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:
parent
a817e481d0
commit
07dac8b6d4
@ -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());
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
|
@ -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();
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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);
|
||||
|
Loading…
Reference in New Issue
Block a user