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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +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());
}