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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Works more or less

This commit is contained in:
Tomasz Zieliński 2023-10-28 20:30:38 +02:00
parent a817e481d0
commit 07dac8b6d4
7 changed files with 414 additions and 207 deletions

View File

@ -65,7 +65,7 @@ RandomMapTab::RandomMapTab():
addCallback("setPlayersCount", [&](int btnId)
{
mapGenOptions->setPlayerCount(btnId);
mapGenOptions->setHumanOrCpuPlayerCount(btnId);
setMapGenOptions(mapGenOptions);
updateMapInfoByHost();
});
@ -184,12 +184,9 @@ void RandomMapTab::updateMapInfoByHost()
// Generate player information
int playersToGen = PlayerColor::PLAYER_LIMIT_I;
if(mapGenOptions->getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
if(mapGenOptions->getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
{
if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE)
playersToGen = mapGenOptions->getPlayerCount() + mapGenOptions->getCompOnlyPlayerCount();
else
playersToGen = mapGenOptions->getPlayerCount();
playersToGen = mapGenOptions->getHumanOrCpuPlayerCount();
}
mapInfo->mapHeader->howManyTeams = playersToGen;
@ -198,33 +195,39 @@ void RandomMapTab::updateMapInfoByHost()
//TODO: Where are human / CPU players toggled in player configuration?
//TODO: Get human player count
std::set<TeamID> occupiedTeams;
//std::set<TeamID> occupiedTeams;
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
mapInfo->mapHeader->players[i].canComputerPlay = false;
mapInfo->mapHeader->players[i].canHumanPlay = false;
}
for(int i = 0; i < playersToGen; ++i)
std::vector<PlayerColor> availableColors;
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
{
PlayerInfo player;
player.isFactionRandom = true;
player.canComputerPlay = true;
if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE && i >= mapGenOptions->getPlayerCount())
{
player.canHumanPlay = false;
}
else
{
player.canHumanPlay = true;
}
auto team = mapGenOptions->getPlayersSettings().at(PlayerColor(i)).getTeam();
player.team = team;
occupiedTeams.insert(team);
player.hasMainTown = true;
player.generateHeroAtMainTown = true;
mapInfo->mapHeader->players[i] = player;
availableColors.push_back(PlayerColor(color));
}
//First restore known players
for (auto& player : mapGenOptions->getPlayersSettings())
{
PlayerInfo playerInfo;
playerInfo.isFactionRandom = (player.second.getStartingTown() == CMapGenOptions::CPlayerSettings::RANDOM_TOWN);
playerInfo.canComputerPlay = (player.second.getPlayerType() != EPlayerType::HUMAN);
playerInfo.canHumanPlay = (player.second.getPlayerType() != EPlayerType::COMP_ONLY);
auto team = player.second.getTeam();
playerInfo.team = team;
//occupiedTeams.insert(team);
playerInfo.hasMainTown = true;
playerInfo.generateHeroAtMainTown = true;
mapInfo->mapHeader->players[player.first] = playerInfo;
vstd::erase(availableColors, player.first);
}
/*
//Reset teams to default (?)
// TODO: Do not reset teams here, this is handled by CMapGenOptions
for(auto & player : mapInfo->mapHeader->players)
{
for(int i = 0; player.team == TeamID::NO_TEAM; ++i)
@ -238,15 +241,17 @@ void RandomMapTab::updateMapInfoByHost()
}
}
}
*/
mapInfoChanged(mapInfo, mapGenOptions);
}
// TODO: This method only sets GUI options, doesn't alter any actual configurations done
void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
{
mapGenOptions = opts;
//prepare allowed options
//Prepare allowed options - add all, then erase the ones above the limit
for(int i = 0; i <= PlayerColor::PLAYER_LIMIT_I; ++i)
{
playerCountAllowed.insert(i);
@ -260,39 +265,63 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
compTeamsAllowed.insert(i);
}
}
int minComps = 0;
auto * tmpl = mapGenOptions->getMapTemplate();
if(tmpl)
{
// TODO: Debug / print actual numbers
// Most templates just skip this setting
auto compNumbers = tmpl->getCpuPlayers().getNumbers();
if (!compNumbers.empty())
{
compCountAllowed = compNumbers;
minComps = *boost::min_element(compCountAllowed);
}
playerCountAllowed = tmpl->getPlayers().getNumbers();
compCountAllowed = tmpl->getCpuPlayers().getNumbers();
auto minPlayerCount = *boost::min_element(playerCountAllowed);
auto maxCompCount = *boost::max_element(compCountAllowed);
for (int i = 1; i >= (minPlayerCount - maxCompCount) && i >= 1; i--)
{
//We can always add extra CPUs to meet the minimum total player count
playerCountAllowed.insert(i);
}
}
