings::getStartingTown() const
{
return startingTown;
}
void CMapGenerator::CPlayerSettings::setStartingTown(int value)
{
if(value >= -1 && value < static_cast<int>(VLC->townh->towns.size()))
{
startingTown = value;
}
else
{
throw std::runtime_error("The starting town of the player is not in a valid range.");
}
}
CMapGenerator::CPlayerSettings::EPlayerType CMapGenerator::CPlayerSettings::getPlayerType() const
{
return playerType;
}
void CMapGenerator::CPlayerSettings::setPlayerType(EPlayerType value)
{
playerType = value;
}

199
lib/RMG/CMapGenerator.h Normal file
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@@ -0,0 +1,199 @@
/*
* 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 "CMapGenOptions.h"
#include "../CRandomGenerator.h"
class CMap;
class CTerrainViewPatternConfig;
class CMapEditManager;
/**
* The map generator creates a map randomly.
*/
class CMapGenerator
{
public:
/**
* The player settings class maps the player color, starting town and human player flag.
*/
class CPlayerSettings
{
public:
enum EPlayerType
{
HUMAN,
AI,
COMP_ONLY
};
/**
* Constructor.
*/
CPlayerSettings();
/**
* Gets the color of the player. The default value is 0.
*
* @return the color of the player ranging from 0 to GameConstants::PLAYER_LIMIT - 1
*/
int getColor() const;
/**
* Sets the color of the player.
*
* @param value the color of the player ranging from 0 to GameConstants::PLAYER_LIMIT - 1
*/
void setColor(int value);
/**
* Gets the starting town of the player. The default value is RANDOM_TOWN.
*
* @return the starting town of the player ranging from 0 to town max count or RANDOM_TOWN
*/
int getStartingTown() const;
/**
* Sets the starting town of the player.
*
* @param value the starting town of the player ranging from 0 to town max count or RANDOM_TOWN
*/
void setStartingTown(int value);
/**
* Gets the type of the player. The default value is EPlayerType::AI.
*
* @return the type of the player
*/
EPlayerType getPlayerType() const;
/**
* Sets the type of the player.
*
* @param playerType the type of the player
*/
void setPlayerType(EPlayerType value);
/** Constant for a random town selection. */
static const int RANDOM_TOWN = -1;
private:
/** The color of the player. */
int color;
/** The starting town of the player. */
int startingTown;
/** The type of the player e.g. human, comp only,... */
EPlayerType playerType;
};
/**
* Constructor.
*
* @param mapGenOptions these options describe how to generate the map.
* @param players the random gen player settings
* @param randomSeed a random seed is required to get random numbers.
*/
CMapGenerator(const CMapGenOptions & mapGenOptions, const std::map<TPlayerColor, CPlayerSettings> & players, int randomSeed);
/**
* Destructor.
*/
~CMapGenerator();
/**
* Generates a map.
*
* @return the generated map object stored in a unique ptr
*/
std::unique_ptr<CMap> generate();
private:
/**
* Validates map gen options and players options. On errors exceptions will be thrown.
*/
void validateOptions() const;
/**
* Finalizes map generation options. Random sizes for various properties are
* converted to fixed values.
*/
void finalizeMapGenOptions();
/**
* Gets the map description of the generated map.
*
* @return the map description of the generated map
*/
std::string getMapDescription() const;
/**
* Adds player information.(teams, colors, etc...)
*/
void addPlayerInfo();
/**
* Counts the amount of human players.
*
* @return the amount of human players ranging from 0 to GameConstants::PLAYER_LIMIT
*/
int countHumanPlayers() const;
/**
* Generate terrain.
*/
void genTerrain();
/**
* Generate towns.
*/
void genTowns();
/**
* Adds header info(size, description, etc...)
*/
void addHeaderInfo();
/**
* Gets the next free player color.
*
* @return the next free player color
*/
TPlayerColor getNextPlayerColor() const;
/** The map options which describes the size of the map and contain player info. */
CMapGenOptions mapGenOptions;
/** The generated map. */
std::unique_ptr<CMap> map;
/** The random number generator. */
CRandomGenerator gen;
/** The random seed, it is used for the map description. */
int randomSeed;
/** The terrain view pattern config. */
std::unique_ptr<CTerrainViewPatternConfig> terViewPatternConfig;
/** The map edit manager. */
std::unique_ptr<CMapEditManager> mapMgr;
/** The random gen player settings. */
std::map<TPlayerColor, CPlayerSettings> players;
/** Typedef of the players map, so that boost foreach can be used. */
typedef std::map<TPlayerColor, CPlayerSettings> tPlayersMap;
};