if(mapGenOptions->getPlayerCount() != CMapGenOptions::RANDOM_SIZE)
si8 playerLimit = opts->getPlayerLimit();
si8 humanOrCpuPlayerCount = opts->getHumanOrCpuPlayerCount();
si8 compOnlyPlayersCount = opts->getCompOnlyPlayerCount();
if(mapGenOptions->getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
{
vstd::erase_if(compCountAllowed,
[opts](int el){
return PlayerColor::PLAYER_LIMIT_I - opts->getPlayerCount() < el;
vstd::erase_if(compCountAllowed, [playerLimit, humanOrCpuPlayerCount](int el)
{
return (playerLimit - humanOrCpuPlayerCount) < el;
});
vstd::erase_if(playerTeamsAllowed,
[opts](int el){
return opts->getPlayerCount() <= el;
vstd::erase_if(playerTeamsAllowed, [humanOrCpuPlayerCount](int el)
{
return humanOrCpuPlayerCount <= el;
});
if(!playerTeamsAllowed.count(opts->getTeamCount()))
{
opts->setTeamCount(CMapGenOptions::RANDOM_SIZE);
}
}
if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE)
{
vstd::erase_if(playerCountAllowed,
[opts](int el){
return PlayerColor::PLAYER_LIMIT_I - opts->getCompOnlyPlayerCount() < el;
});
vstd::erase_if(compTeamsAllowed,
[opts](int el){
return opts->getCompOnlyPlayerCount() <= el;
// This setting doesn't impact total number of players
vstd::erase_if(compTeamsAllowed, [compOnlyPlayersCount](int el)
{
return compOnlyPlayersCount<= el;
});
if(!compTeamsAllowed.count(opts->getCompOnlyTeamCount()))
{
opts->setCompOnlyTeamCount(CMapGenOptions::RANDOM_SIZE);
}
}
if(auto w = widget<CToggleGroup>("groupMapSize"))
@ -321,7 +350,9 @@ void RandomMapTab::setMapGenOptions(std::shared_ptr<CMapGenOptions> opts)
}
if(auto w = widget<CToggleGroup>("groupMaxPlayers"))
{
w->setSelected(opts->getPlayerCount());
// FIXME: OH3 allows any setting here, even if currently selected template doesn't fit it
// TODO: Set max players to current template limit wherever template is explicitely selected
w->setSelected(opts->getHumanOrCpuPlayerCount());
deactivateButtonsFrom(*w, playerCountAllowed);
}
if(auto w = widget<CToggleGroup>("groupMaxTeams"))
@ -433,10 +464,7 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
const JsonNode config(JsonPath::builtin("config/widgets/randomMapTeamsWidget.json"));
variables = config["variables"];
int humanPlayers = randomMapTab.obtainMapGenOptions().getPlayerCount();
int cpuPlayers = randomMapTab.obtainMapGenOptions().getCompOnlyPlayerCount();
int totalPlayers = humanPlayers == CMapGenOptions::RANDOM_SIZE || cpuPlayers == CMapGenOptions::RANDOM_SIZE
? PlayerColor::PLAYER_LIMIT_I : humanPlayers + cpuPlayers;
int totalPlayers = randomMapTab.obtainMapGenOptions().getTotalPlayersCount();
assert(totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
auto settings = randomMapTab.obtainMapGenOptions().getPlayersSettings();
variables["totalPlayers"].Integer() = totalPlayers;
@ -475,6 +503,29 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
OBJ_CONSTRUCTION;
// Window should have X * X columns, where X is players + compOnly players.
// For random player count, X is 8
if (totalPlayers > settings.size())
{
auto savedPlayers = randomMapTab.obtainMapGenOptions().getSavedPlayersMap();
for (const auto & player : savedPlayers)
{
if (!vstd::contains(settings, player.first))
{
settings[player.first] = player.second;
}
}
}
std::vector<CMapGenOptions::CPlayerSettings> settingsVec;
for (const auto & player : settings)
{
settingsVec.push_back(player.second);
}
// FIXME: Flag is missing on windows show
for(int plId = 0; plId < totalPlayers; ++plId)
{
players.push_back(std::make_shared<CToggleGroup>([&, totalPlayers, plId](int sel)
@ -501,6 +552,7 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
}));
OBJ_CONSTRUCTION_TARGETED(players.back().get());
for(int teamId = 0; teamId < totalPlayers; ++teamId)
{
variables["point"]["x"].Integer() = variables["cellOffset"]["x"].Integer() + plId * variables["cellMargin"]["x"].Integer();
@ -509,9 +561,13 @@ TeamAlignmentsWidget::TeamAlignmentsWidget(RandomMapTab & randomMapTab):
players.back()->addToggle(teamId, std::dynamic_pointer_cast<CToggleBase>(button));
}
auto team = settings.at(PlayerColor(plId)).getTeam();
// plId is not neccessarily player color, just an index
auto team = settingsVec.at(plId).getTeam();
if(team == TeamID::NO_TEAM)
{
logGlobal->warn("Player %d (id %d) has uninitialized team", settingsVec.at(plId).getColor(), plId);
players.back()->setSelected(plId);
}
else
players.back()->setSelected(team.getNum());
}

View File

@ -22,8 +22,9 @@ VCMI_LIB_NAMESPACE_BEGIN
CMapGenOptions::CMapGenOptions()
: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
humanOrCpuPlayerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr),
customizedPlayers(false)
{
initPlayersMap();
setRoadEnabled(RoadId(Road::DIRT_ROAD), true);
@ -63,23 +64,47 @@ void CMapGenOptions::setHasTwoLevels(bool value)
hasTwoLevels = value;
}
si8 CMapGenOptions::getPlayerCount() const
si8 CMapGenOptions::getHumanOrCpuPlayerCount() const
{
return playerCount;
return humanOrCpuPlayerCount;
}
void CMapGenOptions::setPlayerCount(si8 value)
void CMapGenOptions::setHumanOrCpuPlayerCount(si8 value)
{
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
playerCount = value;
// Set total player count (human + AI)?
auto possibleCompPlayersCount = PlayerColor::PLAYER_LIMIT_I - value;
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
humanOrCpuPlayerCount = value;
// Use template player limit, if any
auto playerLimit = getPlayerLimit();
auto possibleCompPlayersCount = playerLimit - std::max<si8>(0, humanOrCpuPlayerCount);
if (compOnlyPlayerCount > possibleCompPlayersCount)
{
setCompOnlyPlayerCount(possibleCompPlayersCount);
}
resetPlayersMap();
}
si8 CMapGenOptions::getTotalPlayersCount() const
{
auto totalPlayers = 0;
si8 humans = getHumanOrCpuPlayerCount();
si8 cpus = getCompOnlyPlayerCount();
if (humans == RANDOM_SIZE || cpus == RANDOM_SIZE)
{
totalPlayers = PlayerColor::PLAYER_LIMIT_I;
}
else
{
totalPlayers = humans + cpus;
}
assert (totalPlayers <= PlayerColor::PLAYER_LIMIT_I);
assert (totalPlayers >= 2);
return totalPlayers;
}
si8 CMapGenOptions::getTeamCount() const
{
return teamCount;
@ -87,7 +112,7 @@ si8 CMapGenOptions::getTeamCount() const
void CMapGenOptions::setTeamCount(si8 value)
{
assert(getPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getPlayerCount()) || value == RANDOM_SIZE);
assert(getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value < getHumanOrCpuPlayerCount()) || value == RANDOM_SIZE);
teamCount = value;
}
@ -96,9 +121,21 @@ si8 CMapGenOptions::getCompOnlyPlayerCount() const
return compOnlyPlayerCount;
}
si8 CMapGenOptions::getPlayerLimit() const
{
si8 playerLimit = PlayerColor::PLAYER_LIMIT_I;
if (auto temp = getMapTemplate())
{
playerLimit = *boost::max_element(temp->getPlayers().getNumbers());
}
return playerLimit;
}
void CMapGenOptions::setCompOnlyPlayerCount(si8 value)
{
assert(value == RANDOM_SIZE || (getPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= PlayerColor::PLAYER_LIMIT_I - getPlayerCount())));
auto playerLimit = getPlayerLimit();
assert(value == RANDOM_SIZE || (getHumanOrCpuPlayerCount() == RANDOM_SIZE || (value >= 0 && value <= playerLimit - getHumanOrCpuPlayerCount())));
compOnlyPlayerCount = value;
resetPlayersMap();
@ -137,75 +174,69 @@ void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value
void CMapGenOptions::initPlayersMap()
{
std::map<PlayerColor, FactionID> rememberTownTypes;
std::map<PlayerColor, TeamID> rememberTeam;
for(const auto & p : players)
{
auto town = p.second.getStartingTown();
if (town != CPlayerSettings::RANDOM_TOWN)
rememberTownTypes[p.first] = FactionID(town);
rememberTeam[p.first] = p.second.getTeam();
}
players.clear();
int realPlayersCnt = playerCount;
int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
int realPlayersCnt = getHumanOrCpuPlayerCount();
for(int color = 0; color < totalPlayersLimit; ++color)
// TODO: Initialize settings for all color even if not present?
for(int color = 0; color < getPlayerLimit(); ++color)
{
CPlayerSettings player;
auto pc = PlayerColor(color);
player.setColor(pc);
/*
if (vstd::contains(savedPlayerSettings, pc))
{
player.setTeam(savedPlayerSettings[pc].getTeam());
player.setStartingTown(savedPlayerSettings[pc].getStartingTown());
//TODO: Restore starting hero and bonus?
}
// Assign new owner of this player
*/
auto playerType = EPlayerType::AI;
if (getPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
// Color doesn't have to be continuous. Player colors can later be changed manually
if (getHumanOrCpuPlayerCount() != RANDOM_SIZE && color < realPlayersCnt)
{
playerType = EPlayerType::HUMAN;
}
else if((getPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I-compOnlyPlayerCount)))
else if((getHumanOrCpuPlayerCount() != RANDOM_SIZE && color >= realPlayersCnt)
|| (compOnlyPlayerCount != RANDOM_SIZE && color >= (PlayerColor::PLAYER_LIMIT_I - compOnlyPlayerCount)))
{
playerType = EPlayerType::COMP_ONLY;
}
player.setPlayerType(playerType);
player.setTeam(rememberTeam[pc]);
players[pc] = player;
if (vstd::contains(rememberTownTypes, pc))
players[pc].setStartingTown(rememberTownTypes[pc]);
players[pc] = player;
}
savePlayersMap();
}
void CMapGenOptions::resetPlayersMap()
{
// Called when number of player changes
// TODO: Should it?
//But do not update info about already made selections
std::map<PlayerColor, FactionID> rememberTownTypes;
std::map<PlayerColor, TeamID> rememberTeam;
for(const auto & p : players)
{
auto town = p.second.getStartingTown();
if (town != CPlayerSettings::RANDOM_TOWN)
rememberTownTypes[p.first] = FactionID(town);
rememberTeam[p.first] = p.second.getTeam();
}
savePlayersMap();
/*
//Remove players who have undefined properties
vstd::erase_if(players, [](const std::pair<PlayerColor, CPlayerSettings> & p)
{
return p.second.getPlayerType() != EPlayerType::AI && p.second.getStartingTown() == CPlayerSettings::RANDOM_TOWN;
});
*/
int realPlayersCnt = getPlayerCount();
// FIXME: This should be total players count
int realPlayersCnt = getHumanOrCpuPlayerCount();
if (realPlayersCnt != RANDOM_SIZE)
{
//Trim the number of AI players, then CPU-only players, finally human players
auto eraseLastPlayer = [this](EPlayerType playerType) -> bool
{
//FIXME: Infinite loop for 0 players
for (auto it = players.rbegin(); it != players.rend(); ++it)
{
if (it->second.getPlayerType() == playerType)
@ -214,33 +245,28 @@ void CMapGenOptions::resetPlayersMap()
return true;
}
}
return false;
return false; //Can't earse any player of this type
};
while (players.size() < realPlayersCnt)
while (players.size() > realPlayersCnt)
{
if (eraseLastPlayer(EPlayerType::AI))
continue;
if (eraseLastPlayer(EPlayerType::COMP_ONLY))
continue;
if (eraseLastPlayer(EPlayerType::HUMAN))
continue;
while (eraseLastPlayer(EPlayerType::AI));
while (eraseLastPlayer(EPlayerType::COMP_ONLY));
while (eraseLastPlayer(EPlayerType::HUMAN));
}
}
else
{
//If count is random, generate info for all the players
realPlayersCnt = PlayerColor::PLAYER_LIMIT_I;
}
int realCompOnlyPlayersCnt = (compOnlyPlayerCount == RANDOM_SIZE) ? (PlayerColor::PLAYER_LIMIT_I - realPlayersCnt) : compOnlyPlayerCount;
int totalPlayersLimit = realPlayersCnt + realCompOnlyPlayersCnt;
if (getPlayerCount() == RANDOM_SIZE || compOnlyPlayerCount == RANDOM_SIZE)
totalPlayersLimit = static_cast<int>(PlayerColor::PLAYER_LIMIT_I);
int realCompOnlyPlayersCnt = getCompOnlyPlayerCount();
//int totalPlayersLimit = getPlayerLimit();
//First colors from the list are assigned to human players, then to CPU players
//FIXME: Assign human players colors first
//TODO: Where is player type is set in void CVCMIServer::updateAndPropagateLobbyState()
//in ApplyOnServerAfterAnnounceNetPackVisitor::visitForLobby
//CPackForLobby
std::vector<PlayerColor> availableColors;
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; ++color)
for (ui8 color = 0; color < PlayerColor::PLAYER_LIMIT_I; color++)
{
availableColors.push_back(PlayerColor(color));
}
@ -251,7 +277,7 @@ void CMapGenOptions::resetPlayersMap()
{
if (player.second.getPlayerType() == playerType)
{
vstd::erase(availableColors, player.second.getColor());
vstd::erase(availableColors, player.second.getColor()); //FIXME: Where is this color initialized at lobby launch?
}
}
};
@ -259,8 +285,59 @@ void CMapGenOptions::resetPlayersMap()
removeUsedColors(EPlayerType::COMP_ONLY);
//removeUsedColors(EPlayerType::AI);
//TODO: Assign the remaining colors to random players (AI players)
//Assign unused colors to remaining AI players
while (players.size() < realPlayersCnt && !availableColors.empty())
{
auto color = availableColors.front();
setPlayerTypeForStandardPlayer(color, EPlayerType::AI);
players[color].setColor(color);
availableColors.erase(availableColors.begin());
if (vstd::contains(savedPlayerSettings, color))
{
setPlayerTeam(color, savedPlayerSettings.at(color).getTeam());
// TODO: setter
players[color].setStartingTown(savedPlayerSettings.at(color).getStartingTown());
}
else
{
logGlobal->warn("Adding settings for player %s", color.encode(color));
// Usually, all players should be initialized in initPlayersMap()
CPlayerSettings settings;
players[color] = settings;
}
}
// TODO: Assign players to teams at the beginning (if all players belong to the same team)
std::set<TeamID> occupiedTeams;
for(auto & player : players)
{
auto team = player.second.getTeam();
if (team != TeamID::NO_TEAM)
{
occupiedTeams.insert(team);
}
}
// TODO: Handle situation when we remove a player and remaining players belong to only one team
for(auto & player : players)
{
if (player.second.getTeam() == TeamID::NO_TEAM)
{
//Find first unused team
for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; ++i)
{
TeamID team(i);
if(!occupiedTeams.count(team))
{
player.second.setTeam(team);
occupiedTeams.insert(team);
break;
}
}
}
}
/*
for(int color = 0; color < totalPlayersLimit; ++color)
{
CPlayerSettings player;
@ -284,6 +361,21 @@ void CMapGenOptions::resetPlayersMap()
if (vstd::contains(rememberTownTypes, pc))
players[pc].setStartingTown(rememberTownTypes[pc]);
}
*/
}
void CMapGenOptions::savePlayersMap()
{
//Only save already configured players
for (const auto& player : players)
{
savedPlayerSettings[player.first] = player.second;
}
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getSavedPlayersMap() const
{
return savedPlayerSettings;
}
const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::getPlayersSettings() const
@ -294,16 +386,18 @@ const std::map<PlayerColor, CMapGenOptions::CPlayerSettings> & CMapGenOptions::g
void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, si32 town)
{
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
it->second.setStartingTown(town);
}
void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
{
// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
assert(playerType != EPlayerType::COMP_ONLY);
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
it->second.setPlayerType(playerType);
customizedPlayers = true;
}
const CRmgTemplate * CMapGenOptions::getMapTemplate() const
@ -325,8 +419,8 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
setHasTwoLevels(sizes.first.z - 1);
}
if(!mapTemplate->getPlayers().isInRange(getPlayerCount()))
setPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
setHumanOrCpuPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getCpuPlayers().isInRange(getCompOnlyPlayerCount()))
setCompOnlyPlayerCount(RANDOM_SIZE);
if(!mapTemplate->getWaterContentAllowed().count(getWaterContent()))
@ -365,15 +459,17 @@ bool CMapGenOptions::isRoadEnabled() const
void CMapGenOptions::setPlayerTeam(const PlayerColor & color, const TeamID & team)
{
auto it = players.find(color);
if(it == players.end()) assert(0);
assert(it != players.end());
// TODO: Make pivate friend method to avoid unintended changes?
it->second.setTeam(team);
customizedPlayers = true;
}
void CMapGenOptions::finalize(CRandomGenerator & rand)
{
logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
static_cast<int>(getPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
static_cast<int>(getHumanOrCpuPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
if(!mapTemplate)
@ -384,18 +480,18 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
logGlobal->info("RMG template name: %s", mapTemplate->getName());
if (getPlayerCount() == RANDOM_SIZE)
if (getHumanOrCpuPlayerCount() == RANDOM_SIZE)
{
auto possiblePlayers = mapTemplate->getPlayers().getNumbers();
//ignore all non-randomized players, make sure these players will not be missing after roll
possiblePlayers.erase(possiblePlayers.begin(), possiblePlayers.lower_bound(countHumanPlayers() + countCompOnlyPlayers()));
assert(!possiblePlayers.empty());
setPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
setHumanOrCpuPlayerCount (*RandomGeneratorUtil::nextItem(possiblePlayers, rand));
updatePlayers();
}
if(teamCount == RANDOM_SIZE)
{
teamCount = rand.nextInt(getPlayerCount() - 1);
teamCount = rand.nextInt(getHumanOrCpuPlayerCount() - 1);
if (teamCount == 1)
teamCount = 0;
}
@ -432,11 +528,6 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
//rectangular maps are the future of gaming
//setHeight(20);
//setWidth(50);
logGlobal->trace("Player config:");
int cpuOnlyPlayers = 0;
for(const auto & player : players)
@ -457,21 +548,25 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
default:
assert(false);
}
// FIXME: Every player is player 0 with type of AI
// FIXME: player.first != player.second.getColor()
// TODO: Set player color everywhere players is set, or only once here
logGlobal->trace("Player %d: %s", player.second.getColor(), playerType);
}
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automaticlaly (?)
// FXIME: Do not set this again after options were set
setCompOnlyPlayerCount(cpuOnlyPlayers); //human players are set automatically (?)
logGlobal->info("Final player config: %d total, %d cpu-only", players.size(), static_cast<int>(getCompOnlyPlayerCount()));
}
void CMapGenOptions::updatePlayers()
{
// Remove AI players only from the end of the players map if necessary
// Remove non-human 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() == getPlayerCount()) break;
if(it->second.getPlayerType() == EPlayerType::AI)
if (players.size() == getHumanOrCpuPlayerCount()) break;
if(it->second.getPlayerType() != EPlayerType::HUMAN)
{
players.erase(it);
}
@ -489,7 +584,7 @@ void CMapGenOptions::updateCompOnlyPlayers()
{
auto it = itrev;
--it;
if (players.size() <= getPlayerCount()) break;
if (players.size() <= getHumanOrCpuPlayerCount()) break;
if(it->second.getPlayerType() == EPlayerType::COMP_ONLY)
{
players.erase(it);
@ -501,11 +596,11 @@ void CMapGenOptions::updateCompOnlyPlayers()
}
// Add some comp only players if necessary
int compOnlyPlayersToAdd = static_cast<int>(getPlayerCount() - players.size());
int compOnlyPlayersToAdd = static_cast<int>(getHumanOrCpuPlayerCount() - players.size());
if (compOnlyPlayersToAdd < 0)
{
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", playerCount, players.size());
logGlobal->error("Incorrect number of players to add. Requested players %d, current players %d", humanOrCpuPlayerCount, players.size());
assert (compOnlyPlayersToAdd < 0);
}
for(int i = 0; i < compOnlyPlayersToAdd; ++i)
@ -561,6 +656,11 @@ bool CMapGenOptions::checkOptions() const
}
}
bool CMapGenOptions::arePlayersCustomized() const
{
return customizedPlayers;
}
std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
{
int3 tplSize(width, height, (hasTwoLevels ? 2 : 1));
@ -576,9 +676,9 @@ std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
if(!tmpl->isWaterContentAllowed(getWaterContent()))
return true;
if(getPlayerCount() != -1)
if(getHumanOrCpuPlayerCount() != CMapGenOptions::RANDOM_SIZE)
{
if (!tmpl->getPlayers().isInRange(getPlayerCount()))
if (!tmpl->getPlayers().isInRange(getHumanOrCpuPlayerCount()))
return true;
}
else
@ -588,7 +688,7 @@ std::vector<const CRmgTemplate *> CMapGenOptions::getPossibleTemplates() const
return true;
}
if(compOnlyPlayerCount != -1)
if(compOnlyPlayerCount != CMapGenOptions::RANDOM_SIZE)
{
if (!tmpl->getCpuPlayers().isInRange(compOnlyPlayerCount))
return true;

View File

@ -88,8 +88,11 @@ public:
/// 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.
si8 getPlayerCount() const;
void setPlayerCount(si8 value);
si8 getHumanOrCpuPlayerCount() const;
void setHumanOrCpuPlayerCount(si8 value);
si8 getTotalPlayersCount() const;
si8 getPlayerLimit() const;
/// The count of the teams ranging from 0 to <players count - 1> or RANDOM_SIZE for random.
si8 getTeamCount() const;
@ -117,6 +120,7 @@ public:
/// 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;
const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
void setStartingTownForPlayer(const 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.
@ -139,12 +143,15 @@ public:
/// Returns false if there is no template available which fits to the currently selected options.
bool checkOptions() const;
/// Returns true if player colors or teams were set in game GUI
bool arePlayersCustomized() const;
static const si8 RANDOM_SIZE = -1;
private:
void initPlayersMap();
void resetPlayersMap();
void savePlayersMap();
int countHumanPlayers() const;
int countCompOnlyPlayers() const;
PlayerColor getNextPlayerColor() const;
@ -154,11 +161,13 @@ private:
si32 width, height;
bool hasTwoLevels;
si8 playerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
si8 humanOrCpuPlayerCount, teamCount, compOnlyPlayerCount, compOnlyTeamCount;
EWaterContent::EWaterContent waterContent;
EMonsterStrength::EMonsterStrength monsterStrength;
std::map<PlayerColor, CPlayerSettings> players;
std::map<PlayerColor, CPlayerSettings> savedPlayerSettings;
std::set<RoadId> enabledRoads;
bool customizedPlayers;
const CRmgTemplate * mapTemplate;
@ -169,7 +178,7 @@ public:
h & width;
h & height;
h & hasTwoLevels;
h & playerCount;
h & humanOrCpuPlayerCount;
h & teamCount;
h & compOnlyPlayerCount;
h & compOnlyTeamCount;

View File

@ -104,7 +104,7 @@ void CMapGenerator::initPrisonsRemaining()
if (isAllowed)
allowedPrisons++;
}
allowedPrisons = std::max<int> (0, allowedPrisons - 16 * mapGenOptions.getPlayerCount()); //so at least 16 heroes will be available for every player
allowedPrisons = std::max<int> (0, allowedPrisons - 16 * mapGenOptions.getHumanOrCpuPlayerCount()); //so at least 16 heroes will be available for every player
}
void CMapGenerator::initQuestArtsRemaining()
@ -162,7 +162,7 @@ std::string CMapGenerator::getMapDescription() const
std::stringstream ss;
ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, size %dx%d") +
", levels %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
map->width() % map->height() % static_cast<int>(map->levels()) % static_cast<int>(mapGenOptions.getPlayerCount()) %
map->width() % map->height() % static_cast<int>(map->levels()) % static_cast<int>(mapGenOptions.getHumanOrCpuPlayerCount()) %
static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
monsterStrengthStr[monsterStrengthIndex]);
@ -185,84 +185,120 @@ std::string CMapGenerator::getMapDescription() const
void CMapGenerator::addPlayerInfo()
{
// Calculate which team numbers exist
// Teams are already configured in CMapGenOptions. However, it's not the case when it comes to map editor
enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; // Used as a kind of a local named array index, so left as enum, not enum class
std::array<std::list<int>, 2> teamNumbers;
std::set<int> teamsTotal;
int teamOffset = 0;
int playerCount = 0;
int teamCount = 0;
for (int i = CPHUMAN; i < AFTER_LAST; ++i)
if (mapGenOptions.arePlayersCustomized())
{
if (i == CPHUMAN)
{
playerCount = mapGenOptions.getPlayerCount();
teamCount = mapGenOptions.getTeamCount();
}
else
{
playerCount = mapGenOptions.getCompOnlyPlayerCount();
teamCount = mapGenOptions.getCompOnlyTeamCount();
}
// Simply copy existing settings set in GUI
if(playerCount == 0)
for (const auto & player : mapGenOptions.getPlayersSettings())
{
continue;
PlayerInfo playerInfo;
playerInfo.team = player.second.getTeam();
if (player.second.getPlayerType() == EPlayerType::COMP_ONLY)
{
playerInfo.canHumanPlay = false;
}
else
{
playerInfo.canHumanPlay = true;
}
map->getMap(this).players[player.first.getNum()] = playerInfo;
teamsTotal.insert(player.second.getTeam());
}
int playersPerTeam = playerCount / (teamCount == 0 ? playerCount : teamCount);
int teamCountNorm = teamCount;
if(teamCountNorm == 0)
}
else
{
// Assign standard teams (in map editor)
// Calculate which team numbers exist
enum ETeams {CPHUMAN = 0, CPUONLY = 1, AFTER_LAST = 2}; // Used as a kind of a local named array index, so left as enum, not enum class
std::array<std::list<int>, 2> teamNumbers;
int teamOffset = 0;
int playerCount = 0;
int teamCount = 0;
// FIXME: Player can be any color, not just 0
for (int i = CPHUMAN; i < AFTER_LAST; ++i)
{
teamCountNorm = playerCount;
}
for(int j = 0; j < teamCountNorm; ++j)
{
for(int k = 0; k < playersPerTeam; ++k)
if (i == CPHUMAN)
{
playerCount = mapGenOptions.getHumanOrCpuPlayerCount();
teamCount = mapGenOptions.getTeamCount();
}
else
{
playerCount = mapGenOptions.getCompOnlyPlayerCount();
teamCount = 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;
}
for(int j = 0; j < playerCount - teamCountNorm * playersPerTeam; ++j)
{
teamNumbers[i].push_back(j + teamOffset);
}
teamOffset += teamCountNorm;
}
logGlobal->info("Current player settings size: %d", mapGenOptions.getPlayersSettings().size());
// Team numbers are assigned randomly to every player
//TODO: allow customize teams in rmg template
for(const auto & pair : mapGenOptions.getPlayersSettings())
{
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
if (j == CPHUMAN)
// Team numbers are assigned randomly to every player
//TODO: allow to customize teams in rmg template
for(const auto & pair : mapGenOptions.getPlayersSettings())
{
player.canHumanPlay = true;
}
if(pSettings.getTeam() != TeamID::NO_TEAM)
{
player.team = pSettings.getTeam();
}
else
{
if (teamNumbers[j].empty())
const auto & pSettings = pair.second;
PlayerInfo player;
player.canComputerPlay = true;
int j = (pSettings.getPlayerType() == EPlayerType::COMP_ONLY) ? CPUONLY : CPHUMAN;
if (j == CPHUMAN)
{
logGlobal->error("Not enough places in team for %s player", ((j == CPUONLY) ? "CPU" : "CPU or human"));
assert (teamNumbers[j].size());
player.canHumanPlay = true;
}
auto itTeam = RandomGeneratorUtil::nextItem(teamNumbers[j], rand);
player.team = TeamID(*itTeam);
teamNumbers[j].erase(itTeam);
if(pSettings.getTeam() != TeamID::NO_TEAM)
{
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);
}
teamsTotal.insert(player.team.getNum());
map->getMap(this).players[pSettings.getColor().getNum()] = player;
}
teamsTotal.insert(player.team.getNum());
map->getMap(this).players[pSettings.getColor().getNum()] = player;
logGlobal->info("Current team count: %d", teamsTotal.size());
}
// FIXME: 0
// Can't find info for player 0 (starting zone)
// Can't find info for player 1 (starting zone)
map->getMap(this).howManyTeams = teamsTotal.size();
}

View File

@ -444,9 +444,13 @@ void CZonePlacer::prepareZones(TZoneMap &zones, TZoneVector &zonesVector, const
auto playerSettings = map.getMapGenOptions().getPlayersSettings();
si32 faction = FactionID::RANDOM;
if (vstd::contains(playerSettings, player))
{
faction = playerSettings[player].getStartingTown();
}
else
logGlobal->error("Can't find info for player %d (starting zone)", player.getNum());
{
logGlobal->trace("Player %d (starting zone %d) does not participate in game", player.getNum(), zone.first);
}
if (faction == FactionID::RANDOM) //TODO: check this after a town has already been randomized
zonesToPlace.push_back(zone);

View File

@ -332,7 +332,7 @@ void WindowNewMap::on_humanCombo_activated(int index)
ui->humanCombo->setCurrentIndex(humans);
}
mapGenOptions.setPlayerCount(humans);
mapGenOptions.setHumanOrCpuPlayerCount(humans);
int teams = mapGenOptions.getTeamCount();
if(teams > humans - 1)
@ -361,8 +361,10 @@ void WindowNewMap::on_humanCombo_activated(int index)
void WindowNewMap::on_cpuCombo_activated(int index)
{
int humans = mapGenOptions.getPlayerCount();
int humans = mapGenOptions.getHumanOrCpuPlayerCount();
int cpu = ui->cpuCombo->currentData().toInt();
// FIXME: Use mapGenOption method only to calculate actual number of players for current template
if(cpu > PlayerColor::PLAYER_LIMIT_I - humans)
{
cpu = PlayerColor::PLAYER_LIMIT_I - humans;
@ -455,7 +457,7 @@ void WindowNewMap::on_checkSeed_toggled(bool checked)
void WindowNewMap::on_humanTeamsCombo_activated(int index)
{
int humans = mapGenOptions.getPlayerCount();
int humans = mapGenOptions.getHumanOrCpuPlayerCount();
int teams = ui->humanTeamsCombo->currentData().toInt();
if(teams >= humans)
{

View File

@ -55,7 +55,7 @@ TEST(MapFormat, Random)
opt.setHeight(CMapHeader::MAP_SIZE_MIDDLE);
opt.setWidth(CMapHeader::MAP_SIZE_MIDDLE);
opt.setHasTwoLevels(true);
opt.setPlayerCount(4);
opt.setHumanOrCpuPlayerCount(4);
opt.setPlayerTypeForStandardPlayer(PlayerColor(0), EPlayerType::HUMAN);
opt.setPlayerTypeForStandardPlayer(PlayerColor(1), EPlayerType::AI